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FPSC Classic Product Chat / Cant get my own Textures into Segment editor

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glyvin101
19
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Joined: 27th Jan 2005
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Posted: 15th Sep 2005 02:53
Ok i watched all the tutorials or most of them and I have a texute of a brick floor that i want so my file structure is
C:\Documents and Settings\My name \Desktop\FPSCREATOR-SEGEDKIT\Files\texturebank\user\rooms\brickroom

and in there is the texute that is attatched. So I run the segment editor place a floor and I goto add texture goto that directory and the texture is not there what is my problem?

Thx

glyin101

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glyvin101
19
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Joined: 27th Jan 2005
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Posted: 15th Sep 2005 06:35
/bump
Roger Wilco
19
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 15th Sep 2005 17:51
You might need to reload the segment-browser, since it doesn't load in new files automatically.

One thing to look forward to:
The day FPSC v 1 is released
CBStudios
User Banned
Posted: 15th Sep 2005 18:37
push F1 in the browser
glyvin101
19
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Posted: 16th Sep 2005 02:42
nope those dont work but I dont know much about textures do they need to have more then one texture. I just googles brick and i got this brick texture used Irfanview and made it a .TGA and then I put it in the directiory am i missing something?
westray
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Location: Falkirk,Scotland
Posted: 16th Sep 2005 03:08
Did you name the texture as "anyname"_d2.tga.The_d2 is critical.If you use this the texture will appear in the browser.Hope this helps.
CBStudios
User Banned
Posted: 16th Sep 2005 03:12
Quote: "Did you name the texture as "anyname"_d2.tga.The_d2 is critical.If you use this the texture will appear in the browser.Hope this helps. "


Never had to name it like that, thats just my system

make sure it is a power of 2. resize to 512x512 and then try
Mr Love
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Playing: MAFIA 2
Posted: 16th Sep 2005 03:15
No You dont need to use _d2.tga
But You must use .tga FPSC makes Your dds files automatic.

Mr Love

Dont trust anyone...
westray
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Location: Falkirk,Scotland
Posted: 16th Sep 2005 03:23 Edited at: 16th Sep 2005 03:30
Sorry to correct you CBStudios but the file must be named with the _d2 at the end.You can use up to thee images to texture a wall or a floor of a segment and in order for the programme to recognise them
they must be named thus "anyname"_d2.tga(the texture you see),"anyname"_d.tga(diffuse map) and "anyname"_n.tga(normal map).
The "anyname" part must be the same for all three images.All you need to texture your segment parts are the _d2 images the others are used for shader effects(bumpmapping).

This applies if you are using the segment editor to texture your segment pieces.They won't show up in the browser unless they have the _d2 added
glyvin101
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Posted: 16th Sep 2005 03:51
ok u lost me again NEVER texured anything please explain

(the texture you see)
(diffuse map)
(normal map)

THx

glyvin101
westray
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Location: Falkirk,Scotland
Posted: 16th Sep 2005 05:06
Save your brick texture (or rename the texture if it is already in the texturebank/user/rooms/)as "whatever name you have given it"_d2.tga i.e brick_d2.tga.When you select change texture in the segment editor your texture will now show up in the browser,select it and your texture will appear on the floor.
CBStudios
User Banned
Posted: 16th Sep 2005 17:30
westray check this segment out here I made. it dont have _d2

http://forum.thegamecreators.com/?m=forum_view&t=60535&b=24
Mr Love
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Playing: MAFIA 2
Posted: 16th Sep 2005 17:47
No, Westray I named My textures to golv.tga and vägg.tga it works fine! You dont need that d2 crap..


Mr Love

Dont trust anyone...
westray
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Posted: 16th Sep 2005 19:12 Edited at: 16th Sep 2005 19:13
You do if you want to add shader effects to your segments.It lets the engine know if the texture is a diffuse map or a normals map.
Look at the video tutorials that come with the segedit kit.
glyvin101
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Posted: 16th Sep 2005 23:19
yeah the _D2 thing worked for me thx a load
westray
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Location: Falkirk,Scotland
Posted: 17th Sep 2005 01:26
No problem.If you get a paint programme called Gimp you can get a plugin for it that will generate normal maps(bump maps are already included).You can then save your normal maps as "yourname"_n.tga and bumpmaps as "yourname"_d.tga.You then select change effect in the segment editor,choose bumpent ,save your segment(you have to do this after every time for the effect to show) and your segment piece will show up with bumpmapping.

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