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FPSC Classic Models and Media / Segment Editor texture hint

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daarboven
16
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Joined: 20th Dec 2007
Location: right over there, see?
Posted: 20th Dec 2007 18:04
Hi there, this is my first post so instead of flooding you with 1001 noob questions instead i want to share a tiny bit i found out myself

Tip:
to make your shiny selfmade texture appear in the Browser of the Segment Editor, name it with _D2 as the last digits before the .TGA-
like mycoolmetaltexture_D2.tga.
Otherwise you can't texture your segment with it 'cuz it doesn't show up in the Browser. The other 2 files (_D.tga and _N.tga) are used for diffusion and shader effects and must contain diffuse/normalmap information. Took me half the day to find out but now I'm ready to make some unique segments myself.
Thanks to everyone here in who's postings i've been lurking to learn a bit....
regards-daarboven

I am Jacks complete lack of surprise.
colsim
17
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Joined: 9th May 2007
Location: Canberra
Posted: 17th Jan 2008 06:15
Thankyou daarboven - that is an awesomely helpful piece of advice right now.
Scoottay
16
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Joined: 29th Dec 2007
Location: Anywhere
Posted: 20th Jan 2008 20:46
Hey urm with the segment editor ive made my segment and i save it but then when i add that to my segment bank in fps creator it says there's an error... Can you help?
daarboven
16
Years of Service
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Joined: 20th Dec 2007
Location: right over there, see?
Posted: 28th Jan 2008 00:02
did you copy the texture and mesh in the appropriate folders too?
a segment needs its mesh and texture in the adjacent path as it is found in the segment editor: if your tex is in user/my_tex in the editor files, then you must make the same path available in the fpscreator files. wath the videos that come wit the segment editors to have them guide you through the complete editing process.

I am Jacks complete lack of surprise.
The 7th Crest
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Joined: 17th Feb 2008
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Posted: 23rd Feb 2008 20:42
W00t HERO

The 7th Crest My XB live GT: Will PWN you in Halo, COD4 and maybe GOW

FUTURE GAME DEVELOPER

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