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FPSC Classic Models and Media / how make tga textures for trees

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from gspace to FPSC
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Posted: 5th Aug 2006 16:37
All we know is needed two textures to make a transparence texture like a tree for exemple.
One texture is the own texture
two is the alpha channel
But, how can we import this type of objects easily to FPSC????

Daniel
from gspace to FPSC
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Posted: 5th Aug 2006 16:39
Ahh, this way means use more than one texture to texture one object
anyone knows???

Daniel
Stamina
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Posted: 5th Aug 2006 17:57
to quote crow34 in another post...
Quote: "do not assign a texture path in your fpe file insert as a dynamic object and fpscreator will see multiple textures
"
Locrian
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Posted: 5th Aug 2006 18:56
To kind of elaborate on what Stamina said:
Basically the program your using for the tree outputs the texture info into the .x file since it dose not make an fpe. Leaving out the texture info in the fpe you make for the tree makes FPSC revert back to the .x file to find what textures to use. Remember to physically place the textures in the correct folders for your "build game" cause FPSC would only do 1 texture at max. I forget who found this little trick but it's become the work around for using more then one texture and I know theres threads that go into depth about this.
Disturbing 13
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Posted: 5th Aug 2006 19:07 Edited at: 5th Aug 2006 19:08
That can be a method but you can create a "double wide" texture (for lack of a better term)and place both textures on it and eliminate the headache. Just make a blank texture thats 512 high and 1024 wide. Place the textures side by side. Its still acceptable because of the whole power of 4 thing or whatever it was. You will ofcourse have to remap your model onto the new texture though. But if you create it like this from the start you have no problems.

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