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FPSC Classic Product Chat / Multiple texture support in .fpe file? Or only one per condition?

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That C++ Nerd
17
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Joined: 30th Dec 2006
Location:
Posted: 29th Jan 2007 02:24
Almost all the objects I've created use materials NOT textures. I've exported the materials as textures (.tga), the object recognizes them instantly. But in the .fpe file for the object, you can only say

textured=material01.tga

ONE TEXTURE. I've tried everything, multiple textured= lines, separating with commas, everything. It doesn't work at all. Does anyone know how to apply multiple textures within an .fpe file or does anyone know of software that can convert materials to one UV map texture?
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 29th Jan 2007 05:17
yea, leave the texture field blank.


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Locrian
18
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 29th Jan 2007 18:03
Quote: "yea, leave the texture field blank."


Only partialy correct. The mesh has to be told that it's a multi/sub object material user via the modeling app. Leaving the line blank is only part of the solution. When the x file is exported it must be told that it contains information for certain polys to be designated to a certain map channel. Leaving the line blank in the .fpe only allows the .x file to offer the engine the information it has on texture placement.
That C++ Nerd
17
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Joined: 30th Dec 2006
Location:
Posted: 29th Jan 2007 21:16 Edited at: 29th Jan 2007 21:17
Thanks. Any other advice?

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