Well, I poked around and got rid of one error, so now I only get a warning. Screen shot here:
http://i265.photobucket.com/albums/ii221/zircher/screen_00.png
It looks like LoadAll is returning zero objects, the screen shot shows that Unity is seeing the images and I included a window that shows the path as well.
The codez: 
#pragma strict
var selTexture : Texture2D[];
var selObjects : Object[];
var windowRect0 : Rect = Rect (20, 20, 400, 400); // DAT
var windowRect1 : Rect = Rect (440, 20, 100, 200); // Values
var windowRect3 : Rect = Rect (440, 240, 100, 240); // Turret
var windowRect4 : Rect = Rect (440, 500, 100, 200); // System
var windowRect5 : Rect = Rect (560, 20, 100, 460); // Text
var windowRect6 : Rect = Rect (680, 20, 100, 300); // Select
var windowRect7 : Rect = Rect (680, 340, 100, 200); // Control
var selectedIcon : int = 0;
var selectedStrings : String[] = ["00", "01", "02", "03","04", "05", "06", "07","08", "09", "10", "11","12", "13", "14", "15","16", "17", "18", "19"];
var statusMessage : String;
var unitText : String;
function Awake() {
statusMessage = "This is Awake.";
}
function Start () {
var a : int;
var b : int;
selObjects = new Resources.LoadAll("textures/icons", Texture2D);
selObjects.GetLength(a);
selTexture = new Texture2D[a];
statusMessage = "Objects loaded: " + a;
for(b = 0; b < a; b++) {
selTexture[b] = selObjects[b];
}
statusMessage = "Textures loaded: " + selTexture.Length;
}
function Update () {
}
function OnGUI () {
// Register the windows
windowRect0 = GUI.Window (0, windowRect0, makeWindowDAT, "DAT Window");
windowRect1 = GUI.Window (1, windowRect1, makeWindowValues, "Info");
windowRect3 = GUI.Window (3, windowRect3, makeWindowTurret, "Turret");
windowRect4 = GUI.Window (4, windowRect4, makeWindowSystem, "System");
windowRect5 = GUI.Window (5, windowRect5, makeWindowText, "Text");
windowRect6 = GUI.Window (6, windowRect6, makeWindowSelect, "Select Icon");
windowRect7 = GUI.Window (7, windowRect7, makeWindowControl, "Controls");
GUI.Label (Rect (20, 440, 400, 20), statusMessage);
}
// Make the contents of the window
function makeWindowDAT (windowID : int) {
GUI.DragWindow (Rect (0,0, 10000, 20));
if (GUI.Button (Rect (10,20,60,20), "Hello World"))
statusMessage = "Got a click in DAT.";
}
function makeWindowValues (windowID : int) {
GUI.DragWindow (Rect (0,0, 10000, 20));
if (GUI.Button (Rect (10,20,60,20), "Hello World"))
statusMessage = "Got a click in Values.";
}
function makeWindowTurret (windowID : int) {
GUI.DragWindow (Rect (0,0, 10000, 20));
if (GUI.Button (Rect (10,20,60,20), "Hello World"))
statusMessage = "Got a click in Turret.";
}
function makeWindowSystem (windowID : int) {
GUI.DragWindow (Rect (0,0, 10000, 20));
if (GUI.Button (Rect (10,20,60,20), "Hello World"))
statusMessage = "Got a click in System.";
/*
Green
Regular
Veteran
Elite
Battle Computers
Burrrowing
Cloaking
Crash Built
Photovore
Sentient
Stealth
Submerged
Submersible
Wild
Equipment
*/
}
function makeWindowText (windowID : int) {
GUI.DragWindow (Rect (0,0, 10000, 20));
unitText = GUI.TextArea (Rect (10, 20, 80, 420), unitText);
}
function makeWindowSelect (windowID : int) {
GUI.DragWindow (Rect (0,0, 10000, 20));
selectedIcon = GUI.SelectionGrid (Rect (10, 20, 80, 250), selectedIcon, selTexture, 2);
if (GUI.Button (Rect (20,280,20,20), "<-"))
statusMessage = "selected page left";
if (GUI.Button (Rect (60,280,20,20), "->"))
statusMessage = "selected page right";
}
function makeWindowControl (windowID : int) {
GUI.DragWindow (Rect (0,0, 10000, 20));
if (GUI.Button (Rect (10,20,60,20), "Hello World"))
statusMessage = "Got a click in Control.";
/*
nudge arrows
buttons; load, save, print, config, help, batch
[] hide lables
[] configure labels
[] short DAT // text field for bottom label //
[] long DAT
[] force print to file
button, load custom background
button, select new font for data and labels
button, load custom set of icons
*/
}
@script ExecuteInEditMode() // display GUI in editor
–
TAZ