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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: 12th Jul 2011 20:37 Edited at: 12th Jul 2011 20:53
Ok brill, i will go and have a try with those modifiers and have a good old read on whats watt.

And i will have a look for the tutorials for them too.
i just hope the quality's are good

Wow your responce was too quick, any way's i have found some tuts, i was just being a bit lazy
i will also note what you have just said below this post

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 20:47 Edited at: 12th Jul 2011 20:50
What ever you do dont use a multi sub object material.

Open the textures in a paint program and combine them in to a decal type situation. That way you can point the UV unwrap to a specific part of the texture instead of mapping the whole texture to the object. Hope that makes sense.

Open the help file and under the index tab type UVW. Explains theory and use. This proceedure is going to be one of the most important ones for you. You will need to learn this to make your shaders work proper in the game engine. As you can only use one shader per entity.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 12th Jul 2011 20:59
@pirate Myke
So when adding a texture, and you say
Quote: "combine them in to a decal type situation"


sorry to be dumb but i have no idea what you mean

but i wiill goto the help for the UVW and see if i can understand

As you mention about the shader, what shader do you like to use in your texture, from 3d max, well if max does add a shader or did you mean in the gamee engine.

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 21:05 Edited at: 12th Jul 2011 21:08
Open up one of the textures for one of the WW2 corridors.

Notice that there are 4 seperate textures in there.

What you do is in UVW edit mode you select faces of your model and apply them to a specific part of your texture.

So your create your texture combinning all the textures you wany to use in to one texture. Then map the different parts of your model to it.

Dont use FX textures in there. Make three textures, A diffused - which is the colored texture.

A normal or bump map. FPSC uses the normal one. they are blue and need to be run thru a plug in to make. Or you have to bake them in Max. ( i dont even want to get it to baking so dont ask, It would take days to explain)

Specular map - A lot less bright then the diffused.

There are many ways to make the maps, and different shaders in FPSC use these maps different to do diffrent things.

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 12th Jul 2011 21:21
Kewl i will have a go at assigning a texture to part of a model. i will try with just a box for the moment.

As for baking in max, well i will learn the cooking procces in due course,

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 21:24
Excellent

Nothing but coffee in my veins 'Insomnia is Coming'
spudnick
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Posted: 18th Jul 2011 10:25
after a lot of reading from the brain aching help file in max im back where i started,

ok here is what im at

i add a texture to each one of the Round bubble slots in the texture panel,
i then select part of the 3d model and then drag the texture from one of the bubbles in the texture panel and do the same again to another area , but the other texture changes also, oh yeh i did un select the first area before trying to add a new texture to the new area,

Also using the uvw to texture, how do i add a texture to the uvw cordinate panel, well the panel where you make the selection to add to the selected parts of the model, IE the polygon.

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: 18th Jul 2011 10:51 Edited at: 18th Jul 2011 11:09
Make your mesh.

Make your material that you want on it. All textures into one map. this is the part you are missing. **** 1 material with the combined texture map assigned to the diffused mapping spot. No multi sub materials ****

Apply the material to the object.

Add the unwrap UVW modifier.
Press edit down below. In the window that comes up, in the upper left corner, there is a dropdown box. Click on your diffused texture in the list. If you dont see your texture listed and you just assigned the material, then in that same dropdown at the bottom is reset textures or something to that effect.

You should now be able to see the texture in the window tiled 3 x 3.
You should also be able to see the UV outlines of the faces or polygons in your model. Other options under the option button.

Try all that. You will get it.


anayar
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Posted: 18th Jul 2011 11:00 Edited at: 18th Jul 2011 11:06
I just bought Max 2010... and I just wanted to let you know how IMMENSELY helpful this thread has been Pirate Myke!! I already finished one client project AND made my first animated prop using Max and am still learning rapidly Thank god for all the first class tutorials and help threads like this one

Yeah, so just thought Id pop in here and tell you how grateful I was The jump from Milkshape to Max was daunting to say the least...

Cheers,
Anayar

[EDIT] Had a question too lol .
Im trying to do a cloth simulation and I followed the steps in this tutorial: http://www.youtube.com/watch?v=bzEmgYurV5s
When I hit the Simulate (Local) button the cloth doesnt change at all. That AND my Max goes bonkers... like the bottom action bar switches between "Click to select an object" and "Simulating, dT=0.0200000"

Any idea what is wrong?? Im sorry to also be buggign you with questions, but just thought ID ask since this thread is about Max [/EDIT]


For KeithC
Pirate Myke
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Posted: 18th Jul 2011 11:04 Edited at: 18th Jul 2011 11:06
What a nice program. Glad to provide useful information.
I cant use anything else. I have been using this program for so long. once you get use to it you will feel the same. Plus it exports properly with the right plugins.

anayar
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Posted: 18th Jul 2011 11:06
Quote: "I cant use anything else. I have been using this program for so long."

I think I get what you mean... doubt many other programs are as feature rich

P.S: Did you get a chance to read the above??

Cheers,
Anayar


For KeithC
Pirate Myke
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Posted: 18th Jul 2011 11:13
They all have there benefits. Thats why most people use a few different ones. Just like paint programs.
Mostly I use the free ones to open tough convertions and re export them out as .obj files. Sometimes Max just dont like the order of verticies in certian models from other programs.
I get a bunch of different models from a bunch of differnt programs. I also have to be able to export them out for the other artists to use in there formats.


Pirate Myke
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Posted: 18th Jul 2011 11:28 Edited at: 19th Jul 2011 20:51
About the cloth simulation. I am not sure how that works. Every time I get cloth I have to shell them so you cant see thru them. and run some bones to make them move. Clothes are tough

I beleive that reacter cloth might make the stuff you need. Just make sure that what ever you try makes keyframe animation, No morphing. x file dont like it. I am not an organic modeler from heart. More architectural.
But I can tell you that you do not want to dress your model.
Make the clothes part of the mesh and extrude the faces away from the body were the boot line or sleeves would be. All meshes for convertion need to be closed or you will see thru the model at different angles.

Try it out. I am sure there are tutorials out there on makeing and rigging clothes. I am just getting thru learning how to rig standard characters. then they hit me with this thing that is going to have 200 bones or more to make all the parts function. Its like some transformer thing. Real evil, but used to discect you.

So I am sorry that I cant help so much on that one. Just to many things you can do with the program. To many hats to wear. But the good thing is I have plenty of time to learn. Maybe we can get a mod to change the title of the thread to "How to make models fpsc ready from 3d Max" Maybe that would attract some of the other max users to spill there secrets a bit. There are some very talented animators out there.

As for the posted toturial. Try it again. Its easy to miss something when your trying to do it at the same time.


spudnick
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Posted: 24th Jul 2011 14:38 Edited at: 24th Jul 2011 15:16
@anayar
glad to have you here and finding this thread helpfull to you,

i have learnt more from our fellow users in here than trying to learn the concept of the 3 max help files, i mean you need a degree in understanding what the hell they mean,

it reminds me of Laurel & Hardy, meaning you give one a paint brush and let the other hold the paint tin, with the lid off, and then one gets a brain of an idea to read the instructions, any way the moral of the story, whats the point of reading it when it has no information on how to prevent what has just happend and still would have no info on it even before hand on how to prevent such an accident, Cus it was in a Forign language! But at least one tries to read Well thats me, i read then get into a pickle/mess

Any way i got a bit side tracked here.

But my main point is if you got well educated users of 3D Max like Pirate Myke that understands the aspect and provides us with a understandable meaning to what we are trying to achive then that is what this thread is all about and needs, and we need more people like Pirate myke with other software experts to aid Fps Creators to make and get there models to work.

And so thank you all for being here to 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
anayar
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Posted: 24th Jul 2011 17:12
Quote: "i mean you need a degree in understanding what the hell they mean,"

I lol'ed at that, but its completely true

Cheers,
Anayar


For KeithC
Pirate Myke
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Posted: 24th Jul 2011 17:25
Sure a degree in understanding could help decrypt the help files, but they are not that tough.

Read the proceedure first, then again, then try putting the info to work. Also I spend 8 hours or better working with this program everyday, and even thou I have been working with this program for years, I still find out things I can do with it everyday.

But it is nice that people on this forum do share their valueable information. This forum has been very informative in the last year with all the changes and info that the people who have developed mods and script and shaders have provided to us. The least I can do is spout off what I know.


spudnick
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Posted: 27th Jul 2011 04:28
how things going pirate myke?

i have been a bit busy making new website and chat room and also setting up a forum all for my game creation at my server,
http://www.mbcgames.info

just thought i would put link up for you al to see how my game is progressing.

so i have not been training on 3d max for a few days and i think a crash course is due to get me back on track by for now

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: 27th Jul 2011 05:23
Just been busy with the game Insomnia is Coming
Rebuilding a scene from UDK into the FPSC engine.
You can see some of the stuff in this thread.

http://forum.thegamecreators.com/?m=forum_view&t=186859&b=24

Here an in game video of the animation tests.
http://www.veoh.com/watch/v21134035jb5kWh7d

Now animating and scripting the 8 custom characters in this level.

Looked at your site looks like you got the hang of some stuff.
that looks like a nice DX viewer.

What shall we learn today?


spudnick
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Posted: 29th Jul 2011 11:24 Edited at: 29th Jul 2011 11:36
hi pirate myke. your game is looking awsome. i love the bit when you get to first door and then the train track rises,

I love all your texturing and lovly blue light misty bits, it is so good i watched the vid 3 time

how did you make the girls with baloons stay in the air and when shot falls,

Q. why the barbed wire along the track ? it did not seem right to me, if its to keep you on track, then i would use invisable segments, and also have some vine rapped around cable and link to track to give it a sort of hanging suport look, ooh i do love vegitation iin those sort of scenes, it like tomb raider.

also i did not think the wooden picket frames looked in place, i would of like to see there som nice texture pillers or fallen piller rubble

well i fought i would give you some feed back,

all you lighting looks spot on. i wish i could get to do mine as good.

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: 29th Jul 2011 11:51
Hey,

Thanks

It will make sense with the rest of the puzzle. Cant show everything, That was almost to much.

OK, the girls with the balloons, Remember the green and red spots in the map editor, when you place an entity. those dots are 0,0,0 in you model program. Those dot also come into the map editor exactly on the floor. So height is easy to calculate. Collision is the only thing to think about when you want to interact with the player real close or need to shoot it. should be as close to the dot as possible. so when you shoot the girl the script runs the animation after the spin animation, which is a 600 unit fall.

The WW2 stuff in there does seem a bit odd. But mr game has all the peices put together to make all the levels flow when completed. This level is only 70% done. Makeing all the characters for it now. I just make the stuff to specifications and let him know if it will not work. But believe me, I try to make it work with script first, then modeling and animation if all else fails.

Thanks for the feed back, I will point that out to him. If you read threw the thread a little people have mixed feeling on how we get the media for the content. But when the artist give you there files to convert into your game, what can you do but make them work and go outside the box a bit.

Lighting: set your ambience to about zero for an inside scene. Let the lights actually light your map. Turn the lumanence down in all your lights to 60 - 100 in what ever color you choose.
Change the ambeance color to some thing with low colors and saturation, definatly if you plan to use the full screen bloom shader. Test, adjust, test, adjust, get coffee, adjust, test...

Outside scenes: put 1 static light 10 - 12 levels above your ground level. offset it to throw shadows. Set it to the brighter portions of what ever color you are choosing. yellow for days, blue gray for clouds, red for mars, and so on. Never use a full color for any of your lights. No pure red, blues, greens, anything. Remember in our world, we only have one sky light source. sun or moon. Night outdoor scenes, set you ambience to a deep blue but not dark, if there is not full moon going on. if the moon then adjust as needed.

Lower the radius of the lights till you start getting the mood you want.

Strive to find the perfect skymap.

Have fun.


spudnick
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Posted: 29th Jul 2011 12:11 Edited at: 29th Jul 2011 12:22
Thanks again pirate myke, i did now about outside lighting, but had no idea about indoor lighting, and now with your information, i will implement such settings

1 Question when seeting lighting on one scene/map and then when you move onto another map in a game is the lighting set through out the whole game the same or can they be sett for each map.
i can try and find out by doing it on test levels but fought about asking first,

Importing models from other resources is some what hard, and you seem to have the knack/way of acheiving this.

im some what confused about the girl thing, but will look into what you have expained and have a go to reproduce,

can't wait to see more of your 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, but if you take my beer you will not walk again
Pirate Myke
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Posted: 29th Jul 2011 12:42
lighting from level to level:
There is a post some where in the forum about that. I thought it was scriptable now. Have not tried it myself.

Large resources in Hollywood with different programs that convert to each other. Try to get Obj files, they are pretty universal, Static xfiles are good most of the time. Other ones are trial and error. Some I just rebuild.

Girl part.
Make a new map with a 4 x 6 segment room 6 level high.
Place a character in the highest level.

Use the <z> key in the map editor to get the idea of how to model it. Where ever you want the model to be, after the animation is complete, where you want that spot to be at when the model is at 0,0,0 in your modeling program. I will sketch up some diagrams and pics. Just to tired tonight to draw and gather this stuff for posting. It sounds confussing but its not. Where ever your model is in relationship to the world center in your model program when it activates is where it comes in to the map editor. Have you ever noticed things that where offset when you bring them into the map editor. This is because they where exported off center in the model program. You can also use that concept to your advantage in making things work in the game engine. Just think about what you really want.

Lessons for another day.


spudnick
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Posted: 29th Jul 2011 23:08 Edited at: 29th Jul 2011 23:10
Thanks again Pirate myke.

i will be studying the information you have provided and hope to get somthing to work, as im in no rudh to do anything like this, i will leave such complex doing for a clearer brain day as im so focused on my own little things at the moment,
at least others can tryout your technique.

Thats why i love having this post with such a knowlagable person like you that share such valuable information.

and wish their was more like you around

at the moment i have been doing more simple creations, of terrain segments for my game, (War The Sixth Day) for wich can be followed at the Wip thread.

and any critism is welcome

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 Jul 2011 00:19 Edited at: 30th Jul 2011 00:21
OK in the download button is a set of pictures that explains the balloon girl drop theory.

Just remember to think where you want the player to interact with the model for collision. Collision becomes none existant the further you go from the center dot.

I wanted to shoot her down so I set the character at 0,0,0 and animated her 6 floors down in space.

If I wanted her to rise then I would have to set frame 0 at the top position, then frame 1 to the lower posistion and then set the last frame back to the top, further animation required for interaction with the player would be animated after that.

Sometimes it is easier to have 2 of the same characters and have the first spawn the second one at a set point if collision does not cooperate or you cant shoot it down or you can run threw it.


spudnick
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Posted: 30th Jul 2011 02:25
Wow Pirate Myke.

such nicly illustrated images you have provided, i have saved them into my best tuts folder

Where do you find time to do all this for us all.

oh by the way im on the scrounge for some large cliff modles/meshes that i would like to have for my game, if anyone would be willing to let me have for my game, i have made some small ones but they look to blocky and so when they are side by side of each other they have gaps and don't look right/uniformed i mean they don't look natual.

or even some help on how to make them look better when side by side

Thnaks to any one that 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, but if you take my beer you will not walk again
Pirate Myke
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Posted: 30th Jul 2011 02:44
Your welcome, Comes from a software testing background. Test and document.

Time I have.

Did you get the bonanza pack when you got FPSC. The are some cliffs in the Arteria Ruins pack in the entitys and the arteria outdoor pack that work pretty good.

Cosmic prophet has a bunch of them in his packs also.

As far as making yours fit together better. I would build a range of cliff walls maybe the length that you want them to go. then cut up that models into 2 segment wide pieces. that would give you some pieces that should fit together flawlessly.

Post a picture and I will look at it later.


spudnick
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Posted: 30th Jul 2011 03:36 Edited at: 30th Jul 2011 03:45
thanks again myke, with so much contents i have bought i forgot about the bananza kit being some good stuf from cosmic prophit, he is a good artist, and he even gave away a pirate pack, that one day i will use, i had to get it cus it was fre im not a cheap skate by all means,i pay for everything that is worth while.

i was intrested in murging things realy and one thing since last post was i came acros this
http://www.youtube.com/watch?v=vLiFgvOJMik

and even tho its in a forin speach i utterly understand evrything, cus its well illustrated just like your tuts, and so i thought i would share,
and it is to do with paint.net

i will get to make such cliffs, it just i was being a bit lazy, after doing a hard day at creating my snow segments, as the textures had issues, and had to blend in on all surfaces from ground to walls and corners and so forth, but i got their in the end and so i was tired and still am, it was nice too just ask for somthing,

and you again hit the nail on the head , yep and that is make the model and then cut it up!

oki doki so i will do that again, but i don't like doing that bit cus i seem to loose aspect of sizes when touching up the edges.

again im just being lazy.

but another day is a fresher challenge.

untill then im gonna have abeer.chow !!!!

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 Jul 2011 03:50
That is a very handy tutorial for photo retouch.

In the max help file. Look for a topic on terrain. The is a tool under compound objects. that will make a great cliff wall for you.

Draw a series of contours representing you cliff horizontal profile. Like on a contour map for surveying.

Then apply the terrain modifier in the coumpond objects pull down.

Then all you have to do is slice it up.

Tah! Dah!


spudnick
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Posted: 30th Jul 2011 03:55 Edited at: 30th Jul 2011 03:58
wooh hoo, what a nice bit of info, thanks m8, i will go and try that ASAP as soon as the new sun come ups.

Thanks, im glad you like that youtube vid as it made my day erm night i should say, i mean moring now, dam i don't even now what day or month we are in heheheh. oh im in the UK so its 2:00 am now

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 Jul 2011 04:01
Yea I hear you, I sleep from 3am till 7am and a small nap between 1:30pm and 3pm. The rest its taking care of my grand daughter and making stuff for the game. I am on my 6th character of 12 to put in that level I showed you. Good stuff.

OK, I will talk with you later.


spudnick
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Posted: 30th Jul 2011 04:12 Edited at: 12th Aug 2011 04:16
so we have much in common in the way we dedicate ourselfs to making a good game and absorb much klowlage all the time.

I have got my own forum to exchange information IE models and all other Fps Creator media.

Oh im normaly in the chat room around 11:00 am uk time if you need to have quick chat.

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 Aug 2011 15:28
Its been a while, and so im on to a new aspect of imaging.

Ok when creating a 3d object, is their a way to add an image in the background that can be made transparent,

like i would like to make a glass room with a certain colour.
without using the fpscreator transparent feature,

as it would be a large room and would be an entity.

Thanks for any help with 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 Aug 2011 18:40 Edited at: 5th Aug 2011 22:10
Are you planning on walking into this space?

You need multiple entiys. One for the actual space, and 1 for each pane of glass to want for each wall and ceiling.

If so then In 3d max make a box the size you want the room to be.
In the modifier stack, scroll down to shell and apply it.
The two top spinners in that section control the offset of the shell to the inside and outside of the object being used.

You see there that you can override the default material used and put a different material onto each seperate side of the shelled object.

Use a booleen function to cut a doorway into it.
This entity will need to be static with polygon colission = 1(polygon) and immobile =1 in the fpe file. This will allow you to walk into the space when you bring it into the game. it also give you the collision you need for the walls and the floor to walk on and in for player and characters. This is your framing for the glass.

The glass needs to be a dynamic entity with the cubeent.fx

Materials: With out using FPSC transperent. Have a texture grid some other color then black. or black if you dont want to see the shell at all.

Have the glass be what ever color you want it. Put them on two seperate layers. On the glass color layer apply around 65% transperency. Notice the way they have the textures in FPSC. The _d2 texture needs to be saved as a _dds file (dxt3 with alpha). Open one of theres in Gimp or Photoshop and you can see how they did the texture.

If you go into the FPSC folder under Scifi and look at the FPS files for the window entity, you can see which shader they use. You can also see how they setup the glass texture maps itself.

That should get you started. I am making a test map and have found texture issues. I will update this. You can still make the object for the room using the above method.


Pirate Myke
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Posted: 5th Aug 2011 22:07
Hard to explain. Easier to give you a test map.
Study the objects and add entitys to be frames where the glass would meet the wall and each other. some kind of believable frame work.

Use the above method in last post to make your shell for the room.

Files attached in the download button.


spudnick
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Posted: 7th Aug 2011 02:01
Thanks Pirate Myke, that was easy to follow instructions, i have made my windows, just have a little problem tho.

and that is the size, how would you determin the entiy size to make like the same height as a fpsc segment height, as im making a room but with the front all glass,

Would it be easier to load a segment wall mesh and use the blooleen function and punch a hole through that and insert glass, as i think it would make a frame.

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 Aug 2011 02:09 Edited at: 8th Aug 2011 17:13
Segment size is 8'4" x 8'4" x 8'4" or 100"x100"x100"

or 100 gen units x 100 gen units x 100 gen units.

I think off t he top of my head its 2.54meter x 2.54meters x 2.54 meters.
Also you can bring in a segment's wall x file as a reference. I use Aiko for size reference quite often. she is 5'8" game size, I think she has been scales down a bit in her FPE file. Check it to be sure.

I would try and do it like the FPSC one in the map I sent you. Entity for glass and segment for frame with a punch thru it.


Leongamerz
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Posted: 7th Aug 2011 04:04
Hey thanks for helping us alot pirate myke

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,KeithC,Nickydude,Dark Goblin And Lee Bamber is my icon.

Pirate Myke
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Posted: 7th Aug 2011 04:12
Not a problem. Knowledge is Power, and we need powerful people in the world.

I just which we could get the name of the thread to say

"How to make models FPSC ready in 3d max" in it somehow.

Please, Oh Please!!

There is some great info in here just to get lost in the forum because of the wrong title. (no offense Spudnick) you had a general question that turned into a 3d Max how to.

Just glad to help.


spudnick
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Posted: 7th Aug 2011 13:42 Edited at: 7th Aug 2011 20:40
Yeh your right their Myke, so i have done just that and made a 3D max and a Maya dedicated thread.
here is the link.
http://forum.thegamecreators.com/?m=forum_view&t=187799&b=24

So for all your 3D Max and Maya information can be asked or evn found in this new thread.

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 Aug 2011 16:52 Edited at: 8th Aug 2011 17:15
Cool. I had made an email request to a mod for a title change. Could take a couple of days as this is the weekend.
Now this thread has a proper searchable title.


spudnick
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Posted: 7th Aug 2011 20:44
Well i thought it would be a good idea

now i just need to post in it a few Questions to start it of, but my mind is blank!

Oh yeh , Don't forget to take your coffe cup with you when you move to new thread

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 Aug 2011 20:51 Edited at: 7th Aug 2011 20:53
Probably would start with what's been discussed listed at the top and point to a time stamp or the Page and time.

Welcome experienced Max users to share there knowledge. Do 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 dont like the solution then post your solution here and share with the rest. Please.


spudnick
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Posted: 8th Aug 2011 16:00
well now this post has a new and better tag i think i will leave the other one for those who use Maya as well.

And so back with the Questions.

how do you set a real 1 to 1 demensions that is or fits the size of a fpsc ready segemnt.

is it easy to just import a working fpsc wall segment model and get the scale from that,

And also how do you determin the size of a model to the size of the floor unit sizes in fpsc.

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: 8th Aug 2011 17:09 Edited at: 8th Aug 2011 17:19
UNIT SETUP to match FPSC:
Go to <customize> <unit setup>

I start this way to get it right.

For english units. Use one of the feet chioces. Right under that default units should be inches. Up at the top of that dialog press <System Unit Setup>.

In that dialog, system unit scale:
1 unit = 1.0 inches. dont mess with the origin slider. I keep the Respect system units in file check box checked. So I know that another max file I open has a different unit setup, it tells me.

<setup grid> Right ckick on the angle snap toggle button. (Magnet with the angle symbol) in it. it is in the main toolbar. Go to home grid tab, in the grid dimension section.
Grid spacing 8'4"
Major lines every 10 grid lines
Down below, check off both inhibit grid subdivision and perspective grid size, and all active viewport

Now if you import a stock floor_a.x file from the ww2 meshbank stuff. It dimensions are 8'4" x 8'4" x 2 1/2" high.

Now make the change to metric units if desired.
Go to <customize> <unit setup>
and just change the check box from US standard to metric using meters.
You see that the grid stays at 2.54m the size of a segment.

Save the file as is so you have a template to start from.
Open this file when creating a new object and save it as a new name immediatly.

Drawing orientation when creating new objects. You must remember that FPSC segment stuff needs to be Y axis up. You notice when you imported the floor it is in the wall position in max. Keep it that way and make you stuff to match that orientation. Export model out using the x-file export choice.

Make you stuff 1:1 scale. If the object is 5' x 4' x 4" then make it that size. This is the best practice anyway. That way if you make a scene and import older project stuff into it, their is no rescaling required.


Teabone
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Posted: 8th Aug 2011 20:32
This is all going to come in handy for me in the next couple months. Taking a 3D Max course in September.

Pirate Myke
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Posted: 8th Aug 2011 20:59
Excellent, Cant wait to see what they teach. Do share what you learn.


anayar
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Posted: 8th Aug 2011 21:04
Thanks a LOT for that tip Myke! Seriously, Ive been wondering about that since I got Max

Great help thread you got here... you might see a few questions from me on here from time to time... though they wont really have to do with importing to fpsc (i got that covered lol)

Cheers,
Anayar


For KeithC
Pirate Myke
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Posted: 8th Aug 2011 21:09
Your welcome, I have updated the second post in this thread with an index of what has been covered. Lists the topic and post to find it.

Send your questions.

@ Spudnick - Copy the index stuff to your first post please, then I will delete it once it is there. Did I get your email? I seemed to have lost it. Could you email me something so I have it again for index updates. Thanks


spudnick
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Posted: 9th Aug 2011 02:34 Edited at: 9th Aug 2011 13:09
As for the unit size, i will be printing that of and will ad that to my work around folder. as theirs nothing like having a hard copy of docs to read during media creation. And that's another good tip for you 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: 9th Aug 2011 02:49
Cool.


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