Quote: "ok I changed the jpeg to png and now they show up white. any other suggestions? "
If you change textures for FPE (entities) or FPS (segments), you also need to alter the texture line in the file to reflect the change. Otherwise the mesh will show white.
For example, I have an invisible wall entity. The FPE for the wall is as follows:
;Entity Spec
;Header
desc = Wall
;AI
aiinit = appear_colon.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;Spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;Orientation
model = Wall.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
fixnewy = 0
collisionmode = 4
defaultstatic = 0
;Visualinfo
textured = invisible wall.dds
effect =
transparency = 0
;Identity Details
materialindex = 1
strength = 0
isweapon = 0
isammo = 0
isimmobile = 1
;Specific Data
quantity = 0
If I change the path and/or texture file, I need to alter the "textured" line to reflect the new change.
In this example, I have an invisible wall segment. The following is the FPS for that wall:
;Segment Spec
;Header
;Created using Signs IV for FPSC
;Created by: Ross V Hunt aka Rosstradamus
partmax = 0
lastmeshmax = 0
;Segment Parts
partmode0 = 0
meshname0 = meshbank\ww2\france\rooms\chateau_study_room\wall_mid_a.X
offx0 = 0
offy0 = 0
offz0 = 55
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = segments\Invisible wall and floor\Invisible wall.DDS
transparency0 = 0
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 0
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 4
;Segment Visibility
visoverlay = 1
visfloor = -1
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1
;Segment Blueprint
mode = 0
symbol = 0
floorsizey = -1
sidesizex = 100
sidesizey = 100
sidesizez = 100
groundmode = 0
kindof = 0
;end
If I want to change the path/texture file for this segment wall, I have to alter the "texture0" line, or any other "texture#" lines that point to a texture file.

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