Quote: "If it uses more than 1 texture all you gotta do is manually drop all the textures into the built game folder
"
lol, why would that work? If it dosn't give you a "Texture Path not found..." then that probably isn't it, and it won't pull textures listed in the .X file because there is none (or at least very few). This is because all objects are converted to .DBO, and there texture data probably isn't saved. So if you didn't mention the texture in the .FPE file then it won't specify it in the .DBO file.
I made a tree pack ages ago when everyone wasn't sure if multiple textures would work. Me and several people got really deep into the issue, and basicly, until TGC updates FPSC (soon, very soon) then we won't be able to use tremagik or plantlife (not sure about the plantlife one, but I think it exports two textures.)
Since I don't exactly know how .DBO's work the texture data, I'm not really qualified to be saying this, but I think the way for TGC to fix this to to find a way to save the texture data from the .X files, but if one of the images don't exist, it should drop it quietly and not crash:
For x=0 To XTexAmount
If File Exist(XTexFile$)
Load Image XTexFile$
Else
WarningMessage "Image ",XTexFile$," Specified in the",CurrentModel$," file does not exist, however, you may still continue."
EndIf
Next x
Of course this snippet wouldn't work becasue there is plenty of other stuff to do, it's just an example (a very poor one at that).
Again, I'm not going to try a and come up with a Multiple Texture Plugin becasue I really don't kno how .DBO files store their data.
-Sunflash