Product Chat / Something wrong with importing of custom models

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Mathiasdam
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Posted: 27th Jan 2016 14:31 Edited at: 27th Jan 2016 14:37
Hey i finally figured out how to import models with more than 1 texture, but still it's like a few textures are missing... I've attatched two pictures so you can see what i mean.


Edit: Can it be because i updated my geforce driver to the newest it's showing these black parts ?

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synchromesh
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Posted: 27th Jan 2016 14:56
Hmm unlikely .... it looks to good for the NVidia fault
In the fpe file your leaving the " Textures = " blank are you for multi textures ?
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Mathiasdam
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Posted: 27th Jan 2016 15:08
It says like textured = sewerA.dds

But i noticed that when i do the "import" it shows the textures but then when i use it somehow a few of them are missing
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synchromesh
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Posted: 27th Jan 2016 15:21 Edited at: 27th Jan 2016 15:22
Leave that line blank ....then try it again ...Textured =
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Mathiasdam
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Posted: 27th Jan 2016 16:34
It's not working :/
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Belidos
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Posted: 27th Jan 2016 16:36 Edited at: 27th Jan 2016 16:38
If you are importing multiple texture models by having the .x file reference the textures then you need to go into the FPE and find:



and change it to



You will also need to go into the .x file with notepad, press shift+F and find:



All of the lines with this in it should have a link to a texture except the first one, make sure that the link goes to the right place,

ie if the textures are in a texture folder in the same folder as the .x file then it should say texture\nameoftexture.dds, if the textures are in the same folder as the .x file then it should just say nameoftexture.dds

Sometimes you get an absolute path saved for each one that leads to the folder you originally saved it to when you exported it, obviously this is the wrong place so If it says anything other than the correct path then you need to edit each line to point to the location of the texture, then save and exit.

It should now work, don't forget to delete any .obj files gameguru autocreated before testing it in the editor.
Mathiasdam
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Posted: 27th Jan 2016 17:45
Okay sorry but i'm not gonna do that with a several hundred models....
However i took pictures of the import where you can clearly see it loads all the textures but itself but somehow it doesn't save with them...

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Bored of the Rings
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Posted: 27th Jan 2016 18:09
you need to make sure that the "texturefilename" in the X or DBO file are pointing to the correct paths
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synchromesh
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Posted: 27th Jan 2016 18:49
If you have the model in .X format then try it manually
Create a folder and drop your .X model in ...
Then drop in the textures ....
Grab a static fpe and edit it with your model details ... drop that in
Desc =
Model =
And of course name the fpe the same as your model
Textures = .... Blank if its multi texture
Texture = sewerA.dds if that's the only one used

Copy the whole folder to the entity bank and see if it works ....
you can add a thumbnail later but just to see what happens



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Wolf
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Posted: 27th Jan 2016 19:38
Quote: "you need to make sure that the "texturefilename" in the X or DBO file are pointing to the correct paths "


This is likely what cause the issue. If all else fails, please send me one of the models that cause trouble via PM and I have a look.



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Pirate Myke
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Posted: 27th Jan 2016 19:40
If a model loads into GameGuru and does not have any other texture then the deffuse, The shader adds a make shift normal patterned to it. and that will allow the shader to fake the specular. It is the same principle as multi texture. It works around the lack of textures. Works well for real time, could be a disaster in bakes lighting if the models and the FPE file are not correct.
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Mathiasdam
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Posted: 27th Jan 2016 20:30
Will try that out later The problem is just that i have so many models that it will take many hours to do all that for every single one of them :/
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Belidos
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Posted: 27th Jan 2016 20:56
Which modelling program do you use? If it's blender or Max the .x export has a tick box, labelled something like use full text path, untick that and when exporting and it won't put the long URL inn your .x file, just the name of the texture, then you put the .x file and the textures in the same folder together, leave the texture field blank in FPE then Roberts your mothers brother don bish bash bosh.
synchromesh
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Posted: 27th Jan 2016 21:01 Edited at: 27th Jan 2016 21:02
Quote: "Will try that out later The problem is just that i have so many models that it will take many hours to do all that for every single one of them :/ "


If your refering to manually doing it you will be surprised how fast you can recycle that folder on your desktop and edit that fpe for the next model once you get into the swing of it
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Mathiasdam
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Posted: 28th Jan 2016 15:25 Edited at: 28th Jan 2016 15:25
Hey Wolf i sent you a PM with a model

Because so far i've tried everything and nothing seems to be working for me
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Wolf
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Posted: 29th Jan 2016 23:26
I have answered your PM, please attempt my version and get back to me.
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Pirate Myke
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Posted: 30th Jan 2016 14:03
If you want to get all those models into the engine for use, then each one of them will need to be edited.

I can tell you write now, If you are not willing to make the multi textured models right in the FPE file or decide to put a scale value in the fpe file, you will have many problems, especially when light mapping.

fpe, bmp, x file, and the .dds files, must be in the same folder or multi textured wont work. also another thing is that Game Guru only supports 6 textures, any more than this will give you a problem.

Once you have a good static multi texture FPE file, then keep duplicating that one and change the name and info to apply to your next x file. It is actually quicker, then bringing them into the importer, being able to do 50 to 70 per hour.

It is best to learn UV mapping and combine textures when you can into a single texture sheet.

And yes it takes a time to do this.
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LeeBamber
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Posted: 3rd Feb 2016 18:44
This is currently down as a bug, as the import model system should detect that it uses more than one texture and then export the FPE with a blank field for 'textured'. As discussed, you need to edit this in manually after you export your entity for multi-texture models.
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