@Super Clark: you could try double slashes in the .X file e.g. TextureFileName {
"textures\\w_l_mid_01_d2.dds";
}
the "\" character is recognised as an escape character in most languages. So 2 slashes "masks" the escape character.
You can of course move textures to the same folder as the .FPE, .X and .BMP file and change the .X to just TextureFileName {
"w_l_mid_01_d2.dds";
}
also, anything you put in the FPE under TEXTURED=, will override what is specified in the .X file. But if you have multi textures in the .X file, leave the TEXTURED= parameter blank.
I seem to recall that it all worked fine with the textures being referenced in the actual "TEXTURES" folder I created. I'm not sure now if the TEXTUREPATH= parameter works in GameGuru or if it only worked in FPSC.
Maybe I will refresh my memory and play around with the tool again and think about whether to make some small updates/fixes.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; 12GB.
FPSC to GameGuru Tools: AutoWelder/SegAutoWelder, Entity+Weapon Welder, FPEtoBAT