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FMS Forum • View topic - texture crash - shed texture

texture crash - shed texture

Postby Scarz » Wed Jun 22, 2005 12:06 pm

ive been working on a new landscape, and im having problems getting a texture on buildings, with out FMS crashing, with a floating point error.

i used the

heres what i got;
i got a polebarn/shed, with corrigated steel texture on all sides and the roof.

i made it and mapped the texture, in metasequoia.
i used a 256color 256x256 map.

converted to .x

loaded in geoEX, saved as geo

copy/paste geo data into .scn file,

replaced "TEXTURE OFF" with "TEXTURE shedmap"

and when i load it into FMS, it has a floating point error, somewhere else, in a tree section.

by simply turning the texture off, fixes fms crash,
but then i have no texture on my shed???

can someone tell me what im doing wrong?
Scarz a.k.a. Scarakus
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Postby zero » Thu Jun 23, 2005 9:49 am

Hello!
Now I help You!
I wrote a message for you!
The problem same!
Read this:texture problem.
When you read 'TEXTURE OFF' in the geo file ,your texture coordinations is lost!
Example:255 255 1.25634 1.36978 0.98521
u v+x y z
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Postby Scarz » Thu Jun 23, 2005 11:58 am

i got it figured out!

you have to perform the "UV" operation in metasequoia.
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Postby Scarz » Thu Jun 23, 2005 3:44 pm

Got it figured out!
a little more detail...

creating a textured geo file data, for FMS scenery/landscape objects .scn

-your texture NEEDS to be in the same folder, as your object, and .scn file.
-create object in meta, and map UV.
-save as .x
-load .x in geoEX, save to yourobject.geo
-copy/paste geo data, into YourLandscape.scn file
- dont forget to rename "TEXTURE ON", to "TEXTURE yourtexturename"
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