Apply a new version of a map, save the pp file, reload the character in game/poser. Making experiments with both type of maps can be done without the need to restart the game since character loading loads the textures also anew. Or did you mean that you would like SB3UGS to create Normal maps and Specular maps or support external generators for them? This would be out of scope for SB3UGS, sorry. With other words the result in SB3UGS would not look like in game. The second reason is that I dont know why one of the maps is assigned in two slots. It could be done but not from me, because this meaning of the texture slots is specific to PPD/PSP/IW. Is there the possibility wherein SB3UGS bump mapping program on the polygon fieguren apply?Your question could mean that you would want to see Normal maps and Specular maps from the second to the fourth texture slot in the renderer of SB3UGS applied on meshes.