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FPSC Classic Models and Media / From 3dsmax to X

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Teabone
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Posted: 10th Feb 2012 12:45
Hey all I had a quick question. I've created a couple models in 3d Studio Max and I have unwrapped them and applied textures to them.

To get them to FPSC I have used PandaDirectX plug-in which allows me to export my model to .X file.

When I open the generated X file in any application that can display it, the models look great and the textures are properly mapped onto them. My problem is, when I import them as entities into FPSC the textures are not applied correctly.

I have attached the correct image in the FPE file so I'm not sure what's missing. In the attachment is what it looks like normally and what its looking like in FPSC...

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Errant AI
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Posted: 10th Feb 2012 12:51
Looks like default cylinder mapping coords in game.
Did you export it once before it was properly UV mapped?
If so, run bin/dbo cleaner and test again.
Teabone
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Posted: 10th Feb 2012 13:06
Its working now. I had to convert my texture to DDS from TGA. Oddly enough it works as PNG or DDS but not TGA or JPG. Not sure why but least its working. Also, I always remind people to run the FPSC Cleaner yet I never do this myself. Thanks for the tip Errant, i ran it after converting my files to DDS and things seem to be looking proper!

Although i did a horrific job on the texturing job itself, i'm just glad its working

Going to have fun modeling for the next couple of weeks.

Perhaps this post will serve as a helpful teaching tool for those searching for help related to this topic in the future.

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Teabone
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Posted: 10th Feb 2012 13:45
I have one more question, since my scaling is off. Is everything in FPSC to scale? Say if I start working in feet or inches in 3D Studio Max and say I made something that was 6 feet tall would it appear just slightly taller than the player in FPSC? Assuming he's a bit under 6 feet.

henry ham
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Posted: 10th Feb 2012 17:13 Edited at: 10th Feb 2012 17:14
this file should help you out,it contains a basic fpsc segment with a box barrel & character all to scale.

(file is in max 2009 format)

cheers henry

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Teabone
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Posted: 11th Feb 2012 09:14
Your an amazing person Henry, thanks for this.

Teabone
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Posted: 15th Feb 2012 12:08
I have another question for those using 3dsmax for FPSC modeling.

I've created some characters with animations. I'm unable to get the animations to work in FPSC. I believe this has to do with possible settings when exporting X files. Does anyone know whats the correct settings for Panda DirectX exporting to allow for animations to be called.

Northern
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Posted: 15th Feb 2012 13:36
Hello Teabone,

Quote: "I've created some characters with animations. I'm unable to get the animations to work in FPSC. I believe this has to do with possible settings when exporting X files. Does anyone know whats the correct settings for Panda DirectX exporting to allow for animations to be called"



Perhaps the following link may help you on how to export from 3ds max to x files.

http://www.thegamecreators.com/?m=view_product&id=2001&page=CharacterStudio

Greetings,

Northern
Teabone
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Posted: 18th Feb 2012 03:59
Not sure why but the butler crashes a lot. Also my animations are built by frames and dont use bones. They are not humanoid. hmmm still not sure what to do to get them to animate in FPSC.

maho76
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Posted: 21st Feb 2012 12:55
@teabone: characters need to have a basic bone called ROOT at 0,0,0 of the grid. Then also frameanimations should work properly and it shouldnt sink into the ground.
worth a try, hope it helps.

Teabone
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Posted: 24th Feb 2012 07:20
Wow I didn't realize how much hard work it is. I just started using bones and by god its complicated and has many steps required.

Teabone
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Posted: 6th Mar 2012 23:14
also for some reason the butler file keeps crashing when attempting to load in 3Dsmax, wonder if anyone else has the same issue?

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