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FPSC Classic Models and Media / Solution: Sketchup to FPSC, very fast method with example

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Emperor
15
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Joined: 10th Jul 2009
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Posted: 4th Dec 2009 19:21
Regarding to Daarboven topic, I speeded up the process by modifying exportx.rb script to save only selected object with one material. Now you can convert any sketchup object into fpsc entity with few mouse clicks.

Advantages of my method:

a) do not need to export each object into 3ds and convert into directx.

b) do not need to do many select-group-deselect-delete-undo operations (read Daarboven tutorial).

Attached zip archive contains modified exportx.rb script, town.skp example, town.fpm example (created with 1.16.018 beta version) and \town directory with ready-to-go entities.

1) copy exportx.rb to your sketchup's plugin directory.

2) run Sketchup and open town.skp

3) You HAVE to explode all groups and components (in my example all things already exploded) in the model. I use Bomb All script.

4) go to Window->Model Info->Statistics(Entire model)->Purge Unused (in my example all things already purged).

5) click on any object, for example on grass, then right-click and Select->All with same Material.



6) go to Plugins->xExport selected... and save it as grass.x

7) repeat steps 5-6 for each object (\town directory already has all objects ready to use).

8) create grass.fpe or use Entity Workshop. I prefer my hands.

9) copy \town directory to \entitybank\Entity-Workshop directory.

10) copy town.fpm and \testmap to FPS Creator's \mapbank directory.



NOTE: I have FPS Creator installed on drive D:, so if you have it on C:, open \testmap\cfg.cfg and change D: to C:

Final result with 66 fps (no vsinc) on my old 7800gt card:



Remember, exportx.rb script saves only selected object with ONE material, so do not use it with Select All feature.

Let me know if you need any help.

PS. I found that sketchup model in 3D warehouse, so it maybe copyrighted. Do not use it commercially.

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PW Productions
16
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 5th Dec 2009 05:27
Nice Good tutorial, thanks

Cheers

PWP

fallen one
18
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 5th Dec 2009 09:49
Id be interested to see if sketch up models have split edges, cad programs can do that, you can check by making a box and counting the verts in a program outside of the cad program it was made in.

Trace517
16
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Joined: 21st May 2009
Location: Sacramento, CA
Posted: 14th Dec 2009 23:44
would I have to create a texture file elsewhere or would it be saved along with the .x file?
Trace517
16
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Joined: 21st May 2009
Location: Sacramento, CA
Posted: 15th Dec 2009 00:16
hey, when I go to plugins, it doesnt show the exporter. what did i do wrong?
Emperor
15
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Joined: 10th Jul 2009
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Posted: 15th Dec 2009 15:14
Quote: "would I have to create a texture file elsewhere or would it be saved along with the .x file? "


it will be saved with the .x file.

Quote: "hey, when I go to plugins, it doesnt show the exporter. what did i do wrong?"


do you have any other .x exporters installed? it could be conflict with same function's names. I forgot about that.
Trace517
16
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Joined: 21st May 2009
Location: Sacramento, CA
Posted: 16th Dec 2009 01:00
Lol how stupid of me. I forgot to restart sketchup after downloading exporter. Thanks for allowing people like me to download this.
DarkAngelOblivion TM
15
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Joined: 7th Oct 2009
Location: Down under mate
Posted: 16th Dec 2009 09:19
66 FPS how the hell did you do that

Get one better at better electrical, well we just did, DARKANGEL
GamerDude
User Banned
Posted: 24th Dec 2009 01:58
@DarkAngelOblivion TM: Its only about 10 models at a few hundred polys each.

thanks for the tutorial, this will save me about an hour of work in Fragmotion . thanks for the converter modification too

thanks

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