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Dark GDK / Any way to import FPSC Stuff?

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Rampage
16
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Joined: 4th Feb 2008
Location: New Zealand
Posted: 24th Feb 2008 07:14
Hello I have now got FPS Creator and DarkGDK. And I was wondering if it was possible to import Fpsc Maps into DGDK? Or anything Fpsc Related?
Looking forward to peoples replys.

Thanks

-DevilMouse Developments
CoffeeGrunt
17
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Location: England
Posted: 24th Feb 2008 09:46
Yes, build your FPSC map, then go into the executable folder, then into files\levelbank and look forr universe.dbo.......

Remember, it'll only contain static entities and segments, so no doors, characters, etc will be there....

Rampage
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Location: New Zealand
Posted: 26th Feb 2008 05:10
Thanks
jason p sage
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Location: Ellington, CT USA
Posted: 28th Feb 2008 16:41
Do these FPSC DBO have limbs? If So I may buy to use as an editor

CoffeeGrunt
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Posted: 29th Feb 2008 19:04
Quote: "Do these FPSC DBO have limbs?"


Unsure what you mean there, but FPSC will only export the solid, unmovable geometry into universe.dbo....

Also, I wouldn't recommend it as a world builder, as it is quite inefficient with it's building system....

jason p sage
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Posted: 29th Feb 2008 19:08
Limbs - like "universe" broken up into "Sections" (that one could limb cull etc)

Thanx for heads up - won't bother with it then

kBessa
18
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Location: Manaus, Amazonas, Brazil
Posted: 29th Feb 2008 19:46
@jason: You could try the demo.

I did it and personally didn't like it (got 3DWS instead). But tastes differs...
monotonic
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Location: Nottinghamshire, England
Posted: 29th Feb 2008 19:50
Jason,

Yeah the geometry is broken down into limbs, but as coffe grunt said the way it constructs the geometry is very inefficient. But, it does have built in portal occlusion like BSP. This only works when you load the map using dbLoadStaticObjects though. Maybe the occlusion makes up for the relatively high poly counts, but maybe not???

On the flip side, you can very quickly create nice looking buildings in a matter of seconds.

Fornit some Fornus!
jason p sage
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Location: Ellington, CT USA
Posted: 29th Feb 2008 20:48
Thanx monotonic.

@kBessa - Thanx Man! I'm with you - 3DWS Rocks - and now that Pixel Perfect is about done with his Native 3DWS Importer for DarkGDK - that will likely be the Winner hands down - BUT....

Back to Monotonic's state - the SPEED you can crank out media in FPSC (I saw the demo for the dx9 one) I imagine its simple task to crank out stuff.

CoffeeGrunt
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Posted: 1st Mar 2008 00:20
Indeed it is, but rather than 1 seamless model, it is made up of hundreds of smaller sections, which is quite inefficient....

david w
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Location: U.S.A. Michigan
Posted: 1st Mar 2008 00:55
you can also always reduce it with a poly reduction tool. This will allow you to create media fast and knock out the extra polys. Quite a good method if you ask me.
CoffeeGrunt
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Posted: 1st Mar 2008 10:55
Hmm, yes, but it's not that it's just inefficient with polies, it's that it's made of hundreds of simmple cubes that can't be poly-reduced without problems, as they're as simple as possible.....

The "segments" used to make an FPSC map are basically a collection of boxes that are arranged to create rooms, etc....

monotonic
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Posted: 1st Mar 2008 10:58
You could however perform a Weld Vertices operation, which would reduce the amount of poly's.

Fornit some Fornus!
CoffeeGrunt
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Posted: 1st Mar 2008 13:03
Yeh, but that would take ages to do, personally, I'd buy one of the programs intended for world building....

jason p sage
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Posted: 1st Mar 2008 13:17
Yeah it may - but personally... loading media - modifying it and saving the "Final Draft" in a utility - isn't above me.

The Nice thing is having options. I'm with you grunt though - it does sound like 3DWS is a better option.

Rampage
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Posted: 11th Mar 2008 05:55
Lol um...

DevilMouse Developments
jason p sage
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Posted: 11th Mar 2008 05:58
Sorry Sargent - didn't mean to get off topic - this thread basically answered?

Rampage
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Posted: 8th Apr 2008 09:20
Yup thanks! Most appreciated!


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