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FPS Creator X10 / Custom Segment flipped?!?

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Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 4th Feb 2008 21:30 Edited at: 5th Feb 2008 01:35
Hey all!
Sorry for this useless thread...but!

Well as the title says...i tried to import a custom segment with a custom mesh.
The problem is...its all flipped?!?
Meaning...one of the axis is turned or something...no matter what i try it just seems to ignore every change in the FPS...and remain flipped.

So my question was:
Are the FPS's changed like have internal coding or such?!?
Or isnt is possible to load custom segments into FPSC X10?

Dont know if anyone tried to load custom segments...but if you did...
Did you expierenced any problem at all?

Provided are screenshots...of the segment (that is flipped)
and one entity...same mesh but only this time saved as a entity.



As you can see the entity acts normal and the segment...well....hmmm...no!

I wanted to release a test-level soon of my game...and it would be
better if i could just use segments instead of ramps or walls that are entities.

---EDIT---
Didnt wanted to double post but!
I have tested and tested and tested...and came with a result!

Well i think that the segment editor is still in the beta stage...cause!

When i changed some axis..(y, x, z) it didnt changed the position..no instead of that
it changed the sort of blueprint..(means what sort of segment it is: door, room, wall, etc)
And if i deleted the DBO...and copied the FPS file somewhere else
(X9 didnt had this problem..you just had to delete the DBO and FPSC carried on...while X10 still reads the old DBO settings...so you would have to replace the FPS...or FPE to another location)
changed another axis...this time it did worked (position and such) but!
It was the wrong way...so i had to replace the file again...and change a different axis...and finally! ...no it still didnt worked.
It just changed the blueprint again...

I dont know what the problem is over here...but it seems that the segment stuff could have been improved....
(sorry for this useless information...but its kind of getting frustrating)

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Cheese Cake
17
Years of Service
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 5th Feb 2008 07:50
Bumpedy...bumpedy....bump....bump.

Conjured Entertainment
AGK Developer
18
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 5th Feb 2008 15:45 Edited at: 5th Feb 2008 16:02
Quote: "When i changed some axis..(y, x, z) it didnt changed the position..no instead of that
it changed the sort of blueprint..(means what sort of segment it is: door, room, wall, etc)"


Did you accidently make a floor/ground segment?

I have no idea, but it looks like it thinks its a floor segment.

Quote: "I dont know what the problem is over here...but it seems that the segment stuff could have been improved...."

I agree.
I usualy never complain about TGC or their products, because there is no reason, but the segment editor is the exception.
I never could get that thing to work without crashing when it first came out. (I was following the tutorials)
Yeah, maybe its is me, but I have yet to hear someone who didn't have problems with it.
Oh well, at least with X10 and the shaders, my flat walls can now have a little shape.

Don't forget to visit Conjured Entertainment

Cheese Cake
17
Years of Service
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 5th Feb 2008 23:11
Quote: "Did you accidently make a floor/ground segment?"

Hmmm...i need to look into this...hope that its just that...and not something in engine.
Thanks!

Quote: "Oh well, at least with X10 and the shaders, my flat walls can now have a little shape."

Yeah thats true...but still...maybe some tutorials for getting models/segments in X10 without "fighting" your way through would be better.

Anyway thanks! i'll try that out as soon as possible.

Cheese Cake
17
Years of Service
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 9th Feb 2008 01:31
Well i have tried it...and without succes!

I looked into 3ds...turned Left Handed Axis of
(normally it should be turned on)
...it looked somewhat better ingame...but not in the engine...so thats pretty hard if you want to place some entities against a wall or something.
Also ingame it gave some little bugs like bad collision...mesh itself was rotated a tiny bit...

Than i turned Left Handed Axis on...and it looked horrible...
Mesh was floating in the air...was rotated the wrong way..in all sorts of angles.
Basically it comes to this:
Does FPSC X10 supports walls ?!?
Nah just joking...but i am going to email rick or lee about this...
maybe they have a answer for this problem.

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