
Bitmap - Pick a texture map.
Reload - Reloads map (e.g. if you've edited the image)
Map Channel - Blitz3d supports 2 UV mapping channels.
Alpha - The apha channel in the image will be used when applying the texture.
Multiply - The texture is multiply blended; it will darken the brush color or other textures.
Add - The texture will blend additively; useful for special fx, e.g. laser beams.
Dot3 - Normal mapping (not fully supported in Blitz yet)
Multiply 2 - Multiply 2 blending mode; 128 grey leaves image unaltered, darker colors darken, brighter colors brighten.
Color - Color texture
Alpha - Use alpha channel
Masked - Black is transparent
Mipmap - Use mipmapping
Env map - Spherical reflection map
Cube map - Cubic reflection map
Hi-color - Force the use of high color textures (16 bit)
Vidmem - Store texture in vram
UV Offset - Set the origin of the texture
UV Tiling - Set how many times to tile the texture
UV Clamp - Don't tile; repeats the border pixels instead
Rotation - Rotate UV coordinates around origin
Edit Curves - Edit the UV animation curves
NOTE: Scaling and rotation are handled differently by Max and Blitz3d, so the results are not WYSIWYG!
View Image - View map using a Max Virtual Frame Buffer
Edit Image ... - Edit map in external image editor (e.g. Photoshop). App path stored in: [3dsmax]\plugcfg\B3dPipeline.ini