@Lost in Thought:
Thank you very much for replying. (At least, now I know it's DBP not me!)
Actually this is really annoying! But I've find a work around!
You can make a mesh from your model, add it to your model as a limb again; set the UVs and Then save it as .dbo
Here is a little code...
`Orginally written by TGC and I changed it a bit ;)
ObjectNumber=1 : MeshNumber=1
make object cube ObjectNumber,100
convert object fvf ObjectNumber,338
make mesh from object MeshNumber,ObjectNumber
LOCK VERTEXDATA FOR MESH MeshNumber
for V=0 to GET VERTEXDATA VERTEX COUNT()-1
color as DWORD : color=GET VERTEXDATA DIFFUSE(V)
color=rgb(255,255,255)
SET VERTEXDATA DIFFUSE V,color
next V
UNLOCK VERTEXDATA
rem Add mesh as limb to object
LimbNumber=1
add limb ObjectNumber,LimbNumber,MeshNumber
`offset limb ObjectNumber,LimbNumber,100,50,0 : rotate limb ObjectNumber,LimbNumber,0,45,0
move camera -200
rem Texture stages zero and one of the object
ImageNumber1=1 : ImageNumber2=2
load image "ground.dds",ImageNumber1
load image "normals.dds",ImageNumber2
texture object ObjectNumber,0,ImageNumber1
texture object ObjectNumber,1,ImageNumber2
`
rem lock limb and halfs the UV values of the second stage texture data
LOCK VERTEXDATA FOR LIMB ObjectNumber, LimbNumber
for V=0 to GET VERTEXDATA VERTEX COUNT()-1
iTextureStageValueFROM=0 : iTextureStageValueTO=1
U#=GET VERTEXDATA U(V, iTextureStageValueFROM)
V#=GET VERTEXDATA V(V, iTextureStageValueFROM)
SET VERTEXDATA UV V, iTextureStageValueTO, U#*2, V#*2
next V
UNLOCK VERTEXDATA
rem Make sure second texture UVs are used, and blend ADD(7) used
StageIndex=1 : TexCoordMode=0 : BlendMode=13
SET BLEND MAPPING ON ObjectNumber, StageIndex, ImageNumber2, TexCoordMode, BlendMode
rem Control texture mode and mipmap mode (UV modes)
TexturingMode=2 : MipmapFlag=0
SET OBJECT TEXTURE ObjectNumber, StageNumber, TexturingMode, MipmapFlag
rem Add a new copy of the mesh to the vertexdata of the object
QuickRefreshFlag=1
LOCK VERTEXDATA FOR LIMB ObjectNumber, LimbNumber
VertexStart=GET VERTEXDATA VERTEX COUNT()
IndexStart=GET VERTEXDATA INDEX COUNT()
ADD MESH TO VERTEXDATA MeshNumber
VertexEnd=GET VERTEXDATA VERTEX COUNT()
IndexEnd=GET VERTEXDATA INDEX COUNT()
UNLOCK VERTEXDATA
clone object 100,1
position object 100,300,0,0
`Here we delete thost freak vertexes :)
LOCK VERTEXDATA FOR LIMB 100, 1 `LimbNumber
DELETE MESH FROM VERTEXDATA VertexStart, VertexEnd, IndexStart, IndexEnd
UNLOCK VERTEXDATA
`To delete them all...
LOCK VERTEXDATA FOR LIMB 100, 0 `LimbNumber
VertexEnd=GET VERTEXDATA VERTEX COUNT()
IndexEnd=GET VERTEXDATA INDEX COUNT()
DELETE MESH FROM VERTEXDATA 0, VertexEnd, 0, IndexEnd
UNLOCK VERTEXDATA
if file exist("1.dbo") then delete file "1.dbo"
save object "1.dbo",100
delete object 1
load object "1.dbo",1
`I don't know but it seems that you have to set the blend mapping again!!!
SET BLEND MAPPING ON ObjectNumber, StageIndex, ImageNumber2, TexCoordMode, BlendMode
do
control camera using arrowkeys 0,2,1
loop
GOOD LUCK!