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,..
load image "filename.ext",1,1
save image "filemane.dds",1,DDS
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.