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FPSC Classic Product Chat / Rtoll into fpsc

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Cong
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Posted: 6th Jul 2008 12:30 Edited at: 21st Aug 2009 15:38
Deleted
CoffeeGrunt
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Posted: 6th Jul 2008 12:33
Looks cool, what's the poly count?

It needs to be <3000, and it also needs to be in .X format, I reccomend putting the texture into .png too.....

Cong
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Posted: 6th Jul 2008 12:36
Well

vertices 1846

faces 3570

Will be okay?
CoffeeGrunt
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Posted: 6th Jul 2008 12:45
Hmmm....possibly.....

I recommend that you remove as many polies as possible, (without ruining the model though), as it'll help performance.....

Find any unneccesay polies and such and remove them.....I look forward to using this in my games....

Cong
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Posted: 6th Jul 2008 12:47 Edited at: 6th Jul 2008 12:47
ah okay that count included the biped too

Thanks for your help

I have converted the jpeg texture too dds.
Now what do i do??
as i know i have to make and chnage the fpe file but how?
CoffeeGrunt
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Posted: 6th Jul 2008 12:59
Make a copy of one of the existin FPEs, and edit all of the fields to suit your model.....

E.G:


Just edit the texture filenames and such to suit you....

Cong
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Posted: 6th Jul 2008 13:05
Thank you so much coffee grunt you are brilliant!!
CoffeeGrunt
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Posted: 6th Jul 2008 13:07
No problem.....

Cong
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Posted: 6th Jul 2008 13:24 Edited at: 21st Aug 2009 15:39
removed!
CoffeeGrunt
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Posted: 6th Jul 2008 13:50
Ahhhh, that's it, the engine messes up enemies that are larger than the average ones......

I'm afraid I don't know how to fix that, but Lee may have fixed it in the latest update, have you tried it? I believe he said he was going to fix it then......

Cong
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Posted: 6th Jul 2008 13:54
okay yes i have not got any updates thnaks for your help
ill try it out now
Cong
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Posted: 6th Jul 2008 14:02
nope that hasnt worked..
CoffeeGrunt
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Posted: 6th Jul 2008 14:29
Oh, well I guess the only thing you can do is shrinking it down in your modelling software until it's roughly human sized.....

Cong
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Posted: 6th Jul 2008 14:31
ah okay thank you for your help
CoffeeGrunt
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Posted: 6th Jul 2008 14:35
Again, no problem...

Cong
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Posted: 6th Jul 2008 15:07 Edited at: 21st Aug 2009 15:40
No
Cong
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Posted: 6th Jul 2008 15:16
Itd be great if i knwo how too do this then i can make a better texture for the troll

Also once i know how to do this i may try and get some models for tgc store hopefully if there good enough
CoffeeGrunt
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Posted: 6th Jul 2008 15:21
I think that if you did brush up the texture a bit, then it would be store material.....

Hopefully someone will come along with the answer to this, good luck....

Cong
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Posted: 6th Jul 2008 15:23
Thanks

yeh that was a quik texture, i am going too edit it and make better texture once it in fpsc

Now that iv released the model what about if i did lots of good textures for it and realease altering ones in the tgc store is that alowed?
CoffeeGrunt
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Posted: 6th Jul 2008 15:40
I'm unsure, but you'll need permission to be a seller first.......

I'd E-Mail one of the Store Co-ordinators, I believe Rick Vanner is one......

Cong
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Posted: 6th Jul 2008 16:57
OKay thnaks for the imfo

Does anybody know how to ficx it??
Cong
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Posted: 6th Jul 2008 18:50
ahh this is making me insane sumbody help please
rolfy
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Posted: 7th Jul 2008 20:53
When I opened your model in Max I found a biped with 34 additional bones, which I am assuming are a duplicate rig from whatever program you used to convert to .x, there is also a fatguy dummy which I am assuming is from butter fingers fat guy character, I can find no trace of the mesh which is odd as something shows in fpsc editor.
It looks like you just selected everything biped and mesh and scaled them down in whatever modeling tool your using but the additional rig has been hidden and so is of a huge scale.
suggest you go back to the mesh and scale this before rigging it.
In future make the model to correct scale at start.
Also your using a shader with none of the maps required to make this work.
Nomad Soul
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Posted: 8th Jul 2008 02:53
Rolfy

Have you done much testing around scalability of custom FPSC characters?

I remember your custom ED209 robot was pretty damn big so it would be really cool to have a troll type boss character of a similar size.

Bond1 has done great work getting multiple enemy attack patterns into his boss characters with talk of a full 'short, medium and long' range attack system e.g. grenades long range, machine gun medium range and melee short range.

I think I saw a note in one of Lee's recent updates about having fixed character scaling or similar.
rolfy
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Posted: 8th Jul 2008 04:04
Most models of large scale worked fine in FPSC up till v1.04.
After this it was sometimes possible to get them to appear when shaders were turned on, otherwise the model seemed to stretch into infinity or simply didnt show at all.
There is always the added problem of the hitbox which seemed till recently to be fixed to the scale of default characters,with hits being taken on only a small area of character. This is witnessed for example with the wallcrawler spiders I created which are animated around a floor axis, they dont take hits when off the floor but you can shoot the area above the shadow to kill them.The larger bot only took hits around a small area below the body.I dont know if some of the guys round here who are creating mods and such are able to fix something up or if Lee has any plans to do something with this, the introduction of headshots suggests it may be possible. I'm not too technically mindful of these things so can only tell you they exist, so maybe one of our talented programmers could fill you in a bit more.

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