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FPS Creator X10 / What the O.o is going on here? :P

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Anja Viotile
17
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Joined: 20th Nov 2007
Location: Denmark
Posted: 22nd Dec 2007 09:37
right so i finally get together and empty my wallet on new ram, the 8800gtx *xxx* and vista prem.. Just so i can finally run FPSCx10 heh..

My friend and me thinks finally we can get going on our idea.. but, huh.. What is this..

I place my newly born object in the editor.. And it looks fine
So ofc i want to see how it works ingame.

Here is first screenie.. Everything seems fine right?

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Anja Viotile
17
Years of Service
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Joined: 20th Nov 2007
Location: Denmark
Posted: 22nd Dec 2007 09:40
Next after running it looks like this

What am i supposed to do now.. I have no clue on where the fix this, the manual doesnt state anything.

Also why wont FPSCx10 create the DDS textures automaticly?

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Duplex
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Posted: 22nd Dec 2007 09:42
Is the bed and the cover two sepertate entities?

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Anja Viotile
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Location: Denmark
Posted: 22nd Dec 2007 09:56 Edited at: 22nd Dec 2007 09:57
the bed is 3 segments. No entities here
but the problem isnt just the Horizontal misplacement.
the problem is also the huge size..

Allthough it looks fine in editor.

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Disturbing 13
19
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 22nd Dec 2007 09:59
For your .dds troubles use this-
http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/DXTBmp.shtml
For your model check to make sure the first bone you place is at coordinates x,y,z, -0 That should help...maybe

Anja Viotile
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Location: Denmark
Posted: 22nd Dec 2007 10:10 Edited at: 22nd Dec 2007 10:18
bones.. on a segment??? this is static segments, why do it need bones.
Anyways didnt help.

Do walls need bones to?

Seems its a scaling problem, and the scaling misplaces the objects.. But why does it scale it.. The size seems fine in the editor..

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bond1
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Posted: 22nd Dec 2007 10:54 Edited at: 22nd Dec 2007 10:56
You don't need bones...

It looks like you're using the scale property in the fpe file to make your bed the right size. This doesn't work in X10, it interferes with instancing or something. Even though it looks ok in the editor.

Just re-export your model at the correct scale in whichever app you made it in.

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Anja Viotile
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Posted: 22nd Dec 2007 10:57
Not using any scale options. and this still aint an Entity its a segment

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bond1
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Posted: 22nd Dec 2007 11:22
Why would a bed be placed as a segment, and not as an entity? I'm not being trite, just wondering.

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Disturbing 13
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Posted: 22nd Dec 2007 13:02
best course of action is to make sure in your modeling program that the proportions and position are already set to the propper placement, that way the engine doesnt have to do any work to alter its height.

Quote: "Why would a bed be placed as a segment"

Indeed, I was perplexed as well. Thats why I suggested the bone method. The situation reminded me of the sinking characters in x9.

Anja Viotile
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Location: Denmark
Posted: 22nd Dec 2007 14:53 Edited at: 22nd Dec 2007 15:00
Reason for segment:
A. Much better shadow shading, this is a horror game..
Perfect lightning cast is 35% of a good horror game.
B. Bullet holes..
C. More precision for placing dynamic objects on it.. i always has alot of problems stacking dynamics unless they are all box collision.

Modelling:
this model works fine in x9 sizewise.. Ive even imported a floor.x and wall.x keeping size from FPSCx10 to compare size.. Nothing seemed to need changing.

Textures:
i got the D2,D,S and N textures DDS ready. so shouldn be anything there.

Only thing left i think is something goes wrong when FPSCx10 created the dbo mesh file.

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Inspire
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 22nd Dec 2007 19:23
Quote: "B. Bullet holes.."


What? Entities can have bulletholes too.

Lightning Bolt Studios
FPSC Reloaded Backer
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Joined: 5th Jan 2006
Location: Otisville, MI
Posted: 22nd Dec 2007 20:33 Edited at: 22nd Dec 2007 23:36
The bed looks good, but this really needs to be an entity if you want it to work right, and what worked in X9 doesn't always work in X10, at least not in the same internal file structure.
Also everyone here is new to the internal workings of X10 also being that it just was released, so if you run into a issue that no one else here on the forum has solved yet you're probable going to have to solve it yourself or wait until someone else on the forums solves it and is nice enough to share the answer with you hope this helps.


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Anja Viotile
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Joined: 20th Nov 2007
Location: Denmark
Posted: 23rd Dec 2007 00:43
ill sidestep back to FPSC x9 and wait for a stable FPSCx10, so far i think FPSCx10 is to buggy..

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