<b>zozogh</b>,
I think I found what the problem is with VRML exports from Milkshape:
Milkshape writes the texture name with a path, whereas the gm files only have the filename without a path. I'll fix the tool in the next release so it only copies the name and leaves the path out. In the meantime you can correct it by hand: open the wrl file in wordpad or any text editor and find the lines
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->textureImage texture{
url "./cow.tga"
}<!--c2--></div><!--ec2-->
and change the second to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->url "cow.tga"<!--c2--></div><!--ec2-->
Then convert to gm with the tool and you should be ok.
BTW: When you import VRML with the tool check the <i>ship/item/location </i> checkbox or you get character locators. And use the <i>Drop and center </i> command in the <i>Charac ters</i> menu before you save to gm, so the cow's feet will be set upon the ground.
You can do it with the spotted version you showed above, but if you want a more conventional looking cow, you should use the <i>Tools / Tile texture mapper </i> menu in Milkshape, change the Mapping type to <i>cubic </i>and set the <i>X repeat</i> value to 2 (leave the rest at 1).
If you PM me an email adress I send you my textured version, but you might as well do it yourself.
More difficult it is if you want to texture the horns and the udder differently: for that you'd have to learn some real modeling, cut those parts out as submeshes (I think Milkshape calls them "Groups") and texture them separately. I'm afraid I won't be much help with that, because I'm myself not actually a modeler.
When you have the cow ingame let's see another screenshot!
I think I found what the problem is with VRML exports from Milkshape:
Milkshape writes the texture name with a path, whereas the gm files only have the filename without a path. I'll fix the tool in the next release so it only copies the name and leaves the path out. In the meantime you can correct it by hand: open the wrl file in wordpad or any text editor and find the lines
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->textureImage texture{
url "./cow.tga"
}<!--c2--></div><!--ec2-->
and change the second to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->url "cow.tga"<!--c2--></div><!--ec2-->
Then convert to gm with the tool and you should be ok.
BTW: When you import VRML with the tool check the <i>ship/item/location </i> checkbox or you get character locators. And use the <i>Drop and center </i> command in the <i>Charac ters</i> menu before you save to gm, so the cow's feet will be set upon the ground.
You can do it with the spotted version you showed above, but if you want a more conventional looking cow, you should use the <i>Tools / Tile texture mapper </i> menu in Milkshape, change the Mapping type to <i>cubic </i>and set the <i>X repeat</i> value to 2 (leave the rest at 1).
If you PM me an email adress I send you my textured version, but you might as well do it yourself.
More difficult it is if you want to texture the horns and the udder differently: for that you'd have to learn some real modeling, cut those parts out as submeshes (I think Milkshape calls them "Groups") and texture them separately. I'm afraid I won't be much help with that, because I'm myself not actually a modeler.
When you have the cow ingame let's see another screenshot!