Yep when i export from blender i send it out as a wavefront .obj, but i still can't get it back into s3d. i'm not sure but i think it has something to do with the UV maps. Maybe this will help clarify: I'm taking the right forward dive plane node off the Salmon class with s3d and exporting it. I import to Blender, retexture it (doing it the regular gimp way is troubling, because both sides of the left and right forward dive planes are superimposed over each other, which makes camoflage extremely difficult) so after i retexture it, i export out of Blender as an .obj wavefront so s3d can translate back to it's original form for the game. but once i export from Blender, that's where it stops. The dive plane has 3 UV maps, but as far as i know i'm only using the main one in Blender, so that's why i think it may have something to do with the UV maps. don't know. I'm not even sure if what i'm trying to do will work in the first place, cause i'm not sure if I retexture the one object, if it is even possible to put back into the game and preserve the texturing i did in Blender.
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