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FPSC Classic Product Chat / need some help

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Design Runner
15
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 27th Dec 2010 23:14
After five months, I'd like to think I'm not a "newbie" anymore.. but I still need some help..

I had all of my textures for an entity with that entity. I then moved all of the textures (it was multi-textured) to the texturebank to make future life easier. I changed all of the texture paths to as follows:
texturebank\Design_Runner\Snowmen\(texture)
I made sure everything was spelt correctly, and yet the snowmen are invisible. Any help?
Gencheff
16
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 27th Dec 2010 23:40
Well since it's multitextured,the texture paths are held in the .X file (the actual model).So you'd have to open your .X file with notepad and track down the paths and change them.

Design Runner
15
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 27th Dec 2010 23:51 Edited at: 28th Dec 2010 00:00
What will they look like? because when I open it there is just a bunch of crazy symbols and such.

EDIT: nvm wrong file haha got it thank you!
EDIT2: ummmmm it now only shows one texture. I put this path in is there any obvious errors?
Program Files (x86)/The Game Creators/FPS Creator/Files/texturebank\Design_Runner\Snowmen\
uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 28th Dec 2010 01:51
Keep the textures with the model entity.


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Design Runner
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 28th Dec 2010 04:21
Thank you uman. I'll label my posts better next time
Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 28th Dec 2010 05:10
If this is an entity, then just keep the textures in the same folder. Remove the path and texture from the FPE file. Clear the .dbo and .bin file for the entity. this should get you to see it again. The problem with multi textures is it is hard to assign a shader to.
If you want to assign a shader to it, or have assigned a shader to it, the textures shoould be combined into one map and the corrisponding textures should be remade also.
This would of coarse require a UV mapping which is not to tough. Just open in the model program and make sure you assign the new texture. UV unwrap the model and scale the section on UV down to the right spot in the combined texture.

Example:
You have a model with 4 texture at 1024 x 1024. each piece of the model have been mapped to a specific texture in your program.

Combine the 4 maps like a Decal map. Make a new texture file twice the size squared of your original textures (2048x2048). Bring each of the old textures into the new one. Flatten the combined layers into one and save as the "whatevername_D2.dds" or .tga what ever you are using.

At this point you can open the model program and assign all the parts of the model one texture and then re UV map.

At this point you could save the new texture anywhere you want and point the path to it in the FPE file.

This should take care of it.

I hope this helps out.

Nothing but coffee in my veins 'Insomnia is Coming'
Design Runner
15
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 1st Jan 2011 01:01
Thank you Pirate. I guess I will have to re-put all the files in the entity bank And I UV mapped them myself
Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 2nd Jan 2011 01:33
Your Welcome, in a couple of weeks you will be a UV mapping Pro.

Nothing but coffee in my veins 'Insomnia is Coming'

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