NO no no! I NEED the alpha channel.
Look, there seems to be some confusion. here's the deal:
I WANT to see ALPHA-TRANSPARENT TEXTURED polygons in my persp VIEWPORT.
THE ONLY WAY TO ACHIEVE THIS is to assign a bitmap file THAT IS 32BIT to a Material's COLOR channel. THE OPEN GL hardware renderer picks up the alpha component of the bitmap and AUTOMATICALLY draws the polygons correct transparency in your viewport.
It's THIS FUNCTIONALITY that I want to DISABLE BUT ONLY FOR ONE MATERIAL
Setting the Hardware Texture detail to anything other than Default DOES achieve this BUT ON THE ENTIRE SCENE and NOT at a material level so this is no solution either (besides the texture looking awful).
secondly, YOU CANNOT SEE MORE THAN ONE TEXTURE ASSIGNMENT SIMULTANEOUSLY IN THE VIEWPORT. SO MAPPING ANYTHING TO A MATERIAL'S TRANSPARENCY CHANNEL IS IRRELEVANT EXCEPT WHEN RENDERING, UNLESS I WANT TO SEE EITHER color OR transparency BUT NOT BOTH (which I certainly don't want)
Is what I've said above definately right? If anyone can 100% verify OR correct me on the above points please do so as the solution probably lies in the invalidity of my above assumptions..
I guess for now I'll just have to get photoshop to output TWO copies of the same file each time I update it and get it to remove the alpha from one of them. I'll just have to remember to replace the second material copy on my model when I'm finished...
:nathaN