Quote: "For some reason now when I load the split model into the program with the same code as above, the model is solid black as if there is no texture or anything added to it."
Guess what - you haven't applied any textures to your model. Load two images in DBPro in the usual way and apply them to the correct stages and you should be fine. I used the "alien.dds" cube map from Dark Shader and an arbitrary stonewall normal map image. I also used
set object effect which is much easier.
Here's the code I used:
Rem Project: GRLDemo
Rem Created: Saturday, June 14, 2014
Rem ***** Main Source File *****
AUTOCAM OFF
HIDE MOUSE
MAKE CAMERA 1
LOAD EFFECT "media\metal.fx",1,0,0
`LOAD OBJECT "media\Vintryx.x",1
LOAD OBJECT "media\ship split.x",1
POSITION OBJECT 1,0,0,800
SCALE OBJECT 1,1000,1000,1000
SET OBJECT EFFECT 1,1 `(tried this also and didn't work)
`effect$ = "media\metal.fx"
` set effect on 1,effect$,1
load image "media\stonewall_n.dds", 10
load image "media\alien.dds", 11, 2
texture object 1, 0, 10
texture object 1, 1, 11
`COLOR BACKDROP 1,0
LOAD IMAGE "media\cosmicwave.jpg",1
MAKE OBJECT SPHERE 2,5000
SET OBJECT CULL 2, 0
TEXTURE OBJECT 2,1
SCALE OBJECT TEXTURE 2,1000,1000,1000
POSITION OBJECT 2,0,0,0
`Get Camera Angles For Use Later
camx# = CAMERA ANGLE X(1)
camz# = CAMERA ANGLE Z(1)
DO
` REMSTART
`used for player to look around
camy# = WRAPVALUE(MOUSEMOVEX() + camy#)
camx# = MOUSEMOVEY() + camx#
IF camx# > 90 THEN camx# = 90
IF camx# < -90 THEN camx# = -90
Rotate CAMERA 1, camx#,camy#,CAMERA ANGLE Z(1)
`REMEND
`used to determine if user wants to move or not
SELECT MOUSECLICK()
CASE 1: `move forward
MOVE CAMERA 1, 1
ENDCASE
CASE 2: `move backward
MOVE CAMERA 1, -1
ENDCASE
CASE DEFAULT: `don't move at all
MOVE CAMERA 1,0
ENDCASE
ENDSELECT
IF UPKEY() = 1
YROTATE OBJECT 1, OBJECT ANGLE Y(1) + 0.1
ENDIF
IF DOWNKEY() = 1
YROTATE OBJECT 1,OBJECT ANGLE Y(1) - 0.1
ENDIF
IF RIGHTKEY() = 1
ZROTATE OBJECT 1,OBJECT ANGLE Z(1) + 0.1
ENDIF
IF LEFTKEY() = 1
ZROTATE OBJECT 1,OBJECT ANGLE Z(1) - 0.1
ENDIF
IF RETURNKEY() = 1
COLOR OBJECT 1, RGB(0,255,0)
ENDIF
LOOP
END