btw. B3D is the only one that can store Multitexturing, I mean multiple texture layers, eg. texture plus lightmap. But in all the formats, b3d, 3ds and x you may have more than one texture. when you use LoadAnimMesh, you can EntityTexture the children of the Entity with the textures. When you use Loadmesh then it's a bit more difficult, you need to track down the surfaces and what textures they meant to use (see the SaveB3D example in the code archices on how to track down surfaces) and then Loadbrush and PaintSurface to apply individual Textures to individual "Parts".
If you save a mesh with a texture in truespace or Milkshape, always save the texture in the same folder as the model, this way blitz will find it and load it by default. This makes things easier.
If you save a mesh with a texture in truespace or Milkshape, always save the texture in the same folder as the model, this way blitz will find it and load it by default. This makes things easier.