b3d surface indexing...

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I actually solved it by using placehoder materials (32x32 bitmaps named surf01.bmp, surf02.bmb...) in the modeller. I load the .b3d file using LoadMesh(). I then loop through all surfaces using GetSurfaceBrush() and then TexttureName(GetBrushTexture()). The returned string (the path to the template texture) is then stripped of all but the numbers, which I can use as and 'index'. Tada! Problem solved.

The actual looping process takes a copuple of milliseconds. But since I only need to do this once, to create TextureBuffers()that I can tweak in realtime, it is not a problem

//PetBom