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FPSC Classic Models and Media / Easiest way to get custom models into FPSC?

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SOLO DESIGN
16
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Joined: 30th Jul 2008
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Posted: 6th Feb 2013 13:12
Hi all,
I have a few models in FBX format that I wish to convert to X format and animate in FPSC, but I was wondering how the easiest way of doing this is.

I have UNWRAP3D pro to convert the model from FBX to direct.x 9 and I have FRAGMOTION and MILKSHAPE also (I am going to test this process, this weekend)

The pipeline needs to take into count texture modification as only 1 texture is available in FPSC (so I am to believe?)

Also the models have custom animations and use their own skeletons is this an issue for FPSC?

How does the scripting work regarding the custom animation, how does it relate to the frame numbers in the software?

I am using version 1.19 with no mods.


I have done some small models before but I want a slick pipeline that is fast so I can concentracte more on game design than loading a model into FPSC.



Any feedback and help would be great on this topic.

Thanks Again!
raymondlee306
15
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Joined: 24th Oct 2009
Location: Ohio
Posted: 7th Feb 2013 00:41
To get your x models FPSC ready there are some 3rd party apps or you can use the make entities from x files (comes with instructional videos) here:

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

And yes you can make custom characters with custom animations. I think however you need a bone called "firespot" to show where you want the gun to be when the character is armed. But I have never done a character in this program. Maybe one of the more experienced animators could chime in here.
born for game
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Posted: 7th Feb 2013 01:48
According to my expeirence, there are no easy ways.


SOLO DESIGN
16
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Posted: 7th Feb 2013 11:37
Hi,
Thanks raymonlee306 but that link does not work for me, it goes to the FPSC reloaded page.

I have 3rd party apps that I am familiar with , I just wanted to know if anyone had a slick and easy way to move models from 3DS MAX or any mentioned into FPSC with as little fuss as possible.

Born for game - Yes I agree that is why I asked the question.
Pirate Myke
14
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 7th Feb 2013 13:28
Unfortunatly there is no magic easy way to do this. It takes practice and patients.

This link has a lot of info in it and some solutions.

http://forum.thegamecreators.com/?m=forum_view&t=186489&b=24

There are some issues that can arise with custom characters if you dont use the standard biped (bones, skeleton) from FPSC. Characters could wobble about when you get close to them.

It is trial and error till you find a work flow that is good for you.

Hope this can help out some. You can also do a search for characters in the search box at the bottom of the forum pages and see what else comes up for the other 3d programs that people use.

Sometimes you might have to use a combination of programs to get your task done.

Ross tra damus
3D Media Maker
18
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Location: Looking to Escape London
Posted: 7th Feb 2013 14:21
SOLO DESIGN

If your using 3DS MAX then why don't you just use the 'Pandasoft' Directx Exporter which can be found at the link below:

http://www.andytather.co.uk/Panda/directxmax_downloads.aspx

Good Luck
SOLO DESIGN
16
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Posted: 7th Feb 2013 14:57
Ross tra damus thanks, but 3DSMAX is not the easiest thing to manipulate to get the model into FPSC, you still have scale and multi texture issues. I prefer to get it into MILKSHAPE where it can be scaled and multi textures can be sized in Photoshop and done in MILKSHAPE texture editor much easily than 3DSMAX IMHO.

I agree with Pirate Myke on the trial and error, but it is about time we had a utility to easily load the model and textures into the right folders into FPSC once in Direct x 9 format and create a small screenshot too, that TGC entity maker is a bit naff!

Has anyone created such a utility or using somwthing like this?


Thanks again guys!
SpaceWurm
13
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Joined: 11th Nov 2011
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Posted: 7th Feb 2013 15:35
Actually, dynamic objects can have multiple textures. Which means weapons and characters can have more than one texture. The only problem is you can't use shaders on Multi textured objects.

Static objects need 1 texture mapped on them.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
SOLO DESIGN
16
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Joined: 30th Jul 2008
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Posted: 7th Feb 2013 15:58
Landman, yes I know this regarding dynamic entities but I wish to use shaders, shadows etc.

This is a better trade off than multi textures I think.

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