| well any info you can add may help. this is driving me nuts heres the texture and brush setup bit im using
 
 
 utex$=c_tn
 b3dwriteString( utex$) 	;texture file
 b3dWriteInt( 1+16+32 )		;flags
 b3dWriteInt( 2)                ;blend 2
 b3dWriteFloat( 0 )				
 b3dWriteFloat( 0 )			
 b3dWriteFloat(1.0/ layertexscale(i));x scale 1
 b3dWriteFloat(1.0/ layertexscale(i));y scale 1
 b3dWriteFloat( 0 ) ;rotation 0
 b3dWriteString( "detailmap.jpg") 	;texture file
 b3dWriteInt( 1+65536)    	        ;flags(second chan)
 b3dWriteInt( 2)   		         ;blend 2
 b3dWriteFloat( 0 )					 
 b3dWriteFloat( 0 )				
 b3dWriteFloat(.05)	;scale x. not being recognized
 b3dWriteFloat(.05)	;scale y  not being recognized
 b3dWriteFloat( 0 )	;rotation 0
 Next 
 b3dEndChunk()	;end of tex
 b3dBeginChunk( "BRUS" )
 b3dWriteInt( 2 )	;textures per brush
 For i=1 To  numlayers
   b3dWriteString( "brush_"+i )		;name
   b3dWriteFloat( 0 )			;red
   b3dWriteFloat( 0 )			;green
   b3dWriteFloat( 0 )			;blue
   b3dWriteFloat( 1 )			;alpha
   b3dWriteFloat( 0 )			;shininess
   b3dWriteInt( 1 )			;blend
   b3dWriteInt( 2)			;FX
   b3dWriteInt( 0 )	  ;used texture index1 
   b3dWriteInt( 1 ) 	  ;used texture index2 
 Next
 b3dEndChunk()	;end of BRUS chunk
 
 and heres the vertex portion
 
 
 
b3dBeginChunk( "VRTS" )
b3dWriteInt( 3 )	;flags - 0=nonormal/color
b3dWriteInt( 2 )	;2 tex_coord sets
b3dWriteInt( 2 )	;2 coords per set
surf=GetSurface( omesh,1 )
n_verts=CountVertices( surf )-1
		
For j=0 To n_verts
      b3dWriteFloat( VertexX( surf,j ) )
      b3dWriteFloat( VertexY( surf,j ))
      b3dWriteFloat( VertexZ( surf,j ) )
					
      b3dWriteFloat( VertexNX( surf,j ) )
      b3dWriteFloat( VertexNY( surf,j ))
      b3dWriteFloat( VertexNZ( surf,j ) )
					
      b3dWriteFloat( VertexRed(surf,j)/255)
      b3dWriteFloat( VertexGreen(surf,j)/255)
      b3dWriteFloat( VertexBlue(surf,j)/255)
      b3dWriteFloat( VertexAlpha(surf,j))
				
      b3dWriteFloat( VertexU#( surf,j,0 ) )
      b3dWriteFloat( VertexV#( surf,j,0 ) )
      b3dWriteFloat( VertexU#( surf,j,1 ) ) ; lightmap uv
      b3dWriteFloat( VertexV#( surf,j,1 ) ) ; lightmap uv
   Next
   b3dEndChunk()	;end of VRTS chunk
 
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