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FPSC Classic Models and Media / How can I use models made with Tree Magik or Plant Life?

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Scoob
18
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Joined: 3rd Sep 2007
Location: Anchorage, AK
Posted: 11th Oct 2009 00:24
I've made a few trees and other things with both tree magik and plant life, how would I put these to work into FPSC? DO I have to make them an entity with the entity maker or is there another way? Any help with this would be great!
Thraxas
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Location: The Avenging Axe, Turai
Posted: 11th Oct 2009 10:53
I'd also like to know about this. I am able to export the trees from Tree Magic and create entities with them, but as yet have not had one work properly.

Either the leaf textures are not transparent, or the trunk texture appears as the leaf texture.

Afrokid
16
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Joined: 12th Sep 2009
Location: Western Australia
Posted: 11th Oct 2009 11:23
ah..i had Tree magik on my pc a while ago..i'll install it (let me find disk)

and i'll write a walkthrough for you


~Afrokid
DonWON
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Posted: 11th Oct 2009 11:39
I would also love to know this. I think the problem is with the fact there is more then one texture on them. Also would like to know how to make the grass have no collisions.


mgarand
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Location: The Netherlands
Posted: 11th Oct 2009 12:19 Edited at: 11th Oct 2009 12:19
it works fine for me , make the entitie and for the texture, use the .png one. it will work fine

about grass without collision use for appear script, appearnocollision



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Thraxas
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Posted: 11th Oct 2009 14:24
Quote: "it works fine for me , make the entitie and for the texture, use the .png one. it will work fine
"


Well, I must be doing something wrong then

Here's how it looks in Tree Magic:



Now I create the entity and leave the texture field blank so it can use multiple textures. It looks ok in the editor but in game I get this:



So I took out the wood texture and just used the .png like you suggested and it gave me this:



So now I have the leaves but no trunk. Like I said, I am unable to get the trees to work at all in FPSC, which is a shame.

mgarand
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Location: The Netherlands
Posted: 11th Oct 2009 14:29 Edited at: 11th Oct 2009 14:30
edit : you need all the textures they gave you, just place them all in a folder, and use the .png one in the script



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
AdrianoJones Wannabe
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Posted: 11th Oct 2009 19:59
Yeah, and make sure it's dynamic, or it can't be multitextured.
-Adrian

I love Taylor Swift. She's awesome.
Hey guys! Help me! Join the creative design forums! http://creativedesign.candorweb.com/index.php
Braden 713
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Location: Canada
Posted: 11th Oct 2009 20:52
I'm sorry, I could be totally wrong but I thought for FPS Creator, a model with multiple textures had to use a .dds texture file, not .png? Just curious, as I've wondered about this Treemagik > FPSC conversion as well.

Life would be much easier if I had the source code.
Thraxas
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Posted: 12th Oct 2009 00:39
Quote: "Yeah, and make sure it's dynamic, or it can't be multitextured.
"


This is what I have been doing wrong all this time I have been placing the trees as static objects. Thanks AdrianoJones Wannabe

Quote: "I'm sorry, I could be totally wrong but I thought for FPS Creator, a model with multiple textures had to use a .dds texture file, not .png? Just curious, as I've wondered about this Treemagik > FPSC conversion as well."


Well now it's working, it has 2 textures. A .png for the leaves and .jpg for the wood.

DonWON
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Posted: 12th Oct 2009 00:53
Wish there was a way around this for multiplayer. It auto generates a dds for it and cant change it to dynamic.


AdrianoJones Wannabe
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Posted: 12th Oct 2009 04:04
Quote: " This is what I have been doing wrong all this time I have been placing the trees as static objects. Thanks AdrianoJones Wannabe "


Woo beer!
Bah, underaged drinking... I don't like beer anyways. How about some orange juice?
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Thraxas
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Posted: 12th Oct 2009 04:28 Edited at: 12th Oct 2009 04:29
Sure ok:

ash grinder
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Posted: 14th Nov 2009 07:43 Edited at: 14th Nov 2009 07:46
@ mgarand

Quote: "about grass without collision use for appear script, appearnocollision"


I don't quite follow you here on how to make the grass with no collsion (so you can walk threw it).

Like do you mean use the appearnocollision.fpi script for the grass (wherever do I find that?)

Or, do you mean somehow change the appear 1, appear 2 scripts?

If so, could you elaborate a little more on grass please?
Nbt
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Posted: 14th Nov 2009 13:10
Just make an fpi with something like this in it:

:state=0:coloff,state=1 and use as the appear script for your grass, tree, bush etc

I only use this for fun and have no interest in making commercial games ^_^
ash grinder
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Posted: 15th Nov 2009 05:58 Edited at: 15th Nov 2009 06:39
Thank you Nbt.

I will try this. Can't wait to see the outcome.


-----------------------------------------------

Well this didn't take long. I couldn't get this to work.

What's so, soooo difficult about getting a dynamic grass entity to have no collision. Here is what I have done:

I created the plant life grass in entity maker, and then made sure I used the .png file. Inside FPSC I use the nocollide.fpi file I made using NBT's advice: Here it is:

Quote: ";Artificial Intelligence Script

;Header

desc = no collision on dynamic grass

:state=0:coloff,state=1."


Perhaps my frustration is in the grass fpe file? I changed the ai init to point to the nocollide.fpi script. And even went so far as to turn off physics in the grass properties. Collision mode in fpe is set to either 0 or 1 each time. Still cannot get this little thing to work right.

Yet when I do that, the grass is not transparent anymore (until I more mess around), or the grass is transparent except you cannot walk through it.

I'll just avoid the frustration, and stick to regular grass textures. Doesn't look as good, but better than going insane on account of "grass".

[/quote]
Hockeykid
DBPro Tool Maker
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Posted: 15th Nov 2009 06:53
here



ash grinder
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Posted: 15th Nov 2009 07:17 Edited at: 15th Nov 2009 07:37
Quote: "Quote: ";Artificial Intelligence Script

;Header

desc = no collision on dynamic grass

:state=0:coloff,state=1

"


As above,... been dere' done that. Perhaps a step-by-step guide might be useful.

----------------------

@ Afrokid, Id be definitely interested in a "walkthrough". Seems a lot of us need one for this. Just to understand how
Nbt
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Posted: 16th Nov 2009 01:33
Pop over to xplosys' site FPS Free and grab "LandScape Construction Kit"

http://www.fpsfree.com/store/LandScapeConst/index.htm

This comes with tree's, bushes, grass etc all set up correctly, so you can study the fpe etc.

I only use this for fun and have no interest in making commercial games ^_^

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