No problem. Let's use the common ground segment as an example. First of all the FPS files are in the sub-folder of the segment. The ground segment is found in the
common sub-folder of the
segments folder. There are two files for segments, a "bmp" file and a "fps" file. The "bmp" file is the thumbnail image for that segment. The "fps" file contains vital information for the segment when using it in FPSC.
The following is the FPS file for the ground segment:
;Segment Spec
;Header
partmax = 0
lastmeshmax = 0
;Segment Parts
partmode0 = 0
meshname0 = meshbank\common\floor_a.x
offx0 = 0
offy0 = -50
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\common\ground_d2.tga
textured0 =
texturen0 =
textures0 =
transparency0 = 0
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 2
;Segment Visibility
visoverlay = 0
visfloor = 0
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1
;Segment Blueprint
mode = 1
symbol = 0
floorsizey = 1
sidesizex = 100
sidesizey = 1
sidesizez = 100
groundmode = 2
kindof = 0
;end
Find the line that starts with "texture". It is shown below:
texture0 = texturebank\common\ground_d2.tga
This indicates that the texture must be in the folder as highlighted (bold) in the path.
So, what you must do is find this fps file of the segment you are having trouble with and open it in an editor (it is a text file) and see where the texture file is supposed to be and then put that texture in the path indicated. You can also put the texture anywhere you'd like just as long as the texture path indicates that path.
The reason why the segment is white is because the texture file is not where it is supposed to be and the solution is to make sure that it is where FPSC can find it.
The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC