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FPSC Classic Product Chat / Funny character failure

Author
Message
wizardious
16
Years of Service
User Offline
Joined: 18th Aug 2009
Location: Saskatchewan Canada
Posted: 12th Jan 2010 10:04 Edited at: 12th Jan 2010 12:39
Lol
So I loaded the fpsc skeleton onto a mesh I had, and it was working good in 3ds max, I used the panda exporter and sent it to the fpsc toolbox following the settings on the game creators web site, and...................
Check out the before and after. Needless to say, fpsc crashed when I tried to test game.
Hador
User Banned
Posted: 12th Jan 2010 12:53
lol...maybe it's reallyy cool scifi armor. don't know what to tell you there...


[link]devboxportal.co.cc[/link]
wizardious
16
Years of Service
User Offline
Joined: 18th Aug 2009
Location: Saskatchewan Canada
Posted: 12th Jan 2010 19:34
So I thought I would see what it looked like in another program and this is what it looked like in milkshape.
EGG HEAD OF DOOM
17
Years of Service
User Offline
Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 12th Jan 2010 20:16
there may be polygon glitches. or its too high poly

Metal Devil123
18
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 12th Jan 2010 20:45
wow! Freaky!

rolfy
20
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 12th Jan 2010 22:01 Edited at: 12th Jan 2010 22:05
Looks like you haven't hidden all the bones before export, also looks like you have scaled the bones to include verts instead of using envelopes to do this. It may be that you have created your model using the wrong scale in max originally and have increased the size of your skeleton to suit so when imported to milkshape that scale has not been converted, would explain the small size and shrinking of certain parts of the model where verts have followed the scale of these bones with some not being properly attached.
It could also be that those boxes are hidden dummies to be used in whatever game engine its meant for.

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