well the materials system hit a huge snag due to the BSP format not being flexable enough for diferent vertex formats to be used, so I've spent what little codeing time I've had over the last few months fixing this (completly rewriteing the BSP code from scratch), with school over and me haveing the last few days mostly to code, I'v made major progress on this front and now have gotten models to render again (also resorting of geometry will be a snap (important for alpha blending) and there is also a neighbor index for every polygon wich will make decal code faster and easier, and it's been structured to make the shadow code work well when I get around to implementing it). I also have redone most of the HTL code and made a number of classes for manageing vertex and index buffer functionality, as well as generaly organiseing everything better. the basic materials system is in place, but I need to rewrite almost every bit of graphics code to follow the new systems. for one thing rather than simply haveing a texture and drawing a polygon everything will now need a list of textures (and pertenent data about them) as well as a material instance. I'm going to have a section in the materials table for defineing wich material gets used for hard coded effects, as well as the ability to override this default in any instance were you may want to (this should allow the use of diferent materials on weapon effects and such, so you could have for instance a weapon that subtractively blends rather than additively). there will be a good bit of rewriteing on what I have to incorporate the scripting system recently included.