diff --git a/io_scene_obj/import_obj.py b/io_scene_obj/import_obj.py
index ae3b87a22781a2207a878c3881a24b761db3f90c..b5d70de73028826a66714cd5bae9c4647adb9a5e 100644
--- a/io_scene_obj/import_obj.py
+++ b/io_scene_obj/import_obj.py
@@ -55,35 +55,17 @@ def line_value(line_split):
         return b' '.join(line_split[1:])
 
 
-def obj_image_load(imagepath, DIR, use_image_search):
+def obj_image_load(imagepath, DIR, recursive):
+    '''
+    Mainly uses comprehensiveImageLoad
+    but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
+    '''
     if b'_' in imagepath:
-        image = load_image(imagepath.replace(b'_', b' '), DIR)
+        image = load_image(imagepath.replace(b'_', b' '), DIR, recursive=recursive)
         if image:
             return image
 
-    image = load_image(imagepath, DIR)
-    if image:
-        return image
-
-    print("failed to load %r doesn't exist" % imagepath)
-    return None
-
-# def obj_image_load(imagepath, DIR, use_image_search):
-#     '''
-#     Mainly uses comprehensiveImageLoad
-#     but tries to replace '_' with ' ' for Max's exporter replaces spaces with underscores.
-#     '''
-
-#     if '_' in imagepath:
-#         image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= False, RECURSIVE= use_image_search)
-#         if image: return image
-#         # Did the exporter rename the image?
-#         image= BPyImage.comprehensiveImageLoad(imagepath.replace('_', ' '), DIR, PLACE_HOLDER= False, RECURSIVE= use_image_search)
-#         if image: return image
-
-#     # Return an image, placeholder if it dosnt exist
-#     image= BPyImage.comprehensiveImageLoad(imagepath, DIR, PLACE_HOLDER= True, RECURSIVE= use_image_search)
-#     return image
+    return load_image(imagepath, DIR, recursive=recursive, place_holder=True)
 
 
 def create_materials(filepath, material_libs, unique_materials, unique_material_images, use_image_search):
@@ -124,6 +106,8 @@ def create_materials(filepath, material_libs, unique_materials, unique_material_
                 texture.use_alpha = True
                 blender_material.use_transparency = True
                 blender_material.alpha = 0.0
+
+                blender_material.game_settings.alpha_blend = 'ALPHA'
             else:
                 mtex = blender_material.texture_slots.add()
                 mtex.texture = texture
@@ -619,8 +603,6 @@ def create_mesh(new_objects,
                     image, has_data = unique_material_images[context_material]
                     if image:  # Can be none if the material dosnt have an image.
                         blender_tface.image = image
-                        if has_data and image.depth == 32:
-                            blender_tface.alpha_blend = 'ALPHA'
 
                 # BUG - Evil eekadoodle problem where faces that have vert index 0 location at 3 or 4 are shuffled.
                 if len(face_vert_loc_indices) == 4: