quad stockpiling
Here is an excerpt of comment from a script, supporting the reiterated request:
"We want to be able to script everything that Modeler can do, please."
This is either a documentation issue or a functionality issue, either way...
// |
// | Turns out we cannot, in LScript, create a point and
// | add it to the TEXTURE map. This is tragic! So we rely
// | on having a stockpile of quads already in the map.
// | We can change their UV values, and will. But they
// | have to already exist.
// |
// | So, before running script, you must have bunches
// | of unconnected quads sitting around, all TEXTURE
// | mapped.
// |
--> david