
if you need to ever have help about acceing the memoryblock for editing data specifically 3D wise then i can usually help out.
my fvf.inc.dba thats floating around is pretty comprehensive for the FVF that darkbasic professional currently uses - and i've got little snippets here and there of the maths behind the actual 3D Commands, which can help development along.
as for SamotH's problem, your problem isn't with ChilliSkinner ... once you've created your UVMaps properly for the entire level, before you do anything else - save the level and then select ALL of the vertex and click
Break from the
edit geometry rollout - now you'll have all the individual Vertex per face

you can then reweld once you've run Luminaire, but else it can't find the sections properly.
most people don't realise that for MD3 exporting (specifically when gmax first arrived) that you can't have multiple vertex using seperate UVpoints for thier index - and wondered why no UV data was ever exported... they believed there was a bug in the exporter but the fact of the matter was they were UVmapping it wrong becuase each UVmap section had to be broken from the model and made a seperate mesh as it were
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?