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FPSC Classic Scripts / How do I script a FPE with multiple Texture files?

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Ret
14
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Joined: 18th Jul 2010
Location: USA
Posted: 21st Aug 2010 03:07 Edited at: 21st Aug 2010 03:51
For example, My model contains 4 different texture sources, has to have them or looks stupid...


in my FPE I've tried this:


First one works.

textured = ShuttleupdatedBlack11.xBlackTexture.jpg (this part works fine) but how can I insert multiple textures into a single line?


I tried this also:

textured =ShuttleupdatedBlack11.xBlackTexture.jpg,ShuttleupdatedBlue11.xBlueTexture.jpg


Just using simple comma to seperate them, but has no effect. I can get only to read 1 of the textures. Or is it even possible to have an FPE read multiple textures?
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 21st Aug 2010 05:21
place all your textures in the same folder as your fpe, set your entity as dynamic and leave the texture line blank. FPSC will then use the textures info from your .x file.

Ret
14
Years of Service
User Offline
Joined: 18th Jul 2010
Location: USA
Posted: 21st Aug 2010 05:44 Edited at: 21st Aug 2010 05:55
I set it up as dynamic Nbt and removed the texture paths that I put in my FPE however now it just shows as plan white as before a mixture of colors...I dunno, this one has me stumped...Ohh original texture files where .jpg and FPSC is converting over to .dds so since maybe the model is detecting .jpg still? even so, they're still in there. I'm really confused on this one.

**EDIT** I just noticed something when looking at the entity's properties while the I had the texture path removed...for some reason it's reading the (effects =) in the FPE file into the texture path...No clue


**EDIT AGAIN!!!*** Problem solved, Need more coffee was a simple script fluke! I deleted a previous line and the lower one followed it up preventing my texture from showing up. All fixed now Thx NBT.
Nbt
15
Years of Service
User Offline
Joined: 11th Oct 2009
Location: Behind you!!
Posted: 21st Aug 2010 14:52
cool

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