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FPSC Classic Models and Media / Associate file for milkshape?

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riccetts
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Posted: 19th May 2013 01:12
I want to see the animations for a ww2 character. How do I load it onto milkshape from fpsc?
ncmako
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Posted: 19th May 2013 02:26
Hi riccetts
I had a feeling you might ask. Yeah, milkshape doesn't load the animations from an X file. What you do is get "Fragmotion" and it will load the file & animations. Fragmotion is not free but a kind of usable demo. You can then export as a ms3d(milkshape) file. Then load that into Milkshape. I know sounds confusing But try Fragmotion.
riccetts
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Posted: 19th May 2013 04:29
Alright I figured that out. I found the closest position in animation to sitting. It was 168 but when I place it in the fpe of the character and run it, It jumps up and down in the standing position. I have animmax =1 and anim0 =168 now it's the only animation I have there. Any Ideas why it will not sit?
rolfy
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Posted: 19th May 2013 05:32 Edited at: 19th May 2013 05:38
Quote: "anim0 =168"


Ensure you are referencing the correct animation number in the script.

Also,
anim0 =168,169

Should fix it.

I don't trip over...I do random gravity checks.
ncmako
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Posted: 19th May 2013 05:45 Edited at: 19th May 2013 05:56
I have a feeling your using a stock character? If so, make backups of your original files. I took "Aiko(unarmed) from scifi and looked at frame #168. Yes,it looks like she's sitting. The .fpe file goes to anim=91, I just added an extra (anim=92 168,168)
You need at least two frames for an animation (start & end frame).
This way I didn't change my original .fpe (just added to it).
Then for my script

At first she didn't sit, but after running the cleaner & saving level she was sitting down.

Beat me to it Rolfy. I was thinking couldn't he export the mesh at that frame and make it static? Since it wont have any other animations? Forget it, I remember, you can't export in while anim mode.
rolfy
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Posted: 19th May 2013 06:47 Edited at: 19th May 2013 06:50
Quote: "I was thinking couldn't he export the mesh at that frame and make it static? Since it wont have any other animations?"

In Max you would simply collapse the modifier stack at that frame and export without any animation.
You could make it a static entity (not a character) with lightmapping as a bonus if you didn't need it to be animated.

I don't trip over...I do random gravity checks.
seppgirty
FPSC Developer
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Posted: 19th May 2013 18:27
in fragmotion you can just use export pose and it will save it as that static pose......

i think anyone that wants to do animated characters for FPSC. (and wants to do it cheap) should own both milkshape and fragmotion. They are about $50.00 (U.S.) each. that's $100.00 for both, wich is a lot cheaper then $3000.00 for 3d studio max.

gamer, lover, filmmaker
ncmako
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Posted: 19th May 2013 19:05
Quote: "fragmotion you can just use export pose "

Thanks seppgirty, that worked.

@ riccetts
If you don't have Max, use Fragmotion and "export pose". Saved the mesh nicely even in animation mode.
riccetts
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Posted: 19th May 2013 20:48
ncmako,
Care to give me step by step directions on Fragmotion. When you save the animation,will it save all or just that position? Will export save it with original extension?
Thanks for the help everybody
ncmako
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Posted: 19th May 2013 21:18
No animations are save when "export pose" from Fragmotion. It's just that pose. Give the "X" file a new name. Don't change your original! You can now open that "X" file in Milkshape if need to. It can now be used as a static mesh/entity.
So in Fragmotion open your original character, go to frame #168,then under "save as" you'll see option "export pose". Give it
a new name. Don't forget save as "X" file type. And your set.

best
riccetts
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Posted: 20th May 2013 01:02
ncmako
Ok I'm having more trouble. How exactly do I make it static?
What folders do I put the files in?
List:
Png

.x

dds or tga

Dbo

At the moment I'm getting a white character. He doesn't sit.
So how do I make it work?
I made a picture entity before but this has me stumped.
riccetts
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Posted: 20th May 2013 01:03
Cont.

Adding to the list the fpe file
ncmako
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Posted: 20th May 2013 06:27
riccetts
Are you using a stock character? If so which one?
riccetts
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Posted: 20th May 2013 06:41
ncmako

Officer (unarmed)
ncmako
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Posted: 20th May 2013 07:04 Edited at: 20th May 2013 07:18
Ok, just checking. Open him in Fragmotion. In animation mode go to frame #168 (sitting). Then under "File" click "export pose". The "export mesh pose" box pops up. Name your mesh and save as a "X" file. One more box pops up and just click ok. The "sitting" mesh of the officer is now exported to where you saved him.
Look at another static object, like the skeleton under ww2\furniture. It's also static. Set up your files like those.
Your last character was "white" because it had no texture assigned.
Also the only script needed for this is the "default.fpi" (its static)

Edit: I just realized the Official FPSC Guide has exactly this on page #178
riccetts
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Posted: 20th May 2013 16:39
ncmako
Just another question why am I getting a white dot? I had a white image and now a little white dot. I used Officer_1_D2 for my texture and renamed it so it was in sync with the other files. but when I put it in the texturebank I got the dot.
ncmako
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Posted: 20th May 2013 17:11
The "white dot" is different. It's when your .fpe file is not pointing to the correct mesh (or a mesh at all). Double check your files, make sure you placed the mesh in the correct folder.
best luck
riccetts
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Posted: 20th May 2013 19:12
Ok I got the white image back(the dots gone)so whats wrong with it? I went through fpe and check the mesh and texture and everything seems to be right.
riccetts
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Posted: 20th May 2013 19:22
ncmako,

Does it matter if I use dds or tga for the extension for the texture? Which one works better?
ncmako
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Posted: 20th May 2013 19:28 Edited at: 20th May 2013 21:40
riccetts
A white image/mesh means no texture found. ck texture path.
If you are absolutely sure that all files are in their
proper place, run the cleaner several times, save level. Sometimes I even have to close fpsc and reopen it to get major changes to show. As for the .dds or .tga I don't think so as long as your .fpe points to it. I only use .dds for entities.
Per a quote from another thread...
Quote: "When the script points to the .TGA and only the .DDS exists, it uses the .DDS file. When the script points to the .DDS and the .TGA exists only, then it will use the .TGA file.
It only involves .TGA and .DDS only."
seppgirty
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Posted: 21st May 2013 01:54
download and use entity workshop

http://games.alyssar.nl/entityworkshop/index.html

run your static character model through this and it will make it fpsc ready... i use it all the time.....

gamer, lover, filmmaker
ncmako
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Posted: 21st May 2013 16:45
@ seppgirty
Thank you for mentioning this great little program. Forgot all
about it. And I see its up to ver.2 now. Thanks.

Yes riccetts, this program will make all the necessary files
for you. Very easy to use and best of all its free!
What can I say.
riccetts
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Posted: 22nd May 2013 04:29
ncmako,

It makes everything but the Texture file. Thats the file I need.
Which of the officer dds files do you think I should use?
officer_1_D,officer_1_d2,officer_2_D,officer_2_D2,officer_3_D,officer_3_D3

The character now sits and all the dds are standing.
ncmako
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Posted: 22nd May 2013 08:10
riccetts ,
Quote: "It makes everything but the Texture file"
?
In Entity Workshop you click on the "paint roller" icon, now point to the original texture for that character.(Officer unarmed .fpe file states texture=officer_1_D2.dds). Point to that texture in the ww2 character folder.
Quote: "The character now sits and all the dds are standing"

It doesn't matter if the character sits or stands. The texture will apply correctly.
riccetts
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Posted: 22nd May 2013 09:01
ncmako
Thank you for your all help.
It's working out good. Now how do adjust his height because he sits above the chair?
ncmako
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Posted: 22nd May 2013 16:39
riccetts
To place entities, like on tables/and such, first try and hit "Enter". If you need fine adjustments, one would right click the object, and when in properties mode
use the arrow/up& down keys to fine tune its position.
http://www.thegamecreators.com/?m=view_product&id=2001&page=VideoTutorials Some of these videos might help as a refresher.
best

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