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FPSC Classic Models and Media / Using multple textures on an Entity

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tschwarz
19
Years of Service
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Joined: 13th Feb 2005
Location: 127.0.0.1
Posted: 4th Oct 2005 01:35
First, I am in no way an expert in modeling or textures in fact I am really new to this. That is why I am posting this..hopefully someone can shed some light my way and let me know if this is a bad way of doing this.

I have read several times on the forum people asking about using muliple textures on a mesh. With the answer being no you cannot have multiple textures. I have been using muliple textures for quite awhile using the steps below.

I created a tree using treemagik and exported as .x and the textures. I placed those files into my entites directory. I placed all files in the same directory.

Files\entitybank\plants\tree
tree1.x (Mesh)
tmp_trunk_skin_17.jpg (Tree Truck texture)
qqqq.png (Leaves texture)
tree1.fpe (created as below)


;*** Begin FPE ***

;Entity Spec

;Header
desc = tree1.x

;AI
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi

;Spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;Orientation
model = entitybank\plants\tree\tree1.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 0
fixnewy = 0
collisionmode = 4
defaultstatic = 1
;scale =

;Visualinfo
;textured =
effect =
transparency = 4

;Identity Details
isimmobile = 1

;Specific Data
quantity = 0

;*** END FPE ***


NOTICE I remarked out the "textured" parameter.

Run FPSC and the tree looks great with both textures applied.
Looking at any .x file using notepad you notice that textures
are referenced inside the .x files.

Now the real question:
Is there a reason that I need to use the texture reference in the
.FPE file (other than if the textures are located in a different
directory other than the .x file.)
I do understand that a UVMAP file would be smaller, instead of
multiple texture files but, are those the only reasons.

I have also done the same with entities that have over 4 textures applied.

Thank you for your expertise.
FernandoK
21
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Joined: 4th Feb 2003
Location:
Posted: 4th Oct 2005 02:44
Try it in a compiled game. My experiance is that multiple textures work in the test mode, but not in an exec.
tschwarz
19
Years of Service
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Joined: 13th Feb 2005
Location: 127.0.0.1
Posted: 4th Oct 2005 03:21
Awe yeah, That's kinda important.

I compiled and you are correct, odd though because it appears that the skybank just uses the .x file for its texturing.

Noticed it didn't move my textures to the entity directory, but copying the textures into the directory didn't make a difference.

Oh well, that's why I posted. I figured it couldn't be that easy.

Thank you
FernandoK
21
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Joined: 4th Feb 2003
Location:
Posted: 4th Oct 2005 03:40
I wish they would fix that. It's annoying and pointless.
JDforce
19
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Joined: 27th Jul 2004
Location: Sea of Tranquility
Posted: 4th Oct 2005 05:32
Am not digged into the forest and road packs from rastaman, but the trees looks as if they have at least a couple of textures, as if they were from Treemagik. I have only tested this packs on preview mode, but I imagine Rastaman either made them single textured or FPS indeed accepts multiple textures.

May the 3d force B with U
tschwarz
19
Years of Service
User Offline
Joined: 13th Feb 2005
Location: 127.0.0.1
Posted: 4th Oct 2005 05:56
I have the fpsc packs from monster @ http://www.accode.com
forest, road and railroad. Are those the packs you mean?

They are using uvmaps(single textures). They work perfect in test and compiled modes. Great packs I'm looking forward to more.

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