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FPSC Classic Product Chat / FPSC Toolbox - Entitys, Weapons, Segments and now CHARACTERS!

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DarthBasicVader
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Posted: 19th Jan 2009 09:37
Just purchased !!!!
I will write a review this very week (as soon as i can install and begin to use the software for my project The cursed artifact from Aztlan)

Riccardo
Mazz426
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Posted: 19th Jan 2009 18:25
yeh did hesitate but i have a problem and it may not be the programme but my models are solid black when i export them from blender and i guessed that they needed uv mapped so i downloaded uv mapper and did that but i wanted to know because uvmapper needs them in .obj mode to use it then how do you uv map a .x file and how do they come together instead of having a .uvs ffile and a .obj file also if i then import the uvmapped obj into blend and try to export it as a .x then when i go to open the file in toolbox it does say unable to locate model at line 3277 how can i fix this and is it uv mapper as i dont understand how it works to be honest

i have to say that other than that the programme is great

gamer for life
BULLSHOCK 2
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Posted: 19th Jan 2009 22:06 Edited at: 30th Mar 2010 03:44
Quote: "yeh did hesitate but i have a problem and it may not be the programme but my models are solid black when i export them from blender and i guessed that they needed uv mapped so i downloaded uv mapper and did that but i wanted to know because uvmapper needs them in .obj mode to use it then how do you uv map a .x file and how do they come together instead of having a .uvs ffile and a .obj file also if i then import the uvmapped obj into blend and try to export it as a .x then when i go to open the file in toolbox it does say unable to locate model at line 3277 how can i fix this and is it uv mapper as i dont understand how it works to be honest

i have to say that other than that the programme is great

"


Thanks you for your kind words. You'll notice that earlier in this thread i stated that blenders.x file exporter is buggy. Back in the day when *I* used blender as my modeling application, ill tell you how i got successful models into FPSC:

1) model and UV map within blender.

2) export to .OBJ

3)open in LithUnwrap ( its free at the following link
http://files.seriouszone.com/download.php?fileid=198

4)export to "Binary compressed directX file" from within LithUnwrap.

5) open in ECS (or whatever prog you have) then select texture, thenexport.

Ive never had any problems with that method.

Lightning Bolt Studios
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Posted: 20th Jan 2009 01:57
Hey Bullshock I received the download link for WCS you sent and it works great, So I purchased the upgrade to FPSC Toolbox late Thursday night 9/15/09 and I still haven't received my download for FPSC Toolbox, The PayPal Transaction ID is 9HC829266M737862F my company name is Lightning Bolt Studios , back when I purchased WCS early adopter I was using my real name on my PayPal account ,I have since changed it to the above but my e-mail address for my PayPal account has not changed, I sent you an e-mail explaining this to you last Saturday but haven't received a replay yet , Just wanted to let you know the e-mail was from me.
Thanks
Martin
BULLSHOCK 2
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Posted: 20th Jan 2009 03:51 Edited at: 30th Mar 2010 03:45
I replied to you a couple of hours after you emailed me, I also send out download links everyday.

Check your spam filters, the email was from bullshock (at) seqoiagames.com, i know it may get blocked from some mail providers.

The email on your paypal account was info (at) lightningboltstudios.com, and thats where i sent your reply, as well as the original download instructions.

If your spam folder deleted it, or there was another problem, post back and ill send you your info again to another address.

James Kravenwolf
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Posted: 20th Jan 2009 05:13 Edited at: 20th Jan 2009 05:14
Quote: "You'll notice that earlier in this thread i stated that blenders.x file exporter is buggy."


Bullshock, I just wanted to mention that I didn't have any problems exporting models from blender with the .blender extension into your software. I created the model from scratch in blender, and saved it as a .blender file. I UV Mapped it in Blender, and then exported it direclty into the FPS Toolbox folder as a .x file. Then, I loaded it into your entity creator, and it was in there, perfectly scaled, and already textured (I added the texture anyway just to be safe). I am using version 2.48a of Blender, and don't seem to be having any issues with what you or Mazz have mentioned...

The only bug that I have encountered (and I don't now if this is in fact a problem with the Blender exporting X files, or just a bug in your software), but whenever I have my object chosen in STATIC mode in FPSC, for some reason it gets rid of the smoothness effect around the edges of the models, and it distorts the texture around the edges as well.

IN ENTITY MODE:



IN STATIC MODE:



Any insight on this Bullshock?

-Kravenwolf
BULLSHOCK 2
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Posted: 20th Jan 2009 08:14 Edited at: 30th Mar 2010 03:45
When your object is static it becomes part of the level itself, I.E. its integrated into the level geometry.

I cant say that the quality loss is due to this fact, but id be willing to bet it is. Try it with a character model or something of the sort and see if you have the same problem.

From your pictures, it doesn't look like its a model quality loss though, more like an FPSC lighting issue... It looks like weird sections of your model are being shadowed and others are lit up...

If youd be willing to send me the model i can check it out and see if its your PC, and also make an FPE by hand to see if it could be ECS...i doubt it though as there are really no settings that could cause that. Are you using lights in your level? or just ambient lighting?

About blender:
I know the X exporter works sometimes, it did for me too, but only sometimes, which was why i couldn't say for sure that anything modeled in blender would work with FPSC or the toolbox, because in personal experience Ive had problems with it. Now of course, that was a year or two ago, so updates may have taken effect and it could have gotten better.

One thing i do know though, is that Blender exports regular X files, and FPSC likes to have them in "Binary Compressed" format...im not sure if that's what may be causing the issues, but it could be.

Can you post your directX Exporter settings in blender so others can possibly get their models into FPSC?

James Kravenwolf
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Posted: 20th Jan 2009 16:19
Bullshock, do you have SKYPE? If you do, I would gladly send you the file through SKYPE, so you can see what's going on. I have no problem making all of my models entities at this point, but I'm afraid that down the road when I start throwing a lot of models into my level, all of the entities will lower the frame rate.

Secondly, in regards to blender...if you can tell me how to navigate to the exporter settings in Blender, I would be more than happy to start a topic that posts my setup to help the community.

Lastly. I have another question (not bugs) about the software. Can I add Normal Maps to my ROOM SEGMENTS, and/or my ENTITIES? If so, how would I do this? And, would I have to load both the original texture and the Normal Map? If it is possible, could you please explain the process. Thanks for the quick replies Bullshock.

-Kravenwolf
Mazz426
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Posted: 20th Jan 2009 17:15
ive never tried it how do you UV map in blender

gamer for life
Lightning Bolt Studios
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Posted: 21st Jan 2009 00:06
Hey Bullshock, can you send it one more time, I just turned off my spam filters, hopefully that will solve the problem, thanks for sending it out already though, I just wish I would have got it.

Thanks

Martin
Maniac Modeler
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Posted: 21st Jan 2009 02:24
Quote: "For overlays, all you need to do is copy an existing overlay's fpe and change the texture.."


Ah yes that is quite true, but I've experienced problems with that, and find that restructuring pathways is time consuming to me. I have a few overlays in the store too, I like them I feel that they add to the atmosphere of a game.

Your signature has been erased by a mod - Please reduce it to 600x120 maximum size
BULLSHOCK 2
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Posted: 21st Jan 2009 06:22 Edited at: 30th Mar 2010 03:45
Quote: "Bullshock, do you have SKYPE? If you do, I would gladly send you the file through SKYPE, so you can see what's going on. I have no problem making all of my models entities at this point, but I'm afraid that down the road when I start throwing a lot of models into my level, all of the entities will lower the frame rate."


I do not have SKYPE...can you email it to me?

Adding entitys will always drag down frame rate, its more to render. However, static entitys work much better for frame rate then dynamic entitys do, unless your doing huge scenes, or something outdoors, i think you can be pretty plentiful with static entitys.


Quote: "Can I add Normal Maps to my ROOM SEGMENTS, and/or my ENTITIES?"


you cannot add normal or bump maps from within the editor in this version, but the next version will include this ability. In the next version you will also be able to make CUTTERS, or CSG meshs!


Quote: "Hey Bullshock, can you send it one more time, I just turned off my spam filters, hopefully that will solve the problem, thanks for sending it out already though, I just wish I would have got it."


Sent to the same address, let me know if you get it.

Quote: "Ah yes that is quite true, but I've experienced problems with that, and find that restructuring pathways is time consuming to me"


It is time consuming, and thats where these utilities come in handy. My programs don't do anything you couldn't do manually, they just do it a whole lot quicker.

Crav3
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Posted: 21st Jan 2009 06:26
This looks really good, So when can we be expecting the character importer?

BULLSHOCK 2
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Posted: 21st Jan 2009 07:24 Edited at: 27th Mar 2010 06:28
Im finishing it up as we speak.

Ive got it working and everything, ive just got a few more cosmetic changes, and i have to make sure it works in sync with all its counterparts and i will release it.

Shortly after, there will be an update for FPSC Toolbox that will include the character suite in the program.

Then on to the skybox/level program (which is half finished btw)

henry ham
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Posted: 21st Jan 2009 09:44
Quote: "Shortly after, there will be an update for FPSC Toolbox that will include the character suite in the program.

Then the skybox/level program (which is half finished btw)"


this just gets better & better

cheers henry

BULLSHOCK 2
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Posted: 21st Jan 2009 18:55 Edited at: 30th Mar 2010 03:45
And it will continue to do so until i run out of ideas

Taterx11
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Posted: 22nd Jan 2009 02:27
I might purchase weapon and entity editor, looks cool =)

Bob Dole sent me, he wants coffee.
Lightning Bolt Studios
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Posted: 22nd Jan 2009 03:10
Hey Bullshock, I just checked my e-mail and still nothing, I can't figure it out why your e-mails are not getting through to me, I disable my spam filters the other day and now I’m getting weird e-mails from people I don’t know ,anyway the only other thing I can think of is your sending to wrong e-mailed address or my ISP (Comcast) is blocking all e-mails from your domain on its own. Anyway, I’ll send you another e-mails tonight giving you one of my other e-mails address, and if you want we can try that.
Thanks Martin
BULLSHOCK 2
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Posted: 22nd Jan 2009 20:59 Edited at: 30th Mar 2010 03:45
Ive re-sent the details to both the emails provided, let me know when you get them, as id like to get this cleared up as quickly as possible.

@all
Character Creation System is very near completion, again just testing and refining as of now, then i have the logo, webpage, and buy button to do...

Screen shots will be posted soon if your interested

Lightning Bolt Studios
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Posted: 23rd Jan 2009 03:46
I GOT IT!
It must have been my ISP blocking e-mails from your domain, anyway sorry for all the trouble.

Thanks

Martin
James Kravenwolf
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Posted: 23rd Jan 2009 15:06
BULLSHOCK, I'm having trouble exporting x files properly into FPSC through your software now. The textures WILL NOT load onto the model in the entity creator. I DON'T THINK IT's YOUR SOFTWARE--I've done a little research and apparently the problems involving Blender exporting x files is that the textures do not come with it.

I was wondering if you can think of a way for me to get around this problem? What if I buy Milkshape? I want to use Blender for modeling still because it's a lot faster, but can I export, say an MDL file with Blender into Milkshape, and then load it into Milkshape, and then export that file as an x file through Milkshape, and then load the x file in your software?

(ps...i was going to send you my model, but there isn't any point to at the moment since the textures won't even load.) Please help! I still haven't been able to get started on my model packs with all of these little inconviences!
-Kravenwolf
BULLSHOCK 2
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Posted: 23rd Jan 2009 20:58 Edited at: 30th Mar 2010 03:45
Didnt i say blender had problems some of the time exporting to FPSC?

Ive mentioned a way that *I* do it...

Quote: "Thanks you for your kind words. You'll notice that earlier in this thread i stated that blenders.x file exporter is buggy. Back in the day when *I* used blender as my modeling application, ill tell you how i got successful models into FPSC:

1) model and UV map within blender.

2) export to .OBJ

3)open in LithUnwrap ( its free at the following link
http://files.seriouszone.com/download.php?fileid=198

4)export to "Binary compressed directX file" from within LithUnwrap.

5) open in ECS (or whatever prog you have) then select texture, thenexport.

Ive never had any problems with that method."






Scharmers
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Posted: 23rd Jan 2009 22:30
Best $25 on an FPS addon I've spent.
James Kravenwolf
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Posted: 24th Jan 2009 03:45
Bullshock, I tried lithunwrap as an obj file and lithunwrap kept saying there was no geometry. I tried the lwo file, and it said it need to be triangulated and uv mapped...i tried direct x, and it said there was a complete direct x error.

I don't know if it's just my typical streak of good luck, or if there's something I'm missing here that you could help me with. I'm getting really frustrated--I just want to see my models in FPSC.

-Kravenwolf
henry ham
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Posted: 24th Jan 2009 11:49
i can confirm this works great in vista

cheers mate

BULLSHOCK 2
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Posted: 25th Jan 2009 00:11 Edited at: 30th Mar 2010 03:46
James,

Try 3ds, that may work.

Blender, being open source, relies on the community to supply python-written export scripts, so they are not always 100% perfect.

Again, my streak of trial and error was almost 2 years ago, things have changed since then. i can tell you one thing, if it wont open in my program, it wont open in FPSC, they are both written in dbp, and both support the same formats.

If you get something successfully imported into Lithunwrap though, i know compressed X files from that program work well.

James Kravenwolf
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Posted: 25th Jan 2009 20:29
Thanks again for the advice, Bullshock. Going by what you said, the problem must be with Python--I don't have it installed with Blender yet (for some reason). I'll install it tonight after work, and try one more time to get things working.

-Kravenwolf
BULLSHOCK 2
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Posted: 26th Jan 2009 08:10 Edited at: 30th Mar 2010 03:46
If you dont have python installed im not sure how you could export anything in the first place

Let me know if you do get things working, im going to download and install the latest version of blender and see what i can come up with..

On last question though, the model wasn't animated was it?

DarthBasicVader
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Posted: 26th Jan 2009 10:27
Hello Bullshock! Regarding Character Creation System and Game Creation system ... is there any discount/bundle for the ones who have yet purchased your FPSC ToolBox ?
Let me know
Great W O R K !!!

Riccardo
James Kravenwolf
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Posted: 26th Jan 2009 21:52
Bullshock, no. The model wasn't animated. I tried downloading python last night, and for some reason, the script still says no python is detected when Blender starts up ..."continuing happily". Do I have luck or what? O_o

Now, I have to figure out why Blender isn't reading the installed Python...unless it should be moved into the Blender folder? Maybe I should just reinstall Blender altogether--I'm going to try again tonight. Let me know how things go on your end...I really want to get this straightened out!

-Kravenwolf
BULLSHOCK 2
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Posted: 28th Jan 2009 01:27 Edited at: 27th Mar 2010 06:31
@Everyone
Character Creation System is finished, im writing the help files as we speak, should be available very, very soon.

@DarthBasicVader
Not sure what you mean, I couldn't quite understand what you were trying to say. Character Creation System will be part of FPSC toolbox, and all current owners will get an updated copy shortly after the initial program launch.

I cannot say for certain, however, if the price will go up or not after program launches.

@James
i havent had a chance to get much done in the past few days, i did open blender and take a look at it and it seems that the direct X exporter is a different one by a different author then the one id used in the past... Ill have to play around some more when i get free time, which probably wont be until this weekend but you never know.

James Kravenwolf
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Posted: 28th Jan 2009 07:22
Appreciate it Bullshock. I'm going to get python (I figured out on my labtop which version to install to get Blender to read it properly), and I'll be playing around with exporting on my end as well. Let me know if you have any luck on your end. Thanks.

-Kravenwolf
Thraxas
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Posted: 28th Jan 2009 09:20
Just ordered a copy Bullshock

DarthBasicVader
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Posted: 28th Jan 2009 11:25
Tx Bullshock, i'm awaiting for the upgrade... it's all awesome!!!!

Riccardo
daarboven
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Posted: 28th Jan 2009 12:37
Quote: "Character Creation System is finished, im writing the help files as we speak"


Fine, I'm strongly interested in that part of the bundle:
-Do you just import any character mesh and it gets mapped to the standard fpsc skeleton?* or
-Do you import a preanimated mesh and it just generates the fpe and stuff in the right places?**

*(would be a dream come true)
**(would still save some valuable time)

So how does it work???

I am Jacks complete lack of surprise.
James Kravenwolf
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Posted: 28th Jan 2009 19:31
Bullshcok, I got the proper version of Python installed and exported as direct x into your entity creator, and the texutre loads fine in your program. Then, when I go to FPS Creator, the entity appears in the library (and the preview image shows it textures). BUT, when I add the object to the level, it's white. STILL NO TEXTURE........

Bullshock, what would you think about, me buying milkshape, and then loading the Blender file into milkshape as an obj or mdl file, and exporting it from there into your software as a direct x file? Do you think that would work?

-Kravenwolf
Nickydude
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Posted: 28th Jan 2009 19:49
You know what would be nice for C.C.S? A button to open FPI EditPad (if it was installed) so people can edit scripts directly from C.C.S.

X Games
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Posted: 28th Jan 2009 20:14
Just ordered my copy of C.C.S, looks great, can't wait!
the new madkiller
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Posted: 28th Jan 2009 23:09
just bought ccs but keep getting a runtime error,waiting for bullshock to advise.

tried it on vista ( desktop)
and xp ( laptop)
both give a runtime error?.
henry ham
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Posted: 28th Jan 2009 23:18
Quote: "just bought ccs but keep getting a runtime error,waiting for bullshock to advise."


i had the same problem ,i just went into settings output settings & clicked set folder defaults now it works as sweet as a nut.

hope this helps

cheers henry

BULLSHOCK 2
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Posted: 29th Jan 2009 00:22 Edited at: 30th Mar 2010 03:47
Ah you know what? It doesn't "Make" the default directory... I did all testing on a machine with the directory already created. If you do that as henry ham has advised, it creates the directory, so it wont crash.

I apologize, ill add in safegaurd code ASAP.


@daarboven

Im afraid it does the second option. you must have a pre-animated mesh if you want an animated character.


Quote: "Bullshock, I got the proper version of Python installed and exported as direct x into your entity creator, and the texutre loads fine in your program. Then, when I go to FPS Creator, the entity appears in the library (and the preview image shows it textures). BUT, when I add the object to the level, it's white. STILL NO TEXTURE........

Bullshock, what would you think about, me buying milkshape, and then loading the Blender file into milkshape as an obj or mdl file, and exporting it from there into your software as a direct x file? Do you think that would work?"

James, Textures automatically load in E.C.S. when you load a model that has animation data written into it, thats what they were created for. Its important though that you ALWAYS browse for the texture, this is in the help files as well. My program doesn't browse the model file for texture data, so you have to select the texture yourself in the dialog. If you dont, your character wont have a texture.

As long as you can get a valid OBJ file, Lithunwrap will export a working X file. It does strip animation away from the file though. Cant you get the trial of milkshape for free to try it?

Quote: "You know what would be nice for C.C.S? A button to open FPI EditPad (if it was installed) so people can edit scripts directly from C.C.S. "

Sounds great! which you would have spoken up before i finished the program! Ill be sure to add something like that to the next version!

Nickydude
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Posted: 29th Jan 2009 01:44 Edited at: 29th Jan 2009 01:44
Quote: "Sounds great! which you would have spoken up before i finished the program! Ill be sure to add something like that to the next version!"


I only just thought of it while looking at the C.S.S. screen shots in the first post.

Hardcore
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Posted: 29th Jan 2009 02:50
So you have to have your character preanimated? What about the weapons creator? Does it also have to be preanimated? Any chance of updating the programs to apply stock animations to the entities?
Apple Slicer
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Posted: 29th Jan 2009 04:57
Now that the character dealio is out, you're are about to be ten bucks richer.

Till Thy Migration Come...
Programador hispano
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Posted: 29th Jan 2009 07:04 Edited at: 29th Jan 2009 07:06
I am interested in buying the Character Creation System.

If I make an animated character in milkshape3D or whatever 3d animation software I have with completely custom animation (like melee attack, walk, run, die, idle, strafe and all of those or just some of them) then export it in .x format, Can I import it in Character Creation System and make it FPSC ready?

I know it loads biped characters, but, What about characters like dogs or aliens with 3 legs and 4 legs and other type of characters?

I know how to make all that manually, and is a pain try to match all the custom animation against the stock one. Will your software shave at at least a few hours off of my work and all of the trial and error?

I am interested in just custom made animation characters.

...........(o o)........
--oooO--(_)--Oooo---
BULLSHOCK 2
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Posted: 29th Jan 2009 09:45 Edited at: 30th Mar 2010 03:47
It is a pain to match the animations to the stock numbers.

In my software, you can add animations very easily, and they will export and your character will be ready to use them.

BUT. I think its worth mentioning that you will most likely have to adapt or create a custom script for any character using custom animations, because although the animations are there, the script tells the character when/what to animate. So if you export animations that DON'T line up with the character default animations, it may not come out right.

Quote: "I only just thought of it while looking at the C.S.S. screen shots in the first post."


Did i say "which"??? lol anyway, that is a great idea since any custom animations added to the character require a custom script anyway, why not edit it from the program?

Demon Air 3D
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Posted: 29th Jan 2009 18:04
i think you should release a demo lol, cos i realy wanna try the weapon creator
Nickydude
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Posted: 29th Jan 2009 18:17
I'd love to see a few videos of these in use as I'm very interested.

James Kravenwolf
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Location: Ohio
Posted: 29th Jan 2009 19:52
Bullshock, the texture was already applied when it was thrown into your software, BUT I've been manually selecting it as well just to be safe. And the problem has still always been there--it isn't textured in FPCS. I can try to get the Milkshape trial and see if I can export it into that, but I know the trail won't let you save anything; hopefully it will still let you export. I'll give it a try tonight. Thanks again, Bullshock.

-Kravenwolf
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Posted: 29th Jan 2009 22:46 Edited at: 30th Mar 2010 03:47
@james
Can you do my a favor?
This may sound a bit time consuming, but if there is a problem, this will allow me to fix it.

Can you send me your model +texture, and then in a separate folder, send me the entity files (BMP, FPE, DDS, X files)??
Just attach them to an email to my BULLSHOCK [at] Seqoiagames.com address.

Also, this may not work, but it was just a quick thought. Try opening your X file exported from blender in lithunwrap, and re saving it, THEN making an entity out of it.


@everyone else
Demo will be available when the character upgrade of the program is released.

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