Milkshape shows the transparency other than A2 does and here is the explanation from the Assimsoft plugins rtf-file, for the material tags:
Armada (all editions)
The importer will set up a skeletal structure and material naming conventions to make it export almost exactly as it was imported.
The importer could be used to convert A2 models to A1 models, as long as any A2-material-name-tags are removed. It could also be used for porting to other games.
The importer is quite dedicated in finding your textures so this shouldn't be an issue.
There is one problem that I have been unable to fix where for some unknown reason some meshes are flipped. I really haven't a clue as to how this could happen.
Exporting
There is a common exporter for both Armada I and II, where you select which game you want from the file-type dropdown menu when you save.
Make sure you only use uncompressed 24/32-bit TGA files for textures as that’s what Armada I/II requires.
Changing the lighting/texturing
To force the lighting model for different materials to be other than the default "lambert" model, prefix "!lambert_", "!constant_" or "!phong_" to the name of the material. I myself am not certain on how the different models work, and how the settings affect them. I leave this as an experiment to you.
To force a different texturing type for meshes, put "_!" followed by the texturing type required, at the end of the material name. This is our equivalent of the specially named child points that the 3dsmax exporter requires for customization.
Valid texturing types...
· default - default
· additive - Use additive blending
· translucent - Semi transparent
· alphathreshold - Use for objects using alpha channel 'cut outs'. Alpha channels will have hard edged 'threshold' but objects will be drawn quickly.
· alpha - Uses entire alpha channel. Object will require sorting, so will have performance implications.
· wireframe - Use wireframe graphics.
· opaque - (Armada 2 only) Use the alpha channel for glow, not transparency. This seems to have the same effect as "default" for Armada 2.
· noalpha - (Armada 2 only) A special one put in by me that sets the default texturing type but also turns off glow, so the alpha channel has no effect. Normally, If you have a texture without an alpha channel, Armada 2 will treat it as if it had a fully white alpha channel. Therefore, the texture would glow: but not when the texturing is set to "noalpha".
Ok, so like most you are probably confused by that. I will give you some examples of material names and their effect...
· !lambert_whatever_!noalpha - The material uses lambert lighting, and the noalpha texture type. (This will only work with Armada 2). The "noalpha" type works the same as the "default" type but the alpha channel is turned off.
· mynormaltexture - Nothing special here as no tags have been embedded in the name. It will use the default lighting model (=lambert) and the default texture type (=default).
· !phong_crazy - Will use the default texture type and the phong lighting model.
· crazyby_!additive - Will use the default lighting model and the additive texturing type.
I know this is complex, but its more than you need.. just use standard 32 bit textures with a black alpha channel, or a custom alpha channel, with all the defaults.