I've made some last tweaks with the code as I had some strange scenarios where the textured= is blank, the physical textures are .tga and .tga also specified in the .X file (which there can also be multiple textures e.g. M3\shelves) but also another scenario where the .tga files are specified in the .X file, but the physical files are .dds. What a pain!
So, I have left the textured= param blank and copied existing .tga/.dds and/or converted to .dds over to GG folder. You can then decide whether to use the orginal .tga or whatever extension is embedded in the .X file or specify the .DDS texture in the textured= parameter, or load in a modeller and manually change the textures over to .DDS and update the parameter field in the FPE (or leave blank for multi textures). FPSC was a wee bit flawed somewhere maybe/probably
I'll do a little more testing then if I'm happy with it I'll release 1.5 but just want to make sure there are no other surprise scenarios.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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