Hey Sandtrooper,
Unfortunatly there is no way to create multiple GUI's. I will explain as best as I can, it's more geeky.
All bmps require a name (that SF calls apon), and the names cannot be the same, for example, if you do:
MainWindow Terran LeftPanel sf-t-lpanel 1 96 stationary 0 100
MainWindow Pirate LeftPanel sf-p-lpanel 1 96 stationary 0 100
It will pick the FIRST LeftPanel name, it will not overwrite a variable, sort of speak. So if you define several leftpanels, it will use the first one, (or the last one, I forgot, but the bottom line is it is one assigned per name).. The issue is, if you do something like:
MainWindow Terran LeftPanel1 sf-t-lpanel 1 96 stationary 0 100
MainWindow Pirate LeftPanel2 sf-p-lpanel 1 96 stationary 0 100
It will also not work, for reasons that there is no way to design what images SF uses, SF LOOKS for LeftPanel, you cannot change this, if you could, then it would be possible. Unfort, it was left out, so it is not possible. This is how you would do it if it WAS possible:
In sf_bmp_misc:
MainWindow [race] LeftPanel[nr] sf-[r]-lpanel 1 96 stationary 0 100
In server.scn (or server.dat for online sol):
miscellaneous bitmaps {
#INCLUDE sf_bmp_misc.sec([race]=Arcean, [nr]=0, [r]=a)
#INCLUDE sf_bmp_misc.sec([race]=Terran, [nr]=1, [r]=t)
#INCLUDE sf_bmp_misc.sec([race]=Drengin, [nr]=2, [r]=d)
#INCLUDE sf_bmp_misc.sec([race]=Pirate, [nr]=3, [r]=p)
}
====
If you take a look at other files, such as the colonies bmp file, you can see there example:
colony [race] Minor[nr] sf-[r]-op 36 24 time 50 100
colony [race] Major[nr] sf-[r]-co 36 32 time 50 100
The reason why THIS works, is because you define the colonies as WELL in design_colonies, defining WHAT images should be picked, which is:
[race] Outpost .01 Minor[mr] 3 sexplode [nr]001 [race] 35000 12 ([mr]1004,[mr]5020,[mr]2004,[mr]5501,[mr]7003,[mr]0001,[mr]4010*0*1*0*0*35,[mr]4011*0*1*0*0*35,[mr]4502*0*1*0*0*35)
[race] Minor .01 Minor[mr] 3 sexplode [nr]002 [race] 35000 12 ([mr]1005,[mr]5021,[mr]2004,[mr]5502,[mr]7003,[mr]0001,[mr]4012*0*1*0*0*35,[mr]4011*0*1*0*0*35,[mr]4502*0*1*0*0*35)
[race] Major .01 Major[mr] 3 sexplode [nr]003 [race] 35000 12 ([mr]1005,[mr]5022,[mr]2004,[mr]5503,[mr]7003,[mr]0001,[mr]4012*0*1*0*0*35,[mr]4012*0*1*0*0*35,[mr]4502*0*1*0*0*35)
Everything works out here, if you look, nr/mr are numbers, so it will never clash with another name, this will create such names as Minor1, Minor2, but never the same name. MR works the same way here, as you see they call the image name including numbers, which you simply cannot change right now in the interface, so it will only have LeftPanel, etc, etc, to work on, not LeftPanel1, LeftPanel2, as it should be, if you could design.
===
To sum it up: When defining the name assigned to the BMP, they cannot be the same, else it uses only one of the bmps you defined, not all of them. However, you cannot change the design of the interface, thus you cannot use different BMP names, so you must use LeftPanel, Video, Background, etc as names. If you could change the design as well to reflect with different BMP name calling, it would work, however, it is internally coded, (If we get the coding it can be transfered into a file for editing) but right now you are stuck with one interface.

I'm sorry if you still don't understand, I know it's strange. I am also apologize if you understand how to mod totally, and know this stuff very well, but I'd like to explain it/why it's not anyways. I'd love to see a totally remade interface, when we have more then 256 colors to use
