Product Chat / Fpe File adding Multi .x items with textures

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Super Clark
GameGuru TGC Backer
13
Years of Service
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Joined: 4th Apr 2011
Location: UK
Posted: 12th Mar 2016 14:01
Been trying to see if we can add like in the old FPSC segment file structure FPE file

;Segment Parts

partmode0 = 0
meshname0 = meshbank\scifi\moonbase\gantries\gantry_2\floor_corner_a.x
offx0 = 0
offy0 = -50
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\scifi\gantries\metal\g_b_01_d2.tga
textured0 =
texturen0 =
textures0 =
transparency0 = 1
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 3

partmode1 = 0
meshname1 = meshbank\scifi\moonbase\gantries\gantry_2\wall_a.x



Is there away to have Multi .X files & textures in GG FPE File structure?

Thanks in advance
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JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 12th Mar 2016 14:34 Edited at: 12th Mar 2016 14:36
ehm,, sorry wrong topic
PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA R9 280 3GB GDDR5 - HDD WD 1500TB
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Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 12th Mar 2016 14:44
@ JC LEON, Tried that, but that just makes the item black without texture.

I have a Item from Classic FPSC Sci-Fi Segment, (Maintenance Gantry Corner) However it comes in two separate segments but uses the texture file.

My Question Is can you have 2 different .X Items in the same FPE file and if so how do we do it?

I tried this below ( but only shows either the second on or nothing at all in GG


;header
desc = Maintenance Gantry Corner

;visualinfo
textured =
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
transparency = 1
cullmode = 1

;orientation

model0 = floor_a.X
model1 = corner_a.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 3
collisionmode = 1
transparency = 0
forcesimpleobstacle = 3


;statistics
strength = 25
explodable = 0
debrisshape = 1

;ai
aiinit = appear.lua
aimain = default.lua
aidestroy = disappear.lua
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