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FPSC Classic Models and Media / Using Freeworld3D for FPSC-Creating segments

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Jbbrack03
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Posted: 10th Dec 2007 01:04 Edited at: 10th Dec 2007 01:09
I'm trying to create an outdoor level, and I found a program called Freeworld3D 2.3.0 that makes it really easy to create landscapes. I'd like to use these landscapes in my project, but I don't know how to make them into a segment for FPSC. As far as I can tell, the Freeworld3D only allows you to save your projects as .XML or ASCII and it also has the option to save as a Ogre3d file. Any help on this project would be greatly appreciated.

(I've saved a screen of the export options to give you an idea of what I'm working with)

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Omen
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Posted: 10th Dec 2007 18:41
Hey Jbbrack03,

First thing you probably want to do is download the entity and segment editors for FPSCreator from here:

http://www.fpscreator.com/downloads.html

The segment editor comes with a video tutorial - watch the first one on making a simple room. I think from watching this video you'll see there is a BIG difference between a room in FPSCreator and the heightmap that can be exported from Freeworld (and, yes, I have Freeworld and have been using it for over a year now

In theory, you should be able to (and this is a loooong stretch):

1. Save your heightmap as a bitmap or OBJ from Freeworld
2. Load your heightmap/OBJ file into any terrain editor (or in the case of the OBJ file, into any 3D modeler)
3. Save your terrain as a DirectX mesh
4. Use the Entity Maker to convert your mesh into an "FPSCreator Entity"
fallen one
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Posted: 10th Dec 2007 19:08
This thread here at the end has some working terrains,
http://forum.thegamecreators.com/?m=forum_view&t=118465&b=24&p=2&pd=y
perhaps that will give you some ideas.

Evil Things Most Foulhttp://www.avantivita.com/
Jbbrack03
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Posted: 11th Dec 2007 00:14
Thanks for the tips Omen. I'll give it a go. I'm discovering that FPSC is not really designed to make really functional outdoor levels. I wish that it was as easy as making a map in Farcry. That was a lot of fun.

I've got another idea that I'm playing with that I think can be done in FPSC. I'd like to make a little mini game that happens in a "wal-mart" kind of store (obviously not exactly like wal-mart so that I'm not infringing on copyright and logos). I want to make it just a good multiplayer game and I think that I'll substitute the guns for scanners. It would be easy to make teams because everybody in these stores wears red vests and blue vests.

At the same time, I am very very new to 3D modeling and I want to do it myself. I'm artistic and I have good writing skills and such, so I know that I can make a game. I just need to learn how to make 3D models.

What program would you guys recommend that I use to start off? And where could I find beginner tutorials that would help me? I'm very willing to learn and I'd like to contribute back to the 3D community once I've got it down. I really need very basic step-by-step guides to help me learn the tools of whatever program that I end up using. I've tried finding generators for whatever I need, and it's not the same. I really want to add a personal touch to whatever I do. Once again, thanks for the help!!!

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Jbbrack03
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Posted: 11th Dec 2007 03:07
Hey Omen, I was just about to try what you were suggesting with Freeworld. I can save the heightmap as a 24bit bitmap, and I'm saving the textures as a JPEG (or would you recommend using a bitmap file here too?). Do I need to export is as a Euler Matrices for the meshes or as Quaternions? And should I export as XML or ASCII? What terrain editor would you recommend that would accept these files and save them as a .X? I think I can handle it from that point. I've got the segment editor and I think that I can use it if I had the proper .X files. Thanks again for your help. I'm still going to try to make this work. Now, if I do end up getting it into FPSC do you think that the player will be able to walk on the terrain? Or is it only going to be ornamental? If there is a custom script that I need to allow the player to walk on it, please advise...

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Omen
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Posted: 11th Dec 2007 05:59
Jbbrack03,

Don't use JPEG, you'll lose clarity. The Euler/Quaternions options is only available if you are trying to export the positions of objects in the scene in FreeWorld - which won't work with FPSC. FPSC can't read the XML or ASCII scene description file that's created by FreeWorld... the only thing you'll be able to do with FreeWorld with FPSC is to create OBJ files of the heightmap... then convert to DirecX... then make an entity out of them with the Entity Workshop... then import them into FPSC... then you still have to get these entities to work correctly in FPSC.

Milkshape has a Heightmap Generator Tool under the Tools menu that will load a heightmap and create a mesh out of it, which can then be exported as DirectX.

Jbbrack03
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Posted: 11th Dec 2007 08:01
I think I'm pretty close to getting it right. I was able to save it in Milkshape as a direct X 8 file (.x) and then I took that mesh and imported it into the segment editor. It showed up just fine and I didn't apply a texture. I just wanted to see if it would show up in FPSC. I saved the file as test1.fps and I added the .bin, .fps, and bitmap file into the segment folder in FPSC. I went into the program and tried to add the segment (it showed up just fine in the options), but when I clicked to add it, I got an error. "Runtime error 7001-Mesh number illegal at line 9675". Any clue what that might mean? If so, what did I do wrong, and how do I fix it?

It's like explaining Final Fantasy to a Lemon...
Jbbrack03
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Posted: 11th Dec 2007 08:11
I'm sorry, apparently I wasn't listening very well. You told me to use the Entity Workshop. Well, I'm trying that too, and I'm still getting an error. I've attached sticky's that show what is happening (by the way, I am picking box collision. I tried the polygon collision as well, and I still get the error). Any input would be helpful. Thanks again for all your help!!!



It's like explaining Final Fantasy to a Lemon...
Jbbrack03
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Posted: 11th Dec 2007 08:24
Sorry, forgot the screen shots. Here they are... How would I paint the textures onto the model? I can assign a texture, but it covers the whole thing. I want to create areas of sand, grass and rocks. I've got all the textures for those things, but how do I add them where I want to on the model and have it show up that way in FPSC? Sorry about all the questions. I'm fairly new to this whole thing and I'm trying to get going...

Screens are attached to this message for the post that I made before about the errors in Enity Creator...

It's like explaining Final Fantasy to a Lemon...

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Omen
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Posted: 12th Dec 2007 01:14 Edited at: 12th Dec 2007 01:14
@Jbbrack03,

I'm running into the same problems actually. Please see these threads for more information:

http://forum.thegamecreators.com/?m=forum_view&t=119614&b=24

http://forum.thegamecreators.com/?m=forum_view&t=119676&b=28

to make a long story short:

You can't use multi-texture static entities - if you want mult-texture objects, you have to define them as dynamic entities and in the FPE file set "texture=" to be blank (so there is nothing on the right-hand side of the equal sign). When "texture=" is blank, then FPS Game will just use whatever textures are already there (including the UV mapping data).

However, (catch-22 here) an important thing to note is that the maximum size of an entity (if you want collision to work correctly) is apparently 3x3 segments, so you can't make a large terrain as 1 big entity (you can, however, break it up into lots of smaller pieces). That's exactly what I was trying to do and the long and the short of it is "it just doesn't work."

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