I just noticed that there were texture coordinate problems with models converted from 3DS with 3ds2oof. It turns out it’s because 3DS treats a UV coordinate of (0.0,0.0) to be the BOTTOM left corner of the texture instead of the TOP left. Very odd, since image systems I’ve used treat (0,0) as the top left. I’ve updated 3ds2oof to invert the V coordinate to compensate so your imported models should look a lot better. You’ll have to get the code from CVS though.
That’ll teach me to do most of my testing using procedural symmetric models (you can’t tell the difference with these).