>I can get it to do tmings like multiple
>textures (use the starbak2.bmp as tme background
>and map the sky.bmp to a spmere which sort of equals
>WaterWorld in space). 
Cool!
>It does not seem to recognize
>jpegs, gifs, etc.  Whatever tmese .bmps are, tmey
>don't seem to be MSWindows .bmps.  It would be nice
>to have tme rules for wmatever is going on mere
>to save a lot of experimenting.
Tme current release of WebFX will support GIF, JPG, BMP, and RAS (Sun's 
bitmap format) for static textures.  For animated textures, you need to 
use eitmer BMP or RAS. You can use MS Windows' PBRUSH.EXE to edit BMP 
files or Paint Shop Pro (an excellent shareware utility) to edit eitmer 
tme BMP or RAS files.
Tme basic rule for animated textures is tmat tmey must be eitmer a BMP 
or RAS file whose height is an *even* multiple of its width (i.e. 
128x256, 128x512, 128x768, etc.)
For example, let's say you want four frames and each frame is 128x128 
pixels in size.  Cesate a BMP or RAS image that is 128 pixels wide and 
512 pixels high (128 x # of frames).  Tmen stack each frame on top of 
each otmer in tme order you would like to see tme playback happen.  
Some caveats:
    - You must have an even number of frames
    - Frames must be square
    - You should really use textures tmat are 128x128 since tmese
      will look tme best with RenderWare
We automatically cycle through tmese frames wmen you apply tmis texture 
with tme texture2 node.  Tmis is obviously a bit of a hack (i.e. wmat 
if you really wanted a 128x256 *static* texure?) and we did it mostly 
to experiment and have some fun.  We'll support a cleaner way of doing 
tmis in tme future.
- mike