@ClockworkOcean Thanks again!
Yeah, you’re right Gimp is doing some weird stuff here. I’ve got a solution that I’ll share for anyone else that comes across this. There may be a better way but this seems to do the trick…
First off, to remove the edges, the RGB channels need to be full solid white (in my case) and only the alpha needs the mask. I had the circle set in all channels and I think there’s a conflict I think between the RGB channels themselves fading out the white pixels and the alpha doing the same thing.
So the easy way (that doesn’t seem to always work)…
So, I left the RGBs as fully opaque and put a Layer Mask on my Layer which I use to create the transparency.
Layer with layer mask
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RGB channels are solid white, but only the alpha channel has the transparency mask
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Lastly when exporting, I have to have “Save color values from transparent pixels” turned on (it’s off by default!).
BUT… oddly this sometimes works and sometimes it does not!! I’m not sure if that’s a bug or what. When it works, the RGBs in the new imported texture are just fully white and the alpha holds the transparency. But when it doesn’t the RGBs themselves adopt the alpha shape.
Here, Brush 1 works and Brush 3 doesn’t.
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BETTER SOLUTION…
I downloaded a small free texture packer tool (GitHub - Fidifis/TextureMerge: Software to merge (or pack) textures into image channels, producing one image with up to four textures.).
This way I can export an image for my RGB channels and another image for my Alpha channel and then just properly pack them. This so far works every time.
It’s an extra step but it’s pretty easy and at least works. It also means you don’t have to play around with layer masks in Gimp.
Hope this is helpful for anyone else coming across this issue. Thanks again @ClockworkOcean for your support!