Well I think what I tried was a single file that had all the textures for a character I needed, then using 3ds max I used the crop tool to get the part of the image I wanted for each object on the character and sorted out the UV's, it looked all good in Max and exported it using kw x-port plug in and I also tried with another one but the character came out in the game as it looks in max if the UV map modifier is hidden?!?!
So I think I know where I went wrong from what you've said I used multiple textures that all used the same image and applied them to the parts I wanted, should I do it from one material and just use the UV mapping on each object?
Thanks
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