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FPSC Classic Product Chat / Segment editor using your own textures

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gorba flamingo
16
Years of Service
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Joined: 16th Oct 2007
Location: between crazy and all out insane!
Posted: 31st Aug 2008 02:55 Edited at: 21st Apr 2009 04:34
hi yall
ive just got to using the segment program in fpsc i was wondering if anybody knew how to use your own UV in it? ive skimmed through all the video tutorials but didnt find anything :*(
SO now im asking you all.

[url=http://profile.mygamercard.net/gorbafletch]
daarboven
16
Years of Service
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Joined: 20th Dec 2007
Location: right over there, see?
Posted: 31st Aug 2008 22:55
first of all your texture MUST be named with the _d2 suffix to show up in the segment editors file browser...so rename it to FLOOR_D2.tga and you can use it on your segment. AFAIK the uv on the build in segments is a square image (like 512x512) but if you use your own .x geometry you can uvmap it prior to importing and use any texture size and dimensions you like!

I am Jacks complete lack of surprise.
johne5
15
Years of Service
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Joined: 27th Oct 2008
Location: Denver, CO
Posted: 3rd Dec 2008 09:07
Yep you have to the texture name filename_d2.tga, filename_d2.dds, filename_d2.jpg. and in the texturebank folder witch it looks like you do.

I use 3dsmax to create my UV mapping, then export to .x

I would love to learn how to use multi/sub-object materials in FPSC but I'm sure it doesn't because in segment editor you can only pick one texture for the mesh.

my forum (just started it)
http://www.johne5.com

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