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FPSC Classic Models and Media / Helms Deep Model - Need some help!

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P Tew
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Posted: 8th Dec 2007 21:09
Hello!

I have been making a model of Helms Deep. I have made the mesh of the wall but haven't textured it.

I have spent the last couple of hours trying to export it to direct x format from Blender 2.44 (which I am using) with the exporter for this format that comes with it ( 2.41 is the version it says) but when I go into entity workshop and get it ready to bring it in to FPSC it doesn't work!

First of all, it is really, really small. So small that you can't even see it. I have tried scaling it up in Blender but I can't get it big enough so that it fits in Entity Workshop and so that it is the right size for me.

Also, the mesh seems screwed up. The walls seem inverted, so that when I scroll around looking at the mesh, I cant see the top of the walls, only the inside faces.


Can anyone help me sort this out?!

Thanks!
Endless Fps Team
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Posted: 8th Dec 2007 21:13
did you scale it in entity workshop yet?


http://endlessfpsteam.tripod.com/
P Tew
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Posted: 8th Dec 2007 21:27
I tried that but you can't scale it up as much as you want. You can only scale it up each axis a little.
BULLSHOCK 2
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Posted: 8th Dec 2007 21:59
Your best bet is to export to ".obj" and then convert it to ".x" from some other program, i use lithunwrap.

Blenders ".x" exporter is glitchy, and is not really reliable, whereas the ".obj" exporter works flawlessly.

http://www.seqoiagames.com
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Posted: 9th Dec 2007 01:33
Quote: "Blenders ".x" exporter is glitchy, and is not really reliable, whereas the ".obj" exporter works flawlessly."

I haven't had a problem at all with Blenders .x exporter...

What settings and what problems are you haveing with the .x exporter?


Cheers,
Dave


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Posted: 9th Dec 2007 02:02 Edited at: 9th Dec 2007 02:04
P TEW- Here are a couple of images tht might be able to assist you.

In the following image make sure you have all of those option highlighted in red clicked, you should not have anymore problems with the exporter after that.



next image shows how to flip normals. it is evident that you have some normals that decided to flip on you. you have to go back in to blender and then go in to "UV face select" and chose the faces that are see through and then go back in to "edit" mode and follow the next image.



That should fix all of your problems minus the scaling issue. You need to zoom out as far as you can and then scale the heck out of it. you may notice some camera clipping, don't worry about it scale it little more and then export it. it should then be about the right size, you may have to edit the scale a bit in the segment editor or the .fps file.


Cheers,
Dave


P Tew
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Posted: 9th Dec 2007 22:23
Thanks Dave!

That helped a lot, but there are still some problems. I tried your suggestions and they worked very well. I have got the wall into FPS Creator and it is about the right size, and I did the normal flipping and that mostly worked well.

However

I used the shift+D function to duplicate some stairs for the back of the wall. Some of these bits of the stairs don't show up on one set, but on the opposing side they do. So when I flip the normals for the incorect side, it flips the normals of the correct side as
well!

Also, my model seems very dark, even when I have got the global light up high and have put lights in FPSC.

Any tips on how to help me out?

Thanks!!!!
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Posted: 10th Dec 2007 02:11
did you do this before or after you reset the normals for the rest of the model?


P Tew
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Posted: 10th Dec 2007 18:50
I did do the Shift+D work before I started flipping the normals.
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Posted: 10th Dec 2007 21:04
ok can you get me a screenshot of the after effect?


P Tew
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Posted: 11th Dec 2007 18:23
Sure. Thanks.


Here is a screenshot in FPSC Level editor window.

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Posted: 11th Dec 2007 20:21
can you send me the blend file? Darkh3@darkhillstudios.com


P Tew
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Posted: 12th Dec 2007 18:22
Sure thing.
P Tew
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Posted: 12th Dec 2007 18:24
Done, thanks!
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Posted: 12th Dec 2007 20:25
send me the .blend file and not the .x file.


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