To apply more than one material in Max, you need a multi-subobject material in your material editor, and you need to assign Material IDs on a per-polygon basis that correspond to the texture you're using.
We've done a model that works fine in Freespace SCP, with one texture (2048x2048), some parts of it are reduced to maximum on the uvmap and at the beginning we've just apply to it a pure color in the uvmap.
Now that we have see this thread, we wanted to try to tile these parts and modify the model within 3DSmax with a multi-subobject material and Material ID assignment. The result is fine in 3DSmax.
We've got 5 materials in the multi-subobject material, with different bitmap textures assigned.
The matter is that in freespace, only the first material of the multi-subobject is visible, all the rest in invisible. However, all the textures have been stored in the maps folder.
I wonder if it is not a texture size issue, as for the moment, it is not "freespace2 compliant" :
The sizes of the 4 other textures added to the uv main map are :
570x570 (resized to 1024x1024???), 428x360 (resized to 512x512???), and 3072x2304 (ouch ! resized to... 4096x4096???).
Of course i'll try to standardize the texture sizes, i just wanted to know if this issue may result in invible textures ingame ?
Thanks in advance for your responses !