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FPSC Classic Product Chat / How would I extract a level I made into another modeling program?

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Galalian
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Joined: 25th Jun 2011
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Posted: 29th Jun 2011 10:29
I had a wonderful idea to make cutscenes that go with the game I'm making, but I am unsure how to go about it. Any help would be greatly appreciated. I would be sending the level to either daz 3d studio or 3ds max.

Thanks

gnbkeller7

Dark as pitch, light as bright, evil fears my might, Graves I dig for them to lay in, I am the Galalian.
maho76
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Posted: 29th Jun 2011 16:09
i dont think you can send a whole map to other progs because its fpsc-coded. a map is not a 3d-meshmodel, so i think that should not work.

get a good videocapture software, do a model for player-entity and rip the video directly out of a for-this-builded-final-game, setting up the level/enviroment for the camera-angles you want to do (build ramps,lifts,plattforms etc.)
Red Eye
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Posted: 29th Jun 2011 17:06
When building or testing your game, fpsc map editor/engine makes a dbo file. Which is a data structure file in which all data of your static world level is written. You can load it up in Fragmosoft, and export it to 3dsmax.
Altough your dynamic entitys and other things that are dynamic wont be able to exported.


Quote: "get a good videocapture software, do a model for player-entity and rip the video directly out of a for-this-builded-final-game, setting up the level/enviroment for the camera-angles you want to do (build ramps,lifts,plattforms etc.) "




raymondlee306
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Posted: 1st Jul 2011 04:27
When you build a game, where is the dbo file for the level saved?
anayar
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Location: Minneapolis, MN
Posted: 1st Jul 2011 07:32
Yeah, same question... is it the "universephy.dbo"?

Cheers,
Anayar


For KeithC
maho76
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Location: universe-hub, playing the flute
Posted: 1st Jul 2011 11:07
would be cool if this would work, so it should be, well, not easy but easier to build the level in a 3d-prog. more info,please
Red Eye
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Posted: 1st Jul 2011 17:57 Edited at: 1st Jul 2011 18:02
Extracting the static of world of FPSC to use it for other purposes:

FPSC saves a dbo file (for static level only) to use it in the test game build or final game build.
If you test your level and then go to the fpscreator folder (do not click OK to test level just open your file explorer and go to the fpscreator folder) then go to -> files -> levelbank -> testlevel

universephy.dbo is the physics file, which you dont need as you cant import that into your Fragmosoft project.

But what you do need is universe.dbo. This file holds all data for your static world. You can import that file in Fragmosoft. And after that export to .X , .OBJ or any other format.

If you want that your static light maps will be included also, make sure you have the lightmaps folder, which is located in the same folder as universe.dbo, in the same project folder as universe.dbo. So it can be retrieved and applyd by fragmosoft.

If you want that your textures will be included also, make sure you have the universe.dbo parented to the texturebank, so fragmosoft is able to retrieve the textures that universe.dbo asks and apply it.

Cheers,

RedEye.

PS: Having problems? Add me on msn, or email me.

Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 1st Jul 2011 18:07 Edited at: 1st Jul 2011 18:08
Well written Red. Great knowledge you have. (yoda)
maho76
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Posted: 1st Jul 2011 18:48
thank you, red.

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