Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TIMMAY on November 17, 2003, 05:43:16 am

Title: Textures Locations
Post by: TIMMAY on November 17, 2003, 05:43:16 am
I only recently discovered the all this when i found my old copy of FS2 and after getting the source code, Im wanting to change how the textures are stored..

As we all know atm they are all stored in the '/data/maps' dir but what I would like to change it to is '/data/maps/modelname/' dir. But atm my C is pretty damn shocking, Im mainly learning as I go.. From what i've been able to understand, the textures are called in modelread.cpp around line 1800. But i cant understand that bit of code enough to tinker effectively.

Is there anyone that can help me out here?

Thanks
Title: Textures Locations
Post by: Fry_Day on November 17, 2003, 05:47:56 am
While that would be more organized than the current way, backward-compatability wouldn't be maintained, and I doubt it's as simple as changing a few lines of code to get it working flawlessly (Though I maybe wrong, since I looked at the loading code only once, and then only long enough to get lens-flare loading to work).
Title: Textures Locations
Post by: karajorma on November 17, 2003, 06:01:48 am
The problem with that approach is not just backwards compatability but also the fact that many models use the same textures.

If you want to make sure that a model and it's textures remain together package them up in a .vp file. That should be almost as simple as your idea.
Title: Textures Locations
Post by: Bobboau on November 17, 2003, 09:21:08 am
the file system in FS is abominable
Title: Textures Locations
Post by: Kazan on November 17, 2003, 10:31:35 am
that would be a massive change in CFileSystem
Title: Textures Locations
Post by: redmenace on November 17, 2003, 12:28:09 pm
welcome to the babylon project
(http://dynamic4.gamespy.com/~freespace/forums/images/welcome2hlpbb.gif)
Exits are to the sides and rear, emergency flamethrowers can be found under the seats. And if you run into a large 5-limbed creature while wandering around in the air ducts, give it your lunch. Hopefully it's just Carl, and he'll leave you be.
Title: Textures Locations
Post by: Flipside on November 17, 2003, 01:21:25 pm
LOL Where were our manners? Welcome aboard!

It is a good idea, but I think packing them up as a VP file works better and is a lot less hard work for the coders :)

Flipside :D
Title: Textures Locations
Post by: Kazan on November 17, 2003, 08:41:48 pm
redmenance: nice typo "welcome to the babylon project"
Title: Textures Locations
Post by: Black Wolf on November 21, 2003, 10:55:58 pm
Hey - more Aussies :D You're joinging an elite crew of about... fifteen or so by now.

Welcome aboard! :)
Title: Textures Locations
Post by: redmenace on November 21, 2003, 11:31:47 pm
Quote
Originally posted by Kazan
redmenance: nice typo "welcome to the babylon project"

hahaha I am such a lazy SOB Kazan I posted this in the Babylon Project forums and just copied the text over with out changing it.

"welcome to the babylon project
(http://dynamic4.gamespy.com/~freespace/forums/images/welcome2hlpbb.gif)
Exits are to the sides and rear, emergency flamethrowers can be found under the seats. And if you run into a large 5-limbed creature while wandering around in the air ducts, give it your lunch. Hopefully it's just Carl, and he'll leave you be.

Doh wrong welcome message, if you have not stopped by and registered at HLP you should.
http://dynamic4.gamespy.com/~freesp...p?s=&forumid=50"

a very long week dude. now back to last of the mohicans
Title: yah
Post by: TIMMAY on November 25, 2003, 11:01:30 pm
sorry about the late reply.. damn life :P

Anyways, thanks to everyone that tried to help but I found a way to do accomplish what I wanted.. i had a good look thru POF Constructor Suite and I can change the names of the texture files in there to point to the right files :D

(I tried using Rhino to redirect the textures but that caused problems when saving as a 3ds)