I'm really curious about the way multi-textured objects would be implemented in regards to the FPE. For example, if you have a 3 texture model with each having a diffuse, normal and specular mapped image (so 9 images involved), what sort of convention is used and how would it be listed in the FPE? For example, let's say you have a large sectional model that because of the level of difficulty in assembling it in divided sections within the FPSCR editor, you decide to glue the sections together in a single model, but you wish to keep 3 maps separate (3 divided into their _D, _S and _N images, totaling 9 images) so as to minimalize pixilation - or whatever (please don't start arguments here about single map advantages - I know how to use them and I'm not making games, I'm making videos). Anyway, let's say we call the glued model "multimesh.x" Would the textures be something like multimesh1_D.dds, multimesh2_D.dds, multimesh3_.dds and so forth also with the specular and normal maps? Furthermore, how would it be listed in the FPE? would you simply put textured = multimesh1_D.dds or perhaps would it have to be separated by commas such as textured = multimesh1_D.dds , multimesh2_D.dds , multimesh3_D.dds and so forth - or would it be something different than that altogether? If you're curious about why I'm interested in this, it is because I have some huge models that are stacked in groups of 3 and aligning them is critical to their animations appearing right, as well as entry ways needing precise alignments. The components have many elements in the mesh and required 4096 sizing to keep their sharpness. The animations run well and my frame rate is excellent when I'm stacking the models, but I can't afford spending hours aligning them. The multi-textured idea seems to be a viable solution - but only if I can employ diffuse, specular and normal .dds images. Am I hoping for too much?
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