Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Modeling problem

Author
Message
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 12th Jul 2013 03:17
I used milkshape to create my shooting robot. I also animated it but when I export it I loose the animation. I uploaded the fpe file for the robot.
Can somebody help

Attachments

Login to view attachments
ncmako
9
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 12th Jul 2013 07:56
Hi riccetts
A quick look at the .fpe and I see you used "Entity Workshop" to export it? It is just for "static" entities mainly. Look at your .fpe, you'll see "defaultstatic = 1" and also "animate=0,0".
You have no animation listed. Since you are using Milkshape, export it from there. Use the JT Exporter. If you have the Official FPSC Comm. Guide look on page 163, it gives a detailed explanation.
best
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 16th Jul 2013 20:35
@ncmako
Is there away to create a new fpe that makes this robot a character?In other words what needs to be changed on the fpe file to make the robot follow a way point,take notice of the player and shoot at the player? I created a joint on the gun turret and called it Firespot and also identified it with the gun turret(assigned). I then saved it as jt file. So now I have x file.
Thanks
Cosmic Prophet
13
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 17th Jul 2013 01:41 Edited at: 17th Jul 2013 01:43
open your Milkshape file. If your Character is ready, export from milkshape using the DirectX(JT) exporter. This will save it as an .x file.

In the settings window use the settings below. The animation frame count might differ depending on the number of animations in the file, but be sure to set your anim time factor to "1". scale to "1", select "Right handed", and change the animation set name to "anim-1" etc.

See below:


Use the x.file, and you can edit an exsisting character.fpe to reference the new file, and textures.

Hope this helps.

Back from the Wasteland.
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 17th Jul 2013 04:05
It seems to be working but I can't get it from dropping below the floor.
What can I do about that?
ncmako
9
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 17th Jul 2013 17:03
riccetts
When you say "dropping below the floor" do you mean when you first bring the entity onto your level/map or when you do a test run?
If it's the latter, double check you "position Offset in Milkshape when you export.
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 17th Jul 2013 23:55
ncmako,
They are set like the above illustration settings that comic phophet set. What should they be?
The robot is fine until it see's the character and moves then it drops through the floor.
ncmako
9
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 18th Jul 2013 16:36
riccetts
Yes, use the exact settings like CP posted above. It animates correctly in Milkshape without dropping, right?
Just by chance, what ver. of fpsc are you using. I do remember one of the earlier versions of the 1.20 beta's someone had problems with characters falling thru the floor, but has since been fixed.

CP, do you have any ideas what might cause this?
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 18th Jul 2013 17:10
@ncmako

I'm using v1.19
Cosmic Prophet
13
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 19th Jul 2013 02:33
riccetts: You can send me the x.file or the Milkshape file, and I'll have a look.

Back from the Wasteland.
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 19th Jul 2013 03:14
CP

Maybe you also tell me why I'm getting a runtime error 7021-limb number illegal at line 8559.

Attachments

Login to view attachments
Cosmic Prophet
13
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 19th Jul 2013 17:21
Seems to me that the engine is trying to call on, or reference something thats not present, or incorrect. But without the files, I have no way to check, and see what specificly is going on.

Back from the Wasteland.
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 20th Jul 2013 18:24
CP
This is all I got for the guard drone.
Please take a look and see you can help me.
Thanks

Attachments

Login to view attachments
Cosmic Prophet
13
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 20th Jul 2013 23:25
Ok, So this thing is supposed to hover, and shoot. Right?

Back from the Wasteland.
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 21st Jul 2013 00:47
Yes CP
I add the fpe and all.
I appreciate any help you can give me.
Please let me know how you fixed it because I'm learning.
Thanks again
Cosmic Prophet
13
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 21st Jul 2013 02:33 Edited at: 21st Jul 2013 03:00
Try this and see if it works for you. Install it and if thats what your after, check out the work files .zip

Milkshape file, .obj file, and textures included. It's pretty easy to see how I did it.

Back from the Wasteland.

Attachments

Login to view attachments
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 21st Jul 2013 03:07
CP
I tried it and it's what I want. But I have two additional questions.
Did you use uv mapper for the texure?
I would like to know why mine didn't work.Could you explain please?
Thanks for your help
Cosmic Prophet
13
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 21st Jul 2013 03:32 Edited at: 21st Jul 2013 20:59
Well To be honest, I'm not sure why yours didnt work. The .x file you sent me had no bones or animations saved in it. It was just a sphere, and a segmented cylinder. That gave me the idea of what type of robot it was. So I took it upon myself to redo what you sent.

I use Ultimate Unwrap3D to do all my UV mapping. It's the best I've yet to find IMO. It's not free, but it's worth every cent!

The model has no animations at all, just the bones needed for alignment, and the firespot designation. Check out the Milkshape file to see how the parts are assigned to the bones, and take note of the naming of the joints.

I used the settings above, with an animation range of 1-1(no frames between).

Check the .fpe out for additional values, and you can experiment with different AI scripts to get it to follow waypoints, chase you, etc.

The weapon is just a gun with an all black alpha channel in the D_2 texture to make it invisible.

Note: in some cases I've found that when doing these type of robots, that if you export "right Handed" the entity shoots backwards. if this happens, re-export with right handed unchecked.

Back from the Wasteland.
ncmako
9
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 21st Jul 2013 05:43
@ CP
Thanks for helping him out
riccetts
11
Years of Service
User Offline
Joined: 14th Oct 2010
Location:
Posted: 21st Jul 2013 17:05
Yes, Thank you CP
It's not moving or firing but it rotates when I go around it. I also noticed when I loaded up the model in milkshape it shows no joints.
Why won't they show?
Cosmic Prophet
13
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 21st Jul 2013 20:49 Edited at: 21st Jul 2013 21:34


Movement is determined by the scripts you use, not the model in this case.

Go grab this, and you'll get a better idea of how to use this method.

http://forum.thegamecreators.com/?m=forum_view&t=98361&b=24

Back from the Wasteland.

Login to post a reply

Server time is: 2022-01-17 04:32:34
Your offset time is: 2022-01-17 04:32:34