Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / New to FPS Creator but semi skilled on DB pro

Author
Message
DVader
22
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 3rd Sep 2010 21:28
Hi, I have been messing about with this package for a few days now, although I have owned it for probably a year or more. I recently purchased it including all the extra model packs, as the one I got via subscribing to Love film had practically nothing I could use .
I am just messing about with making custom entities, segments have eluded me so far but I will suss them out. I include a pic of my Pod. It is ok so far, but I really want the bubble to be transparent. Now in Db Pro I could load in my object and texture the limb with a transparency texture and hey presto it would be transparent. I cannot do this in FPS Creator to my knowledge (possibly with a mod). How would I get the glass dome to be transparent? Is the only way splitting the model into 2( base and bubble), and placing them independently? I would prefer to have the entity as one unit, but if it is not possible will have to try that method.
Hopefully some of your vets out there will see an easy solution Fingers crossed.

http://s6.bitefight.org/c.php?uid=103081
Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 4th Sep 2010 03:01
I have seen people create models with parts transparent (mainly glass windows), but I am not a modeller and am not sure how they went about doing it. You may have to wait until someone who has sees this thread and (if they want to) share the secret with you.

The screenshot looks pretty good, I like the segment textures and the pod, very scifi. Though, the bloom is a bit overdone, looks way too misty in there.


Hope you have a good experience with FPSC.


The one and only,


charger bandit
16
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 4th Sep 2010 11:44
You need to make the texture transparent in that part where the dome is textured.


DVader
22
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 4th Sep 2010 12:57
Hmm, tried that, have used a low opacity on the glass in psp, but when it loads in fps creator it ignores it. But I am thinking this is because the image is flattened when saved as tga and transparency is lost.
The bloom effect and such is the standard way it looks for me. Played with a few settings but with very little difference I can see. This was from a test level and not a build, nowhere near that stage yet. Still learning how to use it.
I include the tga file.

http://s6.bitefight.org/c.php?uid=103081
Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 4th Sep 2010 13:37
Have you tried messing with the transparency setting for the entity in FPSC? I think setting it to 2 should work for you.


The one and only,


DVader
22
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 4th Sep 2010 15:57
I have tried setting it to 1,2 and 3 to no avail. Possibly it is my texture. Will have a play in Db see if it works with that.

http://s6.bitefight.org/c.php?uid=103081
vortech
16
Years of Service
User Offline
Joined: 18th Mar 2010
Location: Finland
Posted: 4th Sep 2010 15:59
Did you delete dbo and bin files after editing fpe file?


Check for pure horror.
Bootlicker
17
Years of Service
User Offline
Joined: 29th Mar 2009
Location: Germany
Posted: 4th Sep 2010 16:02
try this


DVader
22
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 4th Sep 2010 16:43
Tried your image Bootlicker, still the same. I have tried the object in DB and get a different look but no transparency, just a dark blue pod instead of a cyan one.
Vortech, I edited the transparency in the entities properties rather than going into the file directly. It seems to have altered it afterwards when look at the fpe file. I do delete the dbo,and bin files each time I retry to convert, as I am guessing fps is making those itself and using instead of the .x files etc afterwards. Perhaps if I put the object up as well people can try it?
I include an image from DB pro, showing the difference between modes at present. Not that it ever looks like that in FPS creator, just shows the transparency is doing something to the bubble, just not exactly sure what lol.

http://s6.bitefight.org/c.php?uid=103081
Bootlicker
17
Years of Service
User Offline
Joined: 29th Mar 2009
Location: Germany
Posted: 4th Sep 2010 16:47
try using this one with the transparency setting on 0.


Roger Wilco
20
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 4th Sep 2010 17:00
Is the entity dynamic or static? If it's static, only 1-bit alpha transparency will work (black and white). If you want to have semi-transparency, your model needs to be dynamic (and have a greyscale alpha, of course.)
DVader
22
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 4th Sep 2010 17:28
Bootlicker, that makes it transparent, completely transparent which is not quite what I'm after. I hadn't tried it as dynamic as I didn't realize you can only have on/off transparency on them. tried it as dynamic and still the same. When you say greyscale alpha, you mean it cannot be a colored tint? To get the transparency all I did was paint with a cyan colour with 25% opacity. It certainly looked nice and transparent at the time. Does the image have to be 256 colour? unless tga alters it it would still be at full 24bit at the min. Will try that anyway.
I include the .x file so anyone willing can test it.
Thanks for the suggestions so far, I'm sure it will be cracked soon.

http://s6.bitefight.org/c.php?uid=103081
DVader
22
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 4th Sep 2010 17:43
Not sure how to put up more than one file so here is the fpe to make things easier to test.

http://s6.bitefight.org/c.php?uid=103081
PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 5th Sep 2010 07:30
I've attached a rar with what should fix your problems You need to have transparency with your texture file and I recommend using GIMP to do so or PhotoShop if you own it. I like using .PNG format for my transparency textures

Also - a tip - You don't need to write out the entire file location as long as all the files are in the same folder. Take a look at the new FPE I included to see what I mean Another tip - I don't recommend using any sort of bump/normal map effect/shader for models with transparency. I usually find problems whenever I do use those type of shaders. So, I removed the effect line from your FPE, I hope you won't mind. Before you use the new version, delete your DBO and BIN files.


If something is perfect, it probably doesn't work. -PWP
DVader
22
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 5th Sep 2010 13:38
That works better. Slight bug in that I can see through the main pod in places while looking through the glass, but I'm guessing that's unavoidable. Thanks! Not sure why my texture didn't work though. I use paint shop pro in the main, and also use png with db whenever possible. As FPS creator specifies tga I used that in this case though. Compared your new image with my old one and apart from slightly different blue colour can't see a difference. I heard psp can be odd with transparencies in the past and certainly have had issues before, perhaps it is a problem with psp. Or just me lol.

http://s6.bitefight.org/c.php?uid=103081
PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 6th Sep 2010 03:44
Quote: "Slight bug in that I can see through the main pod in places while looking through the glass"


Yeah. Sadly that's FPSC's fault. Maybe if you make it dynamic and immobile it could possibly work better. Not sure though. Never heard about PSP's and transparency, but I wouldn't compare it with FPSC

If you open up the new texture in GIMP, you should see in that blue circular part of the texture that there is gray and dark gray squares, representing where the alpha map is showing. If I can find Kravenwolf's alpha/transparency tutorial with hud use you might be able to see how the transparency works.... Aha! Found it. Clicky.


If something is perfect, it probably doesn't work. -PWP
Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 6th Sep 2010 04:17
Quote: "Never heard about PSP's and transparency, but I wouldn't compare it with FPSC"


I believe PSP is "Paint Shop Pro" in this instance.


The one and only,


PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 6th Sep 2010 08:34
Quote: "I believe PSP is "Paint Shop Pro" in this instance. "


I was, honestly, wondering why he would've made a vague connection between a Playstation and FPSC... Sorry lol.


If something is perfect, it probably doesn't work. -PWP
DVader
22
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 7th Sep 2010 01:52
Lol. yeah I was referring to Paint Shop Pro, used it for years since version 4. It seems ropey with tga transparencies. I always use png in DB projects, which work ok normally using the same method I did here. Made myself a nice black server tower since Don't know why but it seems more fun getting models working in fps than db lol.

http://s6.bitefight.org/c.php?uid=103081
PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 7th Sep 2010 03:41
Quote: "It seems ropey with tga transparencies"


I don't even think transparency works with TGA format. Using PhotoShop for a while now, I can't figure out how to save a texture with an Alpha map as a TGA

Yeh, it is fun to get models into FPSC. DBPro is just too easy to get custom models into, that's why


If something is perfect, it probably doesn't work. -PWP

Login to post a reply

Server time is: 2026-07-03 14:40:28
Your offset time is: 2026-07-03 14:40:28