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FPSC Classic Models and Media / Model Pack 2: FAQ

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FredP
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Posted: 26th Mar 2006 17:20 Edited at: 26th Mar 2006 17:45
Edit post:oops!

FLA
FredP
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Posted: 26th Mar 2006 17:22
Thanks,Chupa!

FLA
Lightning Bolt Studios
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Posted: 27th Mar 2006 05:45
Here it is, the mop bucket and ringer,

Screenie

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Lightning Bolt Studios
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Posted: 27th Mar 2006 05:59 Edited at: 27th Mar 2006 07:25
Here's the model, now I have to make a mop to go with it, its free
this was modeled after my own mop buck I use to mop my basment and garage,

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Gangsta Gamesta
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Posted: 27th Mar 2006 06:23
chupa i think u should make a turd LOL <great addition to the model pack bathrooms
FredP
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Posted: 27th Mar 2006 06:54
Thanks again.

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KeithC
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Posted: 27th Mar 2006 07:03
Another good one man; great work!

-Keith

Lightning Bolt Studios
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Posted: 27th Mar 2006 07:13 Edited at: 27th Mar 2006 07:27
I just realized the mop bucket and ringer were farley high in polies so I Used multires to lower it as much as possible with out making it look like crap, here it is again with lower poly count, I'm also going to make a mop to go with it soon,

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Lightning Bolt Studios
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Posted: 27th Mar 2006 10:12 Edited at: 27th Mar 2006 16:46
Here's the dirty mop,(my personal dirty garage mop) I made to go along with the mop buck. looks like someone started to mop the floor then decided to leave before they finished!

Screenie!

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Lightning Bolt Studios
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Posted: 27th Mar 2006 10:18 Edited at: 27th Mar 2006 10:18
Here's the used dirty mop! this ones been through the ringer a few times!

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bond1
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Posted: 27th Mar 2006 10:34
Jeez, that's some great stuff you're cranking out, love the towel dispenser!

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Lightning Bolt Studios
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Posted: 27th Mar 2006 16:30 Edited at: 27th Mar 2006 16:47
Thanks bond1,
As you can tell I spent along time on my PC this weekend, I just learned how to model a few weeks ago, I bought FPSC and wanted like everyone else to have my own custom characters and models for my games, so I bought about every modeling program talked about on this forum milkshape, fragmotion,Max,etc. and purchased books and video tutorials, Max was the easiest to learn only because there is more books and video tutorials and websites about Max, and your video tutorial on biping the pisonic zombie was the first tutorial on max that I every watched, after watched your video I was biping characters left and right, I got it down now so I rarley have any stray verts after I rigg a character and using physique. I purchased the max seven bible and I just bought modeling a character in 3ds max by Paul Steel second addition,I've been reading both of them in my spare time, I now have a good understanding of how to use the primatives in max and modifiers and how to uvw map, I sometimes get carried away with the poly count on models because I'm tring to give them more detail and end up using multires at the end to try and lower the polies like with the mop bucket and ringer model I just made.
The next thing I want to learn is animation, this is a hobbie for me and I enjoy making the models and sharing them with everyone.

I want to thank eveyone for all the support!
FredP
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Posted: 27th Mar 2006 16:46
Once again,thanks!You are doing a remarkable job.

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KeithC
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Posted: 27th Mar 2006 17:24
Real good work; Max was easy for you?! I've got 2 good books on Max as well (I'm just using the demo right now); but I might be taking the plunge into Lightwave (both for price, and because it seems to have less of a learning curve); I have that demo as well. I thought about XSI:Foundation, but there aren't any good exporters for Torque (Matt Summers is almost finished with one though). I'll make my decision when the time comes. If I had the time (and $3,500), I wouldn't mind jumping into Max though.

-Keith

bond1
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Posted: 27th Mar 2006 17:44 Edited at: 27th Mar 2006 17:53
Keith, I have heard from quite a few people that max has a steeper learning curve when compared to other 3d apps like maya. If you're using something like Milkshape now I think you'll find that you're productivity goes through the roof when you learn a "pro" 3d app. There are just so many modelling tools available in a pro package that speed up the process.

Chupa, that Paul Steed book is really good too, I have it. It is a great book detailing what goes into making a character, from concept art to game-ready model. But in some places, it seems he prefers some "old-school" modelling techniques where I think there are better ways, for example he prefers to use the edit-mesh modifier over the edit-poly modifier. And I find the edit-poly modifier to be superior 99% of the time. But, the dude IS the creative director for the X-Box, and who am I...nobody

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KeithC
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Posted: 27th Mar 2006 19:16
Right now I'm using TrueSpace and GameSpace. We also have Milkshape, which I use mostly for conversions, etc. I will be moving up into a "Pro" app. because of the increase in productivity as well as the more extensive toolsets (and stability).

Depending on the sales of media packs and our games (non-FPSC), I may be able to move up to 3DS Max by next Summer. Until then, I'm going to try to swing a copy of Lightwave (a bit over $700). I also need to save around $600 for Photoshop CS2 (or whichever's next by then); a full version of Genetica, and few plugins from Alien Skin and Flaming Pear. I would also like to get a Wacom Tablet. But, costs of living (bills) has to come first

Right now my toolset consists mainly of: TrueSpace, GameSpace, Milkshape, 3D Canvas Pro, Paint Shop Pro X, Ultimate Unwrap 3D, The Texture Maker, and 3D World Studio (builder edition).

-Keith

gps
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Posted: 27th Mar 2006 21:03


Bond1, I don't know if this is the right thread to ask in, but I made a couple of new texture maps for the scientist/doctor - would you mind if I released them to the community?

Cheers

- Graham

Lightning Bolt Studios
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Posted: 27th Mar 2006 22:07 Edited at: 27th Mar 2006 22:33
hey KeithC, I didn't pay ($3500) for max, you have to shop around to find a good deal, I bought mine off Ebay from a college student who dropped out of college, he was selling off all his books and software, he had some plugins for max he was selling also at the time,I only payed about half for max, I also bought FPSC new in the box off of ebay for $35 and I bought DarkBasic Pro on ebay brand new in the box last week for $25, I also puchase alot of books from amazon.com under new & used, you can get books there dirty cheap, the deals are out there you just have to find them,

I forgot to add, gps great looking skins!
bond1
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Posted: 27th Mar 2006 22:23
GPS, great work! I don't mind at all. This is the type of thing I would encourage in fact. Just like that, you've increased the useablility of the model and made it more versatile for anyone that has Model Pack 2. Great job matching the UV coordinates.

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gps
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Posted: 27th Mar 2006 23:28
Thanks! - I'll upload them in a new thread.

BTW, any chance of a female colleague for the scientist? As the lone FPSC girl, Aiko must be overworked to the point of exhaustion. I think a generic female figure would be very well received - in order to spread the load I'd be more than happy to do the UV mapping and texturing. Just a thought

Cheers

- Graham

KeithC
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Posted: 27th Mar 2006 23:44
I didn't know what the stipulations were for transferring a license in Max. You still get all the updates with your copy, right?

-Keith

Lightning Bolt Studios
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Posted: 28th Mar 2006 01:13 Edited at: 28th Mar 2006 05:14
Ya! all the service packs, updates etc.
his parents purchased this for him for school and he dropped out from what he told me and he said he never registered it or installed it, so I'm actually the first person to register it thats why I get all the updates, But there are full versions never registered being sold on ebay off and on, I've seen Max 5 and 4 and 6 version brand new never registered before on there also for a very low price, how I found the one I bought was searching ebay in the newly listed buy it now category under software,you find the best deals in the newly listed search for the simple fact if its a great deal its not going to last long if there is a buy it now option available on the auction someone will buy it fast, I search using that for about 2 weeks then one day I found the one I own now so I bought it. you don't need the latest version of max to create what I made the older versions will work fine to the only thing extra you will have to buy if you get max 5 or less is character studio plugin, which you can find new unregistered on ebay also, there's a guy selling max,s character studio plugin version 3 for $10 dollars brand new on ebay for the last month on there every time I searched I found it . max's GUI hasn't really changed at all either through out all the different versions, I have video tutorials that were made using Max 4 and the GUI looks exactly the same as mine and I have 7 so just to let you know, and I think Bond1 has an older verion of max also with character studio plugin and he made all the great models we buy from TGC.
KeithC
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Posted: 28th Mar 2006 02:34
I'll have to check that out then.

bond1
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Posted: 28th Mar 2006 03:14
Yep, I initially bought an older version of max for about $600, and have since upgraded. You don't need the latest version to produce great stuff by any means. Many of the updates since version 5 are geared toward rendering and stuff you wouldn't necessarily use for making game models.

However, the must-have upgrade that appeared in version 7 I think is the edit-poly modifier, I simply couldn't live without it now...but I certainly could have made everything without it, it just makes for a quicker workflow.

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KeithC
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Posted: 28th Mar 2006 04:20 Edited at: 2nd Apr 2006 16:56
Looks like I'll have to do a bit of homework then. I've got the time though, since I'm broke

-Keith

Lightning Bolt Studios
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Posted: 28th Mar 2006 04:26 Edited at: 28th Mar 2006 04:29
Ya bond1, my version has the poly modifier but I never really use it that much only because all the tutorials I read or watch always want you to use edit mesh, I'll try using that one now instead, all the models I posted in this thread were made with primatives(box and cylinder mainly) and edit mesh modifiers (exrude,bevel,) alond with the bend modifier,Muiltires, UVW map, and UVW unwrap, I also use texporter plugin for a template for texturing the models.
FyreHeart
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Posted: 29th Mar 2006 21:36
Kudos, Bond! My constant frustration in writing games has been finding quality graphics (I'm an engineer, not an artist.) Thanks so much for sharing your work with artistically challenged peoples like me.

"There's hope 'till you're dead."
Wesker
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Posted: 2nd Apr 2006 08:10
I bought model pack 2 and was just wondering (Yes I just bought this product and don't know much of it, so excuse me)

1)How do I get, just the wall from the segment? Do I just place it and delete the floors/other walls around it?

2) When I place a door I can't get the wall to fully connect to it. It's like I have a wall, then a small space, door, then a small space, and a wall again.

The models are pretty sweet though, good job

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FredP
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Posted: 2nd Apr 2006 16:00
Press the M key to put up walls.
Make sure you are using a door segment and not a door entity.
Hope this helps.

FLA
Wesker
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Posted: 2nd Apr 2006 22:27
Sure did, thanks a bunch!

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neilo
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Posted: 6th Apr 2006 11:15
Is anybody else having problems positioning the "Bathroom Stall" entity out of Model Pack 2? I can line the other stalls up just fine, but this one (with the closed door) just seems to jump around and not line up.

Regards,

Neil
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Posted: 6th Apr 2006 17:48
I wait Model Pack #2...I bought it week ago


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bond1
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Posted: 6th Apr 2006 23:46 Edited at: 6th Apr 2006 23:48
Quote: "Is anybody else having problems positioning the "Bathroom Stall" entity out of Model Pack 2? I can line the other stalls up just fine, but this one (with the closed door) just seems to jump around and not line up.

"


This can happen sometimes, certain entities are meant to "snap" to wall or floors, and this can be an unfortunate side-effect. But, there is a very easy fix: Simply right-click on the entity after placing it, then use your arrow keys to line it up exactly where you want it. In fact, this is the preferred way for precise placement of any entity.

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SpyDaniel
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Posted: 8th Apr 2006 17:15
Thats what I do all the time bond. But you cant alsways line it up as you would like. You hit the down key once and it will move to far, but thats how little it will move, so its annoying. You cant move entities as you would in a 3d program like 3dmax.

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bond1
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Posted: 9th Apr 2006 07:22
Hmm, well I just tried placing all of my bathroom stalls lined up together, and I'm not having the "jumping around" problem.

Could someone post details about which room segment you are using, so I could try and reproduce the problem?

Another thing you can try is open the "bathroomstall.fpi" file in notepad, and delete the "fowardfacing" line. This will turn off snapping to walls, which could be the problem. Just remember to delete the .bin and .dbo files for your changes to take effect.

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Divi Dead
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Posted: 9th Apr 2006 16:40
Awesome work bond1 hyrumark, and congratulations on your pack becoming official. I already brought it

I'm also extremely pleased that you even stated that we can use them for whatever, commercial or not as long as we don't try to sell the materials on their own. I think this is how everything released for FPS Creator should be.

Dog
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Posted: 11th Apr 2006 01:41
Bond1,

I just recieved my copy of model pack 2. Very nice sir, I'll be able to use several of these model in my current development. Thank you for your hard work. Great job!


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Bored of the Rings
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Posted: 12th Apr 2006 18:43
great stuff, I bought the pack2 and very pleased with the content. can't wait to see more future packs.
Ogrego
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Posted: 21st Apr 2006 09:26
Thanks for Model Pack 2...Everything looks great...Grego
Imagination seven7
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Posted: 22nd Apr 2006 03:11
What are the file types that are included in this bundle?

thank you

seven signs
BULLSHOCK 2
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Posted: 9th May 2006 19:44
hey bond1, do you have any plans for a model pack 3?

possibly urban ghetto or scifi?

bond1
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Posted: 10th May 2006 01:25
Well yes in fact, as you've seen my "Female model" thread...yes I would like to do more inner-city ghetto stuff in the future...I love those types of environments. I don't have much creativity for sci-fi though, mostly I think because the genre seems so cliched. It seems ALL sci-fi seems to be copied after the first Alien movie, with the same dark metal corridors, etc, etc,...I'd like to see someone take it in a new direction, I just don't know what though.

But anyway, after corresponding with Rick Vanner and Richard Davey, characters and weapons are what most people want. So that is what I'm currently working on. But I appreciate the interest.

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BULLSHOCK 2
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Posted: 10th May 2006 01:54
ya, i saw that thread, it looks exellent so far.

the main reason i ask is because i am horrible at texturing. i can model and everything else, but when it comes to UV mapping or texturing, i find it very frustrating.

when your making segments all you really need is the texture, and i noticed you are very good at texturing.

but yes, weapons and charecters seem to be the most in-demand for right now.

bond1
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Posted: 10th May 2006 02:01 Edited at: 10th May 2006 02:02
Well thank you! I still consider myself a novice when it comes to texturing, as many of my models just use digital photographs that I've taken...but it works!

I AM however very proud of the "tenement room" I made for model pack 2. I started out by taking a picture of the wallpaper in my bathroom. I cropped out a small section from the picture that was least affected by the camera flash and tiled it up to 512x512. Then I used several overlays of peeling paint pictures I had taken with my digital camera to simulate the rotting wallpaper. And finally I dirtied it up with some grunge brushes. Tasty!

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Zaibatsu
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Posted: 8th Jun 2006 03:41
Quote: "It seems ALL sci-fi seems to be copied after the first Alien movie"


First off, that was the greatest movie ever, secondly, I'm eagerly awaiting with open (but empty) wallat for model pack three.

ps. it wouldn't be a bad idea to come up with some models for non-commercial use from the origanal alien movie, i would like to see an xenamorph and a facehugger...

"I alone walk the valley of shadow and death, and I fear no evil, for I'm the meanest Son Of A Bitch in the valley"
bond1
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Posted: 9th Jun 2006 12:41
Hehe, yes there's no denying that Alien was a great movie, it's a testement to its greatest that 30 years later its set design still influences the look of games and movies.

Model Pack 3 should be ready by mid to late summer...

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Zaibatsu
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Posted: 10th Jun 2006 03:43
cool, I'll have more money by then, I hope...

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Zaibatsu
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Posted: 10th Jun 2006 18:52
will model pack three be more modern day stuff, or will it be some other theme. I personally would pay for models like strobe lights and fog machines, and all sorts of stuff you would find in a night club. like mirror balls, disco lights, hippie stuff, and a lava lamp. I would kill to have a lava lamp model that actually bubbles up and down!

"I alone walk the valley of shadow and death, and I fear no evil, for I'm the meanest Son Of A Bitch in the valley"
FredP
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Posted: 24th Jun 2006 01:52
Bond,
How do you make your entities so that the arrow is on them and the automatically attach to the wall,ceiling,etc.?

bond1
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Posted: 24th Jun 2006 08:41 Edited at: 24th Jun 2006 08:41
FredP, open the entity's fpe file and create (if there isn't one already) a property called "forwardfacing" and give it a value of "1".

Then you can create a property called "defaultheight" that determines how far up on the wall it will attach. Its kind of just trial and error for this value until you get it at a good height.

This makes your entity "snap" to the wall.

----------------------------------------
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