Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Texturebank missing in built game folder

Author
Message
DeathShadow
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 14th Jul 2009 16:54
I'm trying to export my FPSC map so that DBPro game read it but the texturebank is missing (since it is now replaced with an imageblock).

I have read somewhere that changing the "imageblockmode" variable to 0 in "buildsetup.ini" will fix this - but it keeps getting changed back to 1.

I am using the latest version of FPSC.

Can anybody help?

AthlonXP 2100+ (HeatPipe cooled), 512MB DDR, Geforce4Ti4400 128MB, 17" monitor, 5.1 sound, 192GB RAID Disk Space, 1MB/s cable, 400W, 16x48x DVD, 32x12x48 CDRW, 10/100 Ethernet,8 FANS!
Bibo4PC
15
Years of Service
User Offline
Joined: 17th Oct 2008
Location: Middle Earth
Posted: 14th Jul 2009 17:00
don't know if it would help but why don't u make a copy of (imageblock) and rename it to (texturebank)

DeathShadow
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 14th Jul 2009 17:14
Texturebank is a folder of all the textures used in the game.

Unfortunately, imageblock is a single file containing them but apparently there is no way to extract it.

AthlonXP 2100+ (HeatPipe cooled), 512MB DDR, Geforce4Ti4400 128MB, 17" monitor, 5.1 sound, 192GB RAID Disk Space, 1MB/s cable, 400W, 16x48x DVD, 32x12x48 CDRW, 10/100 Ethernet,8 FANS!
Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 14th Jul 2009 18:26
It's a DBPro imageblock containing all the textures in the texturebank on compilation. Why do you want your textures unprotected?

Anyways, there's a command in DBPro called "Open Imageblock filename,mode". the filename is the path to the imageblock and the mode is to set whether the imageblock is to be written to, or read from.

DeathShadow
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 14th Jul 2009 18:29
I can open the Imageblock in DBPro - but this is not applied to the map, which is why I want the texturebank folder (which is automatically applied).
Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 14th Jul 2009 18:57 Edited at: 14th Jul 2009 18:59
you then save the textures with their original paths and names in the texturebank folder you have to create. I don't know why you're doing this, but it seems like a huge hassle to go through.

EDIT:When you edit the file with the imageblockmode setting, make sure FPSC is closed and all FPSC processes are shut down.

DeathShadow
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 14th Jul 2009 21:51
"you then save the textures with their original paths and names in the texturebank folder you have to create."
How do you save textures from an imageblock?

"I don't know why you're doing this, but it seems like a huge hassle to go through."
How else can I import maps from FPSC into DBPro?


And I've made sure FPSC is fully closed, but it still changes the setting back as soon as I build something!
Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 14th Jul 2009 22:57
Why not downgrade to V108 of FPSC then? That's the last version that doesn't use the imageblock, and it was the update that added a couple of upgrades and updates to the map-editor.

DeathShadow
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 15th Jul 2009 02:43
True, that would work. Although it does somewhat defeat the purpose of updates.

I will try it, but still want to know how other people have got the latest version to do it.
Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 15th Jul 2009 03:25
But since you're simply using it as a level editor, why would you need the updates? Perhaps you have two separate installations, one for DBPro maps and one for FPSC development.

Deathcow
FPSC Reloaded Backer
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Right here!
Posted: 15th Jul 2009 03:26
Hi

Why don't you switch the memblock off.

You can do this from the setup.ini file within fpsc folder. If I remember correctly it is off with imageblockmode=0 (1 is the default, so setting it to 0 should work.)

Regards

DC

DeathShadow
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 15th Jul 2009 03:45
Quote: "But since you're simply using it as a level editor, why would you need the updates?"

I'm sure the updates apply to the level editor aswell.

Quote: "You can do this from the setup.ini file within fpsc folder. If I remember correctly it is off with imageblockmode=0 (1 is the default, so setting it to 0 should work.)"

I've downgraded to 1.09 temporarily and this does seem to have worked, thanks. Although it wasn't working on 1.15 for some strange reason :S
Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 15th Jul 2009 04:03
The V108 update was the last time(except for the addition of the GCS) that the editor was updated(as far as i know).

Glad that FPSC finally wanted to accept your setup.ini.

Login to post a reply

Server time is: 2024-10-12 19:13:55
Your offset time is: 2024-10-12 19:13:55