IRRspintz also has a function for converting meshBuffers in animatedMeshes from using S3DVertex types to S3DVertex2TCoords types. If you did that, you could manipulate the 2nd texture coord independent of the 1st, and then the code I most recently posted would work perfectly
After looking, I don't see that code in IRRspintz anymore, but I had it at one time. You can see the Sydney screenshot, and how I applied a detail map to Sydney. I'll add this to IRRspintz when I can, hopefully I can find the old code, otherwise, it shouldn't be too hard to re-implement.