I think it's possible to save multiple meshes in one B3D file using multiple (nested?) Nodes. Not sure if you can access the meshes as children. I guess you'd have to load them with LoadAnimMesh. Parsing the hierarchy recursively would also allow to seperate pivots from meshes using the EntityClass$(). Not sure if you have to/can nest the nodes.
Personally I never use this, because my editors first use AddMesh to unify the map to a single mesh with an optimized number of surfaces. a modified version of the SaveB3D from the code archives is used. Basicly the addition is little, just obtain the brush and tedxture properties as mentioned and use them instead of the static values of the example.
yes brush and texture was the hardest part, but finally it's done and it works with everything but DDS. when a dds texture is detected, the flags must be set manually cause I would need the TextureBuffer to retrieve the current flags, and that TextureBuffer is always zero with DDS textures.
Personally I never use this, because my editors first use AddMesh to unify the map to a single mesh with an optimized number of surfaces. a modified version of the SaveB3D from the code archives is used. Basicly the addition is little, just obtain the brush and tedxture properties as mentioned and use them instead of the static values of the example.
yes brush and texture was the hardest part, but finally it's done and it works with everything but DDS. when a dds texture is detected, the flags must be set manually cause I would need the TextureBuffer to retrieve the current flags, and that TextureBuffer is always zero with DDS textures.