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FPSC Classic Models and Media / Problems with custom imported characters.

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Crav3
16
Years of Service
User Offline
Joined: 14th Oct 2008
Location: Down Under
Posted: 6th Jan 2009 09:00
Hi All,
I've recently reformatted my computer and did a fresh install of Fpsc, copied my backed up folder of my media into entity bank as it was before I reformatted, and now I'm getting some weird problems with one of the characters I've imported, the Hobo From my pack.
Have a look:



Any Ideas? I have no clue what's going on, It was working fine before the fresh reformat and install, if you've looked at my progress of my urban pack you can see hes in game, but now this is happening. Anyone who's imported characters have any idea?

Crav3
xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Jan 2009 15:17
After reinstalling everything, did you update FPSC and DirectX?

Best.

ozzi mad boy
16
Years of Service
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Joined: 25th Nov 2008
Location: Western Australia
Posted: 6th Jan 2009 15:46
well if you look at his ss he is using the latest proper FPSC (not the v1.14 like i am)

the main thing i can think of is the Direct x, make sure its V9.0c

check by going start->Run->DXDIAG and that will tell you the stats

http://www.afrokid-fps.co.nr
Avid
17
Years of Service
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Joined: 24th Jun 2007
Location:
Posted: 6th Jan 2009 19:58
Try loading the Direct X file back into your modelling program, it may possibly be a corrupt file, in which case a re-export is required.

It isn't likely to be a DX problem, since the floor is fine, the shadow blob is there, and the writing seems to work. I imagine you have tried stock characters right?

Visit my site http://www.fpsmodels.com for models and media for fps creator.
heltor
17
Years of Service
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Joined: 3rd Oct 2007
Location: cyberspace
Posted: 7th Jan 2009 00:33
I had this problem with vist I reinstalled directx and deleted all the bin and dbo files from my models and it all worked fine.

Great spirits often encounter violent opposition from mediocre minds.
Crav3
16
Years of Service
User Offline
Joined: 14th Oct 2008
Location: Down Under
Posted: 13th Jan 2009 08:22 Edited at: 13th Jan 2009 08:22
Sweet, A re-export worked just fine. But now for some reason he is half way through the floor. I've tried editing the model orientation, and it looks like it works in the editor, but when running a test game he is still sunken into the floor.

Anybody?
Toasty Fresh
18
Years of Service
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 13th Jan 2009 09:45
Avid
17
Years of Service
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Joined: 24th Jun 2007
Location:
Posted: 13th Jan 2009 14:26
Try placing a bone linked to the root at the origin (0,0,0), or a single tri placed at 0,0,0 (make it tiny).

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Butter fingers
19
Years of Service
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Joined: 20th Mar 2006
Location: Mecca
Posted: 13th Jan 2009 16:09
Quote: "It isn't likely to be a DX problem, since the floor is fine, the shadow blob is there, and the writing seems to work. I imagine you have tried stock characters right?"


correct. It's a mesh issue. Make sure you use skin&bones templates. you didn't have to with the old versions, but the newer updates require it!

I want robotic legs.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Jan 2009 18:13 Edited at: 13th Jan 2009 22:49
Quote: "Try placing a bone linked to the root at the origin (0,0,0)"

Yeah, that bone [first one] has to be on the floor. (it looks as if your model's main bone[root] is near his knee)

I figured out my animations problem.
It was a default animation time factor setting in milkshape's x(jt) exporter that needed to be edited.

Quote: "I've recently reformatted my computer and did a fresh install of Fpsc,"

I recently reformatted my hard drive too. (thats why MilkShape was a fresh install)
Gotta love reformatting right?

P.S.
I like the Hobo model.
Nice

Butter fingers
19
Years of Service
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Joined: 20th Mar 2006
Location: Mecca
Posted: 15th Jan 2009 00:23
conjoured, what is the time factor you're using?!

I want robotic legs.
Nomad Soul
Moderator
18
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 15th Jan 2009 01:14
Butters

How is progress going with getting your hardcore game characters from your DBPro project into FPSC. The ones you showcased with shaders. The prophets of elijah.

Those characters rocked man. Just like in the film aliens when Vasquez shouts LETS ROCK followed by a burst of heavy artillery. I think I fancied her. Damn you Gorman.

@Crav3 - Use fragmotion to move the first bone in the model to the floor. You can just import your model fully intact, re position the bone and export the fixed version back into FPSC.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 15th Jan 2009 04:25 Edited at: 15th Jan 2009 04:30
Quote: "conjoured, what is the time factor you're using?!"

I am using zero (0) now.

Milkshape was defaulted to 210!!!???

Butter fingers
19
Years of Service
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Joined: 20th Mar 2006
Location: Mecca
Posted: 15th Jan 2009 17:26
Yeah, recently sorted my milkshape for FPSC exports, but I'm still using 210. Still I put everything through Fragmotion after export now anyway, and compress the Xfile, to make it smaller.

I want robotic legs.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 15th Jan 2009 20:07
How you get FragMOTION to export the proper X format for FPSC???

I never could get FragMOTION X files to work in FPSC, hence MilkShape 3D.

Butter fingers
19
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 15th Jan 2009 23:58
LOL

Just goes to show how temperamental FPSC is, because I can't get models to work in FPSC without laundering them through fragmo

I want robotic legs.

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