No problem! A couple images with explanations are coming right up.
I will be using the stock
imp_inf_shocktrooper.msh as an example. In the following screenshot, the
MATL and all of the
MATD chunks have been highlighted in red:
The start of the
MATL is in
green, and the start of each
MATD chunk is in
blue. Notice the
green box around the fifth place after
MATL. Again, this value is the number of
MATD chunks in hexadecimal. Since there are three
MATD chunks, this value is
03.
So the three
MATD chunks are the following:
First
MATD chunk:
- Index number = 00
- NAME = Scene_Material0
- Texture = N/A
Second
MATD chunk:
- Index number = 01
- NAME = Material110
- Texture = Imp_inf_trooper.tga
Third
MATD chunk:
- Index number = 02
- NAME = Material120
- Texture = Imp_inf_trooper_pack.tga
In the following screenshot, the beginning section of the
MODL chunk with
NAME imp_inf_shocktrooper_gear is highlighted in red. (These are the backpack, pauldron, and pouches found on the Shocktrooper model.):
The start of the
MODL is in
green, and
*its
MATI is in
blue. Notice the
blue box around the fifth place after
MATI. This value refers to a
MATD chunk's index number. Since this value is
02, this MODL chunk uses the third
MATD chunk, which uses the texture
Imp_inf_trooper_pack.tga.
Hopefully this clears up any confusion you may have.
*The
MATI really belongs to
SEGM, which is a child of
MODL.