FPS Creator X10
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Retexturing Segments

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Retexturing Segments Empty Retexturing Segments

Post  plasma Wed Nov 05, 2008 9:04 pm

I am having some problems retexturing a segment. I have followed the guides on the Official Forums (FPSC X10 Texture Tutorials.pdf)
However, no matter what I do it does not work.

I have attached a Zip file of my files here

Is there something I am doing wrong?
plasma
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Post  Jingle Fett Wed Nov 05, 2008 9:26 pm

Aha! I'll be happy to take a look, retexturing segments is my specialty...

I haven't looked yet, but what's been giving you trouble?
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Post  plasma Thu Nov 06, 2008 6:09 am

Basically everything, lol!

I follow all the tutorials that have been made, save all the files correctly using the NVidia tool. And I copy an existing fpe file and change the texture location/name. But either the texture does not show up, or the texture is reverted back to the old texture.

I have the same problem when creating entities.
I create a simple box and export to .x
(however, I cannot use entity workshop, at this time because there is an error when I try to save it).
So I will copy an existing fpe file and change the model (.x) and texture but when it is loaded into the game (shows up in the editor without a texture). It is invisible but I am able to run into it.

I am saving all my files in "c:\program files\the game creators\fps creator x10\files"
Are they suppost to be in "My Documents\FPS Creator X10" instead?
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Post  Jingle Fett Fri Nov 07, 2008 3:20 pm

Well, I haven't done entities before, only reskins of existing segments, but I know that any .x models are supposed to go in
FPS Creator X10\Files\meshbank
and the textures in
FPS Creator X10\Files\FPSC X10 Files\texturebank


Seems to me though that you have lots of small problems that got combined into a big one. Part of the problem is with your diffuse map. When I opened it in gimp it looked like it had a completely black alpha layer. I'm pretty sure this is the problem because 100% black makes your texture invisible (that's how you make chainlink fences and stuff like that). Really, diffuse maps are nothing fancy and don't need special alpha layers or any of that, they could be any picture. The alpha layer is only for if you want transparent sections

For the FPS file

texture0 = texturebank\user\bricks\bricks_d2.tga
textured1 = texturebank\user\bricks\bricks_D.dds
texturen1 = texturebank\user\bricks\bricks_N.dds
textures1 = texturebank\user\bricks\bricks_S.dds
For the texture0, you can just write "texturebank\user\bricks\bricks_d.tga" It can be either d or d2, you don't have to have both, D2 and any others just add texture variations. I'm pretty sure they need to be the same format though, so I'd change your _D2 to the .dds format.

It's weird because the _D is a .dds file, but for some reason it won't work if you name it _D.dds. You have to name it with the .tga extension even though it's a .dds The .tga extension makes it read all the textures in the folder I think...

So it should look something like this:

texture0 = texturebank\user\bricks\bricks_d.tga
textured0 =
texturen0 =
textures0 =
Leave the others blank. Remember too that the numbers need to match. Now do this for all the sections (where you put in the textures: Texture1, texture2, texture3...). Make sure that you include the .tga extension and only include the first texture as it will automatically read the others.

Oh, and for it to read the normal map, add this line to where it says "effect0" (0 and 1,2,3.. do it for all the sections where you put in the textures where it says effect.)
effectbank\bump\bump.fx

So it will look like this:
partmode0 = 0
meshname0 = meshbank\ww2\france\rooms\chateau_cellar\floor_b.x
offx0 = 0
offy0 = -50
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\user\bricks\bricks_d.tga
textured0 =
texturen0 =
textures0 =
transparency0 = 0
effect0 = effectbank\bump\bump.fx

So, yeah. If you still have trouble, don't hesitate to post about it Very Happy
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Post  plasma Tue Nov 11, 2008 7:01 pm

I decided to try something simpler. I took the basic ground.fps and tried to make a new ground. Well, didn't get very far! lol

In the editor the segment shows up as plain white and in game I get a very dark segment that doesn't look like what I had created.

Editor Screen Shot: http://www.phoneblox.com/fpscreator/editor.jpg
In Game Screen Shot: http://www.phoneblox.com/fpscreator/ingame.jpg
Texture Screen Shot: http://www.phoneblox.com/fpscreator/texture.jpg
Zip File: http://www.phoneblox.com/fpscreator/Ground.zip

FPS File:
Code:

;Segment Spec

;Header

partmax = 0
lastmeshmax = 0

;Segment Parts

partmode0      = 0
meshname0      = meshbank\common\floor_a.x
offx0          = 0
offy0          = -50
offz0          = 0
rotx0          = 0
roty0          = 0
rotz0          = 0
texture0        = segments\user\concrete_d.tga
textured0      =
texturen0      =
textures0      =
transparency0  = 0
effect0        = effectbank\bump\bump.fx
colmode0        = 1
csgmesh0        =
csgmode0        = 0
csgimmune0      = 1
lightmode0      = 0
multimeshmode0  = 0
materialindex0  = 2

;Segment Visibility

visoverlay      = 0
visfloor        = 0
visroof        = -1
viswallb        = -1
viswallr        = -1
viswallf        = -1
viswalll        = -1
viscornertl    = -1
viscornertr    = -1
viscornerbr    = -1
viscornerbl    = -1

;Segment Blueprint

mode            = 1
symbol          = 0
floorsizey      = 1
sidesizex      = 100
sidesizey      = 1
sidesizez      = 100
groundmode      = 2
kindof          = 0

;end
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Post  Jingle Fett Tue Nov 11, 2008 7:28 pm

Ah yes...I remember running into this problem when also making a floor segment. If I'm not wrong, I think it's the .FPS file.

Specifically this line
Code:
texture0        = segments\user\concrete_d.tga

The textures are in the wrong place...you need to save them in
\FPS Creator X10\Files\FPSC X10 Files\texturebank

And then modify the line so that it reads
Code:
texture0        = FPSC X10 Files\texturebank\concrete_d.tga
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Post  plasma Tue Nov 11, 2008 8:48 pm

I will post full paths to maybe clear up confusion.

So I have my concrete.fps in C:\Program Files\The Game Creators\FPS Creator X10\Files\segments\user
Next I put all my textures into C:\Program Files\The Game Creators\FPS Creator X10\Files\FPSC X10 Files\texturebank

The basics of my fps file are as follows
Code:

meshname0      = meshbank\common\floor_a.x
texture0        = FPSC X10 Files\texturebank\concrete_d.tga
effect0        = effectbank\bump\bump.fx

My segment shows up in the editor, but it is missing the texture. When I run the game I get the same blank texture as before: http://www.phoneblox.com/fpscreator/ingame.jpg
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Post  plasma Wed Nov 12, 2008 6:04 am

Last night I managed to create a working segment... Tonight I am doing to try and do it again, hopefully it will work as I wrote down most of the stuff I was doing.
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Post  DarthDementous Wed Nov 12, 2008 6:55 am

plasma wrote:Last night I managed to create a working segment... Tonight I am doing to try and do it again, hopefully it will work as I wrote down most of the stuff I was doing.
Cool, can you show us when you're done?
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Post  plasma Wed Nov 12, 2008 8:06 pm

Well I have my ground segments working now, except the light doesn't seem to effect them. Not sure what to do here.

Here is an image of the segment in the editor: http://www.phoneblox.com/fpscreator/editor_carpet.jpg (Comparing my red carpet to the default one included)
And here is an RAR'd movie: http://www.phoneblox.com/fpscreator/CarpetTexture.rar <-- this shows the lighting problem
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Post  Jingle Fett Wed Nov 12, 2008 11:19 pm

Does the normal map show up (I mean, like can you see the bumps and stuff)? If it doesn't then it could be that it's just not reading the normal and specular maps. If it doesn't read the spec map or doesn't have one then the lighting won't affect it and so the normal map won't show up either.
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