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FPSC Classic Models and Media / Milkshape 3d Bug

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Design Runner
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Posted: 20th Nov 2010 16:22
It has come to my attention that, besides me, many other Milkshape 3d users are experiencing an error. When you try to bring a weapon created in Milkshape 3d into FPSC, it simply refuses to show up. On the hopes that someone out there knows how to fix this, please post it here so that our weapon developers may continue to create weapons for you all once again.
Cyborg ART
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Posted: 20th Nov 2010 17:51


For DirectX JT exporting, works for me

FuZiLoGiK
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Posted: 20th Nov 2010 17:56
I use fragMOTION to export/compile my models.
Is easier...

Design Runner
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Posted: 20th Nov 2010 22:22
The issue is, when you use fragmotion, or the jt exporter, niether work.
Green Gandalf
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Posted: 20th Nov 2010 22:23
Quote: "I use fragMOTION"


I can't find that option in MilkShape. Where is it?
Design Runner
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Posted: 20th Nov 2010 23:02
Fragmotion is another software. It is an animation exporter mainly. Use the trial version.
Green Gandalf
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Posted: 23rd Nov 2010 12:52
I see.

Cyborg ART

I tried that setting but MS3D simply crashes.

In fact I've tried both X file exporters recently and neither works correctly on most occasions. In each case, even when an X file IS exported, I have to open the X file in a text editor and manually edit it to remove extra brackets etc.

What options should you use if you aren't using an animated model?
Green Gandalf
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Posted: 23rd Nov 2010 13:33 Edited at: 23rd Nov 2010 13:36
Here's an example of a model that I'm trying to fix for another forum member.

This is a textured MS3D version of their original untextured X file and it really isn't a complicated model. I can't get it to export correctly using either X file exporter. The JT exporter just crashes MS3D and the other exporter produces X files that won't load into anything (except a text editor ). The MS3D model itself loads perfectly into MS3D.

Any suggestions?

Edit I should add that I'm using MilkShape 3D 1.8.5 BETA 1. Could that be the problem?

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anayar
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Posted: 23rd Nov 2010 13:55 Edited at: 23rd Nov 2010 13:57
Nope, I've been using the stable release of Milkshape and have been experiencing the same issue. My issue isn't with weapons, but models... What I ussually do to get around this is to export a .obj from milkshape, then import it into Fragmotion for .X conversion. It takes longer, but hey, atleast it works

Cheers,
Anayar

P.S: Strangely, this problem has only been occuring since November. Until then everything was perfect


For KeithC
Green Gandalf
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Posted: 23rd Nov 2010 14:33
Thanks for the suggestions.

Just downloaded the trial version of fragMOTION, imported the MS3D file, exported it as an X file and Hey Presto! it worked first time.

Now to try a few other files.
Design Runner
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Posted: 23rd Nov 2010 22:28
Well my issue is that even with fragmotion it doesn't work.
Green Gandalf
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Posted: 24th Nov 2010 00:40
Did you use the settings suggested by FuZiLoGiK? They worked for me with the model I posted a few posts back.
Zwarte Piet
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Posted: 24th Nov 2010 02:03
Ok this may be a noob question. I ask why you need to use milkshape and fragmotion? No flame just trying to learn.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
Design Runner
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Posted: 24th Nov 2010 02:47
You use them (milkshape) to make and animate models such as weapons, (fragmotion) to export the model in a format that will allow you to use it. And yes I have tried that exact thing with Fragmotion. The muzzleflash even works... its as if I have an invisible gun...
Green Gandalf
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Posted: 24th Nov 2010 14:45
This is getting weird. I've just tested another model I was having problems with. The exports from MS3D fail - even though the file was an imported X file in the first instance. I then tried the same model in fragmotion and exported it from there. The resulting X file:

- disappears when I try to load it into MS3D (MS3D reports 0 vertices with no error message)
- will not load into DirectX Viewer
- loads perfectly into DBPro!

I'd like to use MS3D since I know (or thought I knew ) how to use it.



[And, for those who are anxious to know, yes it's an Arteria model. ]
LBFN
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Posted: 24th Nov 2010 15:54
I am using MS3D v 1.84. I use these settings to export a rigged/animated object using JT to DBPro (I expect it would be the same to get it into FPSC):


I use these settings to export a static object to DBPro:


I indicated where you need to change the scale to 1.0, but really it is whatever scale you choose to use. The 0.1 that it defaults to may make you think the model didn't export correctly, but it is too small to see.

Milkshape will indeed crash if you try to export a boned object using static mode or vice-versa.

Green Gandalf
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Posted: 24th Nov 2010 16:27
Quote: "I use these settings to export a static object to DBPro:"


I've tried those - except for the Add Root Frame option. I'll see if that makes a difference.

It does seem to be a matter of luck whether you choose the right options. For example, why should Binary be essential? I prefer Text X files.

The scale setting should be irrelevant - just rescale the object if necessary (but I always change it to 1 anyway since 0.1 seems daft ).
Design Runner
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Posted: 27th Nov 2010 19:40
Here is a screenshot of the weapon in-game. Maybe this will help. As you can see, the gun is in the right position because the muzzleflash, which would be assigned to FIRESPOT joint, is there. But, the gun seemingly is not.

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Cyborg ART
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Posted: 27th Nov 2010 19:46
Quote: "(fragmotion) to export the model in a format that will allow you to use it. And yes I have tried that exact thing with Fragmotion"


I have never used Fragmotion to get my models working


As for all you guys problems I have no idea.
But make sure that if you are exporting an animated model, use "Skin and Bones". If its a static model use "Retained Mode".
Failing to do this will cause Milkshape to crash.

Design Runner
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Posted: 27th Nov 2010 20:53
Well, I have discovered my problem. I (A.) merged the uzi HUD and my guns HUD in Fragmotion, and saw that mine was facing the wrong direction, and was about 400x to big. And (B.) Put my gun onto an AI ally to loom at and saw that the gun was bigger than the character. So I am currently working on scaling everything correctly, rotating the gun, and positioning it. Fun

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