Quote: "Unfortunately, it is still all white. I'll let Lee know. If it worked in v115 then it should be fixed for v116 I should think."
Thanks for testing that for me Flatlander. (did the controls work?)
No need to contact Lee about the Chopper, because I already did and he tested it & figured out what is going wrong with the its texture.
v116 is doing this if the texture assignment in the FPE is left blank.
I left it blank because that forces FPSC to use the model's texturte info, which make the assignment full proof (well it did up to v116).
He said he will address the fix for this in the v117 beta, but until then you can fix it yourself for v116 by making the assignment in the FPE.
Here's how...
1) Go to
entitybank>purchased>Conjured>Vehicles and open
chopper.fpe
2) look for ...
textured =
...and change it to ...
textured = chopper_D2.dds
... That is all you have to do to get the Chopper's texture working for v116.
As for the Bandit3 and the others going black, I don't know.
I first thought that maybe the lack of the _D2 prefix on the texture name might have something to do with it.
However, if the others are working then it is not that.
I am wondering if v116 is requiring that both the path in the FPE and the models info have to match.
Maybe the developer used a different name in those models for the texture when assigning the material.
There has to be some difference in that character and the others if it only happens to him.
EDIT
I investigated the Bandits and found the following differences in the model's information...
Bandit2's texture path was as follows...
F:\bandit camp pack\bandit2\bandit2.dds
The other two used a JPG...
Bandit1...
bandit1.jpg
Bandit3...
F:\bandit camp pack\bandit3\bandit3.jpg
Does Bandit1 show up black in v116 as well as Bandit3?
I think the best best is the path like Bandit1 (in same folder) but using a DDS instead of JPG.
That is what I used for the Chopper...
chopper_D2.dds
And it works when the path is assigned in the FPE, so I am guessing that the model's info needs to use a DDS for the texture for v116.
It seems the developers are the only ones who can fix these models properly until the v117 Beta comes out.
I would test this if I had v116, by editing the models texture info, but I don't have v116 so it is up to you guys.
I hope my theory pays off and it is that simple though.
2nd EDIT
I took a look at Cosmic's Redcoat and it had two texture assignments...
freak.tga
brit1.bmp
...as you can see, neither are DDS, yet the FPE does call a DDS...
textured = brit1.dds
So, I am getting convinced that the model's need to use a DDS texture for v116, otherwise they turn out black.
Does the captain's texture show up black in v116? (freak.tga in model / textured = captain.dds in FPE)
I'm betting it does.
3rd edit
Yeah yeah, I'll have a book written soon, but I'm not finished yet...
@Flatlander
I have a possible fix for the Red Coat and it will tell us if my theory is correct, so try this out but make a backup first.
1) Backup the redcoat.x file
2) Open the redcoat.x file with a simple text editor like wordpad.
This step only works because the X file is in simple text thanks to Cosmic Prophet using MilkShape 3d (yay for Milkshape, others encrypt the x files)
3) Scroll down until you find the following... (I attached a screenshot to help you find it by the distance on the window scroll bar on right)
Quote: "
Material Material
{
0.878431;0.878431;0.878431;1.000000;;
33.000000;
1.000000;1.000000;1.000000;;
0.878431;0.878431;0.878431;;
TextureFileName
{
"freak.tga";
}
}
Material Material01
{
0.800000;0.800000;0.800000;1.000000;;
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
TextureFileName
{
"brit1.bmp";
}
"
4) Now change the
"freak.tga"; and the
"brit1.bmp"; to
"brit1.dds";, so that they both call the DDS specified in the FPE
5) Save it and then try it.
Once the model's info matches the FPE then they might work.
No promises, but let me know if that works.