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FPSC Classic Models and Media / Tree pack FPSC ready

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Candle_
18
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Joined: 29th May 2006
Location: kindergarten
Posted: 18th Jul 2006 07:23 Edited at: 18th Jul 2006 07:55
300 win mag
18
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Joined: 18th Feb 2006
Location: USA
Posted: 18th Jul 2006 07:26
screeny?


Candle_
18
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Joined: 29th May 2006
Location: kindergarten
Posted: 18th Jul 2006 07:28
Here is a screenshot of some.

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Maeko
18
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Joined: 28th Jan 2006
Location: Your Mother
Posted: 18th Jul 2006 07:32 Edited at: 18th Jul 2006 07:32
Ah, but that is in test game. Will it work in Full Build Game?

Give a man some bullets, and he'll want a gun. Give a man a gun and he'll be giving away the bullets!!
Candle_
18
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Joined: 29th May 2006
Location: kindergarten
Posted: 18th Jul 2006 07:35
I can make a small game if you like for anyone to test it.

Candle_
18
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Posted: 18th Jul 2006 07:54
Never mind , just tested and they don't show color in game?
Really getting pissed with fpsc.

Bloodeath 6 6 6
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Location: Sierra vista in indonesia
Posted: 18th Jul 2006 07:55
we all are

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Bloodeath 6 6 6
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Posted: 18th Jul 2006 07:56
eghmmm Double post




If it uses more than 1 texture all you gotta do is manually drop all the textures into the built game folder

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Candle_
18
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Location: kindergarten
Posted: 18th Jul 2006 08:07
Gave it a shot but didn't work.
And they work in DBP. grrrrrrrrrrrrrrrrrr
I give up.

Bloodeath 6 6 6
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Posted: 18th Jul 2006 08:09
I give up two >=/

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Sunflash
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Location: Seattle, Wa
Posted: 18th Jul 2006 19:34 Edited at: 18th Jul 2006 19:46
Quote: "If it uses more than 1 texture all you gotta do is manually drop all the textures into the built game folder
"

lol, why would that work? If it dosn't give you a "Texture Path not found..." then that probably isn't it, and it won't pull textures listed in the .X file because there is none (or at least very few). This is because all objects are converted to .DBO, and there texture data probably isn't saved. So if you didn't mention the texture in the .FPE file then it won't specify it in the .DBO file.

I made a tree pack ages ago when everyone wasn't sure if multiple textures would work. Me and several people got really deep into the issue, and basicly, until TGC updates FPSC (soon, very soon) then we won't be able to use tremagik or plantlife (not sure about the plantlife one, but I think it exports two textures.)

Since I don't exactly know how .DBO's work the texture data, I'm not really qualified to be saying this, but I think the way for TGC to fix this to to find a way to save the texture data from the .X files, but if one of the images don't exist, it should drop it quietly and not crash:

For x=0 To XTexAmount
If File Exist(XTexFile$)
Load Image XTexFile$
Else
WarningMessage "Image ",XTexFile$," Specified in the",CurrentModel$," file does not exist, however, you may still continue."
EndIf
Next x

Of course this snippet wouldn't work becasue there is plenty of other stuff to do, it's just an example (a very poor one at that).
Again, I'm not going to try a and come up with a Multiple Texture Plugin becasue I really don't kno how .DBO files store their data.
-Sunflash

Candle_
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Posted: 19th Jul 2006 07:28
Thats what I wonder about the DBO file and if it had the right info in it.

300 win mag
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Location: USA
Posted: 19th Jul 2006 17:37 Edited at: 19th Jul 2006 17:38
Im with sunflash the DBO dosent have the right files in it. And if it did have the right files in it,the textures would look like crap when you built the game. Now Im not saying your textures look bad it's just the files were built for DBP.

The files could work but you would haft to do like a hole 100 lines of code. And who wants to do that?


butyouman
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Posted: 21st Jul 2006 04:18
Did u make that city in the backround

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