IIRC there was a plans to rewrite dirt texture to be somehow generic UV mapped to the marked verticles without any need to creating second UV map.
Shoutbox archive
I can't really control dirt textures, unless it's not replacing all tex2 N in .txt files to tex2 Y
@tomangelo : You forgot about smooth shading in some obvious places like pipes and shoulders, even on my small Xperia I can see that .
These additional polygons doesn't even affect anyhow on GPU memory consumption, nor FPS count
Time to me . New Spots Texture (I know it was but the images on the forum is dead) - http://imgur.com/a/lde3I
And now calibrating it to make sure all looks like it should. Moving parts about fractions and recompiling :\
So now it loads bag from separate file, so we don't have to support 3 different types of body and 8 different head models, when I'll make loading head and helm independently.