Something that is really confusing is how both Masked and Decals use the same wildcard "{", even though they use different modes of transparency.
For example, the standard hard-transparency which is usually blue is "Masked" which is more commonly known in 3D as "AlphaTest" transparency (hard threshold either fully transparent or not). Goldsrc handles this by using the 255 index for the transparent color.
The second which is used for decals is a bit of a wierd one which is internally known as "IndexAlpha" that is also used with certain sprites. "IndexAlpha" is a black and white gradient of all of the pallete which functions like a typical mask or alpha channel for smooth gradients (due to 255 shades available) except the last color being the "fill color". To better visualize it think of a standard photoshop or gimp alpha channel but the final index color is the solid color that is being masked off. This is used for decals and how they can have smooth transitions of transparency. Its also used in projectile sprites and others.
Now to be even more confusing both sprite IndexAlpha and Decal IndexAlpha use inverted pallete order for the greyscale. So this is why decals are white background and black fill and why sprites in indexalpha are black background with white fill (however the final fill color remains at index 255).
A sprite example is here:
If you want to read my writeup on sprite/indexalpha go here:
http://www.the303.org/tutorials/gold_sprite_p3.htmOh and lastly, if you want to make your own decals you cannot use any other wad for decals other than your decals.wad. So if you have a mod of your own then you have to use decals.wad. This cannot be done with custom maps because you would have to replace this important wad for that and there would be lots of conflicts; instead use the sprite technique I explain in the linked above.