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FPSC Classic Models and Media / FPSCreator Dimensions

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Raven
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 17th Sep 2007 18:14
Conversions & Values
The most basic conversion value in FPSCreator is 1 unit = 1 centimeters ≈ 0.393701 (50/127) inch

Segment = 100 units

While this is true to export to scale for the segments, each segment is actually more realistically 2-2.5 metres square.
Unfortunately without a character already scaled for FPSCreator, this is extremely difficult to gauge exactly.

You can find a basic conversion table between Metric and Imperial here

I will add to this as I figure things out. If someone could help me out by sending me a .3ds/.obj/.fbx/.xsi/.ma of a correctly sized character with the skeleton format in .fbx/.collida that would seriously help speed this all up.

Hopefully by the end of this, I'll have a complete document that explains how to scale for the FPSCreator Engine.
While Maya, 3D Studio Max, and Softimage|XSI all use real-world scaling. Programs like Milkshape 3D use a 20 units = 10 dbp unit scale (basically 2 unit = 1 cm), so I'll cover these conversions with some help from people using these applications.

X Games
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Posted: 17th Sep 2007 18:46 Edited at: 17th Sep 2007 18:47
Ah good, I just did a scaled FPSC box with MS3D if you can make any use for it, also to make things clearer. i have attached the .ms3d and .x file

http://forum.thegamecreators.com/?m=forum_view&t=114499&b=24

Have a look at X Games NEW website!

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Raven
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Posted: 17th Sep 2007 18:54 Edited at: 17th Sep 2007 18:56
Well I have the scaling for boxes correct, and I'm making some headway with the objects.

All of this is mostly in aid of me convertion the media pack (tiles, items, weapons, characters, shaders, scripts, displays) that I made over the weekend for an FPSC theme pack.

The sheer lack of information has been frustrating, and the tools currently available to get media in have been close to pointless.
How the hell TGC could possibly have believed they were good for a graphics pipeline just goes to show how little game development they've ever done.

Once I've figured it all out, I'm going to expand my TGC Format plug-in to export things directly to FPSC formats as well as X and DBO for Maya. Stop all these headaches I've been having so I can get back to actually making media rather than wasting days making sure it's all scaling and the app designed to make life easier will load them.

Here's a good question, but does FPSC support DBO?
As I said above though, I'd love someone to provide me with a character all set-up for FPSC (including skeleton) in the formats provided.

I use Maya, so while it supports pretty much every industry format.. those used by TGC aren't. I can only export to .X, and I certainly can't use the character studio .bip; the character skeleton REALLY should be in .fbx or .xsi as every appliction today supports them for mesh/scene/animation

Raven
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Posted: 17th Sep 2007 19:18 Edited at: 17th Sep 2007 19:41
Alright, I think I have it.. but this is confusing so bare with me.
100 unit = 100 inches (in FPSCreator)
100 unit = 100 centimeter (in Maya)

So to get the correct scaling, we are looking at
1unit = 1inch (real) = 0.39cm (converted)

man this stuff gets confusing sometimes, going to swap to inches for development and see if i can scale the render conversion to make this all easier. although will mean i'll have to remake everything (plus I hate working to inches scaling)

[edit]

oh you're going to love this.

characters stand, 28.8in (73cm) x 13.2in (33cm)
basically figured it out.. and this is the most retarded scaling system I've ever seen!

1unit = 1cm(real world) = 1in(game world)

Which is all fairly stupid. Well that aside, it now means I can return to centimeter mode (which I like) but remember that that I'm actually working in inches, so convert all cm > inch then set the scale. :: sighs ::

Why can't developers every think carefully about their scales before pissing about?

Ross tra damus
3D Media Maker
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Posted: 18th Sep 2007 01:14
Raven

Thanks for taking the time to look into the 'scale' subject which a lot of users I'm sure will find very useful.

All the best
rolfy
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Posted: 19th Sep 2007 07:59
FPSC converts .x models to .dbo.The built game folders only contain these dbo models.
I have attached a biped skeleton with FPSC animations which I exported as .fbx from Max.
This may not import into Maya,there was some kind of change in Max export for fbx recently,but I think this may work for you as it's version 8 which uses the Alias export.But the scaling should be correct if it does.

best rolfy.

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Avid
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Posted: 19th Sep 2007 14:23
Quote: "While this is true to export to scale for the segments, each segment is actually more realistically 2-2.5 metres square."


What I found interesting (in Max anyway) is that when I converted a 100x100x100 unit cube into cm, it came out at 250cm.

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