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FPSC Classic Product Chat / How do I use multiple surfaces with entity maker?

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MiRRoRMaN 64
20
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Joined: 11th Jan 2004
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Posted: 27th Mar 2006 18:03
Hi,

I made a Commodore 64 for in my game on a table, and it uses commodore64_0.bmp to commodore64_5.bmp as surfaces in the .x object. However when I want to convert with entity maker it only can use one surface.

What am I doing wrong?

Thanks in advance.


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MiRRoRMaN 64
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Joined: 11th Jan 2004
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Posted: 27th Mar 2006 19:03
Okay never mind I found the solution just don't enter anything for a surface if the object is already textured and it will work.

Also, if you happen to use LightWave and 3D Exploration make sure to have the textures just in the same directory that way it will keep the skins of your object.


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MiRRoRMaN 64
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Joined: 11th Jan 2004
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Posted: 28th Mar 2006 23:12
I got another problem, it shows the surfaces in test mode now but not when I compile. I tried putting the surfaces in the same directory since it doesn't copy them with it, but that won't work either.

Please somebody help.


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Avenging Eagle
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Joined: 2nd Oct 2005
Location: UK
Posted: 28th Mar 2006 23:57
Do you mean multiple textures?

FPSC can't do multiple textures...and your textures have to be in .tga or .dds, not .bmp

Other than that, check the .fpe files to make sure everything is in the right place.

AE

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Benjamin A
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Location: The Netherlands
Posted: 29th Mar 2006 00:01
FPSC can do multiple textures, check here: http://forum.thegamecreators.com/?m=forum_view&t=75280&b=21

I've created a simple model in TrueSpace 6.6, using multiple textures and followed the instructions and it worked fine when I did do a test game from within FPSC.

I've got to do some more models tomorrow and then I'll build an .exe using models with multiple textures on them to see if it works in the .exe also.

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MiRRoRMaN 64
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Posted: 29th Mar 2006 17:10
Quote: "ok create your level in cartograsphy shop, then export it to the entity/user bank (.x format) do not delete anything from this folder. then create the .fpe and leave the texture out. the fpe will automatically tell the engine to revert back to the .x file for the textures and as long as the .bmp's are in there then it will multi texture them. try it out it works."


For some reason this wont work for me. I made my model of a Commodore 64 in LightWave, then converted it with entity bank and didn't give it a surface name in entity bank. It then works in test mode however when I compiled it it won't show the surfaces on the Commodore 64.

I think I need to place the surfaces somewhere, I've tried putting them in gamedir\Files\entitybank\user but then it still comes up blank.

What am I doing wrong?


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MiRRoRMaN 64
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Posted: 1st Apr 2006 13:44
Please help me out with this problem I am totally stuck on this game now I can't build because surfaces wont work. I mailed the crew about this but haven't got a reply yet.


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MiRRoRMaN 64
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Posted: 9th Jun 2006 16:20
Still need help with this one, I tried:

3D Explorer (converted them fine, even popped up in FPS fine and in test mode, but not in the compiled exe)

MilkShape (This program is dumbtastic, tried every format in the book, by first converting it from 3D Explorer to something MilkShape could handle, but still wouldn't budge.)


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Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 9th Jun 2006 19:52
UV map and then texture.

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FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 9th Jun 2006 21:30
Hey mirrorman I will get with you on msn and get it working for you.

RF

MiRRoRMaN 64
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Posted: 15th Jun 2006 10:24
[QUOTE]UV map and then texture.[/QUOTE]

How do I do this?


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