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FPSC Classic Models and Media / A question concerning custom character's UV-map.

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Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 30th Aug 2007 14:00
Hey...

Well i had this question..
i have my custom character, and it works.
Except for the UV-coords...
Which is pretty strange because i exported it
with the texture and all..(it already was UVed in 3ds max)

Anyway i was wondering, and hoping that someone knows the answer to this?

If someone does...i just cant thank you enough!!!
And will send you the character.(i you want it, that is)



I am also thinking of making a character-pack someday.
And release it here for free.

Well here are some screenies of the character.


Gory little stumps.


A possible wound as a punishment.


Observing his enemy.


Just chilling.


Okey i know this isnt the best character, but i am really proud
of it...since this is the first one that i made and works.

Hope you like it!
And also hope that someone can help.


Cheers,
Cheese Cake.
darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 30th Aug 2007 16:08
It looks cool, but I don't understand your problem. It looks like the UV map works fine.



Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 30th Aug 2007 16:09 Edited at: 30th Aug 2007 16:24
Yeah but that is in 3ds Max.

In FPSC it comes out all wrong...

I'll edit this post with a screenie of it ingame.


---EDIT---

Well here they are.



It uses the same texture.
Same model.
Same animations..



I thought that i new what the problem was...
But nope to bad it wasnt.
I really dont know what the issue is
if someone could help i would be so grateful.
I already have 1 variation for this...(mesh)
And will make more!

So if you want them...you can have them all.


And sorry for this thread...but i am really desperate
for this model to work.
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 30th Aug 2007 18:03
Heh heh heh...

Sorry for this thread.

But i think i have the answer....

It was the model..my mistake!
Not FPSC's..
I modeled the character in half...
but forgot to delete some unused vertex...
So FPSC recognized it as 2 models.
And gave it its texture with 1 half mirrored to the other.


So mods could this thread be deleted?
And my apologies.
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 1st Sep 2007 02:15
Sorry for this bump...

But my problem is sort of back.

I created a few characters...and they worked.
Animation, texture.

But now (i exactly do the same like i did with the others)
when i create my character, it is transparent, or the texture
is all wrapped up...

I would like to know if someone knows what the problem is.

And every help is appreciated.

Thanks in advance.
Deathead
18
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Joined: 14th Oct 2006
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Posted: 1st Sep 2007 04:23
It done that to me:S

Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 1st Sep 2007 11:24
Deathead?
Sorry i dont know what you mean.
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 1st Sep 2007 18:28
What are you UV mapping in?

I imported your model into maya, and you didn't have a UV map on it. It was like it would have been straight after modelling.

Cheese Cake
17
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Location: At the bakery
Posted: 2nd Sep 2007 01:40
I uv map it in 3ds max itself
Deathead
18
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Joined: 14th Oct 2006
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Posted: 2nd Sep 2007 02:32
@Cheese CAke: I mean that the texture done that to one of my custom characters but it was rubbish so I dare use it know anyways.

Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 2nd Sep 2007 14:59
Ah okey...

Yeah its weird that its doing that.

I am trying to make a new character
and see what its doing with that.
Negrul1
17
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Joined: 31st Jan 2007
Location: Repairing Black Mesa
Posted: 3rd Sep 2007 10:41
The model looks like Lord Loss

(\__/)
(O.o )
(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination!
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 3rd Sep 2007 13:03
I'm gonna re-texture your character in Maya and drop it back to you. Looks like your export didn't save the UV data. WHy not export out of 3DS as an FBX file with textures and UV's embedded, then import that into milkshape, and export from there?

Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 3rd Sep 2007 17:43 Edited at: 3rd Sep 2007 18:30
Butter fingers.
Sounds like a great idea!
But the only problem is...i dont have Milkshape.

But...if the UV is sort of burned into the model if i export it to
an FBX-file, then isnt it possible if i export it...and then import
it again for just doing the rigging? (with a stock biped)



Also i had this problem, characters are now going through the floor...
Because i made this sort of test character.
(Carrot with arms and legs)
Does anybody know how to fix this in 3ds max?

And thanks for helping butters!
I also have a variation of this character.
If you would like i could send him over to you
maybe you can find a good use for it.

---MAJOR EDIT---

Well i did what you said butters and it worked!
So thank you thank you thank you and thank you!
I exported the model into a fbx,
imported into 3ds max again,
rigged it,
and exported it with the right settings from FPSC.

Tested it, and it worked.
Texture, animation, visibility, AI, etc etc...
It all worked!
Just cant thank you enough.

I'll make a new thread soon, with some character models
available to download for free.

Thanks again butters!
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 6th Sep 2007 14:17 Edited at: 6th Sep 2007 14:38
Edit: Sorry i have looked and found it,
Very stupid of me, it was in the character itself.



Sorry for this bump...
But i had this question (no i dont have any issues or bugs)

This was more concerning what the exact animations are.

I have looked into this script: dumbzombie.fpi (from http://www.uberdroid.com/gravematter/)

And what i was looking for is:
At certain points in the script it gives the action to the
character to walk, or attack.
And in order to do that you have to assign an animation
with that action.

Animation: 1, 2, 3, 4, 5, 6, 7...etc etc..

Well i have looked into my models that are rigged with the
stock biped.
And it has a lot of frames.
But i dont see that they are separated somehow.

For example.

If i would like to make it so that the player is distant further
then [...] the character does the running animation..
in which is this running animation placed?

1, 2, 3, 4.....

And also is there a list with all of the animations?
It would help me alot if there is.

Thanks in advance!

Cheers,
Cheese Cake!

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