---
"Blitz3d tranlates 'smoothing groups' to 'surfaces' - each surface can have a different texture. EntityTexture() does not take surfaces into account and will draw the texture over the whole mesh. You need to use PaintSurface() to texture individual surfaces."
---
I used countsurfaces, but there's only one surface (the whole character mesh, that includes groups)
ascii code reveals stuff like this (it seems there are 5 meshes... but I use .b3d export from Milkshape, so I presume those meshes are lost in the export?)
Meshes: 5
"feet_texture" 0 0
110
0 0.089024 0.406908 -0.041649 0.790132 0.100953 26
0 0.100677 0.418524 -0.018342 0.790076 0.054462 26
0 0.174636 0.418524 -0.066427 0.648314 0.054462 26
0 0.080439 0.418524 0.095656 0.897981 0.057784 26
Materials: 5
"feet_texture"
0.200000 0.200000 0.200000 1.000000
0.800000 0.800000 0.800000 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
".\base.feet.human.jpg"
"Blitz3d tranlates 'smoothing groups' to 'surfaces' - each surface can have a different texture. EntityTexture() does not take surfaces into account and will draw the texture over the whole mesh. You need to use PaintSurface() to texture individual surfaces."
---
I used countsurfaces, but there's only one surface (the whole character mesh, that includes groups)
ascii code reveals stuff like this (it seems there are 5 meshes... but I use .b3d export from Milkshape, so I presume those meshes are lost in the export?)
Meshes: 5
"feet_texture" 0 0
110
0 0.089024 0.406908 -0.041649 0.790132 0.100953 26
0 0.100677 0.418524 -0.018342 0.790076 0.054462 26
0 0.174636 0.418524 -0.066427 0.648314 0.054462 26
0 0.080439 0.418524 0.095656 0.897981 0.057784 26
Materials: 5
"feet_texture"
0.200000 0.200000 0.200000 1.000000
0.800000 0.800000 0.800000 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000 0.000000 0.000000 1.000000
0.000000
1.000000
".\base.feet.human.jpg"