If there's a seperate art-related mailing-list, I dont know about it so just
let me know. :) (I checked the forums but did'nt find any help on this
issue.)

OK, how does one achieve applying different textures to parts of same object
*and tile each texture seperately* ?

I'm using 3dsMAX 8 with planeshift MAX exporter.
I have 6 textures, each applied to a different face ID of the object. But
since I need to tile each texture in different way, only way is to add 6 UV
maps, each at a different channel having different UV tiling.
The scene looks perfect in 3dsMAX.
 
But when I export the world file and load it in walktest, it tiles all
textures as per settings of the first UV map only (which is at channel ID 1
)and ignores all other UV maps at channel IDs 2-6.

Don't know whether its the limitation of the exporter, or am I doing
something wrong. In any case, can anyone suggest how to achieve this? OR
just point me to some sample of XML world file where one or more textures
are applied to same object 'and tiled differently'.

Or is there a better and more efficent way of doing this? i.e. having
multiple textures applied to parts of a single object and each tiled
differently. Or would it be more efficient to break the object into multiple
objects? (though I dont really wanan do that)

Many thanks in advance,
T. Javed.


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