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FPSC Classic Models and Media / How to make models FPSC ready in 3d max

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spudnick
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Posted: 30th Jun 2011 13:37 Edited at: 30th Aug 2011 00:06
I encourage that this is not a place to argue, as there are many ways to get to the same goal using different methods. If you don’t like the solution posted, then post your solution here and share with the rest. Please. I will try and answer as many questions as I can. Below is an updated index of what has been covered so far:

Whats Been Covered
Page 1:
When to use x-file export instead of Pandasoft x-file exporter
Posted June 30 post 7:01

PandaSoft settings
Posted June 30 post 16:04

Best Working Practices
Posted June 30 post 16:04

Orientation in max for FPSC
Posted June 30 post 7:01

What happens to Animated x-files during import
Posted Jun 30 post 14:18

How to rig a custom character theory
Posted Jul 2 post 01:03

The importance of building you model around 0,0,0 coordinates
Posted Jul post 2 07:03

Technique for building multi entity objects
Posted Jul post 2 07:03

Page 2:
How to extrude a shape
Posted Jul 10 post 11:57

UVW unwrap modifier
Posted Jul 11 post 01:47

Ways to reduce polygons
Posted Jul 12 post 10:10

Getting ready for UV mapping
Posted Jul 12 post 11:05, Jul 18 post 00:51

Lighting Tips
Posted Jul 29 post 01:51

Animation tips, where to place the object for animation
Posted Jul 29 post 14:19

Page 3:
How to make a glass room
Posted Aug 5 post 08:40

Sample map file
Posted Aug 5 post 12:07

Sizes for FPSC segment stuff
Posted Aug 6 post 16:09

Set up max units for FPSC entities and segments
Posted Aug 8 post 07:09

Page 4:
To Change faces if all the faces are inside out. Booleen operations or such
Posted: 29th Aug 2011 15:48

So after many hours searching the forum and reading i could not find any proper help on how to make models work correctly in fpsc using 3D max and so this thread has been born

For all Maya Q & A please visit our other thread
http://forum.thegamecreators.com/?m=forum_view&t=187799&b=24

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 30th Jun 2011 17:01 Edited at: 9th Aug 2011 02:48
I use 3d max and export with the Pandasoft exporter using the specs that were given in the forum here for animated models:
http://www.thegamecreators.com/?m=view_product&id=2001&page=CharacterStudio

And I use the x-file export for non animated models.

for Static entities I make them the normal max way with Z axis up and rotate them 90 degrees (y up) before I export them with the X-file exporter.

Dynamic entites except for characters are made with Y axis up and animated in that direction then exported with the PandaSoft exporter.

Characters are made the normal way in Max (z up) and rigged and skinned that way then exported with the Panda Soft exporter.

Best working practice for me:
Build the model to the proper size using real 1 to 1 demensions.
Open a scene with which ever units you decide to use(english or meteric). Build it and keep it center over the (0,0,0) coordinates using this as an immaginary floor. import a working x file from FPSC to check for size reference.
Scale the model before applying any animation to it or you will most likley have to do it again. Make sure you have a keyframe at the begining and end frames of the animation. Export with the proper exporter as mentioned above.

Practice Practice Practice.
It took me a week to get my first one going. Now I can do them in my sleep.

Hope this helps out for using 3D Max,


spudnick
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Posted: 30th Jun 2011 19:16 Edited at: 30th Jun 2011 20:03
Thank you Pirate Myke, i will tryout your method and see how i get on,

as you say "practice" makes perfect but understanding a program to do whats right is like learning a degree, so to speak

so i preciate the knlowlage and time you have given.

as for import of an existing model from fpsc, 3d max does not support the directX .x format import, or im missing somthing, i can use the Panda plugin to export tho

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
Pirate Myke
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Posted: 30th Jun 2011 19:28
No problem. Also when I make the FPE file, I just use one that is working and modify it for the new model. Good luck.

Nothing but coffee in my veins 'Insomnia is Coming'
Design Runner
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Posted: 30th Jun 2011 23:38
http://fpsc.wikia.com/wiki/Pipeline
That link explains it very thoroughly. Good luck!

Pirate Myke
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Posted: 1st Jul 2011 00:18
Max will import a x-file. But any animations gets squished into the first frames, then you would scale them back to the proper time length. Not the most user freindly way to get them and they are hard to edit if they have animation. Every frame has to be edited.

Most times I am just happy getting the mesh and re riging it and re animating it. It seems to take less time and you also have your file now to edit any further changes.

Nothing but coffee in my veins 'Insomnia is Coming'
seppgirty
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Posted: 1st Jul 2011 01:09
i use fragmotion to export my models to fpsc. i did a video tutorial explaining all the steps on how to size, rotate, do an fpe file and everything else to get an animated character into FPSC. you can download it at

http://www.chaosbrosfilms.com

....go to joe's page and there it be i don't have a d/l button so
you must right mouse click and use SAVE TARGET AS, OR SAVE LINK AS

gamer, lover, filmmaker
spudnick
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Posted: 1st Jul 2011 01:42 Edited at: 1st Jul 2011 02:00
Thanks guys this has been a worthy thread, i like using fragmotion
But did not have a clue as how you got the models into fpsc, so i was trying to use Entity Workshop, but models was not importing into it correctly,
infact i was trying all sorts of programs and i was getting in a right pickle,

@pirate myke, when you export from max, do you leave all the settings alone in the Panda plugin options?

@Design Runner.
That link has explained perfectly of what to do with the entity and its other contents.

@Seppgirty.
I will be going through the video's for fragmotion, thanks for info

Another good thing about this post, and that is modelers are telling about there ways and software to use

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
Pirate Myke
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Posted: 1st Jul 2011 02:04
OK here are the settings I use in Panda for everything animated with bones or bipeds.

No bones or biped in the animated model, then you could uncheck those in the first tab.

The Tab screen shots are .rar in the download button.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 1st Jul 2011 09:52 Edited at: 1st Jul 2011 09:54
Thank you again Pirate myke, you have been such a helpfull person,

As a new person at 3d max i find the aspect of things in it some watt confusing.

As to importing X files No can do, i get dam error, not supported
see attached image,

But im go and tryout those settings of panda export that you kindly provided

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
Pirate Myke
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Posted: 1st Jul 2011 15:17 Edited at: 1st Jul 2011 16:19
Max 2011 student version.
The reason you got the message is because there is no import plug in for direct x files.

I tried to use KW xfile importer and exporter. But it did not give me an import feature as stated it would.

If you send me the Xfile to my email, I will convert it to an obj file. This would be just for the mesh. I will see if the animation will hold but I would not hold my breath.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 1st Jul 2011 18:21
Again thanks Pirate Myke,

I only wanted to load an .X file from fps creater to get a file size to compare against my model, as my model was saved as a Collada.Dae and can import that ok and work on,

As for 3d max i think it is only limited to so many plugins in student version and so i think one has to delete some then put the ones that "one " needs to use. but i can't be done with that for the moment as i need to wrap up a level, as it is finished when this model is in it,
I left it till last cus a week ago i had probs with it and hence needed to get other things done,
So just for a quick work around, i will try doing it with Fragmotion for the moment.

By the way are you in development of any games at the moment, and if not would you or any others would like to join me in making my game for commercial selling,

Because i have only created 4 levels so far and now working on 5th and im struggling on my own,

Ok even tho this is my own post but i will setup another one for the game only for my team if any one would like to be in on it, i will put required personal in that post.

Anyway keeping this post clean from other topics

So i will see how things go with this model problem and i will let you all know how it turns out, and so i may have to email you Pirate Myke with the model in hand and see what you can do m8

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
spudnick
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Posted: 1st Jul 2011 20:26 Edited at: 7th Jul 2011 01:46
Dam i do'nt know whats going on, i have exported as a DirectX file using fragmotion

made my fpe file, and a 64x64 icon and put the entity in the right place as useual
but the dam entity is only 1mm big dot

so i added the scale command in the fpe and set to 1000 so
scale =1000

and now all i see is a blob,
in fragmotion it is very big and is fine, the .Xfile of model is 3.2 mb in size so i don't know if that has anything to do with whats going on.

silly thing of me, i forgot to put the location of the mesh in the FPI script, so easy to over look that.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Zwarte Piet
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Posted: 1st Jul 2011 20:51
I had problems exporting models in directx format from 3ds max with pandasoft exporter. I had the wrong directx sdk installed. that might be your problem.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
spudnick
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Posted: 1st Jul 2011 21:33
Thanks Zwarte Piet ,
i will look into that sdk issue and see if i can find another one.

I must be so bloody jinxed, i dowloaded the new blender 5.8 and now thier is no directx import or export, so i head over to the plugins of blender, And guess what the plugins page is broke so now blender is no use for me either.

This dam model is doing my Sweed inn!
Any way i have attached the dam model to this post if some one would be kind to have a look/try and see what is going on, i will very happy,

Thanks to any one who can help

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
Zwarte Piet
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Posted: 1st Jul 2011 21:46
Pirate Myke is the guy, I would use for 3ds max questions, but I will have a look.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
spudnick
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Posted: 1st Jul 2011 22:45
Thank you Zwarte piet.

i hope their is a way to do things with my existing software.

And so now im gonna have a go With solid works, gees this is a task and a half. god know how people use their big models.

Small ones easy but bigo ones a pain in the butt

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
Pirate Myke
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Posted: 1st Jul 2011 23:59
@ Zwarte Piet - Thank you my friend. Let me know when you are finish with your WIP. We have environment stuff when you are ready.

@ Spudnick - I will look at the file. I was really dissapointed to find out that no free direct x importers work with Max 2011. The student version is not lock out on this one anyway. There is none in stock max2011 period. Polytrans seems like the way to go. It is a pay program. Dont bother trying it out becuase every fifth vertice is deleted in the demo version.

I am not so sure solid works is the way to go. You will probably have to do extra work to export it as a poly mesh. I have not played with solid works since before autodesk bought it.
I might be blowing smoke out of my butt.

I will let you know what I can do with the model. What is the length and width that you intend it to be.

Big models are broken up into segments and entities. You have to remember that FPSC only sees box collision for dynamic entities. Static ones you can set up with polygon collision.

I do convertion from UDK artist and have to basically rebuild the scene using there models. I must determine where I need characters and player to walk and make sure to stick to the basic rules of segments for FPSC. A segment floor is a must in most cases for the character to walk on properly. Dynamic entities as walls are not so problematic.

I would like to be able to join your team in development, but I am over my head converting models for the WIP 'Insomnia is Coming'. I just like to read the forums every day to see what new advances come out and to lend a quick hand if I can. I have models coming in from 150 artist for this project and just me converting them at the moment. Again I will look at the model in the download link to see if I can see what the problem is.

Nothing but coffee in my veins 'Insomnia is Coming'
Pirate Myke
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Posted: 2nd Jul 2011 01:22
OK I imported this model into 3d Max 2009. Imported fine. 59000 verticies. Exported it as a new xfile and it was to complex for FPSC to import. I welded the verticies to 1/8" and brought the verticies down to 9,000 or so. Re exported it and it imported into the game engine just fine.

Couple of problems. This needs to be textured properly. It has a great UV map, just needs a great texture for it.
Also as you can see at the end when I try to go into the bay it has some collision issues.

If this model needs to be walk into or on, yo will need to make seperate entities and assemble them inside the map editor. If this is a distanst object in the back ground. I would reduce the verticies more so to save over head.

Movie attached in download button.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 2nd Jul 2011 02:54 Edited at: 2nd Jul 2011 03:10
Thanks again Pirate myke.

wow i don't know how you find the time

as for textue i have a camoflage to go on it, also it will be walked on and so i can use a entity of a plinth to be used as a ground for walking on,

after watching your video, is thats how i did get it to work and again you could walk through it (
so your saying i should use box collision

as this is the starting point of a level it will be used for cover, as the beach level has so much artillery and machine gun and sniper fire that even I can't make it to cover upon top of beach without 2-3 deaths

anyway i hope to put up a vid on youtube for all to see

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
Pirate Myke
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Posted: 2nd Jul 2011 03:15 Edited at: 2nd Jul 2011 03:55
OK so how would you like this file for your self. FPSC ready as it is? Its still as big as a complex character. Like I said Walking over this object the way it is drops my FPS by half. This model needs to be optimized a bit.
I can zip it up for you and you can see what you will need to do.
Attached in download button. You will need to move the textures to the texturebank\ww2\floor\concrete\ folder.

To make this object a bit better. I would try to have the sides seperate and the floorway separate. you need to use Polygon collision or 1 in that spot in the FPE file. As this model stands now it is a frame rate killer plus as you start to walk up it you eventually fall through the ground plane.

I have included the .obj file so you can at least edit this model and make it more useful to you.

Let me know how it goes

Nothing but coffee in my veins 'Insomnia is Coming'
the lion
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Posted: 2nd Jul 2011 10:15
@Pirate Myke: your posts here helped me alot, Thank you

Also I have a question related to models for fpsc

I am creating a custom shape character which has 4 legs 2 hands and a tail.
Now for that i have to make a custom rig and animate it.
I don't have any problem in animating i can pretty much animate anything but can't say the same about rigging.

So for rigging i need to create custom bones and skin it. But i am not sure about the naming of the bones.

Also max has bones but what i have seen in other tutorials for fpsc ready models they use joints such as with milk shape or fragmotion.
So this difference matters?.

I tried to find any tutorial but no luck

So any info or tips would be appreciated.
Pirate Myke
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Posted: 2nd Jul 2011 11:03 Edited at: 2nd Jul 2011 11:05
@ the lion - Your welcome. Every model will be a different challenge to complete.

For this on I would use just the bones not Biped. Build it the normal way in max Z up.

Think of it like an octopus. Build your bone to the mesh.
Make your first bone from 0,0,0 and go up to the pivot point of where the legs would be. Continue up what would be the hip, spine, neck, head if using.

Start each leg and arm and tail as its own seperate chain. I just label the first bone in the chain for reference. What you name these bone makes no difference as long as its easy for you to remember.

Add enough bones only to produce smooth bending. Once you have your seperate chains made, open the bone tool. (very useful) Pick the bone that would represent the hip for the leg joint. Press connect in the bone tools window. then click on the bone at the closest to the hip in each chain of the legs. You have to choose connect for each bone in the bone tools window.

Click on the last spine bone in the main chain for connection of the arms. Repeat the connect bones proceedure above.

This is the same for the hands, Build the fingers seperate chain and connect them to the fore arm bone.

You will want to practice this. Its not to hard just monotonous.

Once you get done connecting all the bones. Then you can just rotate the bones in spot for a sanity check that you in fact did connect each one. Save your work at intervals. If you start having problems. Stop, Save, Save as a new name, Continue to work in the new file. That way if you make a critical mistake you can go back to the last file and save as a new name again and try again.

Once satified that the bones are functioning.
The hard part begins. Select the mesh, Use the skin modifier. Add all the bone in the dialog. Save and save as a new file name with Skinned in it. Work in the new file.

Rotate the bones and see where you will need to adjust envelopes or vertice weights. Take you time here and be sure you got it all before you get to the actual animating stage.

Once you get this step done save and save as a new file and animate in that new file.

Hopefully you can get it on the first shot. Dont count on it. Everything will look fine in max and when you export it. there is were you will see anything that xfile format dont like.

Most of the characters I convert I get to do three or four times from scratch before they are complete. Some time they just work the first time. The important thing to remember is take your time at the rigging stage and think what is really going to happen with this model. It will make a difference in how you may need to rig it.
Take your time when weighting the verticies. Missed verticies or ones linked to the wrong bone can cause some nasty mesh stretching in the game engine. If you are going to use one of the skin boned shaders. Make sure you dont go over the shaders bone limit. 60 for the old ones. and I believe Bond1 made all his new ones at 100 or so.

You could try biped with the forefeet option used for the legs and ponytails for the arms and tail for the tail. Use physeque for that first. If that mesh wont conform. then try the skin modofier on it.

If you have a newer version of max you have the character-animation tool. It can do a bunch for you and the rigs are mostly made and interchagable, but its a learning curve. Its rigging the proper way.

Hope this helps out some. You should use the Max help file. It explains the use of the bone tools and some other useful things.

Use panda soft exporter for animated models and characters. Setting in one of the above posts.

Nothing but coffee in my veins 'Insomnia is Coming'
the lion
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Posted: 2nd Jul 2011 16:18
@Pirate Myke: that is very useful information, ur the best.
spudnick
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Posted: 2nd Jul 2011 16:50 Edited at: 2nd Jul 2011 17:37
Thank you Pirate Myke.

Are these lines needed in the FPE file

;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax = 0

;animationinfo
animmax = 100
;anim0 = 190,209
;anim1 = 210,234

if not then can i remove them


i will have a look at how i can make it more better on the frame rate, but if im gonna have problems then i think making it into bits like you said will be better, its just doing it from what i have already, or maybe start from scratch

At least the drawbridge is already a seperate peice and so thats where i will start if i do go that way,
So bit by bit i will have to make it like a jigsaw puzzle that will be fun.

Well guys at least this thread is providing valuable info for me and others, as Pirate Myke is providing great work arounds and in depth information on how to do things in 3d max.

Also if any modelers out their that have made any entity buildings either for their model packs, then please have your say on how you made yours possable to work in FPSC, as you may be using diffrent software and settings from what has been mentioend,

Hopefully this thread will help (New & Novice and Experienced) modelers make their models work in FPSC.

As the Link that Seppgirty has provided has gave me an insight of what is needed to make entities work, so thanks for that

@ the Lion, i prefer fragmotion and their are some great tuts for it too, that got me up and going in no time, even tho i have only rigged one model so far but i only did that to have a go and will have further education on it later in my spare time, but what a nice bit of software tho.

But a more experianced person that uses IE 3d max like Pirate mike will have his own best way and so will others, and they are so kewl at helping.


Anyway i better see how i get on with my model

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
Pirate Myke
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Posted: 2nd Jul 2011 17:03
@ spudnick - Just make sure that all your pieces are built around each other, centered to 0,0,0. Get the models completly seperated in max. save it. then use the hold feature and fetch feature.

When you go to export your separate pieces, you will need to erase all the other objects except the one you are exporting at the moment. Once that one is exported, Fetch the scene and choose another piece to export, erasing all the rest. Repeat this until you are out of pieces. Reason: The exporter will export hidden geometry, causing each piece to have more geometry then intended. Doubling of pieces and bringing up the poly count when you get it into the game engine.

When you place these in FPSC, Use the <B> option on the keyboard when placing them. This will act as an auto alignment feature per say. Thats why it is important to make your model around 0,0,0.

I think that should do it. Let me know if you run into any other issues or questions.

@ the lion - Your welcome also.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 2nd Jul 2011 17:38 Edited at: 2nd Jul 2011 23:06
Well i have managed to scale it to the right size and added my texture, tweeked up the FPE file

So all loads up ok with only a few Fps drops using 2 landing craft.
but i still have a little problem with walking in it, when i get in side you can just walk through the sides into the water, but you can't walk from the outer left and right side back in wich is fine,

so for the moment i happy to just leave it so when starting level you just start at the front of the ramp of the craft,

i have attached an image from the top of my level looking down to the beach head at the 2 landing craft,
overal FPS is a bit low at around 15 to 30, its 15 FPS in the water untill you get to top of the beach , for wich is kewl as you don't wonna run fast in the water, but once of the beach front and heading to the main doors of the fortification then the fps increases to a nice running speed,

So the texture i used for the L-craft was octimized using (DDS Converter 2) and works better than Gimp and Paint.Net you seem to get better file size any way in DDS format and Tga, But i did use the Tga Format for texture as their was some Alpha issues in the DDS format in FPSC, so it was just easy to use TGA even tho the tga file size was 486 kb and the same texture but in DDS format is only 172 kb

Any way i will spend a bit more time on another day as it has worn me out

And so i can get back to octimizing the level for moke effects and better Frame rate

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
spudnick
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Posted: 2nd Jul 2011 23:09 Edited at: 2nd Jul 2011 23:10
here is the image as i could not add it to the post before , as it was an update on post and did not work

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
Pirate Myke
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Posted: 3rd Jul 2011 01:41
You might get a better initial framerate if you can find some thing to block the edges of the map area if you have the room.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 4th Jul 2011 01:37 Edited at: 4th Jul 2011 01:49
Yeh you are right about that myke, i have been looking for somthing for the last week, buts its blending it into the scene, without looking glitchy that where im stuck at.

i have another trick up my sleave that im gonna try in the next day or two, and that s create a sky at layer 9 and thus cutting out data usage for all the other layers beyond that and also will still see the sky,

and also create half invisable walls with a ripple of water effect around the ocean and see what happens

but also i would like to put a big battle ship bill board, but don't know how to go around that yet.

well im of to try so i will brb with my update/progress

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 5th Jul 2011 02:23
Well after a bit of tweeking of the ocean and hill/cliff sides i managed to gain an extra 3 fps and also re-positioning of the landing craft i gained in total an extra 4 fps.

Dam its hard work gaining frame rates on large terrains using big models too.

so i have another Question,
what is the best way to make a 10 square in length and 2 layers in hight 3D model billboard, of lets say a ship.

Round up. how do you just get a big billboard of a ship just for scenic veiwing,
would it be st done in the same way as the landing craft or is their a way to get a picture and texture it to a flat 3d mesh of the size i require.

Again what software and settings needed to acheive doing this.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 5th Jul 2011 02:56
Maybe try Overlaze by explosys

http://www.explosoft.com/tools.html

Else a rectangle that size with the texture mapped to it.
Thats a pretty big overlay, but thats what there for.

Use any model program that can UV map.
Maybe make an outline shape of the ship. Exturde it to a small thickness. UV map a texture on it. Export it as a x-file. Make the FPE file and give it a shot.
Enough of these would block the edge of the map and increase FPS i'm sure.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 5th Jul 2011 20:44 Edited at: 6th Jul 2011 01:10
Thanks myke, i forgot all about using overlaze, as i have been so wrapp'd up in Max and Fragmotion i forgot about.

Well it turn't out not bad at a scale of 600 using overlaze
what a quick and easy software to use to create large billboards or overlays to walls and floors.

Any way i thought i would attach an image of my WIP

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 7th Jul 2011 01:40
I have another question to all,
How do you work out the scale/size of a model in 3d max to properly fit/look ok in fpsc,

also how can you easily lower/reduce poylgons without ruining the model, is their a quick work around,

And how do you insert/use an image to model around so you can extrude it to make a model.

sorry for asking all Q's its just im an unexperianced user of 3d max and i nomally just make models from scratch, but would like to trace an image to make a model, if thats the right wording for it.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 7th Jul 2011 02:16
8feet 4 inches by 8 feet 4 inches is a segment.
Bring in a xfile into max and set your units up so that the unit reading are the same size. Set your grid for 8'4" and a person should be 3/4 of the height of the grid.

I use the floor and wall xfiles from the ww2 chatue hall way as my reference for segment stuff. Characters I use Aiko from the scifi pack Once I have a template setup, then I just open that up for a new model and save as the intended name for the new entity.

Use Mutlires for your vertice reduction. Use all the options. Look in the help file.

Bring the image in as a background lock the scale and trace it with the line tool. Close the polygon and then extrude to what ever thickness you need.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 7th Jul 2011 09:10 Edited at: 7th Jul 2011 12:05
Thank you Pirate myke.

For providing us with this verry usefull information,
And so the first thing im of to try and do is use an image in background and trace around it with the line tool.

you see is that i did not know that you used the line tool in 3d max for doing this, as in my other 3d program i have to use a magic lasoo thingy, and so this is great to know

just to mention, i do look on you tube for tuts, but the quality of them do not show what they are actualy clicking on, so it like looking at a tut through foggy glass, so to speak.

any way, that why im asking so many Q's
Also FPSC users can get hands on working knowlage for making their game.

So once again thanks mike for being here for us.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 7th Jul 2011 15:59
Yep. In max you can use any of the shapes alone or in combination to draw a profile and then extrude to make it an object. Then you can further manipulate it by extruding faces of the object to make parts that come off of it. You canuse the compound geometry section to do Booleen operations to attach or remove part or objects to make you geometry more complex.

You can go to the autodesk site and peer through the tutorials.
There are some really great one. Some for basic modeling, materials, lighting. But thats cool.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 10th Jul 2011 21:30
well i have been trying in 3d max but every time i try and use the extrude feature, then nothing happens,

ok here is what i did,

1. started 3d max
2. created a slim box that is about the size of the object i need.
3. i inserted a image onto the box
4, used the line tool to mark around it.
5, clicked on modifyer\Extrude
6, moved mouse and arrow keys and it did not Exrtude,

so i tried again and now i can't find the option or highlight the Line tool, it is un functional, greyed out,
so i closed max and started it up again and still no Line function.

Any way i have contacted the 3d max support to see if they can help, but that was friday and still nothing,

so im gonna try the repair tool.
BRB with update

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 10th Jul 2011 21:57 Edited at: 10th Jul 2011 22:01
Nope. Make an outline with the line tool under the shape button.

Just draw anything right now and make sure to close it. You will get a dialog asking if you want to close.click yes.

At that point you can select the line and choose extrude from the modifier drop down.

Use the spinner to make the height change.
Use the taper if you need taper in the object.

Let me know how that goes. Picture attached on were the line tool is.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 11th Jul 2011 00:35
Thanks myke, that worked fine,

i don't know what i did diffrent last time, but this time it was a doddle.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 11th Jul 2011 03:03
Cool, Glad it worked for you.

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spudnick
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Posted: 11th Jul 2011 11:37 Edited at: 11th Jul 2011 11:46
@Pirate Myke

Could i have some assistance,
I have extruded the shape that i require, and i have added a texture of the ship onto it and assigned it to both sides.
but the texture seem to be smaller than the model, so i thought i would scale the model to suit, but it also scaled the texture too, so it still remains the same problem,

so is their a way that i can make the texture bigger or to fit the entire model. i have attached an image of what i have acheived so far, Excuse my poor quality, as it the first time doing it in max, but agin it my learning project

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
anayar
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Posted: 11th Jul 2011 11:41
Youll probably have to manually scale the texture in a image-editor. Unless there is a way to do it in 3DS Max... I dont know, I dont have it

Cheers,
Anayar


For KeithC
spudnick
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Posted: 11th Jul 2011 11:42 Edited at: 11th Jul 2011 11:45
doh double post . wow that was a quick responce
Thanks i will edit the image and try to make fitt

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 11th Jul 2011 11:47 Edited at: 11th Jul 2011 11:48
click on the extruded object. In the modifier list pull down, towards the bottom is the unwrap UVW modifier.

Choose that, then in its panel choose edit.
A dialog comes up. you will see outline of your extruded object on a checkered background.
In the upper right of that window is a dropdown that says checked. Choose the diffused texture from that list and you now see you texture behind the UV map lines of your object.

You can choose faces on your model and they will be highlighted in red in the UV editor. Move and scale and rotate the faces to line up with the model. You can look in the help also.

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spudnick
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Posted: 11th Jul 2011 12:32
Your the King Pirate myke.

As you have provided easy instructions and so i did it with no problems, Kewl and thanks

I hope you don't mind heling this old noob with all my Questions/problems

As for the Max help. it just do not get to the point of what one is trying to do,
But i do have a read in it and online tuts before posting here, but when my brain can't relate to what help files are on about then i post here and get amazing help from the fpsc forum users Likein this thread,. Thanks all

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 11th Jul 2011 12:38 Edited at: 11th Jul 2011 12:43
Not a bother at all. Some day you to will be answering questions. I have been using max since it was a DOS program. so its second nature to me now. When I go into blender or milkshape, it seems as if I cant function and go back to max. But all in all the theories are the same and they accomplish the same task.

Looking thru the help file in Max lets you know what you can do in the program. It also gives you knowledge on how to tackle your modeling tasks. Reading the help file can be a drag, but I can say that, it is where I learned the most of the program and practice every day with it. Even if its only a little bit a day. It will engrain the proceedures in your mind to get the task compete.

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spudnick
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Posted: 11th Jul 2011 12:52
@ Pirate myke
i Know what you mean, having so many type of software to get a job done for creating a game is a mine feild,
IE, Scripting,Sounds FX, Models,Terrains,sky boxes,Physic's,shaders wel the list is endless. and being a one man band in creating my game, is damm hard in learning all these tools to make things and then making it work in fpsc is another task in its self.

As you mentioned about the Max in dos, well that brings back memories for me. thats when you needed to know all the keyboard commands, even tho there was not that many compared to todays apps, and so it was a must to do so.

Any way if your in need of help for anything for fpsc then i hope that i can provide such valuable info to you.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 12th Jul 2011 20:02
Oh here is another question if it can be provided.

Is their an easy way to reduce polygons in a model, or do you have to delete tehm manualy to reduce.

why im asking this for, is that i have some models and the poly's are way too much for fpsc to use.

Thanks for any help

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 12th Jul 2011 20:10
Multires modifier or re topop them.
Multires is in the help file. You should really look at the modifiers in there just to see what they can do.

There is also the optimize modifier.

Both of these will do the trick.

Retopop is a whole different story. there are good toturials on this online.

Nothing but coffee in my veins 'Insomnia is Coming'

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