Work In Progress / EXPERIMENTS ....Castle Ruins

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JC LEON
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Posted: 17th May 2014 14:21 Edited at: 17th May 2014 14:57
Hi.. I'm attempting to do some experiemts with my model packs and their importation into reloaded especially related to importing multitextured models and so on..



and Yes they works on Relaoded as Dynamic and as Satic too... with a little trick..I think..



these are some screens of my tests and attached there is a thumbinal of them



sorry for images wegiht but I recorded them with an unregisterd version of fraps and can save them in .bmp only..





















thumbinal

http://yadi.sk/d/B6tDYPhEQVHJW

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mfgcasa
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Posted: 17th May 2014 14:40
Wow it looks great

RAM 8 GB

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tomjscott
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Posted: 17th May 2014 17:25
Quote: "and Yes they works on Relaoded as Dynamic and as Satic too... with a little trick..I think.."




What's the trick?

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JC LEON
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Posted: 17th May 2014 17:51 Edited at: 17th May 2014 18:15
Quote: "What's the trick?"




simply create it as dynamic in the fpe and change is static into the editor..it works for me..

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tomjscott
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Posted: 17th May 2014 18:25
Well, how is the model organized in the folder? Do you have the base texture as .dds and the other files sitting in the same location also as .dds? Or are the other textures .jpg? I know I've tried this and it never worked for me so I'm wondering if there is something else. I'll try again and see what happens.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.006
JC LEON
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Posted: 17th May 2014 18:37 Edited at: 2nd Jun 2014 14:41
I simply put my .x file with related textures in the same folder and create an .fpe file for dynamic entity



into the .fpe file I only specify the model name (eg. tower.x) and put the name into the description (it's important..because if I leave it blank model dont load)

and leave blank the texture too..



and that workd for me





example .fpe



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Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
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tomjscott
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Posted: 17th May 2014 18:43
Wow. Apparently it's suddenly working for me. All I did was to have all the textures in the same location. I'm sure I've done this before, but it didn't work. But they were not .dds files before. This time all the textures were .dds and it worked. Maybe that was the missing part for me.





System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.006
science boy
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Posted: 18th May 2014 11:40 Edited at: 18th May 2014 11:41
ok so as i have all the textures in the same location. you cant have 2 of the same name ie



castle_D.dds

castle_D.dds



so is it

castle_D.dds

castle_D2.dds



or how have you filed them?



or is it in the actual x file

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tomjscott
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Posted: 18th May 2014 16:53
You leave the texture names the same as they were and let the .x file figure out how to use them. Leaving the textured field blank works well for this.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.006
science boy
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Posted: 18th May 2014 17:40
cheers tomjscott

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BarZaTTacKS
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Posted: 19th May 2014 14:09
From what I read the engine will change most textures to DDS after launching.
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mbarn
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Posted: 2nd Jun 2014 01:18 Edited at: 3rd Jun 2014 23:20
@JC LEON:

What modeling program are you using if I may ask?

What version of FPCR are you using?



Thanks,

Mark

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mbarn
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Posted: 3rd Jun 2014 23:23
Apparently it does not work in V1.007 , but did in earlier versions.

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tomjscott
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Posted: 3rd Jun 2014 23:25
Quote: "Apparently it does not work in V1.007 , but did in earlier versions."


It still works fine for me.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
mbarn
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Posted: 4th Jun 2014 00:32
I'm lost to how you do this. Do the textures have to be a certain size (512 X 512)? or in a .dds format?

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tomjscott
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Posted: 4th Jun 2014 00:33
Quote: "I'm lost to how you do this. Do the textures have to be a certain size (512 X 512)? or in a .dds format?"


For me, I convert all textures to .dds and don't specify a texture at all in the fpe file. That's pretty much it.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
World Class Multimedia
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Posted: 9th Jun 2014 14:59
How about scaling? How do you scale the object so it is a normal size in FPSCR?

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tomjscott
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Posted: 9th Jun 2014 16:10
Quote: "How about scaling? How do you scale the object so it is a normal size in FPSCR?"


You can set the scale parameter in the fpe file to adjust a uniform scale. Example: scale = 1000

Or you can use the scale function in script to dynamically scale the object. Unfortunately, there is no way to scale individual x/y/z axes at this time.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
boilingpoint2
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Posted: 13th Jun 2014 19:28
Nice environments

My fpsc x9 game http://francoismorin460.wix.com/specialagents (action-survival horror, 6 years, 12 levels, free)
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