*For this tutorial we will be creating a hallway, So the file name will be hallway*
*note- I recomend creating a new folder in the entitybank/user folder for each new object/level you import*
Here are the steps:
Create a simple hallway
Create a box, while box is highlighted hit ctrl+c to copy the box use ctrl+v to paiste as many as you want in the hall
Create some cylinders and place them in the hall as well (use the ctrl+c and ctrl+v method
Create a few lights and place them in the levelread note1 bottom of page*
Render the lights *Read note2 bottom of page*
Go to file and then export select .x as file format and then input the name of the file as "Hallway" and save it in the new folder
Go to file and select export select file type as .dbo and then input the file name as "hallway" and save it in the new folderOpen the new folder you created, notice all of the files
DO NOT DELETE ANY OF THEM!
Go to another folder in the entity bank and copy an .fpe fila nad paiste it in yournew folder
Open the .fpe file and edit the following 1. change file name to "hallway" 2. change the .x file to "hallway.x" chagne the texture
to the main hallway texture "it will be a .jpg file"
save the .fpe file *make sure you change the save as to "all files" and then type in hallway.fpe and hit enter
Now open FPSC engine and then open the entity editor and then user and then select "hallway" and place it in the level and the a player marker and then test the level and enjoy your mulitple textured hallway!
*note1- You have to render the lights for this to work, if you dont you will get the multiple textures but they will look like solid colors
instead of detailed objects.
*note2- When you export the .dbo file it will create the required .bmp files based on the lightmaps if you do not render the lights it
will not create the .bmp files for the textures hense making it a single textured object.
*when an entity is placed in the editor the engine automatically kicks out the following files .dbo and .bin. the reason you only get single texture files is because the .fpe is pointing to the texture listed ont he .fpe fiel ignoring the textures embedded in the .x file. by creating the .dbo file directly from 3DWS all of the .bmp files are created providing you have rendered some lights in the level. where in Cartography shop you can remove the single texture name from the .fpe and it reverts back to the .x file for the proper textures. <--interesting right? I hoped this helped someone.
RF
Realityforgotten
"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill