Ohhhh now I understand what the problem is....
Yes logan, I've run into those sorting errors too...
I think there are a number of ways to deal with that but I think it depends of how components were created...
You might try this...
Review these in the manual, there are different setting that affect their outcomes...
The values that are set, are the way I use them...
Good luck !
d3d_mipmapping = 4;
d3d_anisotropy = 7; // anisotropic filtering active Range 0 thru 7
d3d_entsort = 0; // not sorting transparent objects Range 0 thru 7
d3d_alpharef = 255; // remove overlay seams completely
d3d_alphadepth = 16; // set all TGA alpha images to 16 bit mode
d3d_autotransparency = 1; // upper left pixel color is TRANSLUCENT for all afterwards loaded textures
d3d_triplebuffer = 1;