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FPSC Classic Product Chat / Invisible model help.

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Armageddon 1212
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Posted: 9th Jun 2006 20:32
I've looked around the forums but i couldn't find a defnite answer. Im trying to put my cel-shaded model into fpsc and i used the entity maker to make it a person, but it still turns up invisible.They still have a shadow and still shoot you but dont appear. Any help?


Screen shot of model attached.

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FPSC Reloaded TGC Backer
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Posted: 9th Jun 2006 21:27
did you check the scale information on them? You might need to rescale them in the .fpe file.

RF

Duke Blue Devils
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Posted: 9th Jun 2006 22:00
It needs to be rigged in Milkshape or something similar.


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Armageddon 1212
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Posted: 9th Jun 2006 22:10
I used 3dcanvas plus to make it but i had to set the scale to 3000 because it was too small. in the editor it appears fine but in game it is invisible. What do you mean rigged? Do you think the cel-shading might have made it invisible?
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Posted: 9th Jun 2006 22:41
how did you texture it?

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Posted: 9th Jun 2006 22:41
I would not worry about the rigging stuff as this has nothing to do with character rigging.

uman
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Posted: 9th Jun 2006 22:56
Probably a bad x. file format.

Which modeller do you use to create models in?



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Armageddon 1212
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Posted: 9th Jun 2006 23:09
as stated above i use 3dcanvas plus. When placing it in the map it has texture and in the entity maker it has texture (but its really tiny).


I textured it by making the texture in paint ( i only need simple textures) then uv mapped it so it looked good in the editor and then exported it to .x and in the .x it refers to the texture file too. Then i used the entity maker to make it into a person. Does it need animations to work?
Silvester
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Posted: 10th Jun 2006 00:05
try scaling it.

Also,dont use multiple textures unless you know how to work with it in FPSC.it could make you do suicide...

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Armageddon 1212
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Posted: 10th Jun 2006 00:55
I just need to find out how to not make it invisible ingame. iknow about scaling and stuff.
Pus In Boots
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Posted: 10th Jun 2006 19:07
FPSC doesnt seem to like characters being resaled. If you need to blow up the model in ur 3D program 2 fit it to an appropriate scale of 100, that is wot u must do. my brother set it to 120 and when the enemies died they kinda sat up and shaked an everything. just keep scale 2 100, people.

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Armageddon 1212
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Posted: 11th Jun 2006 20:34
Ok ill try it! Hope it works! ^_^
Armageddon 1212
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Posted: 12th Jun 2006 17:13
No it didnt work. Fully at least. The model appeared in game but it was sunk in the floor a bit and i had to roatate it becuase it showed up face down even tho its standing up in 3dcanvas. And it also has no textures. The models appear now at least with 100 scale. Any more insight?
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Posted: 12th Jun 2006 19:29
when you made this character was he created at or above world center and in the proper orientation? You can use the 1,2,3,4,5,6,7,8 keys to place his prientation in the editor.

RF

uman
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Posted: 12th Jun 2006 19:44 Edited at: 12th Jun 2006 19:45
I would suggest that users making their own models set up a template using a copy of a default FPSC model for scaling - even a single default FPSC wall will do for scaling, rotational and positioning purposes.

This should be set up in in Milkshape or another simple modeller known to be easily used and compatible with FPSC. Always ensure your model is placed on or just above above the centreline in Milkshape in the horizontal plane.

Use the .x file JT exporter to export your model from Milkshape.

Using this method you cant go far wrong. Using some other modeller types and methods of creation for preparation for output to .x for FPSC compatibility may leave you open to asking for unecessary problems which long term may become an increasing burden and cause much frustration which could easily be avoided.

Use whatever you like but if you want to make it easy for yourslef - use some tried and tested methods for development.



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Armageddon 1212
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Posted: 14th Jun 2006 02:24
Well i can get him in there now, but textures still wont work and he still falls in the floor a bit.

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