Iam trying to create some glass bottles, like wine bottles.
The transparent material is working, but I can't put a label or a detail map on it without multiplying by the diffuse color.
What i'am trying to do:
Create a transparent material.
Use the RGB diffuse color as the bottle color.
use detail map for dust/labels.
I fail at the detail map, the moment I connect the map, my bottle turns very, very dark, and the detail get multiplied by the diffuse color of the bottle.
Below, there are some images of the steps above using spookyboo HLMS Editor.

Just a transparent green bottle, as you can see, I turned OFF Use alpha from textures because if I don't, when I connect the detail map, the diffuse color won't affect the glass, just the detail map. The idea is to use the diffuse color to get the glass color, so I can make a lot of different bottles without the use of textures.
Then, I connect the detail map, basically a cloud noise with transparency. You can see that the bottle turns almost black.

Then, just for showing what is going on, I set the detail map weight to 5.

Is this behavior expected? I don't actually see many people in here messing around with detail maps and transparency.
