OK,
The chick (Neon) .zip will be attached here.
The zip file contains two directories :
Neon : contains all the files you will need ready to go into FPSC as finished : You can just copy the complete folder into your entities folder as is if you want. Otherwise if you split any files out you may need to change the refs in the .fpe.
Neon MS3D : Milkshape File
Create a new folder somewhere as a backup directory in MyDocuments or wherever else you choose and Unzip the download files and save all work specified here in that location.
General Notes :
I would suggest that if anyone wants to downoload this and they have not already done so that they first download the original files posted here and keep them separately : its for a reason.
i.e. You can then always use the original .ms3d file and associated ones if you want or "need" to at some stage.
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For the benefit of anyone who wants to know - As far as I am aware the Neon FPSC character in the download has no faults any longer and should work fine from all aspects within FPSC - save for the fact that as said here somewhere previously I hope - if not I say so now : her animation sets as attached to the model do not match up with those required by FPSC and as specified in her .fpe script file. I have no idea how her animation files were applied or who applied them and where they came from - that had nothing to do with me. This is not a fault - and as far as I can tell all of her animations work fine. Whats required is that a user will need to open the model scroll through all of the animations to make a note of what they do and note the animation set frame numbers and then enter those specs in her .fpe file. Thats it. Perhaps someone might be kind enough to do this for you all - I would but just dont have the time at the moment - otherwise I would.
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Especially for Disturbing13 and everyone else : How to fix the original - what I did as far as I recall :
Remember I have no idea how the original model was created or what program it was created in so everything is dependant upon how any progs you have can handle the original model file.
First off I tried the original model in FPSC to see what probs there were - a weapon specified inside the script file loaded to the model in test run showed inded that the gun was a giant of a beast and that the model itself was facing away from the weapon so that the weapon was at her back.
Now look at the .fpe file for the entity and it shows one main thing which sticks out and that is the scale of the model was specked at scale=900. Quite obviously FPSC was loading the weapon to the same scale enlarging it by 900%: two options to fix that as below. The rest of the problems are minor ones.
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Now for the work itself :
I opened the original ms3d model in Fragmotion so I could see what was going on : position was OK. You can clearly see the stray bone so leave it where it is - it is needed but its in the wrong place - it should be directly at the floor below the character between her legs for FPSC to load and display the model correctly. Saving this model out from Fragmotion as an .x file and using it as is in FPSC wont work as the bone is incorrect - FPSC wont like it and it will corrupt on load. But moving it by hand is not the answer. So in Fragmotion I save out first as a Fragmotion file then close and open the Fragmotion file again and save it now as a new file in ms3d (Milkshape format) which Fragmotion does well if you have the latest plugins. If you find it necessary you can open and resave out the file back and forth between Fragmotion and Milkshape
in any file format that supports the model and animation qualities though preferably as ms3d as both prgs support it without problems so it seems - one way or another the combination of these two progs will usually help you overcome any difficulty you may have in relation to using models in FPSC - in the final analysis whatever is done in Fragmotion I useually find it best to then save as ms3d and export to .x from there as its more compatible with FPSC so it seems.
Both of these progs like most others handle files slightly differently so not worrying too much about anything in particular except for a credible ms3d file at this stage unless somethings obviously wrong save from frag to milk as msd then from milk to msd.
Now I open the brand new ms3d file in Milkshape. On checking the model it is now correct - the once offending stray bone is now in the correct place and this has been done automatically. I have not moved it manually (patience is called for) Checking the model and animation frames everything looks fine. In Fragmotion now I can see however that the texture mapping is not correct the reason is that the model has somewhere along the line in conversion been mirrored so the texture shows as misplaced. As Fragmotion is better at handling texture mapping for me at least than Milkshape I would set the UV here. This is easy to do now if you know which way the model should face in any of the progs so that it is the correct way around in FPSC - if so then all that needs doing in Fragmotion if the model is facing the wrong way is to select all and mirror in the correct axis - Fragmotion will tell you which axis is needed in the menu commands in top view window say. This is done in Fragmotion as again it is superior to Milkshape for this operation. So mirror the model if necessary. NOTE : Do not try and rotate the model - its not the same thing and it will mess up the bones in any case - You must use the mirror command. Now finally here the texture may still be incorrectly oriented so if so open it in your paint prog and use the flip or mirror commands until its in the correct orientation. Walla then it shows up correctly on the model if you of course make sure you select the model and assigne the texture correctly using the UV mapping options. Two more points of Note here : I had purposefully previously edited the original skin - saved out as bmp without any transparency info so that the problem of Clipping ploys in FPSC would be overcome. Secondly this stage of mirroring the model and applying the texture could be left until later as its not critical just to test the final model in FPSC for credibility. But as it has to be done nows as good a time as any.
OK so now we have our model hopefully perfected in Fragmotion as its looking good - so we will now save again as ms3d for opening in Milkshape. Dont forget to save out all info - including animation and specifying 25fps for the animation speed.
Now open up Milkshape and open the newly saved ms3d file all looks good except for one thing - if you had not noticed in any previous opening in Milkshape. If you did ignore it. There is difference in how Milkshape displays the bones - in Fragmotion everything looked normal and correct - in Milkshape not so - the bones now look like giants and would make editing of them here very difficult - but you could do that in Fragmotion - Yes?
Anyway - now you can see why FPSC also may well think that it needs to enlarge the characters weapon in game and give it a giant one - but more of that in a here..... To ensure we solve this problem - we edit the characters original .fpe file and change the line scale=900 now to make it read scale=100. One more thing here and that is in the .fpe file again remove the weapon reference in the line has weapon = Your Weapon to has weapon = and do not specify a weapon in script. You can choose to give the character any weapon you wish in its properties dialogue box in editor - this helps ensure that FPSC does not read any information and apply a scale to the weapon at entity load time of level in editor or at run time. I cannot stress this enough - never give FPSC any leeway or chance to get it wrong as it if it can it will and usually does. Instead try at least to dictate what it does and not leave it to decide for itself.
OK this is getting heavy - so lastly in Milkshape make sure that animation is enabled - select all - then choose the export dialogue in menu and choose the JT .x file option and choose the JT skin and bones option. Now for the fix - in the dialogue box we now reset the scale of our object to make sure the object is the same size as the original model - so for scale we enter 9 which puts our model back to 900% replacing the scale command in the .fpe file this overides any possibility of FPSC getting the sacle of the model confused with how it should scale the waepon. Lastly make sure the name for the animation sets is Anim-1 and that the binary compressed format is specified. Any other setting should be fine if left as is.
Note : Never use the Milkshape drect X 8 file exporter for FPSC models.
The large size bones in Milkshape you can ignore - The Milkshape display of them wont interfere with the final model inside FPSC now as far as I am aware.
Now you are nearly done. Lastly a note on textures etc. The download contains all you need so you dont have to do any of the above it s just a guide for anyone who needs to know what I did. Basically with some logical thinking and a couple of fairly cheap progs you should be able to achieve almost anything you want in respect of Models to go into FPSC either newly created or ones to be edited or fixed as in this case.
If you need to work with your own models and have probs - just take a break if you get stuck - have a think - most probs can be ovecome - with effort. It can be done.
In using the download please stick to the included files until you test out the model then you can always change whatever you want. Everything included should work as is - the texture supplied is now a .dds file - without question the best option for use in FPSC - no comparison in most instances - if you dont want probs then always make your .dds as you want them (transparency or not - you decide) dont let FPSC do the conversion its not as clever as you at getting it right. I never ever use tga or anything else unless FPSC forces that and thats only ever happend 3 times over many hundreds of textures.
The original .fpe file has been edited so dont change it unless necessary. Make changes in editor properties dialogue box instead its usually better and more accurate - if not then resort to .fpe.
The .fpi files specked are new so as to test the character until you or someone else changes the animation refs in the .fpe otherwise the character will play some silly animations so its set so she idles and you can see the models correct. Importantly when you place the character in level in editor - go properties and choose a weapon - dont - be silly about it and choose one her size I gave her the uzzi but the tavor would be a good fit for a lady of style if you like - that way you will see that it now fits her to a T and is or should not be three times her size.
Thats about it - a long post, but I know no other way of telling how it is other than to do it fully - not much use otherwise and I cant think of anything else.
Have fun