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FPSC Classic Product Chat / Multiple UV Maps, how to ?

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Annalee Call
16
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Joined: 15th Feb 2010
Location: USM Auriga ----- Just Joking, France
Posted: 16th Feb 2010 11:07
Hello there, it's my first thread in this section :

A friend told me the FPSC models supports Multiple UV Maps.
How to do this ?

I've a soldier model, with 2 textures (body and helmet glass),
but it only displays the body texture (I've compiled the entity (static)with Entity Workshop), like this:


Notice the black ugly thing under the helmet.



The model should be like this




How I can enable multi UV Maps ?




Thank you !
The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 16th Feb 2010 16:10
I have tried but i havn't succeded yet, nice model btw

Srry about my english im from sweeden
SamHH
19
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Joined: 9th Dec 2006
Location: Vermont
Posted: 16th Feb 2010 19:38
Go into the fpe of the entity and delete the specified texture, if you exported the file with both textures applied then fpsc will display both just reading from the model's x file.


Programador hispano
20
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Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 16th Feb 2010 22:17
Quote: "Go into the fpe of the entity and delete the specified texture, if you exported the file with both textures applied then fpsc will display both just reading from the model's x file."


I am using windows vista, fpsc 1.13.006 and I have tried to do this with my models and it does not work, I have tried with anim8or and milkshape 3d. Create model uv map 2 different textures on it or more, export it to .x format, leave blank the texture line in the fpe, but it won't show in fpsc, but it will show if I only apply 1 texture to it.

...........(o o)........
--oooO--(_)--Oooo---
TechNo VaLLey
19
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Joined: 14th Dec 2006
Location: Egypt
Posted: 16th Feb 2010 22:42
I agree with you SamHH.

I never knew this till I tried it myself.

Just Make sure that just the texture filename is included in the .X file not the whole path for the texture file. (i.e. open the .X file and try to edit it manually )

An example in the screenshot which is not correct. You have to make sure that the file is always in the correct path each time you use the textured object.

just replace the whole path by {"Treebark.tga"; } ...etc

Techno VaLLeY
Black Profductions
17
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Joined: 15th Sep 2008
Location: Argentina
Posted: 16th Feb 2010 23:01
That model is from counter strike source for sure

rolfy
20
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Joined: 23rd Jun 2006
Location:
Posted: 17th Feb 2010 04:36
Multi texturing only works for dynamic models last I looked.
Medusa
22
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Joined: 7th Sep 2003
Location:
Posted: 17th Feb 2010 20:32
You can take a whole city model into fpsc and as long as the fpe file reads textured=
fpsc will run and display every texture it finds next to it's x file.
Problem is however fpsc generates a dds file in place of an objects texture and with multiples it generates one blank dds
These are used to create an image block in the final build files
The entity will show in the editor and in the test game but sadly is totally invisible in the final built game.
Nice if there was a way round this!

mpc
rolfy
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Joined: 23rd Jun 2006
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Posted: 18th Feb 2010 05:58 Edited at: 18th Feb 2010 06:05
Not sure if all the above is correct, never heard of FPSC taking multi textures and combining them into one file for use on an entity. I do know that tga etc are changed to dds format in a test game but again have never seen it compile multi textures for an object, how would this affect uvwmapping? If your saying it generates one blank dds file I cant say I have noticed that in any of my entity folders
I do know for sure that for an entity to use multiple textures it must be dynamic. I have created several full built games using multiple textures, its the reason I started baking shadows and specular into the images, and have had no issues with these appearing in a final built game. Sometimes though you might have to manually copy over all textures for your entity to your built folder as FPSC can miss these when building your game.

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