Hey guys, it's me again ^^
After a long period of lazyness I've finally managed to get Diffuse, Normal and Specular working. Same goes for an alpha channel. Here comes the issue though: This is how I'm reading my alpha values from the diffuse texture's alpha channel in my shader:
float4 texDiffuse = tex2D(sampDiffuse, IN.texCoord);
...
alpha = texDiffuse.a;
...
return float4(color, alpha);
...
pass P
{
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_3_0 VS();
PixelShader = compile ps_3_0 PS();
}
This is the texture I'm using:
http://www.mediafire.com/?9y0c0f158gdc0a8And here's the texture's RGB and Alpha channels:

Now everytime I read in my alpha channel all I get is pure white for every pixel.
Is there anything I should test to make sure the texture actually loads correctly?
I've tried loading the alpha channel as a whole seperate texture. Using that texture, I can easily grab the channel using:
alpha = texSeperate.r; //(Or g, or b, but NOT a)
which also displays correctly, but I'd still like to use the alpha channel of my diffuse texture for alpha purposes, so I can discard that extra texture lookup.
Would be really nice if anyone could help me out

Greets,
Philipp