I solved the problem with a kludgy workaround.
Also I posted over on JT's forum (he designed the directx exporter for Milkshape). I thought I would put his response and my solution here in case anyone has a similar problem.
I don't know how many times I've searched this forum and found solutions to problems I was having. Just giving back.
Quote: "Joseph,
It sounds like it might be more of a DarkBasic question, which I'm afraid I don't have. Something to look into might be where to attach the new textures. If DarkBasic preserves the frame hierarchy, it might be that the original textures are lower in the hierarchy than where you are attaching the new ones. Because rendering models and scenes is often hierarchical, it means that stuff lower the hierarchy might take precedence. If DarkBasic has a "GetTexture" type of function, and also a means for "walking" the frames, you might try to find where the original texture is, and replace it with the new one.
If the original model doesn't have a texture, then it might be a problem with the renderer state, or at what point in the model you attach the texture. Saving the model in ASCII and looking at the file with an editor might help you understand the structure of the model. The DirectX format isn't very hard to make sense of. If you have a model from a different source such as a DarkBasic sample, you might look at how they structure the model and compare. However, it might be that they use the binary format of the DirectX files, in which case you need to find a viewer that will let you look at the structure. My JTEdit editor might help there.
-John
Wow,
Thanks for the quick reply JT. I haven't tracked down the specific problem, but it definetely has to do with the location of the texture coordinates. I've opened up the ascii versions of the models and I have a kludgy solution that involves editing this data, although I'm not exactly sure why one way works while the other doesn't.
It seems that with the Skin and Bones export, all the texture info is in one place in the file. The model looks like it should with the texture in place, but I can't change the texture with the texture object command.
Retained Mode keeps the texture info in each frame of the hierarchy, and while I am able to change textures as much as I'd like, retained mode doesn't have mesh deformation.
My solution involved deleting the materials data from the texture info in the file, and then adding it in for frames that I wanted to retexture with different textures (texture limb in DBP).
I'm just putting all this out there in case some one else needs the info. Anyway, thanks for the hel"
p.
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