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FPSC Classic Models and Media / Ack, someone please help. Exporting a multi textured model from milkshape

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osc
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Posted: 9th Aug 2008 01:22
This is doing my nut.

I have searched the forums over and over, lots of old posts saying no multiple textures, then newer ones saying it is possible and guides for other programs but no milkshape help.

I have a hallway all moddeled and textures using 6 seperate textures at 512x512 each and in .dds format. I have JT exported my model to C:\Program Files\The Game Creators\FPS Creator\Files\entitybank\user\scifihall and have copied all my textures over to that folder too. In there i also have spacehall.fpe which looks like this:



So when i put my model into fpsc not only is it really small (no i did not forget to set the jt export scale to 1) but two of the textures are assigned to the wrong group.

Any idea's whats going wrong here?
Daniel wright 2311
User Banned
Posted: 9th Aug 2008 01:34 Edited at: 9th Aug 2008 01:36
ok well, i have gotten over 15 on one modle, but i do sugest puting all the teatures on one map then uv mapimg it but i know 2 known issues with this,1, you have to assige all the textures to your modle, every texture needs to be assinged per part of the modle. if it is not assinged then i wont show up in fpsc, 2, the textures have double names, you can only have one name per texture. so it cant be like, my dog modle.jpg, its has to all be one name. so you have 6 textures, all of them must contain just one name. so it would be mydogmodle.jpg, so on and so forth per texture.

DSW
osc
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Posted: 9th Aug 2008 01:53
UV map? I assigned the materials to groups and then used the texture coordinate editor to make it all line up.

see attached image (still not having any luck btw)

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Daniel wright 2311
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Posted: 9th Aug 2008 01:58
go into the materials tab, press new, then search for your texture you want for the part you want to assian a texture to. then select the group of the modle you whant to assing the texture to, then press apply, this will assing that texture to that group of the modle for that texture, if you dont do this part, it will not show up regardless.

DSW
osc
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Posted: 9th Aug 2008 02:00
I'm quite aware of that, check the screenshot i posted one above your comment you can see that all the groups have a material assigned.

Or am i misunderstanding you? Cheers for the help anyway
Deathead
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Posted: 9th Aug 2008 02:02 Edited at: 9th Aug 2008 02:05
Hmm, interesting. Maybe a little google search may help? I think somewhere in the Milkshape forums they have some shape or form like this. Or, try combining all of the textures.


osc
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Posted: 9th Aug 2008 02:04
So you dont think it's to do with how ive put it into fpsc? Does the .fpe check out? Have i got everything in the folder that i need?

Sorry i'm somewhat confident with milkshape just a noob to fpsc.
Daniel wright 2311
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Posted: 9th Aug 2008 02:06
no, im sorry but in the shoot you show there you in the groups tab so i said the materials tab. so i could not see this.

DSW
Deathead
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Posted: 9th Aug 2008 02:06
Hmm, have you got all of the textures assigned in the folder with the ending D2? And .dds.


Daniel wright 2311
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Posted: 9th Aug 2008 02:07
well ether it did not assing them right or assing them at all, i would try it agian.

DSW
osc
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Posted: 9th Aug 2008 02:09
Sorry, D2?

Oh and no worries Daniel!

Attached is my materials tab:

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osc
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Posted: 9th Aug 2008 02:14 Edited at: 9th Aug 2008 02:15
Sorry for the DP.

I have re assigned everything and exported it again and it still comes out too small and with a couple of screwy textures.

see attached in-game screenshot

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Daniel wright 2311
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Posted: 9th Aug 2008 02:33
well as for the size did you scail it to a humin skeliton, this is what i do, pluse when you export it did you change the 0.1 to 1 in the scail section. as far as the textures they will show in game if everything is assinged. i hope i helped.

DSW
osc
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Posted: 9th Aug 2008 02:36
Yup it is all to scale in milkshpae, i swear! I have exported the model without textures and used entity workshop to put it into fpsc and it is the right scale but obviously not textured as EW can only assign one texture to the mesh.

But that's not what i want, i need to be able to use more than one texture so i can repeat textures for walls, floors, roofs etc.

Like i said, it's doing my nut!
Deathead
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Posted: 9th Aug 2008 02:45
OSC: Try making a uv map for the whole thing instead of the one textures.
You don't have to do alot. Just place all the textures all together and then assign the uv to match them


Daniel wright 2311
User Banned
Posted: 9th Aug 2008 02:46
ok for one thing,lol, i really never heard the expretion, it's doing my nut! lol, the other thing is well, ok ill tell you what, send the whole thing to me and ill put it in the way you whant, and if i get it to work ill tell you how i did it. then ill send it to you.

DSW
osc
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Posted: 9th Aug 2008 03:34
I'm UV mapping it now mate will post soon
osc
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Posted: 9th Aug 2008 03:50
Ack, how do you assign one part of a uv map to the wall and make it repeat? Like i really dont want to have to make a grid of the same texture repeating for EACH texture.

You follow?
osc
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Posted: 9th Aug 2008 04:28
Christ, i've tried everything. This is killing me lol!
Daniel wright 2311
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Posted: 9th Aug 2008 04:52
ok christ had nothing to do with this, but like i said send it to me and ill look at it for you.

DSW
osc
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Posted: 9th Aug 2008 05:43 Edited at: 9th Aug 2008 05:45
Ended up making a UV map afterall.
But it's done!!

after lots and lots of

check the attachment!


It's fpsc 9 with a little bloom, bump map to be added

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heltor
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Posted: 9th Aug 2008 07:24
Wow lock this Mod

RedneckRambo
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Posted: 9th Aug 2008 09:16
Quote: "This is doing my nut."

Am I the only person that read that lol? That was hilarious lol.

Cyborg ART
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Posted: 9th Aug 2008 12:20
How to do a multitextured model in Milkshape for FPSC:
1. Make your model, textures etc. Assign the rigth texture to the rigth piece on the model.
2. Make sure all your textures are in .dds formate and ends with _d2
3. Now export your model with JT Exporter.
(You may have to scale your model, you have to test your way)
4. Download "Make entities from x files" from the FPSC website.
Create an entity but you dont have to assign a texture if you dont want a good looking snapshot.
5. Create a new folder in the entitybank, call it something like "my multitextured entity". Now copy all files you made with "Make entities from x files" into the new folder:
my_model.x
my_model.fpe
my_model.bmp
6. Find your textures and copy them to your folder, your folder should now look something like this:
my_model.x
my_model.fpe
my_model.bmp
my_model_1_D2.dds
my_model_2_D2.dds
my_model_3_D2.dds
(etc etc depending on how many textures you have)
7. Now open your .fpe and find this line:

Change it to:

Notice the blank field after "textured ="
Save it.

You should now have a multitextured entity.

Hope it works.


BUMP = Bring Up My Post
osc
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Posted: 11th Aug 2008 14:23
Thanks for the guide there big viking!

I followed your steps using the make entity from .x program and did as they did in the video tutorial but my model appears very small (smaller than before!) almost as if it is being scaled to fit into a segment?

The model is correctly textured in the editor but ingame it only has one texture applied to the entire model. Am i doing something wrong? i did exactly as your instructions said.
osc
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Posted: 11th Aug 2008 14:51 Edited at: 11th Aug 2008 15:01
set the scale in the fpe to 600, that fixed the size. Now why does it all texture with the single texture file in game but looks fine in the editor?

*edit

seems that if the entity is set to dynamic then the textures work, what the hell? When the entity is dynamic though, it completely screws with the physics.

I know this seems pointless as i already got the uv map working but using a uv map for my entire map is insane.
Ezykeyal
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Posted: 12th Aug 2008 00:13
Try renaming all your materials from "material01" to the actual texture name without it's extension.
If you do not do this, the model is looking for textures named material01, material02 etc...
osc
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Posted: 12th Aug 2008 01:47
I'm not having a problem with the textures anymore, just collision when i set the object to dynamic. How do you set a dynamic object to polygon collision?
osc
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Posted: 13th Aug 2008 14:08
Anyone?
Ross tra damus
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Posted: 13th Aug 2008 14:21
For 'polygon' collision set it with a value 0f '1'

'0' value is for 'box' collision.

These are the two most commonly used types of collision.

All the best of luck.
Dar13
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Posted: 13th Aug 2008 16:17
even if you have polygon collision the entity has to be "static" to have the kind of collision I think you want.

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
heltor
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Posted: 14th Aug 2008 03:22
look at the milk shap site, there is a tutorial

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