How Blitz knows what Milkshape groups to texture?

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I exported to .3ds format and there it has 5 children (too bad the bone animations are lost, so I cannot use that info either). I suppose in .b3d export process, the meshes just vanish somewhere... and then it's some sort of in-build system that loads the textures correctly - but doesn't allow them to be changed (not with paintSurface or entityTexture)

It looks like the current Milkshape .b3d exporter simply doesn't simply know how to keep groups as separate surfaces (yet it is a mystery how blitz knows how to texture them properly when one simply loads .b3d file without using entitytexture)