Before people post - please take into account:
Blitz3D has had long-standing issues with the order that surfaces are located in memory. So unless you know about the 'order issues' then you probably cannot help.
I can already quite happily resolve this issue by loading a multi-object mesh via LoadAnimMesh. I can re-texture this on-the-fly by securing the surfaces via ChildMesh. I have no 'surface order issues' with this method.
What I want to do is to use a multi-object mesh that has been collapsed into a single mesh hierarchy - material names are in the mesh, so no problems there with regard to identifying surfaces. Once loaded into Blitz3D, I then want to be able to change the textures as and when I like to create multiple textured versions of the mesh.
NOTE: Anyone can paint the surfaces - the goal is to be able to do this, taking into account the 'surface order issues' when you re-run the program again (such as on another computer) in which case the order that the surfaces are stored in memory may have changed.
NOTE: I don't want a solution that involves re-saving the mesh out of Blitz3D.
I hope I made that clear enough.
I must be close to resolving it, but just missing or not remembering something. It's possible I achieved this before using a lib - maybe a "halo"/"jfk" one - not sure - possibly my multi-mesh resolution made me forget the single-mesh solution.
Blitz3D has had long-standing issues with the order that surfaces are located in memory. So unless you know about the 'order issues' then you probably cannot help.
I can already quite happily resolve this issue by loading a multi-object mesh via LoadAnimMesh. I can re-texture this on-the-fly by securing the surfaces via ChildMesh. I have no 'surface order issues' with this method.
What I want to do is to use a multi-object mesh that has been collapsed into a single mesh hierarchy - material names are in the mesh, so no problems there with regard to identifying surfaces. Once loaded into Blitz3D, I then want to be able to change the textures as and when I like to create multiple textured versions of the mesh.
NOTE: Anyone can paint the surfaces - the goal is to be able to do this, taking into account the 'surface order issues' when you re-run the program again (such as on another computer) in which case the order that the surfaces are stored in memory may have changed.
NOTE: I don't want a solution that involves re-saving the mesh out of Blitz3D.
I hope I made that clear enough.
I must be close to resolving it, but just missing or not remembering something. It's possible I achieved this before using a lib - maybe a "halo"/"jfk" one - not sure - possibly my multi-mesh resolution made me forget the single-mesh solution.