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Geek Culture / Mapscape Texture Paths

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Chris Tate
DBPro Master
17
Years of Service
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Joined: 29th Aug 2008
Location: London, England
Posted: 7th Sep 2013 02:36 Edited at: 7th Sep 2013 02:38
Is it just me or is their a glitch in the MapScape level editor which stores absolute texture paths in 3D model file exports? EG: Instead of 'Folder\Texture.png', it stores 'C:\Mapscape\..Folder\Texture.png' in the limb texture name.

Has anyone has experienced this issue?

[Don't ask me why I posted this in the Geek Culture Board, because I really do not know at this point at quarter-to-one in the morning.]

mr Handy
18
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 7th Sep 2013 02:55
Can you trim texture path via DBP?

Chris Tate
DBPro Master
17
Years of Service
User Offline
Joined: 29th Aug 2008
Location: London, England
Posted: 7th Sep 2013 13:40 Edited at: 7th Sep 2013 13:44
I'd have to trim them yes; and load them manually It must have been a mistake. The textures will fail to load automatically on other PC's. In the long run I will migrate to using my editor anyway.

mr Handy
18
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 7th Sep 2013 14:45
I don't trust to "automatic" loading.

MrValentine
AGK Backer
15
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 7th Sep 2013 16:40
You can always manually edit the texture path in the .X file or .DBO file usually just two addresses at the top of the tile...

I think NotePad++ opens these large data files quicker than NOTEPAD... also worth mentioning is when you make the slightest edit the whole file needs to be reloaded or something so Copy/Paste is a good idea ^^ or simply Highlight/Delete

Chris Tate
DBPro Master
17
Years of Service
User Offline
Joined: 29th Aug 2008
Location: London, England
Posted: 7th Sep 2013 21:12
There is about 500 - 1000 texture listings in every map file; so that could take a while if I had to do that every time a map is patched or edited. I could do a regular expression job, but that would have to get done every time I export a map for testing as well.

No worries; I am using MapScape for test work; it will not be long until I get X-Producer's 3D exporter functional.

Quote: "I don't trust to "automatic" loading."

I find it handy; any discrepancies can be handled using the Limb Texture Name command.

To be honest, the real reason I wanted it to work is because the textures have attributes, shaders and behaviors attached to them in the engine; 9 times out of 10, a texture simply points to a shader application and is extended or replaced by other textures.

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