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FPSC Classic Models and Media / Multiple Textures on model

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dwalther2
16
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Joined: 1st Jan 2009
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Posted: 6th Apr 2009 01:56
I have spent the entire day looking thru posts, googling etc. Although I came up with some things, I'm just not finding the right answer. Hopefully, this can get a reply.
I have fpsc x10, I have a model made in 3ds max 2008. It, unfortunately, has 2 textures. I have the panda exporter but it exports both textures which obviously I can't use in fpsc as it needs a single texture in magic fps and/or fpsc toolbox. I have tried render to texture and then uv mapping in max but it just jags up the uv coords and looks bad. My question is how in the heck do you get multiple textures on a model to one texture that can be used on a fpsc x10 entity? I also have photoshop but being more a programmer and not so much an artist I don't know how to get the two textures into one in that. Any help would be gratefully appreciated. Thanks.
dwalther2
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Posted: 7th Apr 2009 16:05
**bump** Sorry. I guess no one else has run into this problem or has been able to figure it out?
robocrap
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Posted: 3rd Jun 2009 02:37 Edited at: 3rd Jun 2009 02:39
You can use multiple textures in FPSC.. it's a tricky thing to figure out. I'm going to be posting a video tutorial showing how to do it in a while here.

essentially you need an .fx shader applied to the model, and you can apply it to the FPE...

here's an example the legendary COZ created for my latest model..

(THE BELOW ENTERED IS THE FPE SCRIPT>> NOT THIS STUFF)

;visualinfo
effect = effectbankCoZshader1.fx
textured = Diffuse Color_D.tga
texturen = Diffuse Color_N.dds
textures = Diffuse Color_S.dds
castshadow = 0

(BELOW IS NOT SCRIPT STUFF.. I HAVE TO SPECIFY THAT OR IT IS EASY TO GET LOST)

So, basically.. you open the .FPE and you will find the "Textured" slot, but not the other two.. you have to enter them in manually.. as well as the "effect" slot.. its as easy as copy and paste... and don't mind the".dds" extension, you can also use ".tga" for images.. AND MAKE SURE THE TEXTURES ARE IN THE SAME FOLDER AS THE ENTITY!!


now.. as for MAX and the render to texture problem.. I'm not sure why it would come out Jagged, but you may want to "Reset XForm".. that may likely help.. but I dunno for sure.

If you have any modeling questions you can check out my youtube page.. though I specialize more in high polygon modeling, but it lends itself well to this sort of stuff... I'm going to be making some tutorials on FPSC modeling stuff pretty soon here.


http://www.youtube.com/user/Screenwriter805
Dar13
17
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 3rd Jun 2009 02:40
@robocrap: Interesting idea, but there is another way to get multiple textures on a dynamic entity. You leave the "textured = " field blank. Then FPSC will render both textures on the model.

robocrap
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Posted: 3rd Jun 2009 02:45
Quote: "@robocrap: Interesting idea, but there is another way to get multiple textures on a dynamic entity. You leave the "textured = " field blank. Then FPSC will render both textures on the model."


right on I didn't know that. does that mean i can have a model with additional geometry rigged to it and have the maps be applied to them too? even the normal maps and specular?

Say I wanted to model a belt onto the character, but i wanted it to be a seperate piece of geometry.. that sort of thing.
Dar13
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Posted: 3rd Jun 2009 03:14
Not a truly separate piece of geometry(separate model,etc) it would have to be another part of the overall model and the entity would have to be dynamic...but it technically should work.

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