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FPSC Classic Models and Media / Good news! Fragmotion 1.0.3 released! EAI's guns can now be imported without being ruined!

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General Jackson
User Banned
Posted: 23rd Sep 2010 23:29
Hey guys, for you Fragmotioners out there, they just released 1.0.3 which fixed the .x importer, that, as many of you know ruins the import of EAI's MP9\10 weapons.

GO to Fragmosoft.com to get the latest update!

Put this check mark at the bottom of your post if your a registered fragmotion user:

The 2,000,000th TGC post was made in MY ww2 weapons thread!

(I should now be a TGC legend, right?)
Bugsy
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Posted: 23rd Sep 2010 23:48
AAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH YEEEEEEEEEEEEEAAAAAAAAAAAAAA!!!!!!!!!!!!!

oh man, sorry, I just had to gather myself there. no longer will correcting a gun to have ironsights be an hourlong process. only like 30 min.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
teamhalo
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Posted: 23rd Sep 2010 23:48
Nice, I'll have to check this out soon.

Check out my new model pack:
Bugsy
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Posted: 23rd Sep 2010 23:51
cool- simultaneous comments.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
PW Productions
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Posted: 24th Sep 2010 05:55
Thanks for letting me know, would've missed it.




And yes. It's free
Seth Black
FPSC Reloaded TGC Backer
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Posted: 24th Sep 2010 17:38 Edited at: 1st Oct 2010 22:32
...yep.

Big and positive improvement.

seppgirty
FPSC Developer
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Posted: 25th Sep 2010 01:03
great news



gamer, lover, filmmaker
CoffeeGrunt
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Posted: 25th Sep 2010 01:06
If this helps improve X import errors, then maybe I can start converting over those tasty EAI weapons into UDK...

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Nbt
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Posted: 25th Sep 2010 02:06
I'm mostly sticking with version 1.0.0 for the most part, as they removed the "Map UV Coords" tool in all newer versions, which I use lots for quick map X/Y/Z to entire texture and other stuff while modelling in Fragmo.

CoffeeGrunt
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Posted: 25th Sep 2010 21:37
Turns out .X importer doesn't solve my problems with skeletal meshes. Must be Milkshape's PSK exporter... :/

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Conjured Entertainment
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Posted: 26th Sep 2010 00:04 Edited at: 26th Sep 2010 00:12
Quote: "Turns out .X importer doesn't solve my problems with skeletal meshes. Must be Milkshape's PSK exporter... :/"

Yeah, it my have helped to import X files, but it didn't help exporting the talker X files. (they still get face twisted when exporting as a Milkshape file)
Not much good fixing the imports if it still gets corrupted on the export, so I hope they get that fixed soon.

And I'm not sure about their "fix" on importing X files, because if you import one of the talkers all the bone names are replaced with (no name)1, (no name)2, etc.
I know those guys creating those talkers would have had a value for those fields so where does the name go on import?

Quote: "Thanks for letting me know, would've missed it."

Yeah, thanks.



   Conjured Entertainment

 WARNING: Intense Madness
CoffeeGrunt
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Posted: 26th Sep 2010 00:34 Edited at: 26th Sep 2010 00:37
Quote: "And I'm not sure about their "fix" on importing X files, because if you import one of the talkers all the bone names are replaced with (no name)1, (no name)2, etc.
I know those guys creating those talkers would have had a value for those fields so where does the name go on import?
"


I have an identical problem, but removing these spares destroys the rigs...

Ima try deleting the original bones and renaming the new ones...

/Edit/
Turns out the bones are made as children on the original skeletons, so I can't remove the original skeleton, and keeping the new one messes up the rig...

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Conjured Entertainment
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Posted: 26th Sep 2010 01:58
Yeah, until I can get an uncorrupted talker into MilkShape, I am pretty much stuck with only retexturing for custom talkers.

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CoffeeGrunt
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Posted: 26th Sep 2010 02:26
Irritatingly, VWeaps and stock import perfectly into UDK via Fragmotion and Milkshape. It's only complexly animated things like EAI weapons that seem to be so temperamental...

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General Jackson
User Banned
Posted: 27th Sep 2010 00:46
Yes, I have the (noname) problem too, but since it doesnt affect anything, that's ok with me.
And the export seems fine for me :S

FM has always done awesome exporting animated .X for me.

The 2,000,000th TGC post was made in MY ww2 weapons thread!

(I should now be a TGC legend, right?)
CoffeeGrunt
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Posted: 27th Sep 2010 00:50
IT ruins the skeleton...somehow. I went through a mesh systematically...

Deleted the mesh and replaced it with a cube - crash. Deleted all materials save one, and applied it to the cube. Still crashed on import...

It must be the skeleton, and since the NoName basically doubles the amount of bones in the rig. I bet my money it's somehow broken the rig...

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General Jackson
User Banned
Posted: 27th Sep 2010 00:55
The rigs have always had double bones.
Go back to an older version and try for yourself.

For me its sure doing good.

And I use FM about 95% of my media creation time, which is a lot of time

The 2,000,000th TGC post was made in MY ww2 weapons thread!

(I should now be a TGC legend, right?)
Conjured Entertainment
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Posted: 27th Sep 2010 01:38 Edited at: 27th Sep 2010 01:43
Quote: "Yes, I have the (noname) problem too, but since it doesnt affect anything, that's ok with me."

It will if you export as a milkshape file.
It looks good in milkshape too, until you hit the animation button then the face and other body parts jump to new positions distorting the whole thing.

Quote: "IT ruins the skeleton...somehow."

If you figure this out CG, then let me know, and I'll do the same by letting you know if I can find a workaround for this issue.

Quote: "For me its sure doing good.

And I use FM about 95% of my media creation time, which is a lot of time "

Do you export directly out of FM or do you go out to Milkshape then export an X?

If you export X out of FM, then please share your export settings by showing us your process in a quick video or something.
I am really anxious to modify these talkers, so I can get my characters to look closer to the people they are modelled after.

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CoffeeGrunt
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Posted: 27th Sep 2010 01:42
Quote: "The rigs have always had double bones.
Go back to an older version and try for yourself.
"


Exactly. I was hoping the new exporter actually worked now. But it still has this silly problem...

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Conjured Entertainment
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Posted: 27th Sep 2010 01:44 Edited at: 27th Sep 2010 01:48
He means they were made that way, its not a fluke on the import.
The only fluke is the loss of the names.
I'm going to try to manually readjust those distorted vertices to see if I can get them lined back up.

I wish MilkShape would update their X importer to include the animations, then we wouldn't have this whole two programs to import and export an X file crap.

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General Jackson
User Banned
Posted: 27th Sep 2010 01:46
Hmm I never use MS3D so I didnt realize that. I must say, I would think its a problem with MS, not FM. MS is extremely buggy, and, to me, unusable.

And CG, I am pretty certain there is supposed to be a double skeleton, something to do with the ragdoll.
I'm more than willing to be corrected on that, though.

That's just what I heard once.

The 2,000,000th TGC post was made in MY ww2 weapons thread!

(I should now be a TGC legend, right?)
Conjured Entertainment
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Posted: 27th Sep 2010 01:50 Edited at: 27th Sep 2010 01:51
Quote: "Hmm I never use MS3D so I didnt realize that. I must say, I would think its a problem with MS, not FM. MS is extremely buggy, and, to me, unusable."

I never could get the X files from FragMotion to work in FPSC, and that is why I had to use MilkShape because the X(jt) works in FPSC.

@GJ
Can you please tell me how you get your X files from fragmotion to work in FPSC?

Am I missing an export option or what?

Can you give me a step by step on your export and the settings if you changed any?

If I could get a FragMotion X file in FPSC without crashing it then I will skip MilkShape for the talker process. (I have gotten used to the interface though)

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CoffeeGrunt
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Posted: 27th Sep 2010 01:54
Quote: "And CG, I am pretty certain there is supposed to be a double skeleton, something to do with the ragdoll.
I'm more than willing to be corrected on that, though.
"


I'm importing weaponry from Model Pack 9...

I just need to work out which part is breaking the model...

A) It's already broken before I've even started,
B) Fragmotion breaks it on import,
C) It breaks it on export to MS3D format,
D) Milshape breaks it on export to PSK,

Superficially, it always seems to work perfectly until the last stage. What bugs me is that I got stock media to work, so why not EAI media?

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General Jackson
User Banned
Posted: 27th Sep 2010 01:58
Conjured: Here is a pic of my export settings, works ace for me.

I just take it from there through the make entities from x files or if its a gun to the guns folder.

The 2,000,000th TGC post was made in MY ww2 weapons thread!

(I should now be a TGC legend, right?)

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CoffeeGrunt
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Posted: 27th Sep 2010 02:01
He wants to get it into Milkshape for editing though...

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Conjured Entertainment
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Posted: 27th Sep 2010 02:05 Edited at: 27th Sep 2010 02:36
I import the thug_L talker and I get an error on export and even just trying to save as...ugh.

It says invalid path for the texture, so I deleted the texture so there would be no path and it still says invalid path for the texture?!?!?!

It exports as an X file, but when I import back into FragMotion, the animations are gone.

Quote: "He wants to get it into Milkshape for editing though..."

Yea, I am used to Milkshape's interface, but I will use Frag for editing it if I can get the bloody thing to export right.

EDIT
Thanks GJ; I finally got it to export from Fragmotion, however the face still gets distorted, so they can't blame it on MilkShape.
I'm just going to do my editing in FragMotion and try to get those vertices back in the right spot.
It is nice to know that FragMotion X files work right now for importing to FPSC without having to go through MilkShape.
It was saying the program was not responding, but it was just crawling is all.
It took like 2 or 3 minutes for the export, and that is why I thought it was locked up and not responding. (usually takes like 10 seconds)

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General Jackson
User Banned
Posted: 27th Sep 2010 21:21 Edited at: 27th Sep 2010 21:22
Yes characters (or anything with animation) can take a while depending on how much animation they have.
I once added around 4000 extra frames of animation to a character and it took a good 10 or 15 minutes to export.

And no problem, glad it helped.

{edit} and it's extremely strange that the face is distorted for you. do you mean distorted in MS? or FM?

The 2,000,000th TGC post was made in MY ww2 weapons thread!

(I should now be a TGC legend, right?)
Fragmo
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Posted: 29th Sep 2010 01:35
The (no name) bones are a result of unnamed frames inside the .x files. Previously these had been given a name like Bone1, Bone2, ... but the name should be irrelevant.
PW Productions
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Posted: 30th Sep 2010 00:51
Hey, is that the creator of FragMo on the TGC forums? Cool Nice work with it, love the tool.


Redoing my entire website... again. EDIT: Finished it! Whew.
Nbt
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Posted: 30th Sep 2010 02:54
I live and die with Fragmo for everything, from modelling, uvmapping, texturing, exporting ready to use

Just a shame you removed the simple UV Map Coords

General Jackson
User Banned
Posted: 30th Sep 2010 06:39
Quote: "Hey, is that the creator of FragMo on the TGC forums? Cool Nice work with it, love the tool."

Yep

NBT: I do everything but model\texture in it.

I rig, animate with it, and simply LOVE it.
Lol.

The 2,000,000th TGC post was made in MY ww2 weapons thread!

(I should now be a TGC legend, right?)
Conjured Entertainment
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Posted: 1st Oct 2010 01:29 Edited at: 1st Oct 2010 01:53
Quote: "Previously these had been given a name like Bone1, Bone2, ... but the name should be irrelevant. "

Yeah, that is what I thought they were named, Bone1 Bone2 etc.
Thanks for the reply.

@Fragmo
Check out the distortion to the face of the new 'talker' characters like the Thug_L.X in v117+ of FPSC.
Aiko talker is worse, but you will see what I mean about the face getting distorted once you hit the animations.
I love using your program too, and you can tell by my other posts linking to it.
This distortion to the face and other vertices bug is making it difficult to edit the talker characters.
I'm not saying the bug is in FragMOTION, as it probably is in the file, but where isn't as important as why.
It would be nice to know why it is doing it so we can get a workaround for it, and get the characters edited.
You would know better how to answer that than any of us, so any more help would be greatly appreciated.
Thanks

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Fragmo
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Posted: 1st Oct 2010 07:29
Quote: "Check out the distortion to the face of the new 'talker' characters like the Thug_L.X in v117+ of FPSC"


I downloaded the Butler.x talking model and ran into the same issue. The problem here is that the model has more than 128 bones, which is the maximum number of joints allowed in Milkshape. I've dealt with some of the EAI models as well, they too have more than 128 bones. There's a couple of possible solutions here, either I can make fragmotion produced x files load into FPSC, or you guys can convince the author of Milkshape to support more joints.
Nbt
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Posted: 1st Oct 2010 16:26
@Fragmo: Can I please have "Map UV coords" back, so I can use version 1.3 please, pretty please

CoffeeGrunt
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Posted: 1st Oct 2010 17:50
@FragMo

Do you know a god way I can get an X file into a stable Max format? It's not the mesh or materials, it is definitely something in the skeleton...

It doesn't affect armless models but does affect ones with arms, leading me to believe that the extra bone added with the Bone1, Bone2, etc bug is somehow damaging the model...

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Conjured Entertainment
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Posted: 1st Oct 2010 17:55 Edited at: 1st Oct 2010 18:24
Quote: "There's a couple of possible solutions here, either I can make fragmotion produced x files load into FPSC, or you guys can convince the author of Milkshape to support more joints."

Forget Milkshape for right now.

I get distortions in FragMOTION with the new talker characters, so please make FragMOTION work for us with the new _L.x characters. (on import - just look at the animations)
The new talker characters all have an _L suffix, so please take a look in the entitybank of v117+.

Try one of the new talker characters too, because those are the ones with the issue I am talking about.
If it is too many bones, then yes, please make FragMOTION export for us.

If you can make the new _L.X talker characters (stock FPSC talker characters) work for usin FragMOTION, then our editing dreams can come true.

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Fragmo
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Posted: 1st Oct 2010 21:22
Quote: "Can I please have "Map UV coords" back, so I can use version 1.3 please, pretty please"


Yes, I'll add it back for the next version

Quote: "Do you know a good way I can get an X file into a stable Max format?"


3DS max is probably the only app that will create stable .max files.

Quote: "If you can make the new _L.X talker characters (stock FPSC talker characters) work for usin FragMOTION, then our editing dreams can come true."


I'll see what I can do
Conjured Entertainment
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Posted: 1st Oct 2010 22:17
Quote: "I'll see what I can do "

Many thanks!

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Seth Black
FPSC Reloaded TGC Backer
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Posted: 1st Oct 2010 22:29 Edited at: 1st Oct 2010 22:30
...Fragmotion steadily becoming the must-have for FPSC.

Fragmo, anything you can do to continue to evolve and tailor Fragmotion towards
FPSC dedication would be greatly appreciated...and make your sales jump dramatically.

Absolutely Thrilled Registered Fragmotion User:

Nbt
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Posted: 1st Oct 2010 22:36
Quote: "Yes, I'll add it back for the next version"


Woo Hoo!!

CoffeeGrunt
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Posted: 1st Oct 2010 23:22
Quote: "3DS max is probably the only app that will create stable .max files."


Sorry should've been more specific, I meant any Max ready format...

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Aaagreen
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Posted: 1st Oct 2010 23:29
It's much improved, but alas, still not perfect. It's still impossible to get a model program to see the .x file in it's true form, try importing the TGC store M32.

But hey, as long as I have FragMO, it'll be a useful step in the Source engine model compiling process.


I'd love to see things from your point of view but I can't get my head that far up my bum.
Fragmo
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Posted: 10th Oct 2010 22:48
Quote: "I get distortions in FragMOTION with the new talker characters, so please make FragMOTION work for us with the new _L.x characters. (on import - just look at the animations)
The new talker characters all have an _L suffix, so please take a look in the entitybank of v117+."


You're seeing distortions in fragmotion? I don't see anything wrong with any of them. Are you seeing this with v1.0.3a? Older versions show some distortion but not the new one.

Quote: "Sorry should've been more specific, I meant any Max ready format..."


I don't know much about 3DS Max except that it's expensive. So in other words I'm not the person to ask, sorry
DarkJames
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Posted: 10th Oct 2010 23:35
Wow, one of the most idols here in tgc.. wow, and seems like you been here, just a while ('04)


as NBT said


Woo Hoo!

Conjured Entertainment
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Posted: 10th Oct 2010 23:48
Quote: "You're seeing distortions in fragmotion? I don't see anything wrong with any of them. Are you seeing this with v1.0.3a? Older versions show some distortion but not the new one."

Here is a video of what happens when I hit the animations tab thingy (anim-1) at the top to view the animations.... (see attached video)

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Conjured Entertainment
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Posted: 10th Oct 2010 23:50 Edited at: 11th Oct 2010 00:08
Here is the version it says I have after I installed that latest update... (see atttached image)

I thought I have the latest update but it doesn't say a at the end.
I had upgraded from 0.9.1a and it made a new shortcut, so I now have both versions installed.

Do you think I may have downloaded the wrong thing or maybe installed it wrong?

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Conjured Entertainment
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Posted: 10th Oct 2010 23:55 Edited at: 11th Oct 2010 00:05
Here is what I mean when I say hit the thingy at the top... (once again, see attached image)

Quote: "I don't know much about 3DS Max except that it's expensive. "

Yeah, and that is what makes your product so great; people don't have to pirate it because they can actually afford it.

I must be doing something wrong, or I didn't get the right download, so I'll keep trying until it says the a at the end.

Thanks again for a wonderful program, and for all your help and support.

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CoffeeGrunt
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Posted: 11th Oct 2010 00:33
Quote: "Yeah, and that is what makes your product so great; people don't have to pirate it because they can actually afford it."


Excuse me, I have a free student license, I didn't pirate it!

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Nbt
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Posted: 11th Oct 2010 00:57 Edited at: 11th Oct 2010 00:58
Quote: "Excuse me, I have a free student license, I didn't pirate it!"


Yeah but you been a student for the last 25 years!!

Joke :p

I bought two licenses so I could use it at work also ^_^

CoffeeGrunt
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Posted: 11th Oct 2010 01:56
Nice, I figured since it's free and legal though - why the heck not?!

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