I know the reason
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most people are using cartography shop to make levels for their games and it exports 2 files (model.x and model_lm.x) The second file is the same geometry as the first. The difference is that it has uvmapping to a lightmap file. The problem is, if you have a 10,000 poly level and you load it into DB, then you have to load the light mapped version too to get the shadows. Well, that makes the level 20k instead of 10k and, of course, will slow the fps down. There are sometime some zbuffer issues with this as well.
the command built into DBPro is SET LIGHT MAPPING ON Object Number, Image Number. If you apply the light map to the regular model, it doesn't work correctly. This is because that model.x file has no uvmapping for that image. What if you did it this way though?
load object "model.x", 1
load image "model.bmp",1
SET LIGHT MAPPING ON 1, 1, "model_lm.x"
This would read the uv coordinates from the model_lm.x model and apply model.bmp to the model.x file as a light map. This would make it VERY easy to go from CS and would make levels very fast. It would also get rid of some zbuffer problems people sometimes have.
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I think .x file can't support multiUV.