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FPSC Classic Models and Media / Screenwriter805 here with a proposal.....

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robocrap
18
Years of Service
User Offline
Joined: 13th Dec 2006
Location:
Posted: 30th Oct 2010 10:14
It's been a long time since I posted on here.... hi all! It's Screenwriter805 here with a game I'm trying to bring to life.. I'm a 3d modeler, you can see my portfolio here:

http://screenwriter805.daportfolio.com/

I have a proposal.... I need help with a few things.. it's been so long since I was on here last that I have completely forgotten how to import assets from 3ds MAX into FPSC.

1. I'd like to know if there are any new bits of software that can make importing models from MAX easier.

2. I would like a refresher on using shaders if possible... COZ was kind enough to build a shader for me some years ago and I can't recall where it goes... its a .fx file

3. A question: Can I build my own model and create custom animations for it and use it in fpsc? I want to build a larger than usual character.. sort of a mutant... but i don't know how to make the animations run in FPSC...

In exchange for help with this I will make one model each for those who can provide the clearest most useful answers.

and if there is anyone who is willing to assist me in creating some custom script, I will gladly build them five high quality models.

What was I thinking when I chose the name.. ROBOCRAP!! I usually go by SCREENWRITER805... and still I chose.. Robotic feces...
Poloflece
15
Years of Service
User Offline
Joined: 14th May 2010
Location: Australia
Posted: 3rd Nov 2010 11:41 Edited at: 3rd Nov 2010 11:45
Welcome back to the forums, since your last visit aliens have taken over and enslaved the TGC

For 3ds max: export it as a 3ds then use the program lithunwrap to convert it to .x format, then use entity workshop to import it into fpsc.

For the shader: the .fx file goes into the effectbank, so it would be
Fps Creator/files/effectbank/COZ' shader/shader.fx


For the mutant: The animations in 3ds max would be difficult to get working in fps creator and you would probably have to do custom scripting and type all the animation numbers into the .fpe file, you could try using milkshape or character shop to rig your model to the default fpsc animations, or a better alternative for a mutant you could rig them to bond1's zombie apocalypse (Model pack 39) animations, but that would require purchasing it of course and I don't believe you'd be allowed to redistribute it without bond1's permission.


Hope it helps and no reward needed

Poloflece

Edit: I just looked over your portfolio, AMAZING. That Zombeast is the best zombie model I've ever seen.


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece.
henry ham
17
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: way way out there
Posted: 3rd Nov 2010 19:59
Quote: "For 3ds max: export it as a 3ds then use the program lithunwrap to convert it to .x format"


why not just export as .x from max ,all you need is the panda .x exporter

cheers henry

Poloflece
15
Years of Service
User Offline
Joined: 14th May 2010
Location: Australia
Posted: 4th Nov 2010 06:50
Oh I'll have to get that aswell, but you can do the uv in lithunwrap while converting it. I prefer it over max's uv mapping system.

Poloflece


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece.

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