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FPSC Classic Models and Media / Models I attempted to import from sketchup are textureless ingame, but have textures in the editor

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Guitarist
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Posted: 25th Jan 2011 21:49
I exported them form sketchup using this http://edecadoudal.googlepages.com/xExporter.rb
Then I took the .x file put it in its own folder with the textures it exported and made this its .fpe file


In the game editor it looked fine. Whenever I got in the test game though it was just white and overly bloomy. Heres screenshots
In Editor
http://img89.imageshack.us/i/pokemonhouseineditor.jpg/
In Game
http://img690.imageshack.us/i/pokemonhouseingame.jpg/

Can someone please tell me how to fix this? I'm only using fps creator to map btw for those who are wondering why I'm trying to import pokemon buildings. I do plan on making a joke map with them too though.
Design Runner
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Posted: 25th Jan 2011 22:43
fist: is the texture with the model in your entity file?
second: put the texture in the textured = line. make sure it is .dds or .tgs
Guitarist
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Posted: 25th Jan 2011 22:48
Quote: "fist: is the texture with the model in your entity file?
second: put the texture in the textured = line. make sure it is .dds or .tgs "
Yes the texture is with my model. Also it uses multiple image files for the texture so leaving textured blank should make it refer to the images in the folder for its texture. It worked with other models I've imported from Cartography shop.
Design Runner
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Posted: 25th Jan 2011 22:51
hmmmm. is the model dynamic?
Guitarist
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Posted: 25th Jan 2011 22:53
Quote: "hmmmm. is the model dynamic? "
No its not dynamic.
Design Runner
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Posted: 25th Jan 2011 22:57
it has to be dynamic for it to work. you cannot have a multi-textured static object in my experience.
Guitarist
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Posted: 25th Jan 2011 23:00 Edited at: 25th Jan 2011 23:04
Thank you I'll try that. I tried it. I can see the texture on one of the models through the bloom, but its still overly bloomy and the other ones still don't work. And the one that I can sort of see through still looks almost pure white.
Design Runner
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Posted: 25th Jan 2011 23:07
hmmm, could it be the effect? Try leaving the effect = blank for now. Then try re-rigging the textures.
Guitarist
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Posted: 25th Jan 2011 23:53
I tried leaving the effect blank. I don't think I'll need to rerig the textures as they appear flawlessly in the editor. They just don't work in test game.
raymondlee306
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Posted: 26th Jan 2011 00:19
That is an incredible amount of bloom. But:

1. make sure textures are in dds or tga before texturing them in sketchup.

2. after you export them, make sure you use the new textures that sketchup will create, NOT your originals. These should have a slightly different file name.

3. object must be dynamic.

4. all "X" files and textures must be in the same folder.

5. you are correct to leave the texture line blank.

Let me know if they don't quite work out after this.
Design Runner
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Posted: 26th Jan 2011 00:40
this is off topic, but i need to know this anyways so now is a good a time as ever. Does anyone know of a good .x exporter for sketchup 5? I can't seem to find one, and it won't let me update to 6.
Guitarist
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Posted: 26th Jan 2011 01:23
I did all that
raymondlee306
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Posted: 26th Jan 2011 03:31 Edited at: 26th Jan 2011 03:32
You might want to update to the latest version here. You're still using 5 and they are on 8. It's okay to use the older versions but I used 8 in a tutorial I did and had no trouble with it.

http://forum.thegamecreators.com/?m=forum_view&t=177710&b=21[/href]

http://sketchup.google.com/download/gsu.html

Can you email me your file set? (google model file and textures) I'm curious about why it won't work for you.
Design Runner
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Posted: 26th Jan 2011 03:33
I use 5 because of its commercial usage. I want to update to 6 because that has now been okd for commercial, but every time I do it just goes back to 5.

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