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 / Free model - jerrycan

Author
Message
gps
19
Years of Service
User Offline
Joined: 16th Dec 2004
Location: England
Posted: 31st Dec 2005 01:10
Just your standard 20 litre army-issue jerrycan, in slightly used condition

The zip includes the .x file, a .tga texture, .bmp thumbnail and a basic .fpe

The default file paths are meshbank\user and texturebank\user, but you'll probably want to change those if you decide the keep the model on your system.

As with anything I put up here, it's free for use in commercial projects. Just don't redistribute the mesh and/or texture separately.

Cheers

- Graham

Attachments

Login to view attachments
gps
19
Years of Service
User Offline
Joined: 16th Dec 2004
Location: England
Posted: 31st Dec 2005 01:11
Screenshot...

Attachments

Login to view attachments
Acolyte Entertainment
19
Years of Service
User Offline
Joined: 28th Dec 2004
Location: Oregon, US
Posted: 31st Dec 2005 01:29
cool!

Shadows Back
18
Years of Service
User Offline
Joined: 7th Dec 2005
Location:
Posted: 31st Dec 2005 02:45
hey gps when u export models with milkshape what should i set the pos.offset rotation and so on. and cool model

Shadow
Dog
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 31st Dec 2005 04:10
GPS,

You did it again bro! Another great product for my game. Thank you for your work sir. Very talented.

Dog

gps
19
Years of Service
User Offline
Joined: 16th Dec 2004
Location: England
Posted: 31st Dec 2005 04:11
Shadow, using the DirectX (JT) exporter in Milkshape, the only thing I alter is 'Position Scaling'. The default is 0.1 which I increase to 1. Everything else is left at zero. The only other thing to watch out for is if your texture has words or numbers on it, and they're coming out backwards in FPSC. In that case you need to either check or uncheck 'Right Handled' - depending on what type of DirectX format you're exporting to. Heh, nothing's ever straightforward eh?

'DirectX Retained Mode' is what you want to use for static, non-animating entities, and generally you'll want 'Right Handled' unchecked. If the mesh is animated, you'll need 'DirectX Skin and Bones' format, and Right Handled should usually be checked. I say 'generally' and 'usually' because results can vary depending on the 3D software used to make the model in the first place.

Cheers

- Graham
gps
19
Years of Service
User Offline
Joined: 16th Dec 2004
Location: England
Posted: 31st Dec 2005 04:26
Thanks Dog

My aim is to help fill out the FPSC entity library with mundane, everyday sort of stuff. The general clutter that makes a level look more 'lived in'.

It's tempting to make things that are big and showy, but the novelty value would quickly wear off once more than a couple of FPSC users had put them it in their games. On the other hand, you can never have enough boxes, crates, and containers
Shadows Back
18
Years of Service
User Offline
Joined: 7th Dec 2005
Location:
Posted: 31st Dec 2005 10:36
ok thanks gps

Shadow
Nigezu
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 31st Dec 2005 10:38
Thanks a lot gps!!!

I can retexture this if I want?

Intel Pentium 4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
gps
19
Years of Service
User Offline
Joined: 16th Dec 2004
Location: England
Posted: 31st Dec 2005 11:04 Edited at: 31st Dec 2005 11:28
@Nigezu - yep, certainly

EDIT

I've attached my original base texture map - you might find it easier to work from if you just want to tweak the texture. It's brighter, with more colour saturation and fewer scuff marks.

Attachments

Login to view attachments
Obbidiah
18
Years of Service
User Offline
Joined: 21st Nov 2005
Location: England
Posted: 31st Dec 2005 11:13
Thanks gps,Where would we be without people like you.!!!!!!
Gizmogaga
18
Years of Service
User Offline
Joined: 19th Aug 2005
Location: Netherlands
Posted: 31st Dec 2005 13:41
Looks very good indeed, I will definately use it in one of my games. Thanks!
Nigezu
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 31st Dec 2005 13:42
I definatly use this in my coming Winter War game!!!

Intel Pentium 4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
W H I S P E R
18
Years of Service
User Offline
Joined: 31st Dec 2005
Location: sat on a couch with my dad, satan.
Posted: 31st Dec 2005 15:42
Thanks but is that copyright for cmmercial use?
as in if i used that would i be able to put it on my game sell it in shops without having to pay you?????
gps
19
Years of Service
User Offline
Joined: 16th Dec 2004
Location: England
Posted: 31st Dec 2005 22:22
@kbunyan - Yep, free for use in commercial games.

The only thing you can't do is sell the actual mesh and/or texture, for instance as part of a model pack.

Login to post a reply

Server time is: 2024-05-08 12:28:08
Your offset time is: 2024-05-08 12:28:08