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FPSC Classic Models and Media / Export DirectX(jt) shrinks model..

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Message
Phollyer
15
Years of Service
User Offline
Joined: 20th Sep 2009
Location: Houston TX
Posted: 25th Sep 2009 00:02
Every time I take a Entity...open it up in Milkshapes and then save using the Export --> DirectX(jt) when I open the image in FPSC its TINY! what gives? how do you save the X file in Milkshapes and have it retain its original size????
General Jackson
User Banned
Posted: 25th Sep 2009 05:43
Wierd isnt it.
I think? you cant?

(\__/)
(O.o )
(> < ) Bunny is now in my sig. Why? because bunnys da best and ya cant argue with that!
Cyborg ART
18
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 25th Sep 2009 17:56
Just change to scale in the exporter. For some weird reason the default is 0.1, change that to 1 and you will be fine

Phollyer
15
Years of Service
User Offline
Joined: 20th Sep 2009
Location: Houston TX
Posted: 25th Sep 2009 18:14
Is there some patch I have to install?

I've tried 1, 700, 10000 in the DirectX(JT) export and it still ends up a building for ants....

I import with the Tools->DirectX Mesh Tools
Alter the mesh
then Export using the DirectX(JT)
- Exclude Animations (it is a building)
- Format -> DirectX retained mode
- nothing else checked.

Pete
Phollyer
15
Years of Service
User Offline
Joined: 20th Sep 2009
Location: Houston TX
Posted: 25th Sep 2009 18:56
Okay...belay that last post. I have made it past Milkshapes altering the size of the mesh!!

My next issues is skinning the inside of a building. Using the Entity Workshop2 will only skin the outside..not the inside surfaces..If I skin/pain these inside fields in Milkshapes how can I get them to export out with the mesh...or is that even possibe?
Bennett
17
Years of Service
User Offline
Joined: 16th Oct 2007
Location: Isle of Man, UK
Posted: 25th Sep 2009 20:51
I prefer to use MS to do everything I need for the model, textures just take a little longer to get used to. You can select faces in MS by moving (and remembering where and how much you moved by so you can reverse it eaxactly) vertices, select faces and ignoring backfaces then regrouping the face.

This allows you to seperate each face if you need to for remapping and scaling in the texture co-ordinate editor.

When I've finished my pool hall model pack I might write a tutorial for advanced texturing in MS because people seem to rely on other software for that part when there's no need.

There's more to life than gaming, computers and coding, that doesn't mean you need to stop, just to take it easy!

In memory of Petey - 1980>2007

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