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FPSC Classic Models and Media / Model Pack 20 - all black Bandit 3

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Flatlander
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Posted: 21st Jan 2010 12:48
All of the other characters are OK. The FPE is pointing to the correct texture path. Nothing wrong with the texture DDS file. There are no effects indicated and none of the other characters has an effect associated with it either.

As I mentioned it is all black and the character is rendered invisibile in test game. I haven't tried it it a standalone game however.

Also, the Redcoat of CP's Pirate Pack does the same thing.

Any ideas?

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OliveTreeGames
xplosys
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Posted: 21st Jan 2010 14:24
I don't have the pack so I can't look. Is it possible that the format of the DDS file is different? Have you tried opening and re-saving the DDS file?

I've seen where some FPE's call for a TGA, but actually use a DDS. Is that happening here?

Brian.

Flatlander
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Posted: 21st Jan 2010 14:50
Thanks Brian. Will try those.

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OliveTreeGames
Flatlander
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Posted: 21st Jan 2010 15:10
Again, thanks for responding. Tried opening the DDS file into DDS Converter 2 and re-saving it. Then I saved it to a TGA format and finally renamed the DDS file to TGA. (Of course made sure the extensions were renamed in the FPE file.

Still no go.

Since it is also happening with the RedCoat in CP's Pirates pack, I will give him a yell or at least send an email.

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OliveTreeGames
Scope
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Posted: 21st Jan 2010 18:51
I have the same problem.Also with the harpie modle from the TGC store.The models work in FPSC V1.15,but not in FPSC V1.16.
Scope.
Flatlander
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Posted: 22nd Jan 2010 00:12 Edited at: 22nd Jan 2010 00:25
Thanks for the verification, Scope.

You're right. I just tried the Harpie and the Fairy. Neither of them works.

I was in contact with the author of these models and he is saying that as far as he knows they should be working. They work on his end and he probably has not uploaded 116.

It probably has something to do with the newest version of FPSC (116). So, we're going to have to wait until Lee starts a new Beta v117 for it. I will be sure and send him all of the info regarding this. Hopefully he will be able to fix it. There were other issues with some of his models (such as textures being re-arranged) that he had fixed.

Addendum:

I also sent him an email and an fpm with the bandit3 character in it. Hopefully he can find a fix and that should fix all of them.

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OliveTreeGames
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Posted: 22nd Jan 2010 01:41 Edited at: 22nd Jan 2010 01:50
Quote: "I have the same problem.Also with the harpie modle from the TGC store.The models work in FPSC V1.15,but not in FPSC V1.16."

My Chopper works in v115 but not in v116 according to users. (I have not personally tested v116 but I do take their word for it)
I was thinking it was my model, but I think we made have found a bug or something, so hopefully Lee can address this issue and get them all working.

Quote: "As I mentioned it is all black and the character is rendered invisibile in test game."

My Chopper turns all white in v116 as if it cannot find the texture.

Quote: "I've seen where some FPE's call for a TGA, but actually use a DDS. Is that happening here?"

I left my texture path blank in the FPE, so that it would use the model's information.
I was thinking that was full proof.

Speaking of v116, did my Chopper's texture work for you in v116 Flatlander?

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Flatlander
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Posted: 22nd Jan 2010 01:50
I haven't bought it yet because I was not going to have a use for it right away. However, I'll go ahead and purchase it and will let you know.

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OliveTreeGames
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Posted: 22nd Jan 2010 01:52
Quote: "I haven't bought it yet"

Traitor! Just kidding

Quote: "However, I'll go ahead and purchase it and will let you know."

That is very kind (thanks), but you don't have to you know.
Wait if you want, because I am not trying to hustle another sale here.
I only asked because I thought you had already purchased it.

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Flatlander
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Posted: 22nd Jan 2010 02:00
No problem. I just purchased it. Not only am I interested in the model, I'm also interested in the script.

Anyway, the texture is fine within the map editor unlike the others which are all black. However, when you test the game it is all white. If it is fine in the map editor then the fpe s pointing to the right place. I read somewhere else that an all white model in the test game will be OK in the build game. So, I will try that.

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OliveTreeGames
Flatlander
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Posted: 22nd Jan 2010 02:07
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.

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OliveTreeGames
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Posted: 22nd Jan 2010 02:54 Edited at: 22nd Jan 2010 04:08
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.

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Flatlander
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Posted: 22nd Jan 2010 07:27
I didn't address your issue with Lee, however, I did with Bandit3. He said that it is fixed in the first beta version of 117. He has to first tie up some loose ends with X10 and DBPro first before he will release the first beta version of 117. It kind sounds like it is already to go so look for it in a couple of weeks or so.

I will look into all you have suggested. Thanks for the looking into this. I didn't bother to look into the mesh files.

BTW, the controls work great. I have to remember to have a much larger area to ride around in next time. Also, I need to keep my fingers off of either the arrow keys or the w/s keys while I'm on the bike.

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OliveTreeGames
Flatlander
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Posted: 22nd Jan 2010 07:35
The texture works for the chopper. I love it. Can't wait for the first time I can use it.

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OliveTreeGames
Flatlander
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Posted: 22nd Jan 2010 08:02 Edited at: 22nd Jan 2010 08:04
OK triple post -- but this is MY thread.

I did what you suggested and The Red-coat is working now.

Before I tried changing the Bandit3 texture file to a tga but this time I changed it to .jpg since as you pointed out the mesh indicates a jpeg file. Well, the file format is truly a DDS, however, it seems to want a jpeg extension. I, of course, also changed the fpe file to read Bandit3.jpg. It now works as well.

I'm going to convert the DDS file to JPEG and see if it still works. It should and at least the actual image file will be a true JPEG rather than a DDS with a jpg extension.

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OliveTreeGames
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Posted: 22nd Jan 2010 16:35 Edited at: 22nd Jan 2010 16:42
Quote: "I did what you suggested and The Red-coat is working now. "

Cool
Maybe this will fix the problem manually until that beta comes out.
I think the extensions have to be a match in the mesh and FPE regardless of the format.
I would stick to DDS instead of JPG (hence the X file edit), because DDS is what you need for X10.
That way they are ready for the conversion with the addition of the other texture files (_S, _N, _D).
I'm pretty sure DDS will be the preferred format for the migration, but don't quote me on that.

The show must go on!

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Flatlander
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Posted: 22nd Jan 2010 20:33 Edited at: 22nd Jan 2010 20:35
Quote: "I would stick to DDS instead of JPG (hence the X file edit)"


Thanks for the heads up on that.

Of course that's fine when the x file is text and not encrypted. One can find the referenced texture file in the encrypted file from within a text editor and subsequently change it from JPG to DDS, however, there is no way to save it (as far as I know). If you save it as a text file then it just won't work (I tried it) and you get an error upon running the test level or compiling to a stand-alone.

So, in the meantime, I changed the bandit to JPEG and after the beta comes out I will change it back to DDS.

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OliveTreeGames
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Posted: 23rd Jan 2010 00:41 Edited at: 23rd Jan 2010 00:44
Quote: "Of course that's fine when the x file is text and not encrypted. One can find the referenced texture file in the encrypted file from within a text editor and subsequently change it from JPG to DDS, however, there is no way to save it (as far as I know). If you save it as a text file then it just won't work (I tried it) and you get an error upon running the test level or compiling to a stand-alone."


Interesting

Which text editor are you using???

Believe it or not some of them save ASCII text files differently.
Headers or something, I'm not sure, but some of them flake out.
I used WordPad to edit the Redcoat's X file to the DDS extensions and it loaded and worked fine in the editor and the test build in v115.
Maybe you made a typo and took off one of the quote marks or something.
Attached is a screenie of the file after edit, and it worked for me when I used WordPad...

If you mean you tried to change one of the encrytped ones then no it won't work.
But, for those models made with Milkshape, this is a quick fix.
I'm glad you got it working with JPG, and I guess that is good enough then.
Laters

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Flatlander
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Posted: 23rd Jan 2010 04:43
Yes, Bandit3 has an enrypted file so it was encrypted. I edited the redcoat's X file with wordpad.

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OliveTreeGames

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