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Posted: Mon Oct 11, 2004 3:10 am
by Taristin
Max > *
Posted: Mon Oct 11, 2004 3:12 am
by Hippo
Yes
Posted: Mon Oct 11, 2004 11:11 pm
by Grimloq
nonono, i mean how do you define them in TS, so theyll show up in THERE. they ARE BMPs.
and BTW, i have TS5, which can support some other stuff, if not as well.
Posted: Mon Oct 11, 2004 11:16 pm
by karajorma
Try converting the model to a cob with PCS. If that doesn't work then I can help. At the moment it's hard to tell where the problem lies.
Posted: Mon Oct 11, 2004 11:29 pm
by Grimloq
ok, whats PCS?
Posted: Tue Oct 12, 2004 1:16 am
by Vasudan Admiral
PCS is the best cob>pof converter out there:
http://prdownloads.sourceforge.net/alli ... e?download
Always use PCS when converting models from .cob or .scn to .pof.
Any and all other converters i've ever used generate faulty data one way or another.
From Karajormas post in the other thread:
The greatest thing about PCS conversions is the auto-gen, which allows you to generate engine glows, working turrets, shields and though i havn't yet got it working, insignias. That's all in the PCS auto-gen section of Bobs tute. It saves uncountable hours of poffing.
If you have any problems with it that the tutorials don't address, just catch me on MSN whenever.

Posted: Tue Oct 12, 2004 1:39 am
by Grimloq
hmm.... well, thx, that will come in useful soon!
but i want the textures to show up IN TRUESPACE, not becasue its a problem, just because it would be much easier. it helps to not have to go into FS2 to see the textures every 20 seconds
oh, and let me upload a link to my latest re-workings of the hecate

even BW said it was spiffy, and if thats not good, i dont know what is
and also, on a totally unrelated note, to anybody who hasnt read sherlock holmes, read it! its great!
expect the new pic later today...
Posted: Tue Oct 12, 2004 1:47 am
by Hippo
Meh... Styxx's works fine for a beta version... There's only a few things it doesn't do, and what it does do, it does perfectly solong as you set it up right...
Posted: Tue Oct 12, 2004 2:14 am
by Taristin
eh? I crash it with my sobek... or I wind up with no geometry in modelview. Very wierd. But that's what having styxx's ICQ # is for

Posted: Tue Oct 12, 2004 2:36 am
by Hippo
Indeed
'cept that he is usually invisible...
Posted: Tue Oct 12, 2004 2:39 am
by Taristin
I'm usually on his visability list. MT staff and all.

Posted: Tue Oct 12, 2004 5:03 pm
by Black Wolf
Grimloq wrote:and also, on a totally unrelated note, to anybody who hasnt read sherlock holmes, read it! its great!
At the risk of rapidly derailing the topic, which ones? There were rather a few.
Posted: Tue Oct 12, 2004 7:55 pm
by karajorma
Black Wolf wrote:Grimloq wrote:and also, on a totally unrelated note, to anybody who hasnt read sherlock holmes, read it! its great!
At the risk of rapidly derailing the topic, which ones? There were rather a few.
Having read them all I'd say any of them

A study in scarlet (The first SH novel) and Valley of Fear are probably the two longest and hardest reads though. The short stories are a good place to start.
Posted: Tue Oct 12, 2004 10:50 pm
by Swamp_Thing
The Hounds of the Baskervilles
Posted: Tue Oct 12, 2004 11:22 pm
by CIH
Grimloq wrote:hmm.... well, thx, that will come in useful soon!
but i want the textures to show up IN TRUESPACE, not becasue its a problem, just because it would be much easier. it helps to not have to go into FS2 to see the textures every 20 seconds
Um, if I read your question right, you want the material editor ( the icon looks like an Artist's palett. This opens 4 boxes. You want the one to the left. Select flat and faceted (I think) from the icons on the left side of this new box and right click the little box at the top that looks like a mix of colours. Scroll the new box to the right to find "texture map" (it's shown as a Caligari logo) and this opens yet another box. ("Colour") Right click this box and specify the path to your textures. I made a "textures" file in TS and put 'em all in there.
Phew!