[?] Texture path

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smee
Posts: 516
Joined: 2007-11-15 10:43

[?] Texture path

Post by smee »

How do you change the texture path of a static so to load from the objects_client.zip and not from local profile.
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: Texture path

Post by smee »

custom maps have their own objects_client.zip which you put the custom static in. But max wont let me link to a zip for the texture path. So only able to path to my C:
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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: Texture path

Post by Rhino »

you mean your export tools are making your statics so they are looking for textures in "C:\Program Files\bla\bla\bla"\objects\staticobjects\pr\textures\" instead of "\objects\staticobjects\pr\textures\"?

That is because you have not setup the export tools correctly hehe.

First go to BF2>Export

Then in the top right of that window will be a "run setup" button, click that.

run though the setup, aint hard. for 1, set the location to the mod you use, in my case, "pr_edit" in "C:/Program Files (x86)/EA GAMES/Battlefield 2/mods/pr_edit/"

then under that, this is probaly the bit you have not done, for 2 you need to add all the mods you use textures etc out of, so add pr, pr_edit etc etc, like so.

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then once you do that, every texture will come out in the mesh as it should.




Thou if you want to edit old meshes without doing a new export, to fix them that is you can use the BF2materials.exe to fix them :)
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: Texture path

Post by smee »

was missing the last / on pr_edit. going to change location of textures as well so to get in the habbit

many thanks for the reply :)
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: Texture path

Post by smee »

Continuing the texturing questions.

does an _deb file automatically applied over the _de texture or do you have to have the _deb instead of it.?
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Rhino
Retired PR Developer
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Re: Texture path

Post by Rhino »

_deb is the bump layer for the detail layer, and it sits over it (optional).

As such, you need to have a _de texture in the detail slot, then a bit down from that I think send from the bottom is the Detail Bump bit, put the deb in there, it will use UV channel 2 (same as _de). _crb works the same way for _cr, crack textures.
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: Texture path

Post by smee »

So i put it in the Ndetail layer, thought that was for dynamics.


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Is there a quick way of changing the direct x shader to the bf2 StaticMesh without having to put all the textures back in?
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ballard_44
Retired PR Developer
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Re: Texture path

Post by ballard_44 »

smee wrote: Is there a quick way of changing the direct x shader to the bf2 StaticMesh without having to put all the textures back in?
Good question..I was wondering the same.

I have been using 2 material setups.
The 'static'/'bundled' version for export and the Direct X version for use in texturing and creation of the model.
Once I am 'done' and want to export, i usually start copying and pasting over the individual materials from the 'static' version into the Direct X counterpart.

But maybe there is an easier way???
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: Texture path

Post by Rhino »

smee wrote:Is there a quick way of changing the direct x shader to the bf2 StaticMesh without having to put all the textures back in?
not really, just do what I do and just do a quick test export thou you can tell how its going to look just by looking at the different channels on there own.
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