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Old 24-07-20, 11:47   #1
frankky
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Default Strpix

Hi everyone

Question: is it possible to export from STRPIX an object in .MQO format with the original textures to be opened on Metasquoia?

Hello and thanks
Franky
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Old 24-07-20, 12:33   #2
Titak
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No idea actually.
I always edit the object while it is untextured in Meta.
And then I fix the texturing once I import the edited object back into STRPix.

At least when using MQO files you won't have to retexture the entire object from scratch, like when exporting to .dfx.


(Thread moved to general TRLE section.)

Last edited by Titak; 24-07-20 at 13:19.
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Old 24-07-20, 14:44   #3
frankky
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Quote:
Originally Posted by Titak View Post
No idea actually.
I always edit the object while it is untextured in Meta.
And then I fix the texturing once I import the edited object back into STRPix.

At least when using MQO files you won't have to retexture the entire object from scratch, like when exporting to .dfx.


(Thread moved to general TRLE section.)
Sorry but I didn't understand, as always

Question: could you explain to me how to do it?
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Old 24-07-20, 15:16   #4
Titak
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I can't explain because I don't know how to do it. (if it is possible at all)
I never have textures on the object when editing it in Meta. The object is always white in Meta.
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Old 24-07-20, 15:49   #5
TombHackR
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You can’t edit textures in Metasequoia I think.

But if you export an object from Strpix as a .MQO file, edit the object in Metasequoia, then reimport it back into Stripix, you will not have to retexture the entire object, like you would do if used a .DXF file.
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Old 24-07-20, 16:20   #6
AshySlashy
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Dude, I've explained it to you in this post.
I'll explain in more detail then:
You'll need Strpix, TextureAdd, Metasequoia.
1. Open Strpix and your .wad > export the mesh you want to the separate folder (not to mess anything up) in .mqo format.
2. Open TextureAdd > Open the corresponding .wad > select in the menu bar Edit > Texture Pieces > Export All. Save all the texture pieces in the same folder as your previously exported .mqo file.
3. Open Metasequoia > Open this .mqo file. It should appear textured. But remember that you can't edit textures or add new in Meta. This procedure is for convenience only.
I hope it helps.
Oh, and if you're gonna edit the mesh and re-import it back into the wad, in Meta choose Save As > ver. 2.2. Otherwise you'll run into an error (at least I did).

Last edited by AshySlashy; 24-07-20 at 16:23.
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Old 25-07-20, 08:23   #7
frankky
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Quote:
Originally Posted by Titak View Post
I can't explain because I don't know how to do it. (if it is possible at all)
I never have textures on the object when editing it in Meta. The object is always white in Meta.
Quote:
Originally Posted by AshySlashy View Post
Dude, I've explained it to you in this post.
I'll explain in more detail then:
You'll need Strpix, TextureAdd, Metasequoia.
1. Open Strpix and your .wad > export the mesh you want to the separate folder (not to mess anything up) in .mqo format.
2. Open TextureAdd > Open the corresponding .wad > select in the menu bar Edit > Texture Pieces > Export All. Save all the texture pieces in the same folder as your previously exported .mqo file.
3. Open Metasequoia > Open this .mqo file. It should appear textured. But remember that you can't edit textures or add new in Meta. This procedure is for convenience only.
I hope it helps.
Oh, and if you're gonna edit the mesh and re-import it back into the wad, in Meta choose Save As > ver. 2.2. Otherwise you'll run into an error (at least I did).
Hello
in the meantime I have solved the problem, sorry for the inconvenience.

Hi and thanks for replying
Franky

Last edited by Titak; 25-07-20 at 15:15. Reason: double post merged
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