I am not sure if one way is better than the other ... I guess from a modelers point of view its best to include mapping in the 3d file like with irrlicht and various formats like 3ds. But I think the 3ds max exporter generated a special data file automatically based on model data from 3ds max? But what I remember is that it was possible to alter texture mapping by changing the data files but without altering or opening the file that contained the model itself.
if I remember correctly the alpha version 0.4.4.1 used xml files to hold texture info about the models
while the aux files only contained model data... I will double check this and post my findings.
GOOD NEWS! I have changed the code (to remove compile errors) in the OLD alpha 0.4.4.1 so that it now COMPILES with the FREE VERSION of visual c++ 2008 EXPRESS... AND. .. THE ....RESULTING.... SR3 EXE ... IT ... RUNS ...
It was mainly a question of some of the commands being depricated or some shorthand coding that Visual Studio 2008 did not accept

Also... it turns out that the project is well structured now that I figured out what file to open in the IDE (D'OH)

I think I MIGHT be able....
to make some more changes to the source of the old / current ALPHA 0.4.4.1

I am currently trying to fix the bug with the wheels placed at a clockwise rotation when the car is on the track
A little CS theory...
every language is ruled by a BNF. Each compiler must comply to that BNF in order to compile code
A BNF is the formal mathematical definition (a set of rules) of the syntax and semantics of a programming language
So every c++ compiler follows the same BNF more or less. But some are less strict than others regarding semantic rules
The previous compiler tolerated some stuff that visual c++ 2008 does not but the changes still allows to old compiler to compile the project because they must both use the same basic BNF in order to be c++ compilers
I had to fix the following...
variable scopes
missing typecasts
a missing header file (I found a free implementation of that file on google)
One of my previous jobs was teaching computer science at a local university college.
----
just looked at the old alpha... each car has a car.aux and a car.mat
the mat file is an xml like file tha contains info about texture mapping... here is the car.mat from my old 32 ford model:
NotPaint {
Pass1 {
Texture CAR01.TGA
}
}
Window {
Pass1 {
RGB 0.900027, 0.900027, 0.900027
Alpha 0.500000
Blend b_alpha
}
}
Window2 {
Pass1 {
RGB 0.070588, 0.070588, 0.070588
Alpha 0.500000
Blend b_alpha
}
}
CarMaterial {
Pass1 {
TcGen tc_sphere
Texture envmap.bmp
}
Pass2 {
RGB 1,0,0
Alpha 0.75
Blend b_alpha
backcull false
}
}
Dials {
Pass1 {
Texture Dash00.tga
}
}
Fabric_Tan_Carpet {
Pass1 {
Texture seat.tga
}
}
Grey {
Pass1 {
Texture grey.tga
}
}
ShinyMetal {
Pass1 {
TcGen tc_sphere
Texture chrome.bmp
}
Pass2 {
Texture grey.bmp
Alpha 0.75
Blend b_alpha
}
}
keyhead {
Pass1 {
RGB 0.000000, 0.435294, 0.192157
}
}
keyhanger {
Pass1 {
RGB 0.266667, 0.192157, 0.545098
}
}
pedal {
Pass1 {
RGB 0.131373, 0.052941, 0.162745
}
}
steeringwh {
Pass1 {
RGB 0.545098, 0.266667, 0.192157
}
}
Black {
Pass1 {
Texture BLACK.TGA
}
}
Mirror {
Pass1 {
TcGen tc_sphere
Texture envmap.bmp
}
Pass2 {
RGB 0.533333,0.533333,0.533333
Alpha 0.75
Blend b_alpha
backcull false
}
}
Bulb {
Pass1 {
RGB 0.770588, 0.000588, 0.000588
}
}