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FPSC Classic Models and Media / Free House,But problem with texture

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Trendo mafija
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Posted: 15th Sep 2008 18:28 Edited at: 11th Jan 2009 02:25
'Hi'

I have created my first free house model in Milkshape 3D.But i have a problem with texturing.I`ve putet all my piece of textures in milkshape then i output the model in X file and all textures with the model in one empty folder.Then with EntityWorkshop i have imported the model and chose one of the textures and save into the entitybank folder.Finaly i open the FPS Creator and put my model on grass segment and disaster,my model is in one texture..Please look at the picture and try to help me.

'Thanks'

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Demonware
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Posted: 15th Sep 2008 19:07 Edited at: 15th Sep 2008 19:10
.jpeg please

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Dr Parsnips
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Posted: 15th Sep 2008 19:36
im afraid that FPSC static models can only be one texture. i think there is a way for multi textures on dynamic models however im not sure. You will have to UVmap your model so that they all fit on one texture.

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Trendo mafija
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Posted: 15th Sep 2008 20:29
Sorry my mistake for the picture.Here is original look

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Cyborg ART
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Posted: 15th Sep 2008 21:00
Try to change this from the .fpe

to

Should work.


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Dr Parsnips
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Posted: 15th Sep 2008 22:35
BVG, does that work for static entities as well?

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Cyborg ART
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Posted: 15th Sep 2008 23:13
Dont know. But try.


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Trendo mafija
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Posted: 15th Sep 2008 23:18
I try to do that but nothing,texture is black.But i am having a problem with the pictures of:the door,windows,roof,and the walls.I can`t stick them in DDS file.They are one picture by one.How i can colect them and put in DDS file.I tryed to do that with UVMapper but i can`t save in DDS.So what i realy need to do?
puppyofkosh
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Posted: 16th Sep 2008 01:21
Oh! Try making it dynamic.
Seth Black
FPSC Reloaded TGC Backer
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Posted: 16th Sep 2008 02:02
Quote: "...im afraid that FPSC static models can only be one texture. i think there is a way for multi textures on dynamic models however im not sure..."


...actually, this is not correct. Both static and dynamic entities can have multiple textures.

The trick is to assign all of the textures to their assigned faces, during manipulation in a 3D modeling application, and export it out as an .x file.

Omit any texture reference in the entity's .fpe file, and it will default to the textures assigned, if they are included in the entity's folder...


Dr Parsnips
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Posted: 16th Sep 2008 02:11
Sweet, you learn something new everyday!
However, on a performance note, it wont dramatically effect the framerate but its always good practice to have as little textures being loaded at any time. But cool anyway

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darimc
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Posted: 16th Sep 2008 03:34
Unfortunately this is not the case. I have experimented for hours on end trying to get multi textured entities to work. The best way to do this is assign the textures in your modeling program, then make a dynamic and immobile entity and leave the texture spot blank, then turn collision off. Then use the same model but give it a transparent texture and make it static, if you place them both in the same spot, it will simulate a multi textured entity.



SamHH
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Posted: 16th Sep 2008 03:55
Quote: "Both static and dynamic entities can have multiple textures. "
Static entities could in V1 but that has since changed.


Trendo mafija
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Posted: 16th Sep 2008 14:46
Here is the model try to fix the texture if you can.If you sucess in that please post

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Seth Black
FPSC Reloaded TGC Backer
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Posted: 16th Sep 2008 15:48 Edited at: 16th Sep 2008 15:54
...keep practicing. Editing the .x file in Notepad may be of help to you.

It can be done...


narcoman
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Posted: 16th Sep 2008 16:34
i fized it for you

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narcoman
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Posted: 16th Sep 2008 16:35
a screenshot

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Trendo mafija
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Posted: 16th Sep 2008 19:20 Edited at: 11th Jan 2009 02:23
WoW.Thanks a lot you have made a briliant job for me.

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