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FPSC Classic Product Chat / newbie question

Author
Message
stormboy
19
Years of Service
User Offline
Joined: 8th May 2005
Location:
Posted: 10th May 2005 14:43
Hi, I just bought the early adopter version.

Could someone fill me in on how one changes the textures of walls,
and, even floors etc.
When I build a room it seems like I get random wall textures etc,
so I dl'd the demo video, and even in that it seems all random.
I dunno, maybe I'm missing something but textureing the walls seems like a basic "must have" feature.

I'd love to ask a dozen more questions but perhaps this is enough for now!

regards
uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 11th May 2005 13:22
Textures are controlled by scripts as are each and every element which makes up FPSC.

Look in the segment folders. You will see small icon and script file for each (building) segment. Open a script file in notepad and you will see how the textures are allocated.

The walls are easy enough to re-texture. For floors/ceilings look at my post "Segment Floors in "Feature Creep".

Make copies of any script or other files you want to alter and save under another name - dont change the default scripts.

Reading the Manual or FAQ here may help answer further questions.

stormboy
19
Years of Service
User Offline
Joined: 8th May 2005
Location:
Posted: 11th May 2005 16:32
I appreciate your answering, I managed to change a floor texture!
Still it is more than a little confusing since everywhere are references to .dds file types. There is no clear explanation in the manual which I have read a couple of times now.

In fact, it would be most useful if there was a demo level in the
software that did in fact show the way in which things work.
For example: The Trigger Zone marker....

Obviously it's an important item that allows for all sorts of things
and yet there is zero reference to it in the manual.
I've spent all afternoon trying to make it do something without sucess.

Seems to me that this is a great software package without
adequate tutorials, help, or explanation, or examples.
So, one can easily make a cheap crappy looking level
with a couple of dumb enemies(in ten minutes) but to
use this software to make a real game, well, it's
going to be like hard work, if all the information has to be tortured out the universe bit by bit. Or, alternatively,
one can spend all week and longer trying to wrestle each potential feature into alignment through trial and error.

Anyway, I still like the concept but it really needs to be more user informative in terms of the manuals and tutorials.

regards

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