Product Chat / missing textures...

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mihaid
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Location: Oradea, Romania
Posted: 9th Nov 2013 12:50
Hello, I made already some tests with the new launched version of beta this friday, it's great, many improvements, but I have this problem: I installed some packs: industrial, metro theatre, tropical pack.....and all entities from this packs are white, no texture, even if in the previous beta version one week ago.....were perfect the pack entities.....so...what can I do?



I have an other proposal concerning the frames rate....what if can be possible to start a new terrain with a smaller surface.....like in 3d world studio???

Mihai
DVader
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Posted: 9th Nov 2013 14:30
Model packs that used to work fine have all turned white for me also, plus performance seems worse..

granada
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Posted: 9th Nov 2013 16:08
hi guys,tried models from tropical pack.





Loaded them into Ultimate Unwrap,reasined textures saved them back into reloaded and the textures showed up.







Dave

AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS

8.00 GB memory Windows 7 64 bit

Nvida Geforce GTX 580
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mihaid
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Posted: 9th Nov 2013 17:32
Thanks for sharing...but the problem must be solved inside of fps reloaded...i dont have that software....so why should i buy it??

Lets hope this problem will be fix inside of ...fps reloaded

Mihai
mihaid
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Posted: 9th Nov 2013 17:43
here is attached an image of a bridge..made today..last version

Mihai
Green Gandalf
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Posted: 9th Nov 2013 20:02
Quote: "here is attached an image of a bridge..made today..last version"




How did you get the sections to link properly?





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mihaid
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Posted: 9th Nov 2013 21:23
for the sections to link properly...I made all sections...and from left to right..edited all...and put in the position left and right with the arrows...and up and down, with PageUp and Pagedown.....there is the result..

Mihai
Green Gandalf
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Posted: 9th Nov 2013 21:57 Edited at: 9th Nov 2013 22:06
Thanks.



I keep forgetting the Page Up and Down keys.



Time to get a bit more practice.



Edit Wow! Just tried that. It was simplicity itself! Thank you!



One more query ticked off.





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MadLad Designs
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Posted: 11th Nov 2013 17:24
Don't forget you can press 'B' to turn the snap-to-grid on as well.

"I find your lack of grammar disturbing..."
Green Gandalf
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Posted: 11th Nov 2013 22:17 Edited at: 12th Nov 2013 00:26
Quote: "Don't forget you can press 'B' to turn the snap-to-grid on as well."




Er, thanks - but what does "snap to grid" mean?





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MadLad Designs
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Posted: 11th Nov 2013 22:42
Instead of moving an entity smoothly pixel-by-pixel it will move it a block of pixels at a time. Try it; get an entity and press 'B' twice and you'll see what I mean.

"I find your lack of grammar disturbing..."
Green Gandalf
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Posted: 12th Nov 2013 00:25
I've just tried that but don't see how it helps. For example I've just tried aligning two wall sections from the castle pack and that method either leaves a gap between them or gives a big overlap. Perhaps I've missed something? In particular I can't see the grid that is being "snapped to".





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granada
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Posted: 12th Nov 2013 01:22
Here is the editor key list from FPSC,it might help .







Dave

AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS

8.00 GB memory Windows 7 64 bit

Nvida Geforce GTX 580
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Green Gandalf
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Posted: 12th Nov 2013 11:31
Thanks. That's a useful reference. Of course some don't work, or work differently, in FPSCR.



But what are the three grid modes?





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LeeBamber
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Posted: 12th Nov 2013 23:22
If someone can furnish me with a before and after zip of how they fixed a white texture issue into a working texture for the latest update, that will highlight very quickly how I can fix it for the next version. Send zip to leebambertgc@gmail.com!

Hogging the awesome since 1999
Green Gandalf
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Posted: 13th Nov 2013 00:44
Lee, I've sent you an email.





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science boy
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Posted: 13th Nov 2013 02:51
I just loaded the x model into my 3d modelling prog and re attached the texture. And exported as an x but with attached skin. Reloaded reloaded and all good

an unquenchable thirst for knowledge of game creation!!!
mihaid
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Location: Oradea, Romania
Posted: 14th Nov 2013 15:08
Hello, I wanna add some things about missing textures:

For instance, to castle pack, the entities are grey, and somehow, seems a texture is moving..if i move mouse wheel...

to industrial pack...grey textures

catacombs...textures are good to my pc !!!Intel core 2 cpu, Phisical adress extension, Ge Force GT 630

medieval pack...textures allmost black, dark grey

metro theater - some textures are working..some not !!!

middle est - grey textures

night city pack - good textures !!!!

tropical pack -light grey

urban - light grey

viral - some characters flashing...really donno if are good..some not !!!

weapons - good textures BUT !!! to sniper....hands are separately of gun.........playing alone.....



I hope this will help

Mihai
ShadyNL
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Location: Netherlands
Posted: 18th Nov 2013 22:45
i got all same problems as others, grey textures, standard weapon looks like falling apart when firing,and rpg is a white dot... help me please! i got gold verson last Friday....
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srealist
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Posted: 19th Nov 2013 19:05 Edited at: 19th Nov 2013 19:05
All,



We should probably get a sticky going at some point for this problem unless Lee intends to solve it in code.



I do not want to take credit for this as it was Green Gandalf who discovered the fix.



HERE IS HOW YOU FIX IT:

The quick and, perhaps dirty, way to fix this problem is to open the .x model in notepad and find "MeshVertexColors{...}" Inside of those brackets will be possibly thousands of lines of coordinates. Delete "MeshVertexColors and everything in the brackets. Save file and presto!



NOTE: when you search for "MeshVertexColors" you will first come upon "TemplateMeshVertexColors". Do not delete that. Find the next instance which will just be "MeshVertexColors." THat's your guy. Take him down.
Green Gandalf
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Posted: 19th Nov 2013 21:43
Quote: "We should probably get a sticky going at some point for this problem unless Lee intends to solve it in code."




Good idea - and I believe Lee is hoping to fix this in code. It is easy in DBPro so should be in FPSCR also. If we get a sticky I can upload some of the utilities I've been working on to aid this. Three examples so far: (1) deleting vertex colour, (2) adding normals (see below), (3) Tree Magik trees. They will be crude utilities but get the job done (in the cases I've tried ...). The adventurous can elaborate them as they wish.



There's also the related issue of some models not having normals which makes them render strangely - that is also often easily fixed in code and Lee might do that in code as well (if I remember to remind him ).



Why is it that the demands of game making get in the way of game playing?





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srealist
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Posted: 20th Nov 2013 00:14
GG, I would very much like to get my hands on those utilities.



Question: does your vertex color utility batch process .X files?



Either way, I think these would be a huge help for everyone.
Green Gandalf
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Posted: 20th Nov 2013 00:42
Quote: "Question: does your vertex color utility batch process .X files?"




Not yet.



Quote: "Either way, I think these would be a huge help for everyone."




Noted. I'll try to clean them up a bit first though. Batching will probably have to wait - but is certainly doable.





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MadLad Designs
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Posted: 20th Nov 2013 10:43
I'll add this fix to the FAQ.

"I find your lack of grammar disturbing..."
ShadyNL
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Posted: 20th Nov 2013 11:41
HERE IS HOW YOU FIX IT:

The quick and, perhaps dirty, way to fix this problem is to open the .x model in notepad and find "MeshVertexColors{...}" Inside of those brackets will be possibly thousands of lines of coordinates. Delete "MeshVertexColors and everything in the brackets. Save file and presto!



hi there again,



i tried fixing my models with above solution but not all.x files have the 'meshvertexcolours'in it.

after the first installation it all worked fine for me,then it all went to grey/white textures except the 'buildings' in the entities list, those seem to be handling correctly. i have also noticed there is no explenation on how to install the modelpack that come with once u pledge gold. for example i installed for 'fps creator', but i can also select 'install for fpsc x10 or as a standalone... did i mess up the installation? i have re-installed 3 times now, but still these white textures come up, and the zombies are bouncing around and flashing. the thing i really love is the switcheable night/day/desert/ice etc, no complains on that.



regards from the Netherlands.
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mihaid
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Location: Oradea, Romania
Posted: 20th Nov 2013 12:53
I found a new problem with textures....I buyed the last pack..76 - Night city Docs...and I seen that: all entities (buildings, so on), have the own texture..but supplementary is a new texture..donno from where...with some military design.....camuflage design....so if a building should be red...it is red...but with some more signs....

I attached here an image....



Any ideas??? What to do???

Mihai
Green Gandalf
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Location: Cornwall UK
Posted: 20th Nov 2013 14:23
That looks like the object doesn't have normals. Some of the older packs have that problem. I'm surprised to see it in a new pack though.



It might be easy to fix. Do you have DBPro? If so, then you can add them quite easily in many cases.





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mihaid
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Posted: 20th Nov 2013 18:36
Thank you for your support Green Gandalf. I have DBPro, since last year, not much experience...can you detail how to fix? I known i can use .x in dbpro, but i want to use in fps reload................so pls, what to do???



Thank you in advance

Mihai
srealist
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Location: Orlando, Florida, USA
Posted: 20th Nov 2013 20:13
Trippy! Do the textures move when you move the camera (e.g. change orientation, move closer, etc.)? If so it could also be a shader issue. If you wanna see something really weird, take an entity, change the shader in the FPE to the water shader, then drop the entity into the world. It'll be semi-transparent with a ripple but the spec map will move all over the place as you get closer to it or change your orientation. Similar thing happened when I tried using a PS2 shader from Dark Shader in Reloaded - expect in this case it was the diffuse map that was moving all over the place.



But, yeah, it's probably what GG said.
Green Gandalf
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Posted: 20th Nov 2013 22:19
Quote: "so pls, what to do???"




I'll post a simple program to do that later - watching TV right now ().





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ShadyNL
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Location: Netherlands
Posted: 30th Nov 2013 16:49
hi all,



i decided it was time for another post after struggling for a few long nights with my white/none textures in fpsc-r.

i have read i can reasign my textures with 'ultimate unwrap'software but its pretty expensive... so i went clowning around with 'gimp2'and managed to open the dds file!! YEEHA! but whats next....??? can i fix it with gimp? at the moment im still working with fpsc because only 1 model pack in reloaded is functioning good... (talking about buildings) but i want to go on with reloaded!

the filepath for the texture is checked as well, and i have also tried deleting the 'meshvertexcolours'talked about earlier. can some1 give me a usefull tip to fix my textures?



bast regards



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m2design
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Posted: 1st Dec 2013 00:13
Just loaded beta 1.003 and then loaded game packs Tropical, middle east, and industrial. They all work just fine (no white stuff), Trees, building, etc



Note: these same game packs worked in Beta1.001 but would not work in Beta 1.002 with out messing with the files.



The characters in these game packs do nothing but stand or shuffle about with their arms out in all beta versions to date.



I have not noticed any real FPS improvement over Beta 1.002 in the default setup.



If I click "yes" to use minimal setup in Beta 1.003 I have a considerable increase in fps compared to the same selection in Beta 1.002

Operating System: (Windows 8.1 64 bit) Processor: (AMD FX-6200 Six-core - 3.80 GHz) Memory: (10GB) Display AdapterAMD Radeon HD 7570)
ShadyNL
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Posted: 1st Dec 2013 02:15
im downloading it now.... didnt notice there was a new beta

cant wait to get my hands on it,thanks for the reply
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mihaid
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Location: Oradea, Romania
Posted: 1st Dec 2013 09:02
Hello all..i installed beta 1.03....much better then 02, only ...not changed for last pack(76), Night city docs.....same problem. You can see up my old post with an attached image. I wonder if the problem isn't from the pack and not from the fps reloaded...any ideeas???

Mihai
LeeBamber
TGC Lead Developer
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Posted: 21st Dec 2013 20:35
There are some differences between the way Classic stores entity information and how Reloaded expects them to be laid out. For this reason we have indicated that old Classic model packs are not compatible at this time with the new Reloaded BETA. The reason we did not build this into the first is that we wanted to raise the bar of quality with Reloaded, and to do that we made some changes that supporting such things as the natural support of more advanced shaders, integrated self-shadowing and various other attributes. We have made some moves to support legacy model stuffs coming into Reloaded but you may still have to make some small changes to get full compatibility. In BETA 1.004 we have included a guide in the DOCS folder which covers how to prepare your old entities for use in Reloaded.

Hogging the awesome since 1999
mihaid
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Posted: 21st Dec 2013 20:41
Thank you very much for your advices...

Mihai

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