I've been playing around with skinning (mainly with the italo-norman units) and I decided to change one of the masked helmets into a helmet with a nose guard. Since the mask already uses an alpha channel I thought it would be no problem. Well I was wrong. Here's a pic of the problem:



The red circles show where the alpha channel is doing something wierd. In the texture the alpha channel goes right to the edge yet once in game there is a thick section un-alpha'd (which gets worse the farther you pull back). Yet on the other mask no issue is noticeable. I also alpha'd out the cloth belts but they suffer from the same issue at a distance (bits of black show up). I can't figure out whats wrong, the alpha channel is fine. I am beginning to wonder if the converter (dds to texture) is messing it up. Does anyone have any thoughts?