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FPSC Classic Models and Media / character problem

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Unknown Truth
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Posted: 10th Jun 2006 03:26
I modified the scientist's animation in model pack 2 with fragmotion. I exported it to .x format and imported it to fpsc. I tried to load the new scientist but fpsc just froze and turned black. How do I export characters from fragmotion?
Please help

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Disturbing 13
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Posted: 10th Jun 2006 03:43
If I'm not mistaken Fragmotion is horrible at exporting to .x, but would you happen to have milkshape3d? Fragmotion is great at importing .x and exporting as .ms3d, and Milkshape has a very nice JT eporter for .x. Just a suggestion.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Unknown Truth
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Posted: 10th Jun 2006 05:08
Now it gives me an error and says object could not be loaded. That's after I exported it from MilkShape. If this is any help, I have MilkShape 1.7.7a.

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Unknown Truth
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Posted: 10th Jun 2006 05:57
- Update -

I can see him in the editor with the texture and all but not ingame. I can't scale him either...

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Posted: 10th Jun 2006 15:43 Edited at: 10th Jun 2006 15:45
Ok this is where Uman helped me so I will pass on the knowlage to others as needed.
Ok first thing-
1. open the file in fragmotion, and make sure all the animations are correct and that nothing looks "off". Plus make sure that the charicter is at a 0.0,0 coordinated (centered with the feet not going below the grid)
2. export as a .ms3d file.
3.open it in Milkshape and once again check to make sure the animations and what not are good and the model does not sink below the grid in the 3d view.
4.Export the model useing the "JT" exporter near the bottom of the exporting options. Use the settings that will be included in the picture attatched. Make sure the propper boxes are checked and the settings you see here are changed such as "position scaleing", "Format", "animation time factor", and remameing the "animation set name" to Anim-1.
5. export and test. I always test with a "commando rifle" just because it has a scope and I can test if the hit area is working. When you test whether the model shows up correctly or not there will be a shadow where it should be. Use the "commando rifle" to zoom in on that spot and see if you have a miniscule version of your model, If so you will have to export the model again from Milkshape only in the "position scaleing" box, raise the number and continue testing.Keep raiseing the number and exporting and testing till the model is the correct size. you don't want to alter the scale via fpi because sometimes it screws up the hit area; meaning the original hit area will be the only place you will be able to cause damage, wich by the time you get the correct scale will be between the entitys feet. Give that a go and let us know your results.
EDIT- Never use the Direct x8.0 exporter from milkshape, only use the JT exporter.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.

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Unknown Truth
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Posted: 10th Jun 2006 15:54
Thank you, I'm testing to see if that works now.

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Unknown Truth
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Posted: 10th Jun 2006 16:12
I can see him in the editor pure black, but only his shadow in game... Please help

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JimB
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Posted: 10th Jun 2006 16:13
Did you use the latest x export plugin for Fragmotion?
http://www.fragmosoft.com/fragMOTION/FileTypeX.zip
Unknown Truth
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Posted: 10th Jun 2006 16:14
I'll try that... Thank You

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Unknown Truth
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Posted: 10th Jun 2006 16:20 Edited at: 10th Jun 2006 17:37
Nope, doesn't work either...

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Posted: 10th Jun 2006 18:17
does he look pure black in milkshape. I only use fragmotion as an import/export and reorientation tool, and milkshape to model and animate. usually if it looks good in milkshape it should be good to go. You may be haveing rotation problems not sure.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Unknown Truth
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Posted: 10th Jun 2006 18:25
It looks fine in MilkShape.

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Unknown Truth
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Posted: 11th Jun 2006 00:24
Now it keeps saying bitmap cannot be found in test game. I see the texture in the editor.

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Posted: 11th Jun 2006 00:36
make sure your paths are correct in the fpi files and try useing a .tga instead of a .bmp

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Unknown Truth
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Posted: 11th Jun 2006 00:39
I'm using the original dds file. All I changed was the animation. I really don't understand FPS Creator...

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Unknown Truth
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Posted: 11th Jun 2006 00:57
OK, new update

I can see him fine in the editor but ingame he's invisible, I can shoot him and blood splaters and he can die.

Transparency is set at 0

Now what?

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Posted: 11th Jun 2006 01:04
this may sound funny but reboot your comp. SOmetimes it helps. Also when testing entities after making alterations, use a simple test map, and after making a change to the fpi or anything for that matter, remove the entity and add it again going through the whole process of newentity/blah/blah, dont just grab the one in the previously used entity window. These things may help. also one more thing , before testing erase the .dbo and .dds that has been made, as the engine goes right to those if they exist, if it doesnt exist it has to make one from the current .tga and .x file.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Unknown Truth
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Posted: 11th Jun 2006 01:11
I'll see if that works...

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Unknown Truth
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Posted: 11th Jun 2006 01:33
It works! except for 1 thing, his legs go through the ground.
How do I fix that?

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Posted: 11th Jun 2006 02:26
adust the offy in the fpi and that should do it. What worked the rebooting or the eraseing of .dbo and .dds? Glad to see you got it working.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Unknown Truth
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Posted: 11th Jun 2006 03:42
Ok, I'll do that and I don't know what made it work.

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