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FPSC Classic Models and Media / How apply different textures to one model?

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D0MINIK
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Posted: 2nd Mar 2010 01:20 Edited at: 2nd Mar 2010 01:23
Hi everyone

I'm trying to get a model working that acceppts different textures to be loaded and be applied to the model in FPSC.

Here's what exactly I'm doing:


I tried to re-animate the Colonel-X model in some way. So I opened it with FragMotion, edited it, then exportet it as DirectX.

Problem: Animations work fine, but it does always load the Col-X-1 texture, never the other ones (Col-X-2, 3, etc.) that are stated in the .fpe files. So I went back to FragMotion and unassigned the material from the model, ending up with a complete bare, white Colonel-X in FPSC (got backups, no worries).


So: How can I keep that kinda flexibility of loading a different texture from the .fpe when creating/editing a model?

Thanks for any replies



EDIT: To make it clear: I don't want to change the texture in real-time in the game, I just want one model and different textures on it via .fpe file.

Shadowtroid
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Posted: 2nd Mar 2010 01:36
Change the name. Reassign the material (use backups, whatever) and backup the texture under a different name. Then put in the new texture as the same name as the original texture. That easy.

Cosmic Prophet
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Posted: 2nd Mar 2010 01:37
If you want to totaly change the texture of the model, I will always start with a clean map. Import your .x file into your 3D program, and export the model to .obj file format. Use UvMapper (free version works fine for this) Open the object file, and save the texture map. You will now have a clean .bmp of the original texture map to work with in your Art program ( Photoshop, Gimp, etc.)

Be sure to save your finnished textures to .DDS or .TGA format.

Change the entries if your .fpe file to point to the new texture.

Note: Be sure to delete the .bin, and .dbo files of the entity before using them in the editor.

I've developed a new philosophy... I only dread one day at a time.
D0MINIK
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Posted: 2nd Mar 2010 01:43 Edited at: 2nd Mar 2010 01:50
Thank you very much,

but I'm afraid I don't have a solution yet

The Col-X has, of course, a working UV-Map and all that (-> FPSC Stanard media!). The Col-X-1 texture shows up perfectly, it's no problem with the UV coordinates. The problem is: My edited model (and I editetd only the animation) does not accept the other Col-X textures anymore. So "Col-X (Shotgun)".fpe has the same texture now as "Col-X (Unarmed)"

There must be something I did, or something I did NOT do, that made the texture... ehm... don't know, hard-coded to the model (wrong word, I know).


@Shadowtroid: Yes, thought about that, too. Would probably solve the problem, but make a game very large to upload if you want to use many different textures. There must be some clean way to load the textures that are given in the .fpe!

wayne davis rocks
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Posted: 5th Mar 2010 06:31
you must always delete the .dbo and .bin files and then restart fpsc before testing again. you can only change .fpi files with the map editor open if you change the .fpe file to accept a different texture you have to delete the .dbo and .bin then restart fpsc or atleast open a new map to test.

Wayne Davis Band
D0MINIK
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Posted: 6th Mar 2010 13:31 Edited at: 6th Mar 2010 13:32
Thanks @Wayne davis rocks

my problem is not to change the texture, but to force one model to accept many different textures. Hm, ok, obviously I did not explain it very well...

So here's the Colonel-X example again, trying to set it up very precisely for your understanding:



We've got 1 model: Col-X.x

And we've got 5 textures:
- Col-X_1_D2.dds
- Col-X_2_D2.dds
- Col-X_3_D2.dds
- Col-X_4_D2.dds
- Col-X_5_D2.dds

By defining one of these textures in the .fpe, you can apply a chosen texture to one and the same model (Col-X.x). Check your sci-fi entitybank, each .fpe has a different texture, but the same model.




Now the problem:

Whenever I create a model myself, or even only edit the Col-X.x, then the model accepts only the first texture (Col-X_1_D2.dds), but none of the others anymore. Even if I define a different texture in the .fpe, the model will show up in editor and in-game with the first texture. Meaning all Col-X.fpe's will all use Col-X_1_D2.dds ignoring their fpe-textures.


With this explanation, my question remains: How can I have one model (let's say for example... uhm... Example.X) accepting many different textures defined in .fpe files (Example_1_D2.dds, Example_2_D2.dds, ...). Meaning: These are all different entities using the same model but different textures.

Hope I explained it a bit better

wayne davis rocks
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Posted: 9th Mar 2010 07:02
you'll have to make a separate .fpe file for each texture with a different name for instance.

model= yourmodel.x
yada
yada
yada
texture= your texture1.tga or whatever the extension


next .fpe

model= yourmodel.x
yada
yada
yada
texture= yourtexture2.tga or whatever the extension is

and so on

you use the same .x file in each .fpe but change the texture, make sure the textures have separate names.

Wayne Davis Band
D0MINIK
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Posted: 9th Mar 2010 08:24
Quote: "Now the problem:

Whenever I create a model myself, or even only edit the Col-X.x, then the model accepts only the first texture (Col-X_1_D2.dds), but none of the others anymore. Even if I define a different texture in the .fpe, the model will show up in editor and in-game with the first texture. Meaning all Col-X.fpe's will all use Col-X_1_D2.dds ignoring their fpe-textures."




charger bandit
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Posted: 9th Mar 2010 13:40
Get rid of all other ColX textures,rename the right one to Col-X_1_D2.dds and apply that one to your material in any 3d software.That should fix it.


A.K.A djmaster
Disturbing 13
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Posted: 9th Mar 2010 15:03
I'm just checking on this... Did you put the col x in editor then right click on it brininging up his propperties, then clicked on 'Texture' in the properties box then changed it to the other textures? Sorry I wasn't clear if you tried that method.

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