Ertlov
Has your model an 'interior'? (Can it be entered from the outside somehow)?
I know its a long way back but have you thought about splitting your model up into to seperate chunks (each with seperate UV map\texture) and making it a FPSC 'segment' file?
I did something like this recently with a huge Tower model which was textured on the interior as well as the exterior of the model ('No' floor area in model).
NOTE - When I first created the model I scaled it to a grid made up of FPSC floor segments in my modelling program (7x7 to keep a central segment to be placed at in the Editor) and made sure the model would fit in the Editor and cover the spaces where the floor segments meet each other.
By doing this it would allow me to add a floor segment of my own choice to become the floor for the Tower.
The only drawback by doing this is that I had to keep my Tower model scaled to FPSC scales regarding floor segments and that I had to have a central point in that scale where the model would be placed at in the FPSC Editor and cover the floor segments of my choice perfectly giving the Tower model its own interior flooring which fits perfectly within the confines of the model (No bleeding outside of the model).
NOTE - The Tower model had an 'open' doorway with no door to allow the player to enter it which is the 'only' point where you can see the exterior and interior floor segments butting up to each other.
I ended up splitting the model into two chunks 'tower body & roof (with interior ceiling)' and gave each chunk its own UV map texture file.
I used and edited a FPSC 'stair\steps' FPS file for the two seperate parts of my Tower model which is great because it will allow you to include the address for each texture file for the model (colmode = 0 was used).
EXAMPLE FPS
;Segment Spec
;Created by: Ross V Hunt aka Rosstradamus
;Header
partmax = 1
lastmeshmax = 1
;Segment Parts
partmode0 = 0
meshname0 = meshbank\Foxmesh\estrucabody.x
offx0 = 0
offy0 = 403
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\Foxtex\estrucabody_D2.dds
textured0 =
texturen0 =
textures0 =
transparency0 = 0
effect0 =
colmode0 = 0
csgmesh0 =
csgmode0 = 0
csgimmune0 = 0
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 2
partmode1 = 0
meshname1 = meshbank\Foxmesh\estrucaroof.x
offx1 = 0
offy1 = 903
offz1 = 0
rotx1 = 0
roty1 = 0
rotz1 = 0
texture1 = texturebank\Foxtex\estrucaroof_D2.dds
textured1 =
texturen1 =
textures1 =
transparency1 = 0
effect1 =
colmode1 = 0
csgmesh1 =
csgmode1 = 0
csgimmune1 = 0
lightmode1 = 0
multimeshmode1 = 0
materialindex1 = 2
;Segment Visibility
visoverlay = 1
visfloor = -1
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1
;Segment Blueprint
mode = 0
symbol = 0
floorsizey = 0
sidesizex = 0
sidesizey = 0
sidesizez = 0
groundmode = 0
kindof = 0
;end
NOTE - This method allows you to place entities within the segment model, FPSC 'wall item' models as well if there are flat walls on the interior of the model.
NOTE - There is an order which should be followed to place the model in the FPSC Editor which is:
1 - Place your 'Interior floor' down first in the exact shape of your structure.
2 - Now you can either place a few entities down at locations on this flooring area (wall items excluded) or place your structure by finding the central point in that flooring and adding entities after that.
This method works well for 'huge' building structures but you will have to mess about a bit to get all the correct 'X,Y,Z' position values in the 'FPS' file to piece the model parts together perfectly.
It could also be used to just put structures together which have 'No' interiors.
LAST NOTE - The main 'base' part of the model which sits on the base floor in the Editor 'MUST' sit within the floor segment and not show outside of either the top or bottom of the floor segment because you will get Player collision problems if you allow this to happen.
I hope this helps and good luck.