
hehe sorry guys, I know I do things weirdly, it all makes sense to me, and actually works (surprisingly), but then I'm strange...

How it basically works, is that in 3DS Max, as you know you can load in bitmaps as the texture for each material you apply. So say I have an armour texture, a tank treads texture, and a shiny metal texture for the gunz, all as discreet, seperate BMP's on my hard drive. I can load each of these up into a seperate material in Max, apply them to the correct parts of the model, export the model, and load it up in DBP, and as long as those three BMP's are in the same folder as the model, it will display as I textured it in Max, with shiny metal on the gun barrels, tread on the treads and armour on the hull, even tho they are seperate images. But yes, if I then use the TEXTURE OBJECT command to apply an image to it, it would dump the single image over the entire model, and to the best of my knowledge the only way to reverse it would be to use the TEXTURE LIMB command, as you say.
I'm using nVidia's DDS Format Exporter, version 7.83 for Photoshop.
Yeah I was afraid of what you say tho jrowe. About not being able to access the different sections of a DDS file. I'd thought about the possibility of loading it as seperate models for the various parts and joining them, have done it in other projects successfully, but it would result in a LOT of component models and code to assemble them, and as I'm having a crack at an RTS it's sadly not practical
Thanks for the advice on the blend vs bump mapping too, if I decide to go with Bump Maps I'll use Blend Mode 24 instead, cheers
If anyone finds a way to enable DDS bump maps tho, please let me know!
Thanks all!
Wolf