Thanks @Wayne davis rocks
my problem is not to change the texture, but to force one model to accept many different textures. Hm, ok, obviously I did not explain it very well...
So here's the Colonel-X example again, trying to set it up very precisely for your understanding:
We've got
1 model: Col-X.x
And we've got
5 textures:
- Col-X_1_D2.dds
- Col-X_2_D2.dds
- Col-X_3_D2.dds
- Col-X_4_D2.dds
- Col-X_5_D2.dds
By defining one of these textures
in the .fpe, you can apply a chosen texture to one and the same model (Col-X.x). Check your sci-fi entitybank, each .fpe has a different texture, but the same model.
Now the problem:
Whenever I create a model myself, or even only edit the Col-X.x, then the
model accepts only the first texture (Col-X_1_D2.dds), but none of the others anymore. Even if I define a different texture in the .fpe, the model will show up in editor and in-game with the first texture. Meaning all Col-X.fpe's will
all use Col-X_1_D2.dds ignoring their fpe-textures.
With this explanation, my question remains: How can I have one model (let's say for example... uhm... Example.X) accepting many different textures defined in .fpe files (Example_1_D2.dds, Example_2_D2.dds, ...). Meaning: These are all
different entities using the
same model but
different textures.
Hope I explained it a bit better