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FPSC Classic Product Chat / Custom made Entities don't appear?

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Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 22nd Feb 2011 22:55
Hi,

I'm sorry if this is in the wrong place, if it is can a mod please move it to the appropriate board, thanks!

So my problem is this:

I made a very simple barrel entity in Wings 3D and exported it into .x format. Next I made a texture for it in .tga format, and finally a .fpe file. (I copied the .fpe file from another entity and modified it so it should work) I placed everything in a folder, put in my entity bank. In the editor, the barrel does not appear, nor does it ingame. I would like to know what am I doing wrong? Here are the exact contents of the folder.

Barrel.x
Barrel_D2.tga
Barrel.fpe

And here is what the .fpe file reads:



Any help? Thanks!


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WickedX
17
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 23rd Feb 2011 00:14 Edited at: 23rd Feb 2011 00:22
Worked as is for me. Hmm, I thought dds only worked in the build. Learn something new every day. Only thing left I can think of, is are all you files in the same directory.

Edit: After better reading your post I see you have them in the same folder. Must be something to do with wings. I'll see what I can find out and post.
WickedX
17
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 23rd Feb 2011 00:43
Wings seems to work fine. Delete the bin and dbo files and try again.
Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 23rd Feb 2011 11:50
Nope, ran the cleaner and tried again, nothing.


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rolfy
20
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Joined: 23rd Jun 2006
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Posted: 23rd Feb 2011 15:19 Edited at: 23rd Feb 2011 15:22
Its one of three things:
Your model is not being exported from centre of your modeling app, test this by seeing if you get collision were where the entity should be in game.

If the model is not showing but you get collision its your texture, if your texture is 32bit tga but has no alpha channel then FPSC may be creating alpha, try using dds format with no alpha to test.

Maybe you have file path wrong for your .x model, or its scaled wrongly, test by importing a stock entiy and comparing scale to your model.

Always delete .bin and .dbo after making changes to the model you dont have to do this for any texture changes, provided your using .dds as original texture. If your letting FPSC convert from tga you will have to delete the dds every change you make.
Dark Frager
16
Years of Service
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Joined: 16th Mar 2010
Location: The Void.
Posted: 23rd Feb 2011 16:24
Thanks for the help rolfy. I'm going to try those things that you said out.


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Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 24th Feb 2011 23:43
Sorry for the double post.

None of the ideas above have worked for me unfortunately.


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Design Runner
15
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 24th Feb 2011 23:45
I know your issue! When exporting from wings 3d, hit the little box on the side. Then type 15.00 into the scale box. It is 50 for a room segment that is made from the basic 2x2 box.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Dark Frager
16
Years of Service
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Joined: 16th Mar 2010
Location: The Void.
Posted: 25th Feb 2011 11:32
Works perfectly design runner. Thanks!
Now I can start making my very first models for the community.


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