ok, so for mutliple UVs/Materials, it's all laid out in the MaterialList section when exporting X file, see DBO to X DirectX output small excerpt below which it specifies 2 separate texturefilenames under 2 separate material sections, so the list would contain 0,0,0,0,0 etc for the 1st material, and then 1,1,1,1,1 etc for the 2nd material. It's all done per mesh group or limb if you like. Also see attached pic showing the Humvee from the FPSC Desert Storm Pack, which my program converted from the original FPSC DBO to X. The whole reason behind my conversion program was so that I could take a binary formatted X file and convert to readable ASCII and edit the texturefilename fields programatically rather than using Fragmotion or UU3D. By the way if any of my converted X files don't load in UU3D, then there is a problem with the text file somewhere usually, but can still load into Fragmotion. So UU3D is the real tester for this program.. Hope this answers the original question:
.......
1,
1,
1,
1,
1,
1,
1,
1;
Material hummer_D2 {
0.752941;0.752941;0.752941;1.000000;;
40.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFileName {
"hummer_D2.dds";
}
}
Material hummer_interior_D2 {
0.752941;0.752941;0.752941;1.000000;;
40.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFileName {
"hummer_interior_D2.dds";
}
}
}
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