where should vbm files go as I have a vbm which is inside the textures folder and also in the vpp but in red editor it just shows as grey squares and says missing where have i gone wrong
dankone
Posted 2nd Jul 2005 5:13pm
L4Y Member Post 333 / 404
Quoting bobo
where should vbm files go as I have a vbm which is inside the textures folder and also in the vpp but in red editor it just shows as grey squares and says missing where have i gone wrong
you have done nothing wrong bobo. it belongs in the textures file just as you have placed it. unfortunately RED will only show default VBMs, so itll show up as the grey default texture, and list in the missing category. all is well tho. if you need to apply the vbm, but dont know how itll look, what you do is take another texture(preferrably the same size) and allign it. then test to make sure the fitting is exactly how youd like the VBM to be. then go back to RED, and just replace the texture for the VBM.(do not re-apply map)then save calc lights, and create you packfile. go test it.
GL have fun. A1 out
You should use a static TGA texture for Unwrapping it on the brushes.
When you're done, replace it with the vbm texture.
or
first create a mod folder called VBM in your mods folder.
Then create a new vpp inside it and add your custom vbm file to the vpp.
Start RED.exe with the "VBM" mod.
Now browse to the textures and you should see the vbm texture working now.
Problem: If you save the map with a mod, you'll have to run RF with a mod to play the map.
Solution: Add the vbm-textured brush to a group, export (save to hdd) the group. Load RED without a mod, import the group. Save the map again.
I can't really remeber if I'm right with the mod..
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E_Darkness
Posted 6th Jul 2005 6:06am
L4Y Member Post 44 / 338
well guys if you want to see a vbm in red all you have to do is put it 1 st into the texture folder and 2nd put it into a maps.vpp and it will then show up in red and in rf.
Its pritty cool if you click and hold in the red iso view window it shows the vbm animated.