in the Shader there is a note about using texcoords like <font class="small">Code:</font><hr /><pre> Texture{ .. texcoord 1; # would use UV channel : 2 of max, default is 0 > 1 in max .. } </pre><hr /> about the scaling thing, I will just use texture matrix for both tiles individually, but not for emissive and mask, it is…
Thanks Fordy, that worked. Bug 1. Yes, the TGA is flipped (vertically) in the preview window. It is a 24bit uncompressed TGA saved by XNView. Another couple bugs, minor things I can work around... Bug 2. I've assigned a Multi/Sub-Object material to the terrain. Two IDs, each with an empty diffuse Bitmap, one named…