Texture Help

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Texture Help

Post  rakker126 on Sun Nov 02, 2008 5:27 am

Hey evereybody,

Here you can post your questions aboute creating textures for use in X10.
I also have a question.
I' m following a tototial to create those beautiful textures but, i have a probleme! In thet tutorial you need to create a white alpha channel but when i try to do it it becomes black! Could somebody help me with that, i will attach a picture.



This is how it should be:



Grtz,
Alex
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Re: Texture Help

Post  Jason Brook on Sun Nov 02, 2008 5:49 am

I'm not the texture expert really and i dont have cs2 so im not sure. But im sure Jingle Fett will take a look at this.

But for now i have renamed to Texture Help and have moved to the Models and Media Forum.

And removed the double image (second image and 3rd image where same)


Last edited by Jason Brook on Sun Nov 02, 2008 6:15 am; edited 1 time in total

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Re: Texture Help

Post  rakker126 on Sun Nov 02, 2008 6:07 am

Okay, thanks!
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Re: Texture Help

Post  Jingle Fett on Sun Nov 02, 2008 1:48 pm

Are you trying to make a diffuse, normal or specular map?
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Re: Texture Help

Post  rakker126 on Mon Nov 03, 2008 12:44 am

I now have a diffuse texture and i'm trying to make normal maps or/and specular.
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Re: Texture Help

Post  rakker126 on Mon Nov 03, 2008 7:33 am

Because diffuse is without lightmaps right?
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Re: Texture Help

Post  Jason Brook on Mon Nov 03, 2008 10:07 am

Yes diffuse is without lightmaps.

Also edit your post please you wont be told more than twice about this then we will take action it gets very annoying.

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Re: Texture Help

Post  Jingle Fett on Mon Nov 10, 2008 1:40 pm

You mentioned you're still having trouble with the textures rakker... what exactly is giving you trouble? Tell me exactly what's happening and I'll help you as best I can Smile
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Re: Texture Help

Post  rakker126 on Tue Nov 11, 2008 12:22 pm

Okay thanks!

I firstly load a diffuse texture in photoshop cs2 and make it all right for X10.
But wehen i try to create effects it all goes wrong somehow because if i load them in X10 i got invicible walls.
Is there by the way a way to post them so i can show them? Thanks! Very Happy
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Re: Texture Help

Post  Jingle Fett on Tue Nov 11, 2008 1:48 pm

You can use a picture hosting site like photobucket.com to upload your pictures and then link them here. Seems to me that it might be a problem with your .fps or .fpe file...but lets see the picture first.
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Re: Texture Help

Post  rakker126 on Wed Nov 12, 2008 9:12 am

Hey,

I probably know what i do wrong. I have a diffuse, normal lightmapping and a specular, but with firma you can only choose one. Is there a way to ake them ' one' ?
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Re: Texture Help

Post  Jingle Fett on Wed Nov 12, 2008 8:48 pm

Firma is only for X9...from what I've heard you'll have to choose the diffuse map and then manually add the effect maps (the normal and specular) into the .fps. X9 doesn't support normal and specular maps so it makes sense that it wouldn't allow you to choose them...
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Re: Texture Help

Post  rakker126 on Thu Nov 13, 2008 12:24 am

HEy,

How do you add those effects?
Inb the totorial i'm following stands what you need to type but not really where...
Thanks!

EDIT: Does anywone know how to change specific things like effects because om tring to add specular and normal maps. i don' t know what they do but i think they are nice and without it they won' t work in X10 but i don' t know how to add those lightmaps....

Thanks!
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Re: Texture Help

Post  rakker126 on Thu Nov 13, 2008 11:19 am

Okay... Here is the fpsc script from the segment... what should i change so it will work in X01, by the way what do you change to let it play all right in X10, ith what programma do you create your segments?

;Segment Spec

;Header

partmax = 16
lastmeshmax = 16

;Segment Parts

partmode0 = 0
meshname0 = meshbank\ww2\france\rooms\bunker_fighting_area\floor_a.x
offx0 = 0
offy0 = -51
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\Firma\Room Textures\aap_FLR_D2.TGA
textured0 =
texturen0 =
textures0 =
transparency0 = 0
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 1
materialindex0 = 1

partmode1 = 0
meshname1 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_all_a.x
offx1 = 0
offy1 = 0
offz1 = 50
rotx1 = 0
roty1 = 0
rotz1 = 0
texture1 = texturebank\Firma\Room Textures\aap_IN_D2.TGA
textured1 =
texturen1 =
textures1 =
transparency1 = 0
effect1 =
colmode1 = 1
csgmesh1 =
csgmode1 = 0
csgimmune1 = 0
lightmode1 = 0
multimeshmode1 = 1
materialindex1 = 2

partmode2 = 0
meshname2 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_all_a.x
offx2 = -50
offy2 = 0
offz2 = 50
rotx2 = 0
roty2 = 0
rotz2 = 0
texture2 = texturebank\Firma\Room Textures\aap_IN_D2.TGA
textured2 =
texturen2 =
textures2 =
transparency2 = 0
effect2 =
colmode2 = 1
csgmesh2 =
csgmode2 = 0
csgimmune2 = 0
lightmode2 = 0
multimeshmode2 = 0
materialindex2 = 2

partmode3 = 0
meshname3 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_all_a.x
offx3 = 50
offy3 = 0
offz3 = 50
rotx3 = 0
roty3 = 90
rotz3 = 0
texture3 = texturebank\Firma\Room Textures\aap_IN_D2.TGA
textured3 =
texturen3 =
textures3 =
transparency3 = 0
effect3 =
colmode3 = 1
csgmesh3 =
csgmode3 = 0
csgimmune3 = 0
lightmode3 = 0
multimeshmode3 = 0
materialindex3 = 2

partmode4 = 0
meshname4 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_all_a.x
offx4 = 50
offy4 = 0
offz4 = 0
rotx4 = 0
roty4 = 90
rotz4 = 0
texture4 = texturebank\Firma\Room Textures\aap_IN_D2.TGA
textured4 =
texturen4 =
textures4 =
transparency4 = 0
effect4 =
colmode4 = 1
csgmesh4 =
csgmode4 = 0
csgimmune4 = 0
lightmode4 = 0
multimeshmode4 = 1
materialindex4 = 2

partmode5 = 0
meshname5 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_all_a.x
offx5 = 0
offy5 = 0
offz5 = -50
rotx5 = 0
roty5 = 180
rotz5 = 0
texture5 = texturebank\Firma\Room Textures\aap_IN_D2.TGA
textured5 =
texturen5 =
textures5 =
transparency5 = 0
effect5 =
colmode5 = 1
csgmesh5 =
csgmode5 = 0
csgimmune5 = 0
lightmode5 = 0
multimeshmode5 = 1
materialindex5 = 2

partmode6 = 0
meshname6 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_all_a.x
offx6 = -50
offy6 = 0
offz6 = 0
rotx6 = 0
roty6 = 270
rotz6 = 0
texture6 = texturebank\Firma\Room Textures\aap_IN_D2.TGA
textured6 =
texturen6 =
textures6 =
transparency6 = 0
effect6 =
colmode6 = 1
csgmesh6 =
csgmode6 = 0
csgimmune6 = 0
lightmode6 = 0
multimeshmode6 = 1
materialindex6 = 2

partmode7 = 0
meshname7 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_all_a.x
offx7 = 50
offy7 = 0
offz7 = -50
rotx7 = 0
roty7 = 180
rotz7 = 0
texture7 = texturebank\Firma\Room Textures\aap_IN_D2.TGA
textured7 =
texturen7 =
textures7 =
transparency7 = 0
effect7 =
colmode7 = 1
csgmesh7 =
csgmode7 = 0
csgimmune7 = 0
lightmode7 = 0
multimeshmode7 = 0
materialindex7 = 2

partmode8 = 0
meshname8 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_all_a.x
offx8 = -50
offy8 = 0
offz8 = -50
rotx8 = 0
roty8 = 270
rotz8 = 0
texture8 = texturebank\Firma\Room Textures\aap_IN_D2.TGA
textured8 =
texturen8 =
textures8 =
transparency8 = 0
effect8 =
colmode8 = 1
csgmesh8 =
csgmode8 = 0
csgimmune8 = 0
lightmode8 = 0
multimeshmode8 = 0
materialindex8 = 2

partmode9 = 0
meshname9 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_all_a_e.x
offx9 = 0
offy9 = 0
offz9 = 50
rotx9 = 0
roty9 = 180
rotz9 = 0
texture9 = texturebank\Firma\Room Textures\aap_OUT_D2.TGA
textured9 =
texturen9 =
textures9 =
transparency9 = 0
effect9 =
colmode9 = 1
csgmesh9 =
csgmode9 = 0
csgimmune9 = 0
lightmode9 = 0
multimeshmode9 = 0
materialindex9 = 2

partmode10 = 0
meshname10 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_all_a_e.x
offx10 = 50
offy10 = 0
offz10 = 0
rotx10 = 0
roty10 = 270
rotz10 = 0
texture10 = texturebank\Firma\Room Textures\aap_OUT_D2.TGA
textured10 =
texturen10 =
textures10 =
transparency10 = 0
effect10 =
colmode10 = 1
csgmesh10 =
csgmode10 = 0
csgimmune10 = 0
lightmode10 = 0
multimeshmode10 = 0
materialindex10 = 2

partmode11 = 0
meshname11 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_all_a_e.x
offx11 = 0
offy11 = 0
offz11 = -50
rotx11 = 0
roty11 = 0
rotz11 = 0
texture11 = texturebank\Firma\Room Textures\aap_OUT_D2.TGA
textured11 =
texturen11 =
textures11 =
transparency11 = 0
effect11 =
colmode11 = 1
csgmesh11 =
csgmode11 = 0
csgimmune11 = 0
lightmode11 = 0
multimeshmode11 = 0
materialindex11 = 2

partmode12 = 0
meshname12 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_all_a_e.x
offx12 = -50
offy12 = 0
offz12 = 0
rotx12 = 0
roty12 = 90
rotz12 = 0
texture12 = texturebank\Firma\Room Textures\aap_OUT_D2.TGA
textured12 =
texturen12 =
textures12 =
transparency12 = 0
effect12 =
colmode12 = 1
csgmesh12 =
csgmode12 = 0
csgimmune12 = 0
lightmode12 = 0
multimeshmode12 = 0
materialindex12 = 2

partmode13 = 0
meshname13 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_all_a_e.x
offx13 = 50
offy13 = 0
offz13 = -50
rotx13 = 0
roty13 = 0
rotz13 = 0
texture13 = texturebank\Firma\Room Textures\aap_OUT_D2.TGA
textured13 =
texturen13 =
textures13 =
transparency13 = 0
effect13 =
colmode13 = 1
csgmesh13 =
csgmode13 = 0
csgimmune13 = 0
lightmode13 = 0
multimeshmode13 = 0
materialindex13 = 2

partmode14 = 0
meshname14 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_all_a_e.x
offx14 = -50
offy14 = 0
offz14 = -50
rotx14 = 0
roty14 = 90
rotz14 = 0
texture14 = texturebank\Firma\Room Textures\aap_OUT_D2.TGA
textured14 =
texturen14 =
textures14 =
transparency14 = 0
effect14 =
colmode14 = 1
csgmesh14 =
csgmode14 = 0
csgimmune14 = 0
lightmode14 = 0
multimeshmode14 = 0
materialindex14 = 2

partmode15 = 0
meshname15 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_all_a_e.x
offx15 = -50
offy15 = 0
offz15 = 50
rotx15 = 0
roty15 = 180
otz15 = 0
texture15 = texturebank\Firma\Room Textures\aap_OUT_D2.TGA
textured15 =
texturen15 =
textures15 =
transparency15 = 0
effect15 =
colmode15 = 1
csgmesh15 =
csgmode15 = 0
csgimmune15 = 0
lightmode15 = 0
multimeshmode15 = 0
materialindex15 = 2

partmode16 = 0
meshname16 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_all_a_e.x
offx16 = 50
offy16 = 0
offz16 = 50
rotx16 = 0
roty16 = 270
rotz16 = 0
texture16 = texturebank\Firma\Room Textures\aap_OUT_D2.TGA
textured16 =
texturen16 =
textures16 =
transparency16 = 0
effect16 =
colmode16 = 1
csgmesh16 =
csgmode16 = 0
csgimmune16 = 0
lightmode16 = 0
multimeshmode16 = 0
materialindex16 = 2

;Segment Visibility

visoverlay = 0
visfloor = 0
visroof = -1
viswallb = 5,11
viswallr = 4,10
viswallf = 1,9
viswalll = 6,12
viscornertl = 2,15
viscornertr = 3,16
viscornerbr = 7,13
viscornerbl = 8,14

;Segment Blueprint

mode = 0
symbol = 0
floorsizey = 0
sidesizex = 100
sidesizey = 100
sidesizez = 100
groundmode = 0
kindof = 0

;end
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Re: Texture Help

Post  rakker126 on Fri Nov 14, 2008 9:52 am

I' m stil having trouble and i want to use costem media so much Surprised



I habe trouwble with them ... they just don' t show up Mad
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Re: Texture Help

Post  DarthDementous on Fri Nov 14, 2008 9:54 am

rakker126 wrote:I' m stil having trouble and i want to use costem media so much Surprised



I habe trouwble with them ... they just don' t show up Mad
Change the shaders of the segments? That's what works for me, at least.

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Re: Texture Help

Post  rakker126 on Fri Nov 14, 2008 10:38 am

And then they will appear? How can i change them then?
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Re: Texture Help

Post  rakker126 on Fri Nov 14, 2008 12:13 pm

UPDATE i have uploaded my texture + effects on this link, its winrar so you can download. Maybe anywone less stupid then me she' s what i' m doing wrong. Because im trying to get them in X10 for one month already. I somebody could help me, thanks!

http://forum.thegamecreators.com/?m=forum_view&t=139410&b=24&p=0
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Re: Texture Help

Post  DarthDementous on Fri Nov 14, 2008 12:18 pm

rakker126 wrote:And then they will appear? How can i change them then?
Just use the FPSC Segment Editor program. You can download it from FPSC's website.

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Re: Texture Help

Post  rakker126 on Fri Nov 14, 2008 12:29 pm

Okay i will try thanks. will you then be able to add effects and so?
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Re: Texture Help

Post  DarthDementous on Fri Nov 14, 2008 12:37 pm

rakker126 wrote:Okay i will try thanks. will you then be able to add effects and so?
Yes. But create the actual texture in a different program like Photoshop. Segment Editor lets you pick what textures go where and apply shaders and stuff. Very easy to use, plus it has tutorial videos that come with it if you get confused.

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Re: Texture Help

Post  rakker126 on Fri Nov 14, 2008 12:47 pm

That sounds good. i have created the texture with photoshop CS2 and aksi the normal maps and specular ones. i will try it out, i' m downloadig now
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Re: Texture Help

Post  rakker126 on Fri Nov 14, 2008 1:19 pm

UPDATE: I tried the programme but it won' t ragonize my made stuff with photoshp cs2, he doesn' t see it S:
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Re: Texture Help

Post  DarthDementous on Fri Nov 14, 2008 1:19 pm

rakker126 wrote:UPDATE: I tried the programme but it won' t ragonize my made stuff with photoshp cs2, he doesn' t see it S:
make its name "rakkersegment_D2.tga"
always have the _D2 at the end.

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Re: Texture Help

Post  rakker126 on Fri Nov 14, 2008 2:35 pm

Ow okay thanks i will try it out (-;
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