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FPSC Classic Product Chat / Entities Invisible in Build Game

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007
14
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Joined: 22nd Aug 2011
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Posted: 26th Sep 2011 15:53
Hello Friends,

Just a little question,

I was testing a build game, but i noted an error.

I am using some static entities to act as a level geometry (i exported a level from 3dsmax to fpsc following that tutorial on exporting Skecthup levels to fpsc).

So my entities are x files that have the textures embeded on the file (there is not texture indication on fpe file).

In test game it works perfect, but when i build game, the entities does not appear. In fact they are there, because i see the player collision, but those entites are invisible!

I noted that in the final game folder, the x files are not there, just the Bin and DBO files, and also the textures are not there.

I tried in both buildgamesetup.ini and setup.ini type "imageblockmode=0", but it did not work.

Also i copied my entites files from the FPSC entitybank to my finalgame folder i copied all the folder, including dbo, bin, x files and the textures files that are in jpg format. The textures are embeded in X files, because this they are in the same folder location of the x files.

But even then, nope, not working, my entities are still invisible.

Any Help?

Cheers,

007.

Goldenye 007 N64
spudnick
15
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Joined: 30th Nov 2010
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Posted: 28th Sep 2011 01:34 Edited at: 28th Sep 2011 01:48
hiya,

i had the same problem from a segment pack i got from doomster for free,
all the images was in JPG format, and so i converted them all to DDS format, and then changed all the .jpg in the FPS script files to .dds

Also i had same issues with entities, and again i converted from JPG to either .PNG or .DDS
It seems like the latest fpsc editor does not like JPG any more
mind you i never have used jpg format in creating any media.

And so now all works fine.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
n64
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Joined: 26th Aug 2010
Location: Nintendo World
Posted: 28th Sep 2011 01:47 Edited at: 28th Sep 2011 02:58
Yes, spudnick is right,

The best way to work with fpsc is using DDS for textures and also using the indication on fpe files (textured = ) and is preferable to let the textures in texturebank.

And again, i always use the standard FPSC naming for textures (texturename_D2.dds) to avoid errors on build game.

n64
007
14
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Joined: 22nd Aug 2011
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Posted: 28th Sep 2011 04:40
spudnick: Thanks for the reply my friend, yes, i will be using just DDS files for now on.

But also, i will do a work arround following all the instructions of our dear folk rolfy, on his project Dark House, he is doing this, creating a level in 3dsmax, lighting it in 3dsmax, baking textures, and so on.

And i have some cool plugins for lighting in 3dsmax, like VRAY and FLATIRON for baking textures without losing resolution.

Thanks my friend,

Best Regards,

007

Goldenye 007 N64
spudnick
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Posted: 28th Sep 2011 19:35
Glad to be of Help 007

So any entities or segments that don't work from older model packs or even homemade media, should check the image format first.



I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
007
14
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Joined: 22nd Aug 2011
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Posted: 29th Sep 2011 14:37
Just to finish this thread,

So i can`t use embeded files on models in a builded game? Because i have some models with multi textures applied.

Or for a build game i must use texture indication on fpe?

Thanks!

Goldenye 007 N64

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