Thanks, yes that's what I'm seeing. As I rotate the texture changes, sometimes it's the ground, and other times it's the jetpack texture displayed out of position, like the belts on the tanks.
Ok, then I'll almost guarantee it's because the jetpack.dds has transparency info and it's colliding with other alpha textures ingame.
The main texture bleeding issue should be able to be solved merely by blanking (100% white) the alpha map of the jetpack.dds.
Another
better solution would be to layer and blend the labels with transparency over the tank texture in photoshop or gimp, then save it out permenantly like that as part of the base texture, and NOT have to use any alpha channel info in the final textures. That would require removing the little slab pieces that the labels are on in Blender, so that the underlying texture would show through... would also fix the corner of the triangle warning label sticking out slightly past the edge of the tank like it does.
I'm guessing that's why the cryolator texture on the top tank has it's label blended into the base texture.. probably because Bethesda saw this happening and did the same thing.
I should have some spare minutes to bang this out later on tonight if you'd rather wait and have me do it.. I like doing these kind of things, as long as Nifskope cooperates that is..