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FPSC Classic Product Chat / Quick Tutorial On Importing Your Own Entities

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Cellbloc Studios
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Posted: 3rd Mar 2005 11:25
My God…..

I cannot understand how such a simple concept be so complicated and asked many times. I opened my mouth and mentioned that I would create a tutorial and "lo and behold", I get smacked with emails asking me this and that about how to get entities into FPS Creator.

So, in all fairness because I spoke up, here it is.

Requirements:
1) FPS Creator
2) Modeler that can export DirectX files (ASCII Preferred)
3) Paint Application
4) Microsoft Notepad Application

First thing to note is scale. I would bank on 100 x 100 x 100 is a “Cell” in the FPS Creator. Go with it. What this means if you create a “Box” that is 100 x 100 x 100 that it would fill the entire “Cell”. So, make sure your model is small than this.

When you installed the FPS Creator, more than likely it installed to the directory “C:\Program Files\The Game Creators\FPS Creator” We are going to call this the “Root” directory.

As stated in the documentation, there are sub folders from “Root” directory. We are only really concerned (for our entities) the sub folder called “C:\Program Files\The Game Creators\FPS Creator\Files\entitybank”

Open Windows Explorer (NOT Internet Explorer) and locate this directory. Create a directory such as “MyEntities”

The directory structure should look something like this:
“C:\Program Files\The Game Creators\FPS Creator\Files\entitybank\MyEntities”

Fire up your modeler program and make a box 10 x 10 x 10. Export it as a DirectX ASCII file and save the export file in the directory you just created and we will name it “MyBox.x”

Open op Notepad and type (or cut and paste) this information.

;header
desc = MyBox

;orientation
model = MyBox.x
offy = 0
scale = 0
fixnewy = 0

;visualinfo
textured = MyBox.tga

Save this file using Notepad as “MyBox.fpe” and make SURE that you put quotes around the name as well as use the “Save Type” set for “All Files” and save this into the directory “C:\Program Files\The Game Creators\FPS Creator\Files\entitybank\MyEntities”

Back into the modeling program, either render out a BMP image or do a screen shot of your Box (Alt+PrintScreen). Resize the image as 64 x 64 and save it as a BMP to the same directory we have been using.

There should be a total of 3 files in there now:

MyBox.x
MyBox.fpe
MyBox.bmp

Now we need to put our texture file in there. You have a couple choices here. You can either texture your Box model in the modeler program or use your Paint Application and make one. Lets use the Paint Application because I am in fear that people will want me to explain how to texture map.

In the Paint Application, make a new file 256 x 256, color it a solid color (blue is nice this time of year).

Save it as a TGA 32Bit file as “MyBox.tga” in the same directory.

Directory should look like with 4 files:

MyBox.x
MyBox.fpe
MyBox.bmp
MyBox.tga

Now, comes the fun part. Fire up FPS Creator and click on the Entity tab, you should see you entity called “MyBox” and a little snap shot of it.

Place this Entity in your game. Check the scale. If it is too small, you can either change the model *OR* change the FPE script of “MyBox.fpe” where it says Scale.

Let me know ON THE FORUM how things turn out or if I need to edit any part of this.

Take care!

-This...is my boomstick!
SkyCubes
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Posted: 3rd Mar 2005 11:33
Quote: " cannot understand how such a simple concept be so complicated and asked many times"



Cellbloc, can you do me a quick favor? I'm just swamped here at work, and I need a couple of things done. I have a student on a 504 and I need someone to fill out a district form 234F with all the correct information. Also, I have another student who is up for a reval on his IEP and I need the Woodcock-Johnson done, along with an updated goals and objectives sheet written in measurable terms. Simple enough, right?

My guess, for you that would be a difficult task, and it should be...since you're probably not a teacher with a special ed certificate.

Yes, I'm being sarcastic, but here's the reality. This is a diverse community. Some of us, myself included, are about clueless when it comes to the 3D creation world. What seems simple to someone who's been working with LightWave, 3DS Max, and SoftImage for years is not that simple to us.

I do appreciate you taking the time to make up the tutorial, but please, give some of us 3D-noobs a break, huh?

Hammer
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Posted: 3rd Mar 2005 11:46
i agree,,, i am a noob when it comes to all of this its like learning to speak all over again,,,my problem i guess is i started to late in life....lol

but with the help of people on this forum i hope to slowly learn,

i just hope you all stick with me

thanks

hammer
Cellbloc Studios
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Posted: 3rd Mar 2005 11:47 Edited at: 3rd Mar 2005 12:13
Thanks for the comments and I hope it helps you.

-This...is my boomstick!
SkyCubes
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Posted: 3rd Mar 2005 12:02 Edited at: 3rd Mar 2005 12:03
Well, I guess there's nothing that is beyond 'simple' to you. Someday, when I grow up, I wanna be just like you.

Oops, I almost forgot to say...Good Grief!

Warfare Unlimited
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Posted: 3rd Mar 2005 21:50
Cellbloc,
Thanks for taking the time to make that post. Just think "Leaves in the wind" and go back to the design work.

Alas we live in a world of "Instant Gratification" these days, main reason I never post much. Pity folks won't take the time to read the threads and learn from them before asking the same questions over and over.

Uhu Berserker
Warfare Unlimited R&D
JerBil
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Posted: 4th Mar 2005 12:28
Cellbloc,
Thanks for a clear tutorial on how to create an entity. This is the kind of explanation I need to make the most of FPSC. Much thanks.


-JerBil

Ad Astra Per Asper
Aoneweb
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Posted: 5th Mar 2005 02:23
This is a big help, and I hope you will feed us with some more useful tuts.
Thanks Cellbloc.

Toshiba Sattelite, 2GHz,Nvidia GeForce4 420go, Windows XP Home. www.aoneweb.com
Cellbloc Studios
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Posted: 5th Mar 2005 03:33 Edited at: 5th Mar 2005 03:35
Great! Glad you all liked them. I'm working on a few more (Scripting, AI, Textures, etc) along with a few Media Pak that I may distribute later.

Deal is, you have to deal with my "choice of words" in my tutorials. If you don't like them, don't read them.

More Tutorials coming soon! Enjoy!

More Tutorials by Cellbloc Studios
http://forum.thegamecreators.com/?m=forum_view&t=49744&b=21

-This...is my boomstick!
SkyCubes
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Posted: 8th Mar 2005 03:42 Edited at: 8th Mar 2005 03:43
Cellbloc,

OK, I've done a couple of tests following your tutorial and using stuff people have submitted here on the forums. Here's what I used:

3DS to X converter posted by Travis P
Helecoptor model posted by Jack

I used the converter to make it into a .X file and I picked the option to convert the texture files to .TGA. I followed the rest of your tutorial and put all 4 files in the right folders. I go into FPSC and I can see the thumbnail, but when I click on it to add it, it has an errror...something about model failed to load at line 25000 or something.

Anyway, I went back and looked at the .X file in Notepad. I do notice that it has embedded a referece to two different .TGA files. Is that the problem? And if so, how do I convert the 3DS model so that it references only one single texture file?

Thanks,

Frank

Cellbloc Studios
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Posted: 8th Mar 2005 04:12
Zip/Rar the files you are using and post it so I can take a look at it.

-This...is my boomstick!
SkyCubes
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Posted: 8th Mar 2005 04:16
Here ya go, thanks!

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Cellbloc Studios
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Posted: 8th Mar 2005 04:40 Edited at: 8th Mar 2005 04:49
Your binary X file is pointing to Huey_med.jpg and not Huey_med.TGA. It is almost like you just converted the JPG to TGA without changing the 3DS file. Let me see if I can write a quick "How To" to show you how I found this out as well as how to fix.

[EDIT]
Try dropping this X file in and see what happens.

-This...is my boomstick!

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SkyCubes
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Posted: 8th Mar 2005 05:27
Cellbloc,

You're .X file looks quite a bit different than the one I had (from the converter). Did you use the same converter to make that .X file?

Here's what I did...start to finish.

1. I ran the converter and chose the Hueyall.3ds file and converted it to .X. In the converter options, I had it change the texture files to .tga.
2. I created the FPE file with the info you provided in the tutorial, changing the names of the .x and .tga to match.
3. I created the bmp image from the info in the tutorial.
4. I put all the files in the appropriate TGC directory.

I guess what I need most is what settings to use in that converter so that it saves the 3DS file with only one texture reference...at least that's my best guess.

Frank

Cellbloc Studios
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Posted: 8th Mar 2005 05:52
Quote: "You're .X file looks quite a bit different than the one I had (from the converter)."

My X files looks much different? But is it what your looking for?

Quote: "Did you use the same converter to make that .X file?"

No. (well, not yet, but I will try that converter later)

I haven't played with the converter yet, *BUT* take a look for something that says "Export to DirectX ASCII" and you can manually go into the file and change it. I will see if I can fool around with it later.

-This...is my boomstick!
SkyCubes
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Posted: 8th Mar 2005 06:06
Cellbloc,

OK, I was able to get your .X file to work. Still having trouble with the scaling though. I've been playing with numbers but I can only seem to get it to get smaller, not bigger.

I'm hoping that you'll be able to show me (us) how to use that converter to get a good .X file. Once I have the settings in that converter right, I can put together a tutorial for us noobies.

Thanks for the help.

SkyCubes
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Posted: 8th Mar 2005 22:34
Back again...

I just don't get it. I've tried and tried and I'm either missing something or none of the 3DS to X converters are going to work.

I tried another 3DS model (downloaded from Planet 3D). It has multiple textures.

Cellbloc, I'm not sure what you're using to make those .X files, but we would sure like to know how it's done. I think one of these freeware .X converters would be the best becuase not everyone has access to a modeller like 3D Studio Max. I do, but only becuase we has a school district license through one of our high schools. But even with that, I can't get the .X files to come out right.

It is so frustrating. I know for me, I just want to be able to add some static 3D models into my levels as decoration. I'm not even trying to get animated characters or anything.

Any help is appreciated.

Cellbloc Studios
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Posted: 9th Mar 2005 00:45 Edited at: 9th Mar 2005 00:47
Deep Exploration
http://www.righthemisphere.com/products/dexp/
But it is not free.

The verison of Max that I have installed doesn't export .X files. You have to get a free plugin called "PandaSoft"
http://www.andytather.co.uk/Panda/directxmax.aspx

I personally don't use *FREE* DirectX conversion programs *BUT* that doesn't mean there aren't any good ones out there. There is a thread around here that list some either cheap or free DirectX conversion programs.

I was/were actually working on a standalone conversion program for FPSCreator that works with most modelers (MilkShape, GameSpace, Max, etc).

-This...is my boomstick!
SkyCubes
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Posted: 9th Mar 2005 00:58
Cellbloc,

OK, so if I purchase Deep Explorations, I will be able to take a 3DS or MAX model (with multiple textures), load it up and export it to a .X format that will be usable in FPSC without having to do any UV mapping?

Frank

FernandoK
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Posted: 9th Mar 2005 01:50
3d Exploration is a bit steep. Try Ultimate Unwrap 3d. It wxports fine for me and it's great for skinning.
FernandoK
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Posted: 9th Mar 2005 01:51
PS....FPSC doesn't support multiple textures.
SkyCubes
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Posted: 9th Mar 2005 02:07
Ya, I know that FPSC doesn't support multiple textures. That was part of my original question.

OK, I'm going to break this down and hopefully someone will be able to give a definitive answer:

Here's what I want to be able to do (and I don't think I'm alone):

I'm lazy, or I'm busy, or I just don't have the willingness to learn how to 3D model. So, I want to take what other people have done and offered as freeware and convert those objects so that I can drop them into FPSC levels.

OK, I already have the directions from Cellbloc on how to do this...easy enough. However, those directions assume you have a model in the correct .X format.

To convert those models, I (we) have some options:

1. One of the freeware converters.
2. Purchase a high-end modeller like 3D Studio and get a .X exporter
3. Get a low-end modeller with a .X exporter

So, my question is the same for all 3: Can I import a model that has multiple textures and export it in .X format that is compatible with FPSC without having to do learn how to UV map or whatever happens?

If it can't be done, then it can't be done and I'll live with. But if it can, then I (we) need to know how to do it.

The prefered method is going to be how to set the correct settings in one of the freeware conversion tools to pull this off. This will make it more accessible to the average joe.

For me personally, I'd be willing to purchase a product like Deep Explorations, but only if I don't have to spend a month learning how to use a whole new tool. I want to download, convert, and drop into FPSC.

Phew...

Cellbloc Studios
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Posted: 9th Mar 2005 02:20 Edited at: 10th Mar 2005 01:13
Quote: "Can I import a model that has multiple textures and export it in .X format that is compatible with FPSC without having to do learn how to UV map or whatever happens?"


Yeap. You can take a model, that has multiple textures, export it as a DirectX file, (now here's the catch) Modify the FPE Script so it knows about the Multiple textures, and import it into your Game Level Editor.

I will see about doing a write up later.

-This...is my boomstick!
SkyCubes
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Posted: 9th Mar 2005 02:32 Edited at: 9th Mar 2005 02:33
Great. Thanks Cellbloc. But, I thought FPSC didn't like multiple textures? I'm so confused (clueless)

BTW...as an edcuator I can get Deep Exlorations 3.5 for only $27.95USD

Cellbloc Studios
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Posted: 9th Mar 2005 02:35 Edited at: 9th Mar 2005 03:25
Yeap. How do you think I got it?

[EDIT]
Someone, somewhere on one of these posts, posted how to use multiple different textures. I have spent about an hour (on a dialup connection mind you) on trying to find this post but to no avail. I may try and search later but at the moment, all I can tell you wsa that a person was posting about an "alien" that they had that had multiple textures and the solution was to change something in the FPE scripts. Now, I can do it if the object is grouped (i.e. you have a tank with a Turret and Track, you can assign 1 texture to the Turret and 1 texture to the Track *BUT* it is one model). You can find that out by opening up just about ANY segment FPE script and it shows you how.

-This...is my boomstick!
SkyCubes
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Posted: 9th Mar 2005 03:25
@cellbloc - OK, we'll I'm going to wait until you post that write up then before I buy it. I'm crossing my fingers what I want to do can be done easily.

Cellbloc Studios
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Posted: 9th Mar 2005 03:41
The Demo of Deep Exploration is free. Just download it, you got 30 days to check it out.

http://www.righthemisphere.com/support/downloads/download.php and choose "Deep Exploration"

-This...is my boomstick!
SkyCubes
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Posted: 9th Mar 2005 03:58
Thanks. Getting it now.

SkyCubes
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Posted: 9th Mar 2005 06:04
Well, I'm getting closer

I've been able to sucessfully load and export a 3DS model with Deep Explorations. I can get the model into FPSC and place it. But, all the ones I've tried with multiple textures are coming up white (not texture).

The FPE file looks like this for the model I'm talking about:

;header
desc = wasp

;orientation
model = wasp.x
offy = 25
scale = 0
fixnewy = 0

;visualinfo
textured = WASPABDM.TGA
textured = WASPFRNT.TGA
textured = WASPLEG.TGA
textured = WASPMID.TGA
textured = WASPWING.TGA
textured = WASPYEL.TGA

I'm positive I'm doing something wrong...but at least I'm getting closer.

Cellbloc Studios
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Posted: 9th Mar 2005 06:31
This is the part I was talking about. You are going to need to assign the textures to each part of the model.

;visualinfo
textured = WASPABDM.TGA
textured = WASPFRNT.TGA
textured = WASPLEG.TGA
textured = WASPMID.TGA
textured = WASPWING.TGA
textured = WASPYEL.TGA

I haven't looked at the commands yet, but it would be something like
textured1 = WASPABDM.TGA
textured2 = WASPFRNT.TGA
But as you can see in Deep Exploration, there are "multiple" parts of the model. What your basically going to try and need to do is assign 1 TGA (such as WASPABDM.TGA) to 1 Part (WASP_ABDM) of the *Whole* model (WASP.X).

I know the "Skybox" stuff is 1 model with 6 different TGA files. I just haven't looked into it yet.

-This...is my boomstick!
Warfare Unlimited
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Posted: 9th Mar 2005 09:08
Ok, here is an example of multiple images in FPSCreator, using a tree from TreeMagic(thanks guys for the freeware version, its limited but gave me a start treewise)
I included the FPE for the entity and the X file, let the X file call the textures and forget the FPE doing it!!! Thanks to whoever posted the first code to get by the single texture limit in the FPE(it wasn't me).
X code in source file, FPE here

Uhu Berserker
Warfare Unlimited R&D

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Warfare Unlimited
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Posted: 9th Mar 2005 09:43
Forgot in the first post, place textures in the same folder as the .X file, I used myentities\.

Uhu Berserker
Warfare Unlimited R&D
Warfare Unlimited
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Posted: 9th Mar 2005 23:36
and for the FPE source which isnt working in the code section for some reason


;header

desc = hardwood1

;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;orientation

model = Entitybank\myentities\hardwood1.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 0
collisionmode = 1

;visualinfo

texturepath = entitybank\myentities\
effect = effectbank\bump\bump.fx
castshadow = 0

Uhu Berserker
Warfare Unlimited R&D
SkyCubes
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Posted: 10th Mar 2005 00:26
Warefare,

I'm getting an error when I click on the 'Source' button. Can you repost and put the FPE file as a download?

Thanks.

Cellbloc Studios
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Posted: 10th Mar 2005 00:59 Edited at: 10th Mar 2005 01:16
@Warfare Unlimited

The DirectX can call multiple images, see the Skybox example. It is one X file that calls 6 images. I think the only thing you have to change is the path in the FPE, but I honestly cannot remember.

Also, I think it needs to be understood there is a difference in "Multiple Layer Texture" and "Multiple Textures". Multiple Layer Textures would be if you wanted to put a detail over a existing texture, where as Multiple Textures is 1 and only 1 texture that covers and element of a model and no other texture covers those same faces (i.e. cannot overlap). It is my understanding that FPSCreator can and does support Multiple Textures, just not Multiple Layer Textures.

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SkyCubes
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Posted: 10th Mar 2005 01:27
It's official. I give up. Apparently this is impossible. Apparently I'm the only one interested in using 3rd party, static 3D models in my FPSC games. Apparently 3DS Max has the ability to "texture bake" multiple textures into one TGA file, but I can't find a single tutorial on it anywhere.

So, I'm done with this windmill chase. I'll just wait until TGC has more theme packs for sale. Even at $1000 a piece, it will be better than the frustration of the last week trying to get this to work.

Thanks for the help.

Cellbloc Studios
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Posted: 10th Mar 2005 01:37 Edited at: 10th Mar 2005 01:38
Um, your not the only one and it is not impossible. Here a screenshot of what I did for the Feb Screenshot Entry:

http://www.cellbloc.com/darkbasicforum/FPSScreenShot.jpg

And I am actually making "Theme Paks" right now (Working on Medevil Fantasy and Sci-Fi). The questions you are asking, such as
Quote: "Apparently 3DS Max has the ability to "texture bake" multiple textures into one TGA file, but I can't find a single tutorial on it anywhere"
is not something you learn overnight. Can take months to years to learn.

Don't give up, just don't expect a quick answer to your questions.

Patience young grasshopper.... Patience.....

-This...is my boomstick!
SkyCubes
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Posted: 10th Mar 2005 01:56
OK, mabye I should have just said "impossible for me". Like I said, I don't have the time or the willingness to spend 'months' learning MAX or any other modeller for that matter. I fully admit it, I want near-instant gratification. I want a quick and easy. Isn't that why I bought FPSC in the first place? Yes.

So, there is either a tool out there somewhere to convert 3DS files with multiple textures to a single texture .x model, or there is a way to alter the FPE files to recognize multiple texture files, or there is a clear, step-by-step tutorial on how to use MAX to texture bake. If it turns out that there are none of those things, the that's the way the cookie crumbles. In that case, I'll wait for the theme packs from TGC or from you or whomever?

I just can't keep stumbling around in the dark and banging my head against a wall.

Thanks again for the effort and help.

Warfare Unlimited
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Posted: 10th Mar 2005 04:14
reposting the code above for the FPE, place textures in same folder as the .X file, it can find them.

Uhu Berserker
Warfare Unlimited R&D

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Cellbloc Studios
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Posted: 10th Mar 2005 04:30
@FPS Creator:

I can tell you your off track for "Texture Baking" in max for what you want to do. It is more for lightmapping/shading than what you want to use it for.

Seems to me you want an application that automatically takes "multiple" image files and make a "single" image out of them.

If that is what your asking, Wow! Best of luck! Let me know if you find anything like that! Heck, that would save me MONTHS of work!

I can help you on the FPE files, but it may be a few days/weeks before I can get around to playing with it. As I have mentioned before, someone did post how to change the FPE to load multiple images, I just cannot find the thread as of yet.

Sorry I'm no help right now!

-This...is my boomstick!
Warfare Unlimited
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Posted: 10th Mar 2005 04:40
Quite a bit of difference when using the texture formats, some of the JPG's I am using show the bullethole.DDS file, some don't so I am trying a few in tga format and see if the decals show up that way.

I am goofing off with the texture stuff/and design while my CAD partner gets around to skinning the stuff we already have made using Deep Paint. I have created some new segments for grass and walkways, etc and will probably reskin them as TGA due to the effects decals not showing up as nice as I want them to. Working on the full wall segments and having some luck.

DDS and Targa seems the way to go to get all of the effects the game engine (DirectX)has to offer.

I guess I should post more often, maybe that way they show up without having to be screened first, also came up as a new user as the old email address is no more.

Uhu Berserker
Warfare Unlimited R&D
SkyCubes
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Posted: 10th Mar 2005 05:37
@Cellbloc,

Well, I've been scouring the net looking for answers. I was able to find a couple links about people "texture baking" to make skins for Unreal Tournament characters in Max. The whole concept discussed seemed to taking a model with multiple textures and creating a single TGA file using the 'Render to Texture' feature, then re-applying that single texture to the model and finally exporting it as a single mesh with a single texture.

Here is one of the links:
http://www.planetunreal.com/fordy/gradientssmeshtutorials/9.html

Problem is, I can't make heads or tails of the tutorial (even though it is laid out nicely) and Max has about 10 million different settings and options.

Maybe I'm expecting to much, but if high-end modeller like Max can't do that, then isn't it logical to assume there is little hope that we'll ever be able to put our own models into FPSC...unless they were created with just one single texture file?

BTW, I looked for that thread too and I can't find anything that resembles what you saw...maybe it was edited or something.

Cellbloc Studios
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Posted: 10th Mar 2005 06:02
I checked out the tutorial, it scared me when I saw the Multi-Sub Object, but then they showed how to get rid of it (Multi-Sub doesn't work well with game engines).

I will whiz thru the tutorial later, for I have a skin that has 23 mapping channels, but I am afraid (rightly so) that when you take an image, such as 512 x 512 and you have 6 of them, making them 1 single image of 512 x 512 your going to lose *A LOT* of resolution (it's going to be very blurry). That's the problem with using their tutorial that I can see.

Max can do it, but Max doesn't really have a "Size" limit on the texture maps nor the numbers of maps.

It is like you take a blank image, of 512 x 512, and you have 9 digital pictures the same size 512 x 512. Reduce the 9 pictures to 170.66 x 170.66 and paste them into the 1 512 x 512 (you will do this 9 times). The 1 512 x 512 with 9 images on it is going to look a mess.

Follow?

512 x 512 I believe is the limit on FPSCreator. If it was larger, we wouldn't really have an issue too much, but less computers would be able to handle it.

-This...is my boomstick!
Music Man
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Posted: 10th Mar 2005 06:51
FPS Creator:

I am going to put together a tutorial along with the programs necessary to make this all possible to newbies. I am pretty darn good at creating tutorials (I have done several tutorials for the Korg Karma community (a very advanced keyboard) and if they can understand what I am writing (and use the tutorials successfully) then anyone can.

I will post it as soon as I am finished.

Mike Felker
Cellbloc Studios
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Posted: 10th Mar 2005 06:53
@Music Man:

Please feel free to bounce stuff off of me.

-This...is my boomstick!
SkyCubes
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Posted: 10th Mar 2005 07:54
Music Man,

Excellent. I can't wait!

Music Man
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Posted: 10th Mar 2005 12:00
Cellbloc:

I understand where you are coming from - you are technical, a programmer and a 3D artist or modeller - so you understand the inner-workings and all of this seems decently easy to you.

FPSCreator - you are not AS technical or at least not AS proficient at 3D modelling and texturing as Cellbloc and need things explained quite a bit more in a sequential manner.

Cellbloc: An example of this is your 1st sentence from the first page: a cell is 100 x 100 x 100

100 of what? What's the measurement. How does one come by that measurement?

Also, most people do not have nor can afford 3D Max (by Kinetics), Lightwave, Maya, etc. You may want to find a really inexpensive (or free) tool that can save in .x ascii format.

One tool I use that CAN save in Ascii .x format and can import TONS of file types is MILKSHAPE 3D located here:

http://www.milkshape3d.com

It will allow you to create, convert and texture models (that can then be used as entities, segments, etc).

To edit graphics, I have found an exquisite and FREE program that has (it seems) just about every feature you could ask for. It's called the GIMP and is a carry over from the LINUX world.

Get it here:

http://gimp-win.sourceforge.net/

Now, before you go downloading it, keep in mind there are three important downloads. The first is called GTK+2.6.2 and it is the language that GIMP uses. You MUST download and SUCCESSFULLY install this program before you can proceed. If it fails or gives you a failed message, look in the following folder to delete an old copy you have:

(use MY COMPUTER or WINDOWS EXPLORER to find this path):
c:\ stands for the 'C' drive
\program files\ is the common program directory found on the 'c' drive in most cases
\common files\ is a directory located within \program files\

so the path you are looking for looks like this:

c:\program files\common files\GTK

Delete the entire GTK folder. Now install GTK+2.6.2 from the above URL.

Next install GIMP installer and finally install the HELP file.

The files downloads are about a total of 27 MB in three files - so a fast connection is a plus.

Install all of these programs and I will begin creating the tutorials.

Mike Felker

P.S. If I can find a freeware program as good as Milkshape for 3D objects and conversions I will post it here later tonight. The price of Milkshape is a pittance compared to what it can do.
Music Man
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Posted: 10th Mar 2005 12:09
By the way, Sourceforge is a pain in the butt when it comes to downloading because they do not make it clear HOW to download.

When you click the link to download gtk+2.6.2 you will see a webpage describing the three or four downloads available (CHOOSE TO DOWNLOAD THE STABLE RELEASE - THIS IS VERY IMPORTANT FOR YOUR OWN PEACE OF MIND). Click the link that says HTTP DOWNLOAD. Next you will be asked to choose a location close to you (ie. North America for me) - now here's the undocumented tricky part. To the very right is a DOWNLOAD COLUMN - and here you will find the file sizes. CLICK THE LITTLE RED AND WHITE ICON TO DOWNLOAD. You will be whipped to another screen - the download SHOULD start automatically, so have patience, as this can take a minute or so in some cases. If it does NOT start automatically, then click the link at the top of the screen that says to do so in case of the auto download not working.

I assume everyone knows how to download a file, unzip it, save it to hard disk and then run it. If I am wrong and you need a tutorial on this, feel free to ask and I will type one in as fast as I can.

After you have downloaded, unzipped and ran the setup program, gtk+2.6.2 should now be installed correctly.

Now go back a few screens and choose the GIMP for windows download and do the same as above - install it after unzipping it.

Finally, go back and grab the HELP file and download it, unzip and install.

There ya go. Let me get to work now.

Mike Felker
Music Man
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Posted: 10th Mar 2005 12:11
One last thing. I will start a new thread on the main fps creator board for the tutorials (and I will include the above info in those tutorials) - that way no one has to look all the way in here to find the tutorials.

Mike Felker
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Posted: 10th Mar 2005 23:35
@Music Man:

Yeap, I see your point somewhat. As I mentioned in the first page, you need a modeler application, and using your modeler package, make your cell 100 x 100 x 100 for whatever the default is.

Since I personally don't know the dimentions per modeler, and as I suggested, just make it 100 x 100 x 100 and we can figure out the scale at a later point. I was just trying to show that if you make your box as such, that we can always "world scale" it at a later point either by using the modeler application or FPE scripting to scale the model. By suggesting the 100's, I am showing that it is a cube, equal on all sides.

I cannot say "100cm x 100cm x 100cm" because each modeler interperts "cm" as something different. Hence why I went with 100. Nice, easy number for people to learn and work from that point. As for the 100's, I got that from either Lee or Mike who posted on a forum here somewhere "A cell is 100 x 100 x 100" and didn't specify a measurement.

Hope that helps!

-This...is my boomstick!

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