ok a few things. For a shader to know what textures to use you need to use the right naming convention.
The texture that is called in the fpe file represents the diffuse texture.
Naming like so:
texturename_D.dds or .tga or.png
By this format the shader knows to look for
texture_N.dds and texture_S.dds The normal and specular.
May I suggest a read thru this file in the Game Guru/docs folder.
Importing models into GameGuru.pdf
Now that brings me to the x file or DBO as the FPE file was calling.
Game Guru does not like the animation ranges to be labeled into different ones.
It likes one string of all the animation files.
Default animation, that Game Guru expects:
The animation you intended to have Game Guru use.
So I have a fixed x file attached below.
In fragmotion I deleted the default empty animation section and exported the xx file out for use. This one will work in Game Guru. Have your fpe, bmp, and 3 textures in the same folder to work.
Again if this dont work with the character shader, switch it to the entity shader instead. The meshes that you are using for bones, are shown as meshes. The character shader may not pick these up.
What the FPE file should look like:
;Saved by FPSCR Object Importer v1.000
;header
desc = animtest
;visualinfo
textured = AmmoBox_D.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
transparency = 0
;orientation
model = animtestFix.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
collisionmode = 99
defaultstatic = 0
materialindex = 0
matrixmode = 0
cullmode = 0
;physics shapes
physicscount = 1
physics0 = "0,38,183.240493774,38,0,0,0,0,0,0"
;identity details
ischaracter = 0
hasweapon =
isobjective = 2
cantakeweapon = 0
;statistics
strength = 25
explodable = 0
debrisshape = 0
;ai
aimain = default.lua
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;anim
animmax = 1
anim0 = 0,50
playanimineditor = 1
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