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FPSC Classic Models and Media / 12doze12's Models [Help exporting to FPS Creator]

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12doze12
12
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Joined: 31st Aug 2012
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Posted: 31st Aug 2012 13:46
*First Post

Current Models:





WIP:






So what is this post all about ?

- My goal in this post is to make and "sell" (FREE) my models for the community so people can use them in their games.

What is the theme ?

- It's going to be mostly WW2 and WW1 but I might do Modern day or Ancient later

What is the point of situation ?

- Currently I just need help putting them in FPS Creator, I've followed multiple tutorials but I always ended up with either blank textures or just one of the textures working.

How can I help you ?

- I would appreciate if any of you could do the exporting job for me and, obviusly, get a little credit in each model ;D

-NONE-
Corno_1
14
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Joined: 3rd Nov 2010
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Posted: 31st Aug 2012 17:39
you create them with sketch up? so you must export them in .x and uv map! Upload/sent me the files and i would uv map it(please in .obj or .x)! and export them to fpsc!

Public void likeFpsc{ System.out.println("I like FPSC!" ) ;}
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
anayar
15
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 31st Aug 2012 17:46
Thats gonna be waay to high poly for scattered use mate... Only be able to use 1 Maybe try another modelling software thats meant for games

Cheers,
Anayar


For KeithC
12doze12
12
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Joined: 31st Aug 2012
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Posted: 31st Aug 2012 17:53
I've already tried what you said but so far it didn't worked for some reason, The rar contains both OBJ and X and also Collada and FBX because I followed this path:

Sketchup - Collada - (3DS MAX)FBX - OBJ and X

-NONE-

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12doze12
12
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Joined: 31st Aug 2012
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Posted: 31st Aug 2012 17:53
I know, I'm slowly porting and starting to use 3DS MAX but I can't still do anything decent

-NONE-
raymondlee306
15
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Joined: 24th Oct 2009
Location: Ohio
Posted: 1st Sep 2012 02:05
http://forum.thegamecreators.com/?m=forum_view&t=177710&b=21

Halfway down the page here I do a step by step tutorial on how to go from sketchup to FPSC. You can make anything you want game ready in FPSC with sketchup except animated items. But for props this is fine. I even have a hand full of my own from sketchup, but then I found Alibre Design which fit into my game making hobby and my engineering. Whatever works for you use it.

few other programs that won't run you the cost of a good used car would be Blender, truespace, fragmotion, or milkshape. Find one you like and run with it.

I would practice lowering the polycount for FPSC, and texturing. Sketchup does this by placing images on a surface, 3D max will need UVW mapped.
12doze12
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Posted: 1st Sep 2012 19:02
Thanks for the post but as I said before I've followed multiple tutorials and I still don't get the right result (that one too).



-NONE-
raymondlee306
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Joined: 24th Oct 2009
Location: Ohio
Posted: 2nd Sep 2012 05:00
There are (3) very common mistakes made when most people try to make models.

1. Not UVW (or UV) mapping the entity. With sketchup, this kind of happens while applying your images to the surfaces. Changing the color of the feature won't do it. With MAX add a Unwrap UVW modifier to the stack, hit the edit button, select Face Sub Object Mode, Then go to the mapping pull down and select flatten mapping and then in the top middle pull down where it says checkerboard select your image (after importing you image in the material editor and adding it to your geometry of course). Then scale, move rotate etc, till you get the desired results. I also advise in the material editor setting the material to be visible in the view port. I'm not the best teacher, but there is many, many Youtube videos that cover this process. After that use the PandaSoft (Google search) exporter for your version of max to export the direct x model format.

2. If using more than one texture the entity needs to be DYNAMIC. Press "Y: while placing it to toggle Static and Dynamic. If it only has one texture it can stay static.

3. If using more than one texture the texture = line in the fpe file MUST be blank. See the attached image for what the line should look like.

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raymondlee306
15
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Joined: 24th Oct 2009
Location: Ohio
Posted: 2nd Sep 2012 05:08 Edited at: 2nd Sep 2012 05:36
AHHHH.....I think I see the problem. I downloaded you model and a quick look gives me some ideas of what's wrong.

1. always use power of two textures, 128 x 128, 256 x 256, 512 x 512, 1024 x 1024, etc, etc.

2. I'm not 100% sure FPSC can import .bmp images, but I could be wrong. I always use .tga or .dds. If your using the FPSC supplies program for making your asset game ready you have to type the file extension as well, i.e. material01 is not the same as material01.tga, but with a multi textured object, remember to leave it blank.

3. The naming convention is kind of picky with FPSC, instead of material_11 use names like headlight_D2. The engine uses textures based on those last two letters. Also what will the computer do if you have two entities on the screen with two material_02's. Will it know to assign the right one? So get in a good habit of naming. If your object is Crate01, name your texture crate01_D2.tga

_D2 = Diffuse (your main texture)
_N = Normal
_I = Illumination
_S = Specular

You sometimes also need copies of some like _D for some of Bond1's shaders.

For just getting your first one to work, stick with only _D2.
raymondlee306
15
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Joined: 24th Oct 2009
Location: Ohio
Posted: 2nd Sep 2012 05:33 Edited at: 2nd Sep 2012 05:37
I did try to get your model to work in FPSC, but something screwy is going on with the way it was exported.

All the versions are different scales (I use 1"=1" and things go my way) and none of them seem to have included the material data. Your off to a great start though, just be patient and diligent and don't get discouraged. Keep posting here if you need more help.
12doze12
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Posted: 2nd Sep 2012 18:03
Thanks for the help raymondlee, I'll try to make new models with the correct scale in sketchup and do what you said before.

Thank you so much for the help

-NONE-
12doze12
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Posted: 2nd Sep 2012 18:27
So I did what you said and I ended with this files but in-game I still see blank textures ...

*Rar with files attached

-NONE-

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raymondlee306
15
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Joined: 24th Oct 2009
Location: Ohio
Posted: 3rd Sep 2012 02:44
Can you please upload the original sketch up or max file?

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