Just realized that we are bound to use the same normal and spec map for the model.
Example
basketball_D.dds
means that the engine will look for basketball_N.dds and basketball_S.dds
textures
now what if we want to use different diffuse textures but the very same normal and spec map for our model.
We would need to copy and rename the normal and specmaps so that it starts with the same name like our newly created skin.
This would result in a waste of space and more important it limits reloadeds freedom of creation!
What we need is a way to define the Normal and Specular or well all material maps to be used in the .fpe file
suggestion
diffuse = _D.dds
normal = _N.dds
specular = _S.dds
.....
This is a much better approach regarding drawcalls and should be a must have for reloaded.
On a side note
This could be used afterwards for characters as well.
imagine you got 1 Charactermodel - within 5 different variations.
Those can be blended out with the hide limb feature/scale limb
along with a proper way to define the maps to be used it could make things much easier and less performance intensive.
of course, the hide/scale limb would need to be exapandable in the fpe file, so that one could specific multiple limbs to hide.
Only this way it could work.
http://j0linar.carbonmade.com/