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QueenKandiLTDC
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You don't.  Transparency makes any texture on a window fainter because, after all, you are looking through it, not just at it.  If you have lettering or a shop logo on a window, you need to create the window texture with that in mind.  When you make the texture in Photoshop (or GIMP or whatever), put the lettering/logo in a separate layer, and create a layer mask.  When you create the alpha channel image for your texture, make most of the window -- the background -- about 70% gray in the alpha channel, so that it is fairly transparent.  Then use your layer mask to create a less opaque portion of the alpha channel, so that the lettering/logo stands out against the background.  You can even make it completely white, if you want the lettering/logo to be opaque in the final texture. 

If you have created the texture properly in this way, your window in world will be appropriately transparent and the lettering/logo will not be washed out.

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There are two ways to make windows in SL.  You can build a wall out of prims that has a hole in it, and place a separate window prim in the hole.  Then, when you make it transparent or partly so, the window is the only thing affected by your texture.

The other way is to make a solid wall, and apply a texture that has an alpha channel...a way of making just a part of the texture transparent.  The texture might look like this:

frontwall2.png

The parts of the image behind the stained glass are partly transparent, and you can see through them.  But you can't make the WHOLE wall more transparent, with the Texture settings.  If you do, you'll be able to see through the plaster parts, too.  This image was created in Photoshop.  I began with a wall made out of prims, with "real" windows.  I took a picture of it, then opened it in Photoshop and made alpha channel "cutouts" for the parts that were supposed to be transparent.  Then I saved the finished texture and uploaded it back to SL, and applied it to a new, solid wall.

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