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FPSC Classic Models and Media / [LOCKED] Really Sweet Cars

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Vlad
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Posted: 23rd Dec 2005 03:32
Quote: "Sure! What did you have in mind?"


Nothing really, can't find a CD to copy it from. (This was intended to be a joke and NOTHING else) But I find that idea one of the most interesting ones around from the first day I saw your sig.

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
TeMpLaR1
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Posted: 23rd Dec 2005 03:32
your models are probably to many polys for FPSC to take in

Les Horribres
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Posted: 23rd Dec 2005 03:34
uhh, read your religion.

The SNAKE made man rebel.
And Lucifer was after the snake, much after (and he was a fallen angle).

Hmm, do the Iraqies know you?

Merranvo, The Cool One

Anti-Noob Justice League, an ANJL of Mercy.
Rockdrala
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Posted: 23rd Dec 2005 03:42
Vlad you have been offered proof, so you really have no room to make jokes... its not my fault you dont want it...

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 23rd Dec 2005 03:45
this raises a queston merranvo... when the car was small i could see.. even though it is smaller, all the polys are still counted right?

Those who fly low hurt least when they fall...
Vlad
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Posted: 23rd Dec 2005 03:50
I have all the room I want mate as long as I'm abiding to the rules, something you cannot really say you have done.

Answering your question: if the polys are there, the polys are counted. In fact, even the interior of the car is counted, just like in 3DS and especially in FPSC.

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
Rockdrala
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Posted: 23rd Dec 2005 03:54
wow i think i just sh*t myself... vlad is actually helping... what the hell?

well vlad how about i send you a car and see if you can get it in there... I have done it once BY USING THE FREE TOLIET fpi file floating around here... the car was just really small...

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 23rd Dec 2005 03:54 Edited at: 23rd Dec 2005 03:55
IT was a free toliet, just so you know, FREE

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 23rd Dec 2005 03:56
oh let me stress it a lil more just to be safe, it was a free toliet... as in FREE... lol

Those who fly low hurt least when they fall...
Les Horribres
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Posted: 23rd Dec 2005 03:59
Uhh... okay, learn not to post so much anymore... and use the edit if you change your mind on saying something.

Merranvo, The Cool One

Anti-Noob Justice League, an ANJL of Mercy.
Vlad
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Posted: 23rd Dec 2005 04:01
And it's toilet by the way.

Do a search around and you'll see I help as much as I can for a person that is not even working with FPSC.

Getting some sleep, night all.

p.s.: can't believe I just said goodnight on a forum... what a geek I am.

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
Les Horribres
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Posted: 23rd Dec 2005 04:03
it is only 3:00 AM. Too Early to go to sleep

Merranvo, The Cool One

Anti-Noob Justice League, an ANJL of Mercy.
Rockdrala
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Posted: 23rd Dec 2005 04:17
3 am? 9:17 pm here...

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 23rd Dec 2005 04:19
Merranvo... any thoughts on why it aint loading?

Those who fly low hurt least when they fall...
Les Horribres
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Posted: 23rd Dec 2005 04:31
No clue, possibly some modeling conspiracy thing (some say you need dual polys, or culling, or something) , but then, how does it show up in the map builder?

Merranvo, The Cool One

Anti-Noob Justice League, an ANJL of Mercy.
Rockdrala
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Posted: 23rd Dec 2005 04:35
Merrannvo i want to send you a BMW Z3 To play with... how do you want it?

Those who fly low hurt least when they fall...
Les Horribres
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Posted: 23rd Dec 2005 04:40
Ask one of the modelers, I am merely a programmer, scripter in this instance.

Although it seems like everyone is asleep... mabey I should go to sleep.

Merranvo, The Cool One

Anti-Noob Justice League, an ANJL of Mercy.
Rockdrala
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Posted: 23rd Dec 2005 04:41 Edited at: 23rd Dec 2005 04:49
And it shows up in map builder great.. i dont believe its something to do with poly count based on what vlad said earlier... i have gotten in the test level once it was really small, and vlad said smaller or not it would still count the ploys... heres the Beamer take good care of here and dont wreck her lol, just be sure to fill it up when you bring her back...

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 23rd Dec 2005 04:52
merranvo it has the script bud.. it just has too... the fact i have seen it in there once, it coming up in map builder... come on man...
Quote Water boycrazy village guy "YOU can Do IT!"

Those who fly low hurt least when they fall...
Sunflash
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Posted: 23rd Dec 2005 06:41 Edited at: 23rd Dec 2005 07:06
Quote: "uhh, read your religion"


Are you assuming I'm a Christian?
Lucifer (the fallen angel that became Satan) tempted man (actually women ) THROUGH the snake, into eating the fruit.

Quote: "And Lucifer was after the snake, much after (and he was a fallen angle)."


Interesting, I wrote a paper about that point. The question is, how do we KNOW that Lucifer rebeled against God (and thus became Satan) AFTER the snake tempted Eve?

@Rockdrala

The problem with you car isn't the script, it's the model itself. the .FPI file won't make the car invisible (unless it tells the texture to be transparent, which it dosn't) . Try making it a STATIC object then testing. Sometimes for some reason DYNAMIC models won't show about. As for the size issue, just keep making the number specified after the "scale =" command larger, the model will in turn become larger.

When FPSC develops enough, lets make a Redwall game!

Rockdrala
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Posted: 23rd Dec 2005 07:12
Sunflash why would setting this to a static entity keep causing it to crash when i go to test level. It shows up fine when i place it.. but as soon as I jump in there... it crashes before the level saying the application has encountered an error and needs to close

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 23rd Dec 2005 07:23
okaty people progress made.. if set it back to dynamic i can see the car now IN the game... what i did was set the wieght of the object to 1000 and I set always active to yes.. its still dynamic and physics are on. Why does this fix it... one small issue, check the screenie I attached... My Headlights and details are not showing... i wonder whats causing this... itsj ust a white car... like a cast mold...

Those who fly low hurt least when they fall...

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Rockdrala
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Posted: 23rd Dec 2005 07:28
ahhhh the cars are untextured... maybe thats what that dds file is for...

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Rockdrala
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Posted: 23rd Dec 2005 07:30
i dont understand i thought the x format carrys over the colors from max...

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TeMpLaR1
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Posted: 23rd Dec 2005 07:43 Edited at: 23rd Dec 2005 07:44
no

fpsc doesnt work like that

in the .fpe you need a texture

so bascially if you dont have a texture u cant use it

its need to be a full body texture

you cant just use colors , if you dont understand go to http://fps-files.net and download one of the car models there

Rockdrala
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Posted: 23rd Dec 2005 07:51
Templar take a look at this... i defintely want to texture it... now that i have it showing up... its def worth keeping...

Those who fly low hurt least when they fall...

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Rockdrala
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Posted: 23rd Dec 2005 07:52
and this is in the game...

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Rockdrala
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Posted: 23rd Dec 2005 07:53
what would be recomended for texturing it?

Those who fly low hurt least when they fall...
TeMpLaR1
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Posted: 23rd Dec 2005 07:54 Edited at: 23rd Dec 2005 07:54
cool

yea , you jsut need to assign a texture

unfortunalty FPSC isnt advance enoug hto use colors that are inbuilt into models , only reads image textures

and you can only use one texture , which also sux

anything is good , i use adobe photoshop for textures and design but thatsj ust me

others use Paint Shop Pro and other various programs

Rockdrala
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Posted: 23rd Dec 2005 08:10
so your saying i can load my model into my adobe photo shop and color the the car the way i want it and then save that as a texture file?

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Rockdrala
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Posted: 23rd Dec 2005 08:11
are you sure you can load x models into adobe photoshop?

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TeMpLaR1
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Posted: 23rd Dec 2005 08:15 Edited at: 23rd Dec 2005 08:16
no lol

im sayin you can make a texture in there

there is no way u can load a model and texture it and save it

are good wa y of doing it would be openin it in th emodel program and take screenshots or what ever of every angle then using that as a texture

Jiffy
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Posted: 23rd Dec 2005 08:20 Edited at: 23rd Dec 2005 08:40
Post Deleted.

Don't worry, kiddies, I wasn't saying anything interesting, I just thought there was only one page.


"I hate erecting my tree, my whole family always wants to join in and all the balls fall around the place." - Zotoaster Merry Christmas!
Rockdrala
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Posted: 23rd Dec 2005 09:24
hey guys you might know this or not... if i set car to dynamic and the weight to 1000 with physics on it will show in the game... but if i set to static it will crash when attempting to load the test level. Now since it works in dynamic, is it possible for me to adjust the the collision detection so i dont walk through the car?

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 23rd Dec 2005 09:28
okay this is what im seeing.. the computers on fps files were complety textured by one TGA file, which means the whole computer screen which has a screen, and the base coloring, and keyboard is contoured to the whole model somehow... how was this acheived?

Those who fly low hurt least when they fall...
Vlad
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Posted: 23rd Dec 2005 11:45
I'll give a hint: when exporting made models, you have to say you want the textures on a separate file, in this case and since there are several objects, probably more than one file will be created. You can try to UV map it and texture it yourself, but you don't even have a clue on what to do with the model, do you mate?

Someone that does not have any clue of what he has to do with a model doesn't have the knowledge to produce such a model. It's just that simple.

This is such an obvious rip-off that I can't really understand how this thread is still going.

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
Rockdrala
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Posted: 23rd Dec 2005 12:45
Vlad I used the DBconv.exe how do i tell it to save the texture to a different file? Its funny becuase when you run the the DBconv you can actaully see the different colors on the headlights and everything...

Those who fly low hurt least when they fall...
TeMpLaR1
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Posted: 23rd Dec 2005 13:23
yes , the colors etc are o nthe model but fpsc itself doesnt read them

it only reads images

Rockdrala
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Posted: 23rd Dec 2005 13:37
Is it possible to make a video plugin that can read the colors off the direct x model?

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bond1
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Posted: 23rd Dec 2005 14:32 Edited at: 23rd Dec 2005 14:36
Quote: "Someone that does not have any clue of what he has to do with a model doesn't have the knowledge to produce such a model. It's just that simple.

This is such an obvious rip-off that I can't really understand how this thread is still going.
"


Hehe, yeah....

C'mon, I'm really not trying to instigate anything further, but you KNOW you didn't make these models. Now lets all have a good chuckle. A basic knowledge of scaling in 3dsmax would be needed to produce this model, but you wonder why it shows up so small in FPSC?!

And you would also need to know how 3ds max's material editor works, yet you can't figure out why it only shows up white inFPSC?
Vlad
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Posted: 23rd Dec 2005 14:43
Quote: "Is it possible to make a video plugin that can read the colors off the direct x model?"


You don't have to. Any decent modeler knows how to extract that easily.

Since you made the models and the materials, I'm absolutely sure you are able to unwrap it and make the texture without needing further software. It's not that dificult.

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
Rockdrala
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Posted: 23rd Dec 2005 16:50
bond i dont have an an issue with scaling, im not going to argue with you guys anymore. I dont care what you think anymore. yes i look at other models when i make mine.. it helps.... so i dont care what think. im tired of telling you till im blue in the face. I NO LONGER CARE, as for anyone else who has better time or some better level of Maturity please give me an idea of a PLUG in or something simialr since FSPC wont read the colors off the direct x model.

Those who fly low hurt least when they fall...
Sunflash
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Posted: 23rd Dec 2005 17:26
Hmm, the directx file for some of my models first tells the models to use a certain texture, then it rename the texture to some nuber combination, then whenever it needs the texture, it just puts a bit of code, and it textures itself. The textures DO come from images, but as far as secifing ONE texture in the .FPE file, I don't need to do it. So I'm useing two textures on one model, but the directX model is saying what textures to use when, not the .FPE file

I know thats not exactly your problem, but maybe you can find a way to make a directX model that does that

Also, as evidence that you didn't steal this model, why not edit it completly, like make it look like it got in a crash, then post the model here.

When FPSC develops enough, lets make a Redwall game!

=ChrisB=
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Posted: 23rd Dec 2005 18:14
Ok, here is what I think is the problem:
You are trying to get these models into FPSC. When you set them to dynamic, they show in the game, but act retarted and allow you to walk
through them. But when you set them to static, the engine crashes.

Also, when you try to view them ingame, you see no texture.

Ok, here is what I think the solution is:
You will need to:
1. UV map them and then export them with a seperate texture file.
2. Run a poly reducing, thing on them (don't know if MAX does that), and make sure theyre set below, uhhhh, it's either 20000 or 15000 polys.

That should take care of it.

Chris: Oh god it feels good to be outta the F**king shoos!
Sterling: I know! It feels good to be outta these cloths too!
Wheelgator is a ricist. What? I swear! He called me a n***r!
crow34
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Posted: 23rd Dec 2005 19:01
couldent you use the cars as a character in the engine then tell the character to follow waypoints

you would have to zero out the character field of vision so the car followed the waypoint set and not tried to attack the player that would just look silly

ill have a play about with you cars see if my idea works and ill get back to you

peace out
bond1
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Posted: 23rd Dec 2005 19:07 Edited at: 23rd Dec 2005 19:19
Yes of course 3ds max has TWO ways of reducing polys, the MultiRes Modifier and the Optimize Modifier. But beware the Optimize modifier does not preserve UV mapping coordinates. But I'm sure you already knew that...

And 3ds max has some of the best UV mapping tools ANYWHERE, the Unwrap UVW modifier now has pelt mapping new in version 8, which I see you're using, could come in useful for the car seats.

A plugin to read the colors off the direct-x file? Uhh, that would be the Vertex Paint modifier, and its already included in 3ds max. But FPSC only reads external texture files, so you'll have to texture it yourself as I described above. How is it that you can be an expert at 3ds max's modeling tools but have no idea about such a core concept such as materials and UV mapping?

Besides, how did the various materials get asssigned in the first place to the exterior/interior, etc.? Did you assign them accidentally while modeling the car?

Sorry I'm having a hard time letting this go.
Vlad
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Posted: 23rd Dec 2005 21:32
Let it go bond1, unless you are having fun with it. I'm not having fun and no one is caring so I'll just give up.

Good luck with your cars Rock.

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
bond1
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Posted: 23rd Dec 2005 21:47 Edited at: 23rd Dec 2005 22:54
Yeah ok...

Seriously, if you want to use these you're gonna have to scale the poly-count WAYYY down. I'm guessing these probably have about 50-60k polys, maybe more. Look up the multires modifier and how to use it, then export the model again. And I would scale the size up before you export it. Setting the scale size to 1000 in the fpe is just asking for trouble, it's better to get the model size in the ballpark BEFORE exporting.
Sunflash
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Posted: 23rd Dec 2005 23:22
the scale needs to be 100 to be perfect size.

When FPSC develops enough, lets make a Redwall game!

KeithC
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Posted: 23rd Dec 2005 23:41
The car that is available to download here has 4,987 faces (tris), and 3,916 verts. It needed to be scaled way up, as it was about the size of a matchbox car or lower (like my door was when I posted it in Community Model).

-Keith

"Some people are only alive because it's illegal to kill them".

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