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FPSC Classic Product Chat / Could someone please convert this for me?

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BeauPratten
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Posted: 11th Aug 2010 13:15 Edited at: 12th Aug 2010 09:50
I downloaded this model off turbosquid but I don't have anything that can convert max models. Can someone pleas convert it to x?

EDIT:
Uploaded the file.

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charger bandit
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Posted: 11th Aug 2010 16:51
Um theres nothing attached.


WWIV Studios
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Posted: 11th Aug 2010 18:04
Quote: "Um theres nothing attached"


Zay
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Posted: 11th Aug 2010 18:40
Quote: "Quote: "Um theres nothing attached""


Contact me in Skype,name- nejcplan
Nbt
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Posted: 11th Aug 2010 19:12
Quote: "Quote: "Quote: "Um there's goodness in them little O's"""


Pirate Myke
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Posted: 11th Aug 2010 19:28
Sure post it

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BeauPratten
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Posted: 12th Aug 2010 01:39
Quote: "Um theres nothing attached."


Oh sorry, I could have sworn I uploaded it. I'll fix it up this afternoon.

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DarkJames
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Posted: 12th Aug 2010 01:48
Quote: "Quote: OH DEAR, NOT THE O's!!!!"


Bigsnake
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Posted: 12th Aug 2010 02:08
If you mean max as in 3ds max then look for pandora X, it's a free plugin for 3ds max that allows you to export to .x files.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
BeauPratten
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Posted: 12th Aug 2010 09:49
Ok....well that was embarrassing, I fixed the download in my first post with the zip file containing the model.

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Pirate Myke
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Posted: 12th Aug 2010 10:51
Give this a try. The polies are low and it squares things off.
Could have been worse I suppose. everything is included.

Maybe get the high poly one and reduce the poly count with multi res.

Remember this entity has to be dynamic for the multi textures to show.

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Pirate Myke
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Posted: 12th Aug 2010 10:52 Edited at: 12th Aug 2010 11:34
Heres the redone Max file in FPSC size

Wrong file, download deleted. See post below.

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Pirate Myke
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Posted: 12th Aug 2010 10:55
Heres the redone Max file in FPSC size.

Sorry for the double post

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BeauPratten
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Posted: 12th Aug 2010 11:19
But I thought FPSC could only handle x files?

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Pirate Myke
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Posted: 12th Aug 2010 11:25
The output I gave you in the first download is the stuff for FPSC.

The second is the Max file scaled down to FPSC size. (metric).
I gave this to you if you need to fiddle with the tire meshes some more. They might need there normals messed with. this was a quick convertion.

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BeauPratten
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Posted: 12th Aug 2010 11:28
Uhhh I think I'm confused. The first download has the max file in in and I have no way of opening those files. I downloaded the model off turbosquid and was hoping for it to be converted to a direct x model

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Pirate Myke
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Posted: 12th Aug 2010 11:28
if you open up the max file you posted, and import the X file I sent you, you can see the difference in size in huge. The file you posted wold have taken the whole level cause it was made in inches not millimeter.

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Pirate Myke
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Posted: 12th Aug 2010 11:29
the zip file I sent you has the x file and the FPE file made for you already.

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Pirate Myke
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Posted: 12th Aug 2010 11:30
I understand that you dont have Max. If you need me to change some thing in it just let me know.

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BeauPratten
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Posted: 12th Aug 2010 11:30
I never recieved a zip file containing that stuff...did you email it?

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Pirate Myke
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Posted: 12th Aug 2010 11:34
My bad, sent you your zip file back instead of my .rar file
reposting now.

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BeauPratten
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Posted: 12th Aug 2010 11:54
Thanks. Got it now.

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Pirate Myke
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Posted: 12th Aug 2010 11:56
Cool, the tires could use some work, on the mesh.

Remember to set it as dynamic and no textures assigned in the editor.

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BeauPratten
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Posted: 12th Aug 2010 12:10
Can I add shader effects?

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Pirate Myke
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Posted: 12th Aug 2010 12:24
Sure you can but the texture names are not correct.

Lets start with if the mesh is acceptable for you.

If so, Do you have gimp or photoshop?
The texture names need to be in texturename_d.dds ot tga then you need some other files generated fo these. the Normal map, the specular map, A new texture for the glass with an _i map for reflection maybe.

In short each one of the textures would have to have all the other textures made or converted. (4 each)

Let me know.

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BeauPratten
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Posted: 12th Aug 2010 12:26
Yeah, the mesh is great. Thanks for converting it.

I use gimp and i know how to do them all. Except how/what is an i map?

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Pirate Myke
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Posted: 12th Aug 2010 12:38 Edited at: 12th Aug 2010 13:03
Im sorry copy the _i file to a _r file.

If you go into the gamecore\guns\scifi\tavor and copy the gun_i texture to an gun_r texture then put it in a level and use it, you will see that the scope image is a reflection until zoomed.

Pretty cool if you can get a good map.
_d - diffused
_d2 - Oversaturated diffused
_n - normal
_s - Specular
_i - irridescence (seems two be to white spots for specular shine on the scope glass. it put the gun_cube.dds map on the glass.)
_r - reflection (Same as _i texture).

Might only work with a weapon shader though. will have to play with it.

This was posted in a thread a while back.

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BeauPratten
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Posted: 12th Aug 2010 13:09
wow. There's more textures then i thought.

so what's a reflection map? Like what's it look like? I couldn't find one in my travor folder

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Pirate Myke
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Posted: 12th Aug 2010 13:13 Edited at: 12th Aug 2010 13:15
All the reflection map is, is a copy of the I map. What that does is throws the gun_cube.dds map on the white spots in the R map.

The white spots correspond to the glass on the scope.

Check it out.

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