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FPSC Classic Product Chat / Multiple textures work on buildings in test level, but not on build.. can anyone help?

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Stevie
User Banned
Posted: 7th Apr 2006 15:54 Edited at: 7th Apr 2006 15:55


Hi,

Im currently testing all our model theme packs to work with FPSC using multiple textures.

The good news... they all work!! and look great

However, when i make an executable the models apear without their textures.
Can anybody who has had success using models with multiple textures help here?

Cheers

Steve

http://www.arteria-gaming.com
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Posted: 7th Apr 2006 16:00
I am currently working this issue

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
French gui
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Posted: 7th Apr 2006 16:03
That's because Fpsc don't know all the textures files you use with your model, so you have to copy them manually in the right folder of your game once compiled.

Stevie
User Banned
Posted: 7th Apr 2006 16:05
HI,

I tried doing that - cos i noticed none of the textures were exported with the build. I put the textures in several folders in the final game build just to be sure - but it still doesnt work

Cheers

Steve
Airslide
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Posted: 7th Apr 2006 16:42
They have to be in the same folder as the model.

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Stevie
User Banned
Posted: 7th Apr 2006 16:43
Hi,

yeah they are.. but still it doesnt work

Steve
Stevie
User Banned
Posted: 7th Apr 2006 19:11
I actualy dont think it can be done.

Something in the engine is over riding the x file's textures, and attempting to look for a single texture path still

This is unfortunate...

Steve
Sunflash
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Posted: 7th Apr 2006 19:51
To the extent of my knowledge, it can't either. I've been working on it for awhile. We just have to wait for TGC to make an update to the FPSC engine. There's nothing for it.

http://tinypic.com/egv4u8.gif
scapino
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Posted: 7th Apr 2006 20:21
Are you sure your textures ar named... something_D2.* ?

I've noticed FPS doesnt recognize textures without the _D2,_N,_D in the name.

Kurt
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Posted: 7th Apr 2006 22:14
If it can be done in the test game then it can be done in the built game. I am testing one theory right now and hopfully it works

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Stevie
User Banned
Posted: 7th Apr 2006 22:26
My fear is that there is something in the fpsc code, that is actually overwriting whatever is in the x file. I opened up my x file, and there is no path information for the textures, which means, that it should load whatever textures it needs, that are present in the same folder - so there is some code going on somewhere at execution that is preventing the textures loading.

Why the heck they did this totally baffles me. This program is written in darkbasic, which will load as many textures as you want for a file. I have a whole lot of theme packs, and have recieved tons of emails off people wanting to use them inside FPSC. If we can sort this problem out... all the packs will work!

Steve
crow34
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Posted: 7th Apr 2006 22:53
i know i know

(he points his finger to the sky)
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Posted: 7th Apr 2006 23:36
the problem is when the game is built it looks at the .fpe for the texture. and in the absence of the texture in the fpe it it should revert to the .x file for the texturing info. but for some reason it doesn't it ignores the x file i think the engine doesnt actually rely on the .x file it utilises the bin file to build the game.

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
crow34
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Posted: 8th Apr 2006 00:07
i know how and it works for me

check out the oicw using multiple textures


http://files.filefront.com/testrar/;4964720;;/fileinfo.html
Stevie
User Banned
Posted: 8th Apr 2006 00:21
Crow34 - how did you get it to work then?
Stevie
User Banned
Posted: 8th Apr 2006 01:02
Hi,

i just tested your file - but its not an x file is it?

The room that is that has multi textures - arnt those segments?
crow34
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Posted: 8th Apr 2006 01:08 Edited at: 8th Apr 2006 01:10
textures used for the oicw are

the gun uses multiple textures

OICW_1.bmp
OICW_2.bmp
OICW_0.bmp

hands.bmp

thumbs.bmp

the hud.x is the x file
Stevie
User Banned
Posted: 8th Apr 2006 01:28
Hi,

Can you please explain how you did this??

Thanks

Steve
Stevie
User Banned
Posted: 8th Apr 2006 01:41
Maybe because its a weapon, fpsc handle it different?? I have set up my model to load exactly as you have, with the fpe, textures and x file in the same folder - but the textures are still not displaying



Steve
Les Horribres
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Posted: 8th Apr 2006 02:15
probally something to do with user error. If it works in test game, it mostcertainly should work in real game.

We all have our inner noob.
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Posted: 8th Apr 2006 08:59 Edited at: 8th Apr 2006 14:48
The problem is is that the bin file that is created during the build does not include the different textures that are on the model. I tried to edit it last night, but all i got was the middle finger from my computer. So I will keep workinguntil I get 'er fixed.


*edit*

Should have stated that the bin is created directly off of the .fpe file and not using the .x file. so the question now, why does the textures show in test and not in build?

*Edit#2*

Ok I changed the .fpe to call on all textures and it worked for the test game but when built it did not. so that cancels out my theory about the object being buil;t in .exe guild from the .fpe doc. the problem lays within the .bin file. when the .fpe has one texture in it it will be listed in the .bin file but if it has to rely on the .x file it will not list any textures. I believe that if you can get them listed it should byuild it properly

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
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crow34
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Posted: 8th Apr 2006 16:53
reality forgotten try altering your export methods for your direct x file

some formats work some do not

eg

binary

binary compression

text

or directx version so on and so fourth

there thats the only clue am giving you guys
Samoz83
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Posted: 8th Apr 2006 16:57 Edited at: 8th Apr 2006 16:58
why give us clues? why just not tell us?

SaM
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crow34
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Posted: 8th Apr 2006 17:04
because every noob on the planet will jump on the method and the only person i will tell is reality forgotton confiance so he can make a profit from his idea

he came up with the idea

so if you want it you will have to wait and see if reality sells the idea on
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Posted: 8th Apr 2006 17:07
email me man

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Posted: 9th Apr 2006 09:03
ok what program are you using to export your .x file

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
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Posted: 9th Apr 2006 14:53 Edited at: 9th Apr 2006 17:58
Ok an .fpe file has one texture line in it. I added four Texture a-d lines to the .fpe file and then plugged in the texture information. this .fpe works in test game but not in build game. Now I am really confused. Do objects in the game get built according to the .fpe file or the .x? I have a sneaking hunch that they may be built in according to the .bin and .dbo file. but if the later is the case than what is the point of the .x file? or is the build based on the type of object eg..segment, entity, gun and, pre-fab? does the engine have a set limit of textutres it will accept for each kind of object?


*edit* HELL YEAH! I GOT HER WORKING! OH YEAH AND I GOT THE TEXTURE THING TO WORK AS WELL![u]

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill

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