the 'fix' just forces a threshhold level to the alpha transparency. anything below a certain alpha level doesn't get rendered. its realy not a fix.
his question is about mixing various transparent levels togeather into one mesh this can only be done by seperating your semi transparent skin areas to seperate skins
second you cannot mix a semi transparent and full opaque on the same polygon ( causes your poly Z-buffer sort problem ) the engine can see them both but the video rendering cannot tell which poly is in front of which so renders them both togeather.
I pointed at micro crust because it was first realy known to be an OpenGL problem and DirectDraw (part of DX) is a decendant of OpenGL, I didn't know that it is hardware now. ( must still be on OpenGL arcitecture?)