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FPSC Classic Product Chat / How to convert multi-texture entity

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cds1234
15
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Joined: 30th Apr 2011
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Posted: 17th May 2011 00:55
Hi there,

How can I get more complex models like Dexsoft .x to convert for use in FPSC? I can do so without textures, but cannot understand how to do multiple textured models.

Any help much appreciated.

I did read the sketchup indo in the community manual but hoping there is an easier solution.

thanks!
AJ Schaeffer
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Location: Jacksonville,FL
Posted: 17th May 2011 01:00
Instead of specifying the texture for the model in the fpe leave it blank and put all your textures with the model. It should automatically apply them.

Making someone's day a little better because of one of my models means a lot to me.
cds1234
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Posted: 17th May 2011 02:57
Hi AJ,

Great! I hope it does- I thought I had tried this, but I will edit the fpe and see if it works.
That Guy John
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Posted: 17th May 2011 05:03
Quote: "Instead of specifying the texture for the model in the fpe leave it blank and put all your textures with the model. It should automatically apply them."

This depends rather or not the creator left the texture data in the model when they exported to .X.

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FPSC OneSource [DeskTop App] - Bringing everything together into one.
Thraxas
Retired Moderator
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Location: The Avenging Axe, Turai
Posted: 17th May 2011 08:53
Quote: "This depends rather or not the creator left the texture data in the model when they exported to .X."


I also think the model needs to be dynamic and not static.

It was supposed to be a monkey / kangaroo fire-breathing hybrid. And it would be 70 km tall, and keep a giant laser in it's pouch.
That Guy John
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Location: United States
Posted: 17th May 2011 09:09
Quote: "I also think the model needs to be dynamic and not static.
"

I think you are right about that too.

CDS,
What models did you buy from Dexsoft? I love their collections there.

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
cds1234
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Posted: 18th May 2011 22:52
Hi there,

I am looking at several different packs.
I will try the dynamic thing as well- it might be the trick.

I bought the arches pack first. It only had one choice for ".x" and all the separate rooms in other formats. I found that if I used milkshape and saved as milkshape first, that it seemed to work better. But, when imported into FPSC, I can see the correct textures inside and out but when going into test mode, only the first texture choice is used. I can specify a single texture if I want, and it will convert to that texture.

I am guessing that either the 'static' thing will fix this, or I need to find the option that makes it work to include texture information. I read the details in the data files and it looked to me like the textured were being outlined and rooted to positions, but I'm not familiar with specifics of formatting yet.

I also own the Walls and Towers which is a beautiful looking collection. There are many format choices in this one, and they all export correctly with very little trouble. I think I used the milkshape format for them to export.

I have some models that are in 3ds format that I can load, adjust, and all textures appear mapped properly, but I cannot get them to load more than one image in FPSC no matter what I try. Leaving it blank just makes it pick the first named texture. Not sure how to resolve.

Ive read the descriptions of sketchup and others (I now am trying fragmotion and milkshape). I am going to try the ticked options that were mentioned for a conversion from pandasoft to see if I can find the right combo.

None of the models that I need to import at animated moving people. They are all structural entities like buildings and decoration items. I suppose I just need to either 'dynamic' them or find what I am not clicking to provide texture map.

Again, any input is greatly appreciated!

This is getting a little more fun now
cds1234
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Posted: 19th May 2011 02:57
So, yes great news! The models needed to be set to dynamic. Nothing was wrong with the settings I had in conversion- just needed the switch:0 I sure appreciate that!
cds1234
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Posted: 19th May 2011 13:53
Well... I may have spoken too soon.

If it is static, then it only loads a single texture, but it acts correctly.
If I set to dynamic, all the correct textures load, but it loads the player in the air towards the ceiling.
If I adjust the map down it wont allow the player inside. I can eventually adjust a way to send stairs to the entrance or level change height for testing and it allows all walk through walls. This goes away if set to static.

I saw in the 'fpe' a line called 'fixnewy' or something like this, so I set it to "1" and it does fix the height and then send player falling through the floor into space.

Any suggestions?

Thanks.
rolfy
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Posted: 20th May 2011 00:14 Edited at: 20th May 2011 00:16
Dynamic entity's have only box collision so you cant enter them and depending on the pivot will have collision offset. There is no way around this I can only suggest you attach all pieces of the model together (except doors etc) and learn to uv map correctly so you can make it static.

Alternatively you could add a nocol line to the script and use invisible segments/entity's for collision.

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cds1234
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Posted: 20th May 2011 13:35
Hi rolfy,

Thanks for the reply. I had a feeling/was afraid that was the case.
It is a catch22 situation, since the beauty of the design is in its architecture. I bought the models bc of the archway construction and angled pillars/columns. But, you can imagine part of what makes them so nice and detailed is the combination of top/bottom textures. mapping them would take too much time away from actual game design, so I will most likely be using more of them in texture mode. Maybe if the poly count isn't too extreme I can use some of them just for the benefit of more architexture in levels.
cds1234
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Posted: 20th May 2011 14:20
rolfy- also your skybox/terrains look amazing. Definitely interested in these Are they allowed for commercial projects?
rolfy
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Posted: 21st May 2011 02:00
If you intend to use these models could you not simply break them up and rebuild them in map editor that way you could make each part static. I dont know the models you are using so have no idea how complex they are but architecture tends to be easy to put together this way.
All my media is for commercial use in any engine/renderer of your choice, its not limited to use in FPSC alone.

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cds1234
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Posted: 30th May 2011 13:19
Hi rolfy,
Typically working with many, many multiple pieces of architecture isn't a problem, but that that particular design, they created one 'complete level' concept with a lot of special architectural design attached. That one complete combination is the only model that is in "x" format. The combination of many multiple textures, upper, lower, angled rims, edges, design points... would be way beyond my scope. but, the individual parts all exist with their own texture combinations for separate rooms and will be useful.

On similar subject, for models that render correctly and use multiple textures, therefore requiring 'dynamic' type, is it possible to apply shaders? I have tried and found that skins disappear when trying to apply certain/most shaders. illumination.ent seems ok but it also seems like I could get a much better surface response from entity models with something else working properly. I am only guessing that the issue I am seeing is related to the need for multiple textures, and models that I have worked with that contain a single skin are easy to add shader effects to.

p.s.- rolfy your skies/tunnels, etc are fantastic!

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