I have recently run into an issue when trying to make custom cab-side numbers for a repaint. When I load up the engine in-game, the numbers have boxes around them (the background of the number). All default numbers, from what I can tell, don't have a visible alpha channel in DXTbmp or photoshop. I did try using one anyway, but when I turn the texture into a .TgPcDx file using RSBin (from .DDS created using DXTbmp), it loses it's alpha channel, even if it was exported from DXTbmp using DXT3 compression.
Has anyone had this issue before? Am I simply not going about this the right way?
If anyone has any ideas or info, please let me know.