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Cram i???

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When I do a cram i in FLY editor (fly 1) it just makes the textues a .RAW but doesn't crush them liek this. How do I get it to do that??

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I assume that you export the model fine but the problem is only with cramming the textures.In fly editor first you call the shape editor, than you select Q "tile texture maps" function, then you enter the parameters;model name to load: xxx.s3denter number of maps (1):1enter padding size (5):5fill gaps (y)=yenter output texture map width (256)=256enter passed texture map width (256)=256enter acceptable coverage (99)=99enter acceptable size (1)=1display texture information (n)=nis this map accepatble (y)=yenter output RAW name (xxx)=xxxpaint around borders (y)=yat this step, the process creates a crammed texture and puts it in fly!/art folder as xxx.raw and xxx.art. Even tHough you enter a wrong parameter or you get an error message the process continues.Please let us know if you get an error message somewhere like the texture not found etc..biber

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That is exactly what I was doing. Must I save the model first in fly edit first?? Does anythign have to change to the textures?? Mine are exactly the same even when I do what you said (just converted into a RAW file).Justin

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no, saving the model is a future step. What I described was the .raw file generation process . The raw is crammed if you have more than one texture of course and the textures must be in fly!/art folder in order to be found and crammed by the editor. Tell more about what you are doing so that we understand what goes wrong; are you exporting a 3ds max model?, how many textures you are exporting?, into which directory?, in which format?, are there are error messages like texture not found? post a screenshot of your original textures and what raw file you get...biber

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I figured it out. I guess because of my textures being 256X256 they didn't cram into one. I got it firgured out now but is there any secret to textures in truespace?Justin

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