STEP 1
Make a material with name: "your_name[env,spec,trans]" e.g glass[env,spec,trans]
Color of the material = RGB(148,148,148). It is light grey...cool
Enable Alpha channel and select opacity less than 255, e.g. opacity=128
Source: Source Alpha, Destination: Inv.Source Alpha
(Be careful, when you have set opacity and you deside to change the color, notice that opacity is set to 255. So you must fix it again.)
At textures section:
The first texture has to be a black texture. In order not to create a new one, you can use the "vehiclegeneric256.tga". Click "edit" and select Preferable Mode = Advanced Mode.
Then use these:
...................Arg0....................Arg1.................Arg2..................BlendOperation
Color........Current...............Texture..............Current...............Modulate
Alpha.......Current...............Texture..............Current...............Modulate
Use UV Mapping = Manual UV #1
U = Wrap, V = Wrap, W = Wrap.
Texture Filtering.... ALL Linear.
The second texture has to be a texture to create the shining. In order not to create a new one, you can use the "xvehicleenv128.tga". Click "edit" and select Preferable Mode = Advanced Mode.
Then use these:
...................Arg0...................Arg1..................Arg2...................BlendOperation
Color........Current...............Texture..............Current...............MultiplyAdd
Alpha.......Current...............Texture..............Current...............Modulate
Use UV Mapping = Manual UV #2
U = Wrap, V = Wrap, W = Wrap.
Texture Filtering.... ALL Linear.
STEP 2
After This Apply this material to your windscreen.
STEP 3 (Important)
Right click at your windscreen and Mesh->Vertices->Format->UV channels = 2
STEP 4
Then you have to Edit UV at your windscreen.
Select Surface->Mapping-> Edit UV
Click your object from the top view (using object level).
Select the Create/Edit UV.
Select channel map #1 .
Select "From viewport XY.
Select Generate New.(if you are editing UV for first time. Else for the next times, use "Keep Old mapping" and check "Keep seperately". Uncheck "Disable Old mapping" in case you want to make some changes. Press OK to continue.
Your windscreen is now at UV MAP view and you have to scale it and place it in the
"vehiclegeneric256.tga" at a dark/black area.
STEP 5
You have to do this for the second texture, so as to set the shining.
Select Surface->Mapping-> Edit UV
Click your object from the top view (using object level).
Select the Create/Edit UV.
Select channel map #2 .
Select "From viewport XY.
Select Generate New.(if you are editing UV for first time. Else for the next times, use "Keep Old mapping" and check "Keep seperately". Uncheck "Disable Old mapping" in case you want to make some changes. Press OK to continue.
Your windscreen is now at UV MAP view and you have to scale it and place it in the
"xvehicleenv128.tga" wherever you like.