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FPSC Classic Models and Media / Free Assult Chick model, but......

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Disturbing 13
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Posted: 5th Mar 2006 02:16 Edited at: 5th Mar 2006 06:46
Ok I made this Aeon flux ripoff (kinda a parody) and snapped it onto the FPS milkshape, skeleton and it's a free model (made by me) but I have a few problems to work out before I release it. OK
*problem 1- She's faceing the wrong way. I tried adusting the Rot x,y and z and I get no changes.
*Problem 2- I made her hair a bit translucent, but instead of seeing through the hair propperly I see all the way through her head to the wall on the other side of it. It's a TGA with built in alpha map.
*Problem 3- I had to resize her to get her the correct size... unfortunately the weapon resizes also, so the assult rifle looks like a rediculously large mecha assult cannon. Now if there is a way to not have the assult rifle show up but still have her shoot it, then I will model a real quick gun for her that's part of the model.
*Finally problem 4- I shoot her but no damage and no death, (Possibly because the big friggin gun is in the way.)

Any way, when these problems are fixed I will release the model for free to you guys with the same stipulations as the Grizzley model.
1. Use commercially or non commercially.
2. No selling the model in a model pack or otherwise.
3. Inform me of it's use and what project it is in so that I may keep track of credentials.
Thanks guys.



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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Disturbing 13
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Posted: 5th Mar 2006 02:28 Edited at: 14th Jul 2009 00:52
EDIT-I have the faceing problem fixed. 1 down 3 to go.

Don't just say No it can't be done. Think outside the box.

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Jedi Lord
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Posted: 5th Mar 2006 04:29
It look like she is going to take off her clothe...

Whoa... I like a shiny thing...
BULLSHOCK 2
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Posted: 5th Mar 2006 05:08
add:
fixnewy = 180

to the fpe and that will fix her rotation problem

Les Horribres
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Posted: 5th Mar 2006 05:15
That isn't exactally PG-13 now is it?

Just as a note, sexy doesn't always go good... in particular, it looks like our fair lady Azult Chik is suffering from anerexia. And had the nerve to had breast implants. On top of that, Her pantys are just a slip away from being off... It makes me wonder... what type of assult are we talking about?


General Tips
Don't be afraid of polys, most FPSC Characters are over 2500 polys.
A little shading doesn't hurt anyone... although that is not my field, you can probally stimulate shading by using Paint or Photoshop to 'spraypaint' a darker color of the current skin tone... it will look better if professionally done (I mean, the real way), but you will need to start on shading eventually.
The human face is relitivly small. This means first off that things are close together, it also means that small details can be ignored. As there will be main areas a person focus' on, you will need not improve the areas around them.
Please try to keep things PG-13.

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Support Merra XJ9, cause the name is cooler.
Disturbing 13
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Posted: 5th Mar 2006 05:51 Edited at: 14th Jul 2009 00:53
PLease let me reiterate- SHe is as nude as Aeon Flux becase she is meant to be a parody of her. I guarantee she is clothed enough, just more well endowed than Aeon Flux (hence the mocking). The same goes for the shadeing, it's meant to look cartoonish,; I'm quite adiquate at shadeing and createing skins, been doing it for quite some time. As for the pollys she's accually pretty high polly, Her arms deformed a bit , so that's why it looks odd, just some minor adjustments and she'll be fit as a fiddle. For the sake of the forum I will Give you guys the "full body suit version and pull the pics.
@ BULLSHOCK 2- yup that's what I did and it fixed it fine.


So, how bout problems 2,3, and 4?

Don't just say No it can't be done. Think outside the box.

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Les Horribres
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Posted: 5th Mar 2006 05:59
I am sorry about that then. When I saw this, it seemed a little like the beginnings of a new modeler.
As for the Low Polyness, That was because I could see some of the polys in some areas. Not sure if that was intentional... it all gets confusing.

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=ChrisB=
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Posted: 5th Mar 2006 06:19
Naa, I'l skip getting sexualy assuilted by THAT.
Disturbing 13
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Posted: 5th Mar 2006 06:59 Edited at: 14th Jul 2009 00:55
Here is the rated G version that the forum will get, Do you see what I'm talking about with the hair. From what I see now I think the problem is when the tga gets turned into a dds it gets screwed up, cuz the dds hair looks horrible even on the skin so mark that off the list. FPSC just cant do it for some reason. That leaves us still with 2 problems-
1. Do you see that cannon?
2. She's not taking damage.

@chrisb- It's a take it or leave it situation...meaning it's free, so if your'e not going to use it who gives a crap.

Don't just say No it can't be done. Think outside the box.

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Joh
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Posted: 5th Mar 2006 07:04
Problem2- Don't know havent tried yet.
Problem3- Thats odd. The rifle is the seperate entity right? The one that comes with fpsc?
Problem4 - Yes most probably related to her scale, or bones. I think fpsc creates a bounding hull and places it at the first node of the hierarchy. It expects it to be generally ground level, in between the feet.

Could I take a look at the xfile and texture? Probably be able to figure out more. Can mail it to me if you don't want to put it up yet.

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Disturbing 13
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Posted: 5th Mar 2006 07:19
Her ya go.

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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badger king
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Posted: 5th Mar 2006 10:01
ha it is micheal jackson

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Silvester
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Posted: 5th Mar 2006 10:31
Be glad its not my mum she looks worser then my avatar!

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look there for all my model packs latest updtes and other stuff!
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badger king
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Posted: 5th Mar 2006 10:45
it was a joke silver the nose and eyes look like micheal jackson

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Silvester
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Posted: 5th Mar 2006 10:45
i know...

im not that dumb...
im crazy,but not dumb

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badger king
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Posted: 5th Mar 2006 10:49
i am crazy too

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Essal
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Posted: 5th Mar 2006 10:57
ME too

it does look like micheal jackson, with boobs!

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badger king
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Posted: 5th Mar 2006 11:04
ha some one should make a game where you shoot micheal jackson on every level

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Silvester
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Posted: 5th Mar 2006 11:33
YAY

"The death of Michael Jackson"

But there is no MJ model here on the forum...

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look there for all my model packs latest updtes and other stuff!
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badger king
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Posted: 5th Mar 2006 11:46
this model with black hair and a white suite

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Joh
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Posted: 5th Mar 2006 19:08
My Milkshape trial ran out so I couldn't do much. I looked at x file. It seems to have some extra meshes that are linked to the hierarchy. Im not sure how milkshape works, but what you want to do is combine all the parts of the model into one single mesh. Then apply the rig.

Try that as FPSC is probably getting confused what bone is where and what is a bone and not. This might also clear up the transparency problem. I noticed the alpha only cuts through certain parts of the model. The top layer of hair cuts through everything but the hair layer below does not cut through the face, but does on the neck etc. Again probably because it seems to be made of multiple objects, creating an alpha sorting problem.

Also, what parameters are available when you export from Milkshape?

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Disturbing 13
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Posted: 5th Mar 2006 19:16 Edited at: 14th Jul 2009 00:57
I think I'm just going to leave and comeback when FPSC is fixed, because it's obvious that I will not be able to achieve the effects that I desire with it. Too many bugs, not enough support. So till FPSC is fixed , I'm done beating my head against my comp. Adios for now people.

Don't just say No it can't be done. Think outside the box.

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badger king
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Posted: 5th Mar 2006 19:41
you will be missed

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ak470000
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Posted: 7th Mar 2006 06:09
If anyone needs any encouragement to fix the problems of this awesome model, maybe you should see how rediculious one of the problema is yourself...

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Joh
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Posted: 7th Mar 2006 13:15
Try regrouping the model into a single group before exporting.

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Disturbing 13
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Posted: 7th Mar 2006 19:57 Edited at: 14th Jul 2009 00:59
@Joh-Good suggestion, but it didn't do a thing. Hair stil screwed up,Can't damage her and the weapon is still waaaaay to big. Thanks though.
EDIT-Pretty much the Mikshape skeleton for FPSC is useless when applied to FPSC. Such a blessing turned out to be a pain.It's still appreciated though Bullshock2. I don't work in FPSC exclusively (thank [enter your diety here]), so it will get some use elsewhere. Milkshape doesn't have a resizeing ability when exporting a .x, perhaps the program used to aquire the MS3d version can export a larger size with animations till a better solution comes about.

Don't just say No it can't be done. Think outside the box.

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Joh
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Posted: 7th Mar 2006 20:22
Disturbing13:
Could you upload the new regrouped exported x file. And possibly the ma3d file. If its okay with you. Just want to take a look at some stuff.

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Disturbing 13
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Posted: 7th Mar 2006 22:37
here they are

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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Joh
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Posted: 8th Mar 2006 04:30
There is a joint called "body" that is sitting away from the model. Try deleting that.

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Disturbing 13
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Posted: 8th Mar 2006 06:03
why? what does it do?

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.
Joh
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Posted: 8th Mar 2006 06:07
I dont think its supposed to be there. Probably the cause of funky things.

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Disturbing 13
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Posted: 8th Mar 2006 22:55
Nada, nothing, no difference. FPSC is supposed to be per polly detection; the bones aren't really affecting the model as far as I know, so as I said, I give up on FPSC till a fix or better compatability with milkshape is made.Perhaps the charictermaker may clear things up a bit. Until then, I will not work on it. If someone else comes up with a fix, then please post here about it.

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.
uman
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Posted: 9th Mar 2006 02:31
Disturbing 13,

I like your model,

Downloaded it and will have a look at it see if I can suggest anything if I get time later - though I doubt I should find anything different to you guys.

Still I will have a look and post here if I find out anything helpful.

Sorry to see that you are a bit miffed with FPSC but thats only to be expected.

If you get your model you will still have many other obstacles to overcome - its the nature of this beast.

uman
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Posted: 9th Mar 2006 09:37
Well here she is - all fixed up and Dandy - ready for action.

See the attached pic :

No clipping of Model. No transparency is applied to the texture. This would be likely to give you severe problems on some models - I have experienced this before with regard to other models inside FPSC where transparency on a model can clip itself - a problem sometimes in other engines too - z sorting issue best fixed or advised on by contact with TGC.

Carries any Weapon correctly.

Can be Killed correctly.

There are some minor issues that would need correcting :

The knee pads are not correctly assigned to the model so the vertex assignments need to be specified or alternatively the knee pads removing.

There is no blood splat associated with taking a hit so needs setting up accordingly - but damage is done and as said she dies OK.

And finally the model has incorrect animation assignments in the supplied .fpe file - again this should be just a matter of changing the frame assignments in the .fpe file.

Thas it - to all intense and purpose the model is ready to go - just a little effort to perfect the issues above which are not issues or conflicts related to the model itself in regard to any FPSC .x file requirement for a character.

There was really nothing wrong with the model itself that could not be fixed with a little ingenuity and think time - plus the correct progs and facilities to export out the file correctly. I also made some temporary changes to the fpe to make testing of the model easier to diagnose probs - removing some possible conflicting specs- these should be able to be reset as originally set now.

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ak470000
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Posted: 9th Mar 2006 18:31
I'm confused, so transparency caused all those problems? Can you post the working model so we can look at it?
uman
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Posted: 9th Mar 2006 23:27
Transparency did not cause the problems - just the missing polys one. There were numerous other things not correct that needed some attention.

I will post all the files needed back as soon as I can get around to it - working at the moment.

Disturbing 13
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Posted: 12th Mar 2006 18:22
Missing pollys? I'm confused, I just used the skeleton provided. Please let me know what was done incorrectly so that I may fix or prevent further mistakes. I don't want to give out bum models.

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.
uman
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Posted: 13th Mar 2006 00:44
Disturbing 13,

Sorry I did not mean missing polys as in the model was missing any - I meant that FPSC was not drawing all of the ploys in level as shown in your screen shot above. The model itself is fine.

This is as I would think you are aware by the nature of the way FPSC handles z sorting or similar prob where transparency on models is concerned - as is similarly to be seen occur in other engines that you have used. I cant say what the exact reason is as I dont know the inner workings of the FPSC engine and how it does or should handle such transparency - TGC might.

I do know that it occurs on at least some FPSC models where transparency on textures applied on the polys can cause ploys behind on the model not to render in game.

This could be relative as to how and which modeller was used to generate a model if transparency is applied to a texture or polys a texture with transparency command is applied to in modeller. FPSC may not like that being done - I have found that to be the case with car windows - apply a transparent texture to the glass ploys - final model in FPSC can fail to render ploys (seats opposite side of vehicle etc) of the inside of the car when looking into it through the transparent windows.

This may simply be caused by the fact that in most instances the backfaces of polys are rarely stipplulated to be rendered in modellers to save on the resultant file size, vertex and ploy count.

The answer in such an instance would be to render backfaces on models - but the result is heavy file sizes obviously. Not a good idea for use in FPSC.

I will post back the files here needed to get the Noen model into FPSC correctly with some notes for you.

I apologise I am so busy I have not been able to get around to it all - very busy work week last and busy weekend - no time even for game making.

They should be back here within the next 24 hours.


uman
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Posted: 13th Mar 2006 04:42 Edited at: 13th Mar 2006 04:43
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.

*************

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.

*******************

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.

*****************

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

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ak470000
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Posted: 13th Mar 2006 05:23
Wow, that took a good 15-20 minutes for me to read. That lengthly explanation was worth the 3 day wait. Bravo, Uman.
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Posted: 13th Mar 2006 05:49 Edited at: 13th Mar 2006 05:59
@ uman - wow that is uncanny no more than 4 hours before i read this post I purchased fragmotion. Now I find that a fix can be done with it. Perhaps the MS3d file for the FPSC animations should be redone and replaced for download, as The misplaceing of that single joint is the primary cause of this. Long post but most helpful Thanks, I may still create some more freebies yet. Oh the animations are off by one because milkshape exports the animations with frame 1 being frame 0.
EDIT- I see now that when Bulshock2 imported the skeleton with animations he must have used Aiko, as she has the misplaced bone. Now I notced a few have that bone on the floor and AI has it right below the crotch. Wich one should be used, as I will just use fragmotion to export to ms3d a working skeleton?

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.
ak470000
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Posted: 13th Mar 2006 05:58
Knows what's equally uncanny? I've spent the weekend learning fragmotion in preparation to buy it too. If I haven't, then I would have had no idea what he was talking about in that long post
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Posted: 13th Mar 2006 06:02
I accually got the idea for buying it from your post on the GCSWorld forum but what I bought it for was converting .b3d files into milkshape.

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.
ak470000
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Posted: 13th Mar 2006 06:32
Huh.... guess it wasn't a coincidence after all. Funny how you influence the people around you....
uman
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Posted: 13th Mar 2006 18:51 Edited at: 13th Mar 2006 18:59
I am no modelling expert.....

I can get characters to work and new weapons to work.

I have around 5 different modelling progs or more that I intermix use of and am not afraid to experiment through any file format before conversion to .x file finally - Anything that gets the job done and usually it can be.

Actually I have not studied in any depth at all FPSC Character models so dont have much experience of them, how they are set up or how they work - I have only done a few small preliminary experiments with them to see how the can be edited in external modellers other than Max and if they can then be successfully edited and got back into FPSC working successfull.

It seems they or newly created models can but you are correct about the Milkshape difference in starting frame of 1 which of course is an imprortant difference which needs taking into account.

The stray bone in this instance - I have no idea if its needed - Or it works - then leave it alone is the rule and most things I find out by trial and error - with the two progs it dont take long to test something out in FPSC and if It dont work I just try and work out why and fix it. Thinking logically is sometimes though not always quicker than doing by trial and error - sometimes thinking is not enough as you get a wrong idea and doing is the only way.

The point is - its not really hard work or rocket science but a little effort and not giving up - if something does not work try again with something else - we know we can get things into FPSC successfully using these progs so its just a matter of finding a solution in each case. They will work if they are correctly adjusted. If no other way enough trial and error usually comes up with a result. - Just remember what you did next time.

I have not really tested out this character in FPSC other than placing it and looking at it in game and it seems to be OK.

If anyone adjusts the animation specs and can get her moving around, shooting etc using the correct animations with AI scripts - then perhaps they would confirm the same here so that we know for a fact that there are now - no problems with this model.

The thing is both Frag and Milk have benefits one over the other but with the combinnation there is enough to achieve most objectives. Dont be afraid to use all tools at your disposal and export import between them in different file formats in order to get a result. Once you find a mthod that works write it down or remeber it - saves a lot of headaches next time.

As said I have no Idea about that stray bone and if it matters or not - sometimes bone positions dont matter as long as all vertex are assigned correctly - all I can say in this case is It worked in FPSC when it looked correct finally in Fragmotion but that Fragmotion is not as good as Milkshape in saving out the final .x model for use in FPSC at least. So for that I used Milkshape and all seems to be fixed.

I.e. use whatever - test then try another prog if you cant get a fix in one of them. Delete or move the bone or not in either and try it see what happens - just keep a backup of anything thats successful and work one stage at a time - fix one thing - then backup and fix another and so on - that way you always make progress towards and end goal. Going backwards is frustrating so try and avoid it and keep those backups.

Once you have a successful method for what you want to do - then its all over - it only has to be discovered once and then it will all be worth the effort in saved time thereon in.

Do the hard work now while FPSC is developing. Thats what I do experimenting with things that I know will be needed later on whilst at the same time trying to get some actual level building done. Thats why Ive been at this for around a year and a half and have not finished one level yet (couple in progress). Not much point in building away only to find that later you cant achieve something you must have.

I dont believe theres any kind of object model animated or not that users cant get working successfuly inside FPSC - I have not found one yet.

ak470000
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Posted: 13th Mar 2006 21:21
Getting things to work in game is half the battle I guess.

Hey, to fix out that big bones problem inside the Milkshape conversion, you just need the updated exporter.

http://www.fragmosoft.com/forum/viewtopic.php?t=197
TheDude
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Posted: 13th Mar 2006 22:26
Man, I aint gonna read that! WHat are you trying to do? Make an instruction manual? lol jk

Straight outta compton
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Posted: 13th Mar 2006 23:51 Edited at: 14th Mar 2006 04:29
@TheDude-It's a good solution for the problem. If you come across the same problem it won't seem like such long reading I guarantee.I didn't have the foggiest idea where to start looking, so I am extremely grateful for umans efforts.

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.
ak470000
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Posted: 14th Mar 2006 00:03
If you read any of it, it's also somewhat of a tutorial so it's worth the extra few minutes
uman
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Posted: 15th Mar 2006 03:48 Edited at: 15th Mar 2006 03:50
Quote: "Man, I aint gonna read that! WHat are you trying to do? Make an instruction manual? lol jk"


Its a little dis-jointed for that I would think - as confusing to the outsider as it is informative. You really need to actively work on the model to see how any of it could be helpful.

I am just sorry that I dont know enough about what goes on in the model formats to be more precise or helpful. I just tried to give a detailed description of what I did so that others could get enough pointers to find a fix. I probably mixed up the order of things a little as I did not write it down but generally covered all aspects.


"instruction manual" now theres a thought.

It would amount to a lot of pages if I did it.

ak470000,

Quote: "Hey, to fix out that big bones problem inside the Milkshape conversion, you just need the updated exporter"


Thanks for that - thought I had the latest but have not checked for a while so need get those now. Things get better then.

Bye the way I would be glad if anyone working with the neon model could confirm when they get it working perfectly in game - it would be nice to know. Ive not looked at it any further.

Cheers

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