Product Chat / Please? What exactly are the proper Specs for .DDS Image for use in TPV

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ShN33Ky
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Posted: 27th Sep 2017 18:58
I have dealt with this to many times and for what ever reason whenever I try to create a tpv character it's always all white! I use paint.net and I have tried DXT1 through 5.

Can someone please lay out Exactly the proper DDS. specs one should save an image as so it works in GG in TPV....

I know PMyke knows this ???....Myke? sorry to bother you again but I need to know this!

This really needs to be dealt with once and for all...

ty
sHn33Ky
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Belidos
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Posted: 27th Sep 2017 20:18
DXT's shouldn't make any difference to how it displays on a model, they're just different levels of compression, DXT3 is the one most people use.

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ShN33Ky
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Posted: 27th Sep 2017 20:23
Every object I import this is what I get......all white even in test game! Everything is fine if it's not TPV
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Bored of the Rings
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Posted: 27th Sep 2017 20:28
what .FX file are you applying in the FPE? Also, in the .X file are the "texturefilename=" references pointing to the correct path/filename?
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ShN33Ky
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Posted: 27th Sep 2017 20:58
I'm using character_basic.fx and also tried entity_basic.fx! The dot x. file name is dropship.x! Now have texture in editor but still not test game

Here's my FPE

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Bored of the Rings
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Posted: 27th Sep 2017 21:06
ok FPE looks fine as far as I can see. Check the spelling of your texture filename, also delete any old .DBO file if one exists. Start a new level in GG and add the dropship.x just to see if it comes out ok. If you're loading from an old map, delete the entity from the old map , save and then reload the level. Then re-add the entity back in (only if you had old DBO present).

On a different note, Is that the old invisible RPG we did ages ago?

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ShN33Ky
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Posted: 27th Sep 2017 21:26
Ok did all that still white in tpv....

...and yes that RPG is my favorite employee!
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Bored of the Rings
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Posted: 27th Sep 2017 21:34 Edited at: 27th Sep 2017 21:39
ok, if all the files exist , such as FX, .DDS and DBO's deleted. Try removing/commenting out the unnecessary FPE parameters that the importer doesn't recognise and possibly comment out the physics references i,e, physicscount, physics0 .... other than that I have no other idea what it could be. maybe export without groups.
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ShN33Ky
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Posted: 27th Sep 2017 22:35
I stumped .....
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synchromesh
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Posted: 27th Sep 2017 22:48 Edited at: 27th Sep 2017 22:50
The model needs a bone .... That will rectify it.
Would be nice if it didn't though and make life a hell of a lot easier
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Jerry Tremble
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Posted: 28th Sep 2017 00:09
Quote: "The model needs a bone .... That will rectify it."


There's a pun in there somewhere...
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ShN33Ky
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Posted: 28th Sep 2017 00:35
LMAO.....Of course !

That's is obviously the logical answer. If GG is going to succeed this should be dealt with asap! I for one have spent countless hour's trying to think out of the box when it comes to game making . Just downloaded Unity personal and Unreal engine a couple days ago. That stuff is total rocket science to me ! I love my GG but want to be able to get out of the human killing human thing! If GG made it so any entity can work in tpv with proper physics they could change the playing field and people could make much more than just shooters! I know it's a lot to ask .... but the last thing anyone needs is to have to rectify a bone issue!

I think there's a pun there as well....hmmm
Jussssss Sayinnnnn!!!!!

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OldFlak
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Posted: 28th Sep 2017 02:24
looks like a bone to pick with Lee

Reliquia....
aka OldFlak
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Bored of the Rings
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Posted: 28th Sep 2017 06:04
ugh twas down to a missing bone, missed that one
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Belidos
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Posted: 28th Sep 2017 07:37
Add a bone to the mesh at the place you will be shooting the RPG's from, have it pointing in the direction your want it to fire, and name the bone FIRESPOT (all caps), that should fix your issue, and make the rockets come from wherever your launchers are.

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