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FPSC Classic Models and Media / My Adventures in making my first FPSC model..

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David Gervais
Retired Moderator
19
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Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 1st Jul 2009 19:06
Hello Everyone,

I'm sure a few of you at least know me from the 3D boards here. Well, I've just succeeded in making my first FPSC-Ready model. Finding the info on what the process is took awhile and I had to filter out the 'generic' replies from the ones with all the juicy needed info. I am going to outline the steps I finally figured out to get a model FPSC-Ready.

Step 1, make a model (including UV maps and textures).

Step 2, Load the texture image into DBPro and save it as a .DDS This is easy enough,..



Note: when I made this simple program it saved the .dds file in the DBPro TEMP folder.

Step 3, get one of the free models from the game creators store. (in my case I downloaded the 'Army' (medical supply box))

step 4, in the download folder of the TGC Store you will see a new folder called (in this case) "Army" copy the folder and rename it to match the name of your model. (in my case AMedkit)

Note: what threw me for a quick loop here was that the 'FPE' file eluded to in the current newsletter was not in the main 'Army' folder. There was an Army_backup.zip in the folder, when you extract this zip preserving folder tree, it creates an 'EntityBank' folder and in there are the .x, .dds, .fpe, and a 64x64 .bmp icon of the object.

Step 5, rename the .FPE file to match your model (AMedkit.fpe in my case) and open it in notepad. edit the 'model =' and 'texture =' lines to make sure they also match your model and texture filenames. (note: the only other item I needed to edit was the 'scale ='.. I had to change it from 100 to 50 so that if was not too big in the game when I compiled a test room.)

Step 6, create a 64x64 render of the model and save it as a .bmp (using the same name as the model.

At this point you should have a .x model, a .dds texture, a .fpe (important info file) and a 64x64 .bmp icon of the model.

Attached is a zip with my free model and the licence.html

Oh right I need to show a screenshot as proof the model worked in FPSC..



Now something I noticed, look at this pic..



When I loaded my .x model into DBPro, (top left image) the texture looked great, just missing the normal map, but still good. But the bottom right 'inset; is grabbed from a snapshot of the model in FPSC, anyone know why the textures are dulled and look like they are of a lower rez then the original model? the 'low rez effect was even more pronounced when I just did a 'quick test' of the level. to get the better quality (still lower than the DBPro version) I had to 'test the level' which I assume did a full compile of the game and it's objects etc.

Does the 'full version of the game produce even better in game texture quality? I'm assuming it might be a setting that is lowered a bit for the free version.

What do you think? ( about this thread, not asking for your general worldly thoughts, loL)

Cheers People, I hope my experience can help a few of you who like me might have had trouble getting a custom model into FPSC.

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Adriano jones
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Posted: 1st Jul 2009 19:11
Wow that's great for a first model! Keep it up! (First post yay!)

The Land of the Epidemic... When Mars can't handle it's Earth's turn...
darimc
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Posted: 1st Jul 2009 19:12
Well the quick test is something that I personally do not use. It has no lightmapping and is extremely glitchy and causes FPSC to crash. I would recommend waiting that extra minute to do the real test game. It looks like your texture settings are on low. Go to "File->settings->Texture quality high" in fpsc to fix it.

Aertic
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Location: United Kingdom
Posted: 1st Jul 2009 19:12
Quote: "Wow that's great for a first model! Keep it up! (First post yay!)"

It's not initially his first, it's his first model IN fpscreator... Not first model completely...

Adriano jones
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Posted: 1st Jul 2009 19:54
Quote: "It's not initially his first, it's his first model IN fpscreator... Not first model completely..."


Oh...
Well it certainly doesn't look bad at all. I agree with darimc, do a test game to see what it really looks like. The textures do look kinda blurry once he brings it up; try turning it up on medium or high, to me it doesn't affect much performance.

The Land of the Epidemic... When Mars can't handle it's Earth's turn...
David Gervais
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Location: Montreal, Canada
Posted: 1st Jul 2009 19:57
to Quote myself..

Quote: "Well, I've just succeeded in making my first FPSC-Ready model"


So as you can see I didn't claim it to be my first ever model.

Anyways, want my second FPSC Conversion.. Of course you do..



attached is the zip with the required files..

Cheers!

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darimc
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Posted: 1st Jul 2009 20:04
Did you try what I said? Because that screen still looks like it has low quality textures.

David Gervais
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Posted: 1st Jul 2009 20:12 Edited at: 1st Jul 2009 20:15
Yup, I tried boosting the rez to 512x512 and it does look better..



Thanks for the tip.

Cheers!

EDIT: although the setting was at 256x256 and my textures for these models are at 256x256, so I'm not sure why having FPSC scale them up would make them better. Strange 'feature' imho, LoL, but I like strange LOL

Deathead
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Posted: 1st Jul 2009 20:14
Just thinking about the realism of the medikit... I don't think its a very good medikit if it gets penetrated by bullets that easy, I think it should be indents. But hey, its a good texture, just the holes puts it down a bit. It could also be the low-res textures as mentioned by Darimc.



David Gervais
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Posted: 1st Jul 2009 20:17
I have never seen a 'bullet-proof' med kit. lol.. the idea that they couldn't and wouldn't ever get damaged seems strange to me, but did I mention I like 'Strange'.

Cheers!

Aertic
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Posted: 1st Jul 2009 20:20
Quote: "Anyways, want my second FPSC Conversion.. Of course you do.."

Indeed I do... Indeed you do...

Errant AI
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Posted: 1st Jul 2009 21:53
In the entity FPE add:

reducetexture= -1
(I think)

Also, for FPSC you need to manually set anisotropic filtering on your video card. Those two things will do wonders for texture quality.

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