scaling is easy, here is the email from Lee.
Hi Dave,
We try not to fly in the face of innovation, and it sounds like you've had a
jolly time pushing our tech a little further. Providing you do not try to
sell anything that is copyright, either by us or others, there is really
nothing anyone can do to stop you publishing your findings and work. Thanks
for the heads up on your idea, and I see no harm at all in releasing this
information to the community. It is this sort of thing that then fires up
the community to branch ideas from yours such as direct loading of 3DWS
files in FPSC and FPEs that support up to four texture stages, etc.
A little tip for you. If you remove the TEXTURED field from the FPE file, it
will not attempt to re-texture the entity with a single texture and instead
depend purely on what the X file loads as textures. I have not looked closer
at the code, but I feel this might save you some leg work.
Best Regards,
Lee.
-----Original Message-----
From: www.realityforgotten.com reality has been forgotten
[mailto:realityforgotten@hotmail.com]
Sent: 27 March 2006 20:34
To: lee@thegamecreators.com
Subject: Don't know if I should release this to the community
Lee,
I sent this email to rich and he said I should contact you for further info.
I'm looking to garnish some feedback from you and some advice. I don't want
to release this to the community of it is going to take away from the
monetary gain that you guys need to keep the producing great products. I
would like to release because it's a long needed break from simple textures
for people like me who can only create texture images and not texture items.
I will let you make the call on this one.
I was doing some tinkering with FPSC and 3D Worl Studio the other night and
I figured out how to backdoor the FPSC engine to get multiple textured
entities in to the editor with out UVmapping or any of that crazy stuff.
This is what I learned, The following files are created when you load a
custom entity in to the editor for the first time:
.x <--created prior to placing in editor
.jpeg<---prior to placing in editor
.DBO
.bin
.fpe <---created prior to placing it in the editor
It seems to me that the .fpe file only supports 1 texture per item (the main
reason for UVmapping and what not) I tried altering the .fpe to call on the
.dbo file instead of the .x file. it did not work.
So I developed a level in 3DWS, exported in .x format and all I got was one
texture instead of four. So this is what I did to get the mulitple textures
in.
1) Created the level ( http://realityforgotten.com/SMF/index.php?topic=15.0
)
2) Exported it as an .x file to entitybank/user/
3) Set the .fpe up with the origional .jpg (exporting to .x only exports the
jpeg first placed in the
design)
4) Then exported the .dbo file from 3DWS and placed this in the same folder
as above.
*Important info!
You must set lightmaps up and render them for this to work. if you dont you
will get multiple colors and not textures (if that makes sense).
You must not change the the origional .jpg that the .fpe calls on for the
texture, if you do the object will not show up, all the .jpeg is doing is
telling the engine is that there is a texture (which is embedded in to the
.x file)
If you did not create the .DBO file you will need to delete the .DBO file
and the .BIN file before this will work, since the .DBO file created by the
engine is only calling on one texture because that is all the .fpe file is
telling the engine to look for. ok now for the .DBO stuff.
Add and render lightmaps in 3DWS. and then export to .DBO you will get a
series of .BMP files you will need these so do not delete them. (follow
directions above concerning .DBO files). because you created the .DBO file
before you loaded it in to the editor for the first time the engine only has
to create a .BIN file when this .BIN file is created it looks at the
information the .DBO file tells it to look at. the engine will load all of
the textures in the correct places and correct sizes.
I think this all works because where the .fpe is telling the engine to look
for one texture and the dbo is created based on that same understanding it
never calculates the other textures in the level/item. but if the .DBO file
is created before hand it will incorporate the extra textures and tell the
engine that they are suppsoed to be there, so the engine creates the .BIN
file with the required tetures placed by the .DBO file.
Thanks for you tiem and the great products.
Dave A.K.A Realityforgone
www.realitforgotten.com
"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill