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FPSC Classic Models and Media / Hi i need help....

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West098
16
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Joined: 9th Jul 2008
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Posted: 16th Feb 2009 17:22
Hi i just made a model useing milk shape and i can not figure out how to inport it. Dose any one know how?

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Mazz426
17
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Joined: 4th Feb 2008
Location: Edinburgh
Posted: 16th Feb 2009 17:53 Edited at: 16th Feb 2009 17:54
export as an OBJ file, UV map in i use linthunwrap (for tutorials search on google) save the uv map as a bmp file save the model as an X file the bmp file is your texture so use that for your models texture and then make an FPE file for it look at other ones so you can find out how they work and there you have it (linthunwrap is free!)

thats for an entity i dont know about characters

gamer for life
Pride
17
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 17th Feb 2009 03:53
That's not the right skeleton for FPSC. Here, dunno if I'm gunna get killed, but hey it's in every model.

For a character, export it and map it like Mazz said then through MS3D use the Import>Wavefront OBJ File(UV Only) so it only imports the UV Coordinates. Then export it as .x and use the home-made FPSC entity creator and select character.

BUT before you do all that FPSC-ready stuff, MAKE SURE THE BONES ARE RIGGED TO THE RIGHT FACES/VERTEXES while IN MILKSHAPE.

BTW: FPSC can only handle so many triangles. If that thing is too high quality, FPSC will die. A character should have no more than 2000 and maybe a boss with absolutely no more than 3000.

If you understood nothing I said, google a few terms and a few tutorials and come back.

- You know you're curious

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