Page 1 of 1
[?] Texture path
Posted: 2009-04-28 18:46
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.
Re: Texture path
Posted: 2009-04-28 20:01
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:
Re: Texture path
Posted: 2009-04-28 20:53
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.
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

Re: Texture path
Posted: 2009-04-28 21:56
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

Re: Texture path
Posted: 2009-04-29 17:48
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.?
Re: Texture path
Posted: 2009-04-29 19:41
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.
Re: Texture path
Posted: 2009-04-29 20:05
by smee
So i put it in the Ndetail layer, thought that was for dynamics.
Is there a quick way of changing the direct x shader to the bf2 StaticMesh without having to put all the textures back in?
Re: Texture path
Posted: 2009-04-29 20:25
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???
Re: Texture path
Posted: 2009-04-29 21:46
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.