1) If you export the diffuse and alpha as two separate files (24-bit Targas), you can use the alpha in the OpacityMask channel of the material editor. I do not know how to setup a texture with its own alpha.
2) If it is just a simple texture meant for the floor (not a static mesh like a door or rubble), then you'd select the surface you want to apply the texture to and click an already created Material in the Generic Browser to apply that material to the surface. If you don't like the tiling, you can always right click on that surface go to surface properties and mess around with the UV tiling.
1. just place a b/w image in the alpha channel of your textureand save it as 32bit tga o_O
in the material you have a texturenode and 5 outputs, RGB, R, G, B and A so the last one is the alpha
2. you can plug a texture coordinate node into the uvs of your texture
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2) If it is just a simple texture meant for the floor (not a static mesh like a door or rubble), then you'd select the surface you want to apply the texture to and click an already created Material in the Generic Browser to apply that material to the surface. If you don't like the tiling, you can always right click on that surface go to surface properties and mess around with the UV tiling.
in the material you have a texturenode and 5 outputs, RGB, R, G, B and A so the last one is the alpha
2. you can plug a texture coordinate node into the uvs of your texture