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 / Making my first game in FPSC X9 - Need QUESTIONS answered PLEASE! :)

Author
Message
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 29th May 2009 19:01
I\'m working on a game in FPSC X9 and I have some questions.. and I sincerely thank you all for posting whatever you feel is important.

I am a MAX/Zbrush user who has an Idea for a game and I\'ve had FPS Creator for some time. I have some basic Questions that you will likely laugh at me for, but they are important to the project.

1. If I make a model in MAX or Zbrush then export it in .X format it should be able to be imported into the engine.. that much I understand (and I\'ve just purchased the FPS Toolbox from Seqoia to aid in the importing etc...) but how low is the poly budget per model?

I see that the models are very VERY low resolution, and I\'m wondering if the engine can handle slightly better topology and more geometry.. (I would very much like to make use of my modeling techniques)

2. What program would you suggest for creating Textures for the characters? I usually create my textures in Zbrush and Photoshop and I understand that the Seqoia Toolbox can convert BMP to whatever that format is.. but is there an application that will allow me to save it in that format directly?

3. Does the UV MAPPING have to match the other models, or will the engine be able to read custom uv maps for varying characters/assets// etc? Is there a template, or can I just UV as I normally would?

4. This is one of the more imperative questions.. can i use NORMAL mapping techniques in FPS creator? or Specular, for that matter? If so.. how do I implement such maps?

Thank you all in advance and I apologize if these answers lay elsewhere.. I know how much forum posters hate repeating themselves. THANK YOU MUCH!

To give you an idea.. this is the type of stuff I do.. however, I don\'t expect to do this in FPSC.. though a lower poly representation would be nice


Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th May 2009 19:20 Edited at: 29th May 2009 19:23
1) Different people have different rules for that, but try to keep characters between 2000-4000 max.
Use 2000 or less if you have more than one enemy in at a time, or use higher up to 4000 for boss characters.
Non-character entities should be 600 or less if possible, or just make them as low poly as you can.

2) Use whichever program you are most comfortable with to create your texture.
Free paint programs like Paint.NET can do the conversion.

3) Do the UV Mapping as you normally would, and you should be fine.

4) Yes, so search it and you should come up with something.
Pay attention to Bond1's threads and responses, because has has gone into detail on these topics of mapping.
Some of Bond1's models are fine examples.
Even som eof the stock stuff can be examples.
The manual covers this somewhat and it all comes down to a naming convention.

filename_D ...for Diffuse
filename_N ...for Normal
filename_S ...for Specular

robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 29th May 2009 19:25
Thanks so much! I appreciate the help!

I use photoshop, but I tried to open one of the character texture files from the FPSC file bank and it didnt read it.. even in CS4..

I'll try this paint.net you speak of

as for the polycount.. I can definitely keep them lower than that and get some good detail out of them! Thanks so much!
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 29th May 2009 19:28
I can't thank you enough for the tip, that was a huge concern for me, but now that I know you can normal map, I'm really going to be able to make these guys look as I need them to. Thanks so much again!!
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th May 2009 19:29 Edited at: 29th May 2009 19:33
Yeah, I think Bond makes a high poly version and a low poly version of each of his models.
Then, somehow he uses the highpoly one to make his normal maps and what not, then applies those to the low poly models.
He ends up with low poly models that look like high poly ones.
He stuff is top notch and very inspirational, so keep him in mind.

I think he is busy freelancing for Sony on AAA titles now, but he may turn up now and then here in the forums.
So, if you see Bond1 posting, then ask him for more details because he is an expert on the subject.

robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 29th May 2009 19:32 Edited at: 29th May 2009 19:41
I'm a modeler, so that is where I shine, fortunately. What he does is takes the high poly model and raytraces it in his external app and then bakes the hires onto the low poly.. that part is the easy part, i thought it was going to be impossible to get anything over like 600 polys, lol...

I am far less nervous now. below is a link to my youtube page.. so you can see what I do. ..

http://www.youtube.com/Screenwriter805

I want to use my workflow to make some really wicked characters for this game of mine

Right now I'm working on a new tutorial series for my subscribers, but afterwords, I'm going to create a new series on making a game character for FPSC, I think it will be a good addition to my videos.

Thanks so much!!
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 30th May 2009 02:36
Okay.. I managed to get a model into FPSC.. but still no normal maps.. I messaged Bond1 on youtube.. but no reply yet.. he is likely very busy.. but hopefully soon..
Crusader2
16
Years of Service
User Offline
Joined: 8th Aug 2008
Location: Somewhere...
Posted: 30th May 2009 05:39
You may need to open the model's .fpe file located in the entitybank and add the textures into there.

Your models are very impressive, but are most likely very much too high poly for FPSC. If you can reduce the number of polys in your models, you may become one of the great FPSC modelers in my book; Errant AI, Bond1, Cosmic Prophet (I apologise if I missed anybody). I'm very eager to see what you create for FPSC.

Also, you may want some better shaders for your characters. They look very complex. Using your maps, you should be able to use relief or bumpbone shaders to give the appearence of higher poly models. Contact Creator of Zombies (CoZ, as we call him) and he will create a pack of 5 custom shaders for you for a low price.

Also, if you need a scripter, feel free to email me. It's an easy language to learn, but if it's not your thing, then I'm available, at least when I'm not working for CoZ.

Best wishes and best of luck,
Crusader2

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 30th May 2009 05:58
Thanks so much for the help!!!

Forgive the silly question.. how do I open the FPE file and what am I looking for.. I never try to open a file unless I know what app to use.. im OCD like that

and as for scripting.. I could sorely use some advice on that.. you have no idea how inept a human can be at scripting until you have seen me sit before a computer screen filled with dashes and zeroes and ... indeed... a bit confusing..
djmaster
User Banned
Posted: 30th May 2009 09:30
You must also enable shaders for normal maps to work,go to files-preferences and set to full shaders.

A.K.A. chargerbandit
[href]http://chargedstudios.ultimatefpsc.com/[href]
Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 30th May 2009 18:03 Edited at: 30th May 2009 18:07
You can download a .DDS plugin for Photoshop from the Nvidia site which works well. Will allow you to open and save .DDS format images. No need for an additional app. for that.

I would recommend getting Project Blue: UM Edition Mod. if you are planning to use shaders and push polycount. It's a performance mod which will help to keep your framerate up under heavy load. Some of Bond1's characters are upwards of 6000 tris. Just keep in mind X9 doesn't use proper instancing so you should expect a performance hit if you have multiple characters with much detail. Be sure you set the anisotropic filtering and anti-aliasing up directly on your video card because FPSC doesn't have a provision for that and otherwise you'll be scratching your head wondering why your textures look terrible.

Good luck.

edit: You can open .FPI and .FPE files in notepad. I too was intimidated by scripting but am now getting into it and it's pretty fun and much needed to properly bring your characters to life. Read up in the community guide as the subject is well covered.
Crusader2
16
Years of Service
User Offline
Joined: 8th Aug 2008
Location: Somewhere...
Posted: 30th May 2009 18:19
I'd reccommend getting FPI Editpad; it opens .fpe, .fpi, .fps, and .txt files. Also, when using an .fpi file, it gives you all of the scripting commands and conditions in a sidebar.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Aertic
17
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 30th May 2009 21:02
Uuugggh... Nice name...

1. well, to be honest, there is none, but for optimisation's sake, with characters, go for 2000-6000, weapons, 2500-5500(Including hands), props 120-550, etc.

2. Yeah, you can flesh out the enviroment allright, a perfect example of that is a game named Beyond life, just search for it down below.

3.(Should be two but who cares!), Well, your fine with Photoshop to be honest, all you require is a *.DDS plugin of whom nvidia have made(Search via google), saves ton's of time, but you can also use *.Bmp, *.TGA, *.PNG(My fav), and *.Jpeg/Jpg.

4. Uv-map as you always have, just make sure the map size's are perfect for the model.

5. Normal mapping in FPSCreator... Well... To be honest, even with "Coz'z Shaders" there still going to look crap, so in my opinion... No.


Anyways, have fun, but when I say that Fpsc aint too great, I really really am being kind by saying that(It's el-terribel for me).


"Your greatest teacher is your harshest critic"-'Butterfingers'
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 31st May 2009 08:07
Thank you so much everyone for the advice!!

Here's my workflow.. perhaps this will shed some light on whatever it is I'm screwing up on..

I model the character in MAX.. rig it.. export using Panda X exporter with the setting suggested on the FPSC site..

from there I open the character up in the FPSC TOOLBOX program. Here is the tricky part.. the program only has one texture slot.. so I put the diffuse map there.. I have no idea how to get a bump map in there... !!!!

After FPSC TOOLBOX does it's thing I open up FPSC and there's my guy.. and he works.. but I just have no bump...

I do hate feeling so stupid.. forgive me for anything I may have done too noobishly.. if there is a better way to get the character in there, please to tell!!

ALSO, I opened up the FPE for the character and I only see the .TGA image there.. but I don't see it in the directory at all.. I'm making myself sound foolish I'm sure.. but yes, I digress...

so my thinking is this.. do I have to make sure all maps are applied to the character whilst in MAX.. will that have some bearing on the .X file exported? Where am I supposed to store the image files exactly? and is there a script I need to enter into the FPE for it to be read.. if so, what is it..

and yes I've googled.. but it's forgotten that google is useless if you don't know what question to ask.. and I've worded it so many ways, lol.
djmaster
User Banned
Posted: 31st May 2009 09:21
Check your other thread about bumpmaps I wrote the answer.

A.K.A. chargerbandit
[href]http://chargedstudios.ultimatefpsc.com/[href]
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 1st Jun 2009 22:52 Edited at: 1st Jun 2009 22:52
Here's the newest challenge.. perhaps you can help me.. please check out the video to tell me if I'm doing something wrong..

http://www.youtube.com/watch?v=QsEdFyZUx-k&feature=channel_page
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 1st Jun 2009 23:32
How is this for odd.. so when I export the mesh with the biped visible it works fine..

when I hide the biped.. that is when it gets crumpled on export..

what is the deal?
Nomad Soul
Moderator
18
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 2nd Jun 2009 02:12 Edited at: 2nd Jun 2009 02:14
Quote: "Normal mapping in FPSCreator... Well... To be honest, even with "Coz'z Shaders" there still going to look crap, so in my opinion... No."


I would have to disagree. You can purchase a next gen normal and specular shader template for FPSC that can be heavily modified to achieve the type of effect you want for characters in bond1's model pack 22. It uses shader model 3 techniques.

Check out this video demonstration
http://www.hyrumark.com/DarkShaderDemo.zip

You will need Dark Shader to get the most out of this if you want to customise the shader though.
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 2nd Jun 2009 02:17
here's one of my game characters so far.. but I cant get him to export in pandasoft exporter correctly.. please everyone.. check the video to see if im doing something wrong.. please!!
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 2nd Jun 2009 03:01
new video to follow up the other problem video.. PLEASE ASSIST!!

http://www.youtube.com/watch?v=yoAmUUDAOMY
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 2nd Jun 2009 04:21
I figured it out!!!

I was choosing export selected.. instead of export! Damnit I hate myself right now.

now time to figure out where these shader options are.. I don't see anything that says shaders..
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 3rd Jun 2009 23:39
Here's the model so far in MAX! It's almost done!!CHECK IT OUT!

When I'm done, I'll be releasing it to the FPSC forums.

http://www.youtube.com/watch?v=G4Ci3Nopd0A
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 4th Jun 2009 06:32
Nice!!!

robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 4th Jun 2009 06:58
Thanks Apple Slicer! He's coming along, now I just need to come up with a face.. any suggestions for a face guys?!?
voltlight
16
Years of Service
User Offline
Joined: 5th May 2009
Location:
Posted: 4th Jun 2009 17:03
Bandanna.
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 4th Jun 2009 18:04
Damn, you're a great modeler. Maybe make him have a helmet? Like a scifi dude. That would be pretty cool. Think Dead Space.

robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 4th Jun 2009 18:13
Quote: "Think Dead Space. "


That is along the lines of what I was thinking. Could be interesting. I'm going to see what I come up with!

Quote: "Damn, you're a great modeler. "

THANKS, BTW!!! I have been working with these apps for years now, but mostly for my own personal artwork. I gave my second batch of RAM to my old roommate, but once I am back to 6 GB, I'll be able to model much higher end low poly models!
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 4th Jun 2009 23:46
here's the video of the head sculpting... hope you guys like it!!

http://www.youtube.com/watch?v=0D0NL90ED2o

He's almost done.
Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 5th Jun 2009 02:55


You make modeling look so easy!!!

Wow. I wish I could do that.

Anyway, looks great, cant wait to see the finished character.

Really looking forward to it.

robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 5th Jun 2009 08:34
Thanks Apple Slicer!

Quote: "Wow. I wish I could do that."


You can, my friend! All it takes is time and a lot of patience. Tenacity helps too.. I used to stay up till 4AM on a weekday, knowing I had to go in to work at 6AM just so I could solve a 3d modeling enigma that occasionally arose.. lol.

I'm now on to the texturing. It's not going to be anything too crazy, but it will look nice

Can you tell me.. where do I go to contact TGC and ask them if I can make some model packs for them? Do you get paid for that? If they decide to sell your packs, I mean?
robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 5th Jun 2009 13:12

Login to post a reply

Server time is: 2025-06-09 10:09:08
Your offset time is: 2025-06-09 10:09:08