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FPSC Classic Product Chat / hi need help entity maker???

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james hardy
18
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Joined: 29th Jan 2006
Location: Good Old Britain
Posted: 21st Sep 2007 18:20 Edited at: 21st Sep 2007 20:20
Hi im having problems with the fps entity maker not just like transferring stuff through it no i havnt got that fa yet i amstill stuck on installing it lol,
zip file ?????wat does it mean"win zip" ran out on demo version or wat ever it is am i totally stuck now????
and after sumone tells me how to solve this problem ill probly get stuck on making the models ive made on blender fps ready
so can some one please help me
And knowing me i bet this thread will get locked like the million other that have been locked


James
Reality Forgotten
FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 21st Sep 2007 18:24
Dude, Go to google and download "winrar", there should be a readme file in the zip, it will tell you how to install it.


Cheers,
Dave


james hardy
18
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Joined: 29th Jan 2006
Location: Good Old Britain
Posted: 21st Sep 2007 18:27 Edited at: 21st Sep 2007 20:28
will do,
Thank you
now i need a bit of help putting them onto fps????
help???
DarkFact
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Joined: 18th Feb 2006
Location:
Posted: 22nd Sep 2007 00:13 Edited at: 23rd Sep 2007 00:02
If you want to learn how to do it without a 3rd party program to do it for you, open FPS Creator\Files\Entitybank...

Group the folder contents by name. Find any entity and look at the file structure. For example:

These are the base files used to create an entity
model.x
model.jpg
model.fpe

These files are created using the above files
model.dbo
model.bin

The thumbnail file
model.bmp

the .x is the model file
the .dbo is the proprietary model file created when you load the entity in the map editor.
the .bin file is created at the same time the .dbo file is created.
the .jpg is the texture. (it may be .tga, .dds or whatever) This will also be converted automatically to .dds on game build/game play
the .fpe is the template file that FPSC uses to build the .dbo and .bin file.

You should be able to open the fpe, look at the structure and reverse engineer it to add your own models into the game. Use some trial and error and you'll learn a great deal about FPSC in the process.

1 small tip: Whenever you're changing info in the fpe, or re-texturing your model, you must delete the .dbo and .bin files for the changes to take effect.

EDIT: If you don't have a model.bmp file to be your thumbnail, FPSC will use a generic one. The bmp should be 64x64 if you create your own.

~Dave

Phoenix Sentry Programmer
james hardy
18
Years of Service
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Joined: 29th Jan 2006
Location: Good Old Britain
Posted: 3rd Oct 2007 18:59
cool big help thank you

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