Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Creating custom segments

Author
Message
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 28th Apr 2009 21:11 Edited at: 28th Apr 2009 21:29
EDIT:Sorry, I realize I made no sense. Let me try again.
-----------------------------------------------------------------

I have created a wall and floor texture. I want the wall to be 3D. As of right now, it is just a flat wall and floor.

I have both milkshape and sketch up to work with. I have imported the flat wall into Milkshape.
-----------------------------------------------------------------------

I want to apply my texture to the mesh in Milkshape. Then, I want to mold the mesh with the texture still applied to align with the texture. Hope this makes sense.
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 29th Apr 2009 04:46
Anyone?
Kurotatsu
16
Years of Service
User Offline
Joined: 31st Dec 2008
Location: States
Posted: 29th Apr 2009 05:20 Edited at: 29th Apr 2009 05:20
At the top of this part of the forum is a thread for tutorials that I think will point you in the right direction.

Here's a link to one of them that will get you started.

http://forum.thegamecreators.com/?m=forum_view&t=92448&b=24

It was a huge help to me(not having any previous experience in modeling and just having 2D skills.).

Hope this helps.

"Perception is my reality." Kuro.
DJ Almix
19
Years of Service
User Offline
Joined: 25th Feb 2006
Location: Freedom
Posted: 29th Apr 2009 07:11
You should just use a segment editor if it's not a custom mesh.

This one is free and easy: Firma V2

Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 29th Apr 2009 07:56
I kinda figured my question wouldn't make sense. Thanks guys, but let me try again.

I have created a wall texture. I have signs, and made a simple, flat segment to it. It works. However, I dont like how the wall is flat and boring. I want it to be "shaped. Kind of like how the "corridors" are in the stock media.

I own Milkshape. I imported the wall mesh into Milkshape. Now I want to apply the texture to the mesh while in Milkshape. The texture I have created for the wall is already "divided" along the lines I want the polygons to be cut on. I want to pretty much just extrude the mesh with the textures on, so that it looks correct.
DJ Almix
19
Years of Service
User Offline
Joined: 25th Feb 2006
Location: Freedom
Posted: 29th Apr 2009 08:18
So you want to model a wall, are you asking how to import it or model it?

Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 29th Apr 2009 08:26
Well, I'm trying to ask. *Sigh. It's 11 pm here. But, Im basically asking how to apply a texture to the mesh in Milkshape, and Mold it with the texture still applied.
DJ Almix
19
Years of Service
User Offline
Joined: 25th Feb 2006
Location: Freedom
Posted: 29th Apr 2009 08:33
Quote: "Well, I'm trying to ask. *Sigh. It's 11 pm here. But, Im basically asking how to apply a texture to the mesh in Milkshape, and Mold it with the texture still applied."


Oh well sorry...nah im kidding just ah, (this may be off because have not used milkshape in a while), click on the materials tab->new->NONE button->pick the texture. select the whole wall and press apply. Then I think click on the materials thing at the top, but what you want to find it texture coordinate editor. Fool around with it and you should figure it out ask if you still need help. (I will not answer for a about 5-7hrs.)

Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 29th Apr 2009 21:20
Thanks. I have it texured, but I am rather confused with the way this program models. The model tab has many "buttons", and I know what they mean (I used to use 3ds max), but how do I "slice the polygons so that I can do extrude. All its letting me do is rotate and view the model.
djmaster
User Banned
Posted: 29th Apr 2009 21:25
Right click on your model-convert to-editable polygons,select the three dots icon on your right,go down a bit and you will find a cut button,click it then just click anywhere on your model to cut,once you are done,just right click so it stops cutting,then click that square on your right and click the area you cut,it will highlight red then just press delete to remove it.Now select the triangle icon on your right,now select all the edges on your model of the cut,once you highlighted them all,select the 4 arrows button on the toolbar above the views,now simply go to a view you like,press and hold shift and move those selected edges around.You just extruded your model.This is for 3dsmax.

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 29th Apr 2009 21:48
Thanks, but I dont have 3ds max installed anymore. I was just trying to do this in Milkshape. However, if Milkshape is incapable of doing this task, then I will have to go find my 3ds max Disk.

I uninstalled it, as I am running low on space...(hard drive)
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Apr 2009 21:52
Here my friend check these out. You'll find anything, and everything for Milkshape here.

http://forum.thegamecreators.com/?m=forum_view&t=131537&b=24

Hope this helps.

In the Universe, nothing ever stays the same.
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 29th Apr 2009 22:02
Thanks Cosmic Prophet. I didnt know that you had to model\edit through the "left" viewports. I thought you could model through the "3d view" like in 3ds max. Either way, at least its working. Thanks again.
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Apr 2009 22:06
Always glad to help, Be sure to post a screenshot, so we can all see it when your done.

Good luck!

In the Universe, nothing ever stays the same.
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 29th Apr 2009 22:10
Ah okay. I just am curious here. I am at school during break, so I havent looked at the tuts too much, so I attached a quick picture of what I am trying to attempt here.

Thanks CP.

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Apr 2009 22:16
The easiest way to do it is to build the model you want first, and texture later.

1. Create a block as shown.

In the Universe, nothing ever stays the same.

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Apr 2009 22:17
2. Switch to your top view, and select the top face.

In the Universe, nothing ever stays the same.

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Apr 2009 22:19
3. extrude.

In the Universe, nothing ever stays the same.

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Apr 2009 22:23
4. Tweak some verts from the side. Export to .obj file and use UVMapper or other to map your model. use a your art program to do your textures on your new map. then apply the new texure map to your model.

Thats it.

In the Universe, nothing ever stays the same.

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Apr 2009 22:25 Edited at: 29th Apr 2009 22:46
3D View.

When your done you can use FPSC Segment Editor to import your mesh, and apply the texture to your new segment. Remember to add the ( _d2 ) extention on the end of your texture map.

Get it here.

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

In the Universe, nothing ever stays the same.

Attachments

Login to view attachments
Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 29th Apr 2009 23:28
This should be in the guide. Great Work Cosmic Prophet


Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 29th Apr 2009 23:32
Wow. Thanks a ton. I will have to check this out when I get home. Thanks so much!
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Apr 2009 23:44
No problem, Have fun!

In the Universe, nothing ever stays the same.
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 3rd May 2009 02:50
Sorry to bring this thread up again, but I have another question.

I have been learning to work with Milkshape alot more, but I am now at the point that I wanted to try to see if I could get this working ingame.

As you can see by this screenshot, its not the correct size to fit the segment. how do I tweak it to fit?, or do i need to do a trial\error and mold the mesh?

Attachments

Login to view attachments
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 4th May 2009 00:35
Bump*(final one, I promise) Any idea?

Login to post a reply

Server time is: 2025-06-03 17:21:22
Your offset time is: 2025-06-03 17:21:22