@Link102
Good idea! You could do that, but then you would have to create an image that contains each image or color for each side in the proper place. Basically you'd have to unwrap the mesh and paint a single image with the right colors for each side. Need the right math. Here's an example without the proper unwrapping - it does show that this idea is sound because it colors the sides of the cube differently.
rem show altered uv texturing to color
rem sides of a cube differently
rem by latch
rem 01/13/2008
rem make a four square texture including black at the end
ink rgb(255,0,0),0
box 0,0,31,31
ink rgb(0,255,0),0
box 32,0,63,31
ink 255,0
box 64,0,95,31
get image 1,0,0,129,32
rem make a cube to get the uv data from
make object cube 1,10
make mesh from object 1,1
make memblock from mesh 1,1
delete object 1
delete mesh 1
rem get uv position and count
uvposition = memblock dword(1,28)
vertcount = memblock dword(1,0)
rem run through verts
for vert=0 to vertcount-1
vertx#=memblock float(1,32+(vert*12))
verty#=memblock float(1,32+(vert*12)+4)
vertz#=memblock float(1,32+(vert*12)+8)
rem calc uv
u#=1.0*vert*(vertx#/sqrt(vertx#^2+verty#^2+vertz#^2))/(1.0*(vertcount-1))
v#=1.0*vert*(verty#/sqrt(vertx#^2+verty#^2+vertz#^2))/(1.0*(vertcount-1))
rem update texture coordinates in memblock
write memblock float 1,uvposition+(vert*8),u#
write memblock float 1,uvposition+(vert*8)+4,v#
next vert
rem create the object out of the memblock
make mesh from memblock 1,1
make object 1,1,1
delete mesh 1
delete memblock 1
do
turn object left 1,1
loop
Once you've created the new object with the new uvs, you can just keep making copies of it for each cube you want multi textured. Shouldn't impare speed because you could just use the MAKE OBJECT command from the new mesh (though I delete it in the example for clean up).
Enjoy your day.