Yo to fix this problem you either need to one of two things, get rid of the alpha channels on each of the textures that dont need them or use a shader for the model that does proper alpha channels because the engine doesnt render alpha-ed stuff properly.
Heres one that i use:
Give your model this material and it should work fine.
function mtl_alpha_init { mtl.skill1 = pixel_for_vec(vector(128,0,0),0,8888); // the first value in the vector is the threshold }
material mtl_alpha { event=mtl_alpha_init; effect= " texture entSkin1; dword mtlSkill1;