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FPSC Classic Models and Media / Your favorite entity making programs

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Captain Coder
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Posted: 26th Jul 2011 19:11
@Bruce3371: Glad you stayed on topic ! I plan to write up a special post that compiles all of the good information in here so that new users like me don't have to glean through +50 posts. Did this thread help you at all?

@Anayar: Your GIMP tip makes sense, I think I should've known at least part of that .

As for HoleZ, I downloaded it off his website for free and it works fantastic! The $4 price tag I think was from an old thread when it was originally released.

Not a big fan of segment creation, eh? Oh well, maybe I can talk to someone else about it. Or I can do it the hard way and learn on my own .

I see how to import the scaler! I've used the merge method before, when TRYING to attach an animated skeleton to a different character mesh (worked horribly ).

So, can anyone suggest any programs for use in UV Mapping?

Oh, and Anayar, what kind of models do you like to put in your games?

Thanks for all the help guys!

Captain Coder, over and out.
bruce3371
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Posted: 26th Jul 2011 19:15
Quote: "So, can anyone suggest any programs for use in UV Mapping?"


I use UV Mapper Classic. It's free and is the one that Anayar used in his tutorial, so it made sense for me to use it as well, when following the tutorial. I'll probably be using it from now on as well

anayar
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Posted: 26th Jul 2011 20:23 Edited at: 26th Jul 2011 20:25
Quote: "As for HoleZ, I downloaded it off his website for free and it works fantastic! The $4 price tag I think was from an old thread when it was originally released."

Yeah, thats what i thought Xplosys usually never charges for his stuff (buu its all amazing lol)

Quote: "Not a big fan of segment creation, eh? Oh well, maybe I can talk to someone else about it. Or I can do it the hard way and learn on my own."

lol, well go ahead and fire away... Ill answer to the best of my ability Or someone with a little more experience with segments can step in here

Quote: "So, can anyone suggest any programs for use in UV Mapping?"

You mean external mapping programs... well I can name a few off the top of my head...

1. UV Mapper Classic (FREE): http://www.uvmapper.com/
2. UV Mapper Pro: http://www.uvmapper.com/
3. Lithunwrap: Attached with this post. (You can also get it here: http://www.geeks3d.com/20090303/lithunwrap-free-uv-mapper-for-windows/
4. Ultimate Unwrap 3D: http://www.unwrap3d.com/u3d/index.aspx
5. MapMagic (Little known... Personally woudl recommend a diff. one): http://www.royriggs.com/mapmagic.html
7. UVLayout: http://www.uvlayout.com/
8. Roadkill (FREE): http://www.pullin-shapes.co.uk/page8.htm

Also, Blender has one built in, and so do most other modelling programs.

Quote: "Oh, and Anayar, what kind of models do you like to put in your games?"

Sorry bro, I havent made a game to date But I love anything that is realistically grungy and has a well made, realistic texture and enough detail on the model... Oh and I love the models which use Normal Maps well

IDK what you meant by that question, so maybe if you rephrased it Id be able to answer better lol

Quote: "I use UV Mapper Classic. It's free and is the one that Anayar used in his tutorial, so it made sense for me to use it as well, when following the tutorial. I'll probably be using it from now on as well "

Tis' true ... Anyways, UV Mapper Classic is what i recommend for non-organics... Its what i use anyways

Cheers,
Anayar

P.S:
I think this is a good idea
Quote: "@Bruce3371: Glad you stayed on topic ! I plan to write up a special post that compiles all of the good information in here so that new users like me don't have to glean through +50 posts. Did this thread help you at all?"



For KeithC
Captain Coder
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Posted: 27th Jul 2011 19:15
Downloaded UV Mapper Classic. It only imports .OBJ, so I suppose I should export a copy of my model in .OBJ for UV Mapping, right?

I just recently figured out how to change the projected view of my model in the four windows in Milkshape, and I can't wait to make use of it!

Quote: "IDK what you meant by that question, so maybe if you rephrased it Id be able to answer better lol "


Oh, I was just wondering...

I'll hold off on segment creation for the moment, I want to try to make some entities before my 30-day Milkshape trial ends.

Can't think of any questions at the moment... I'll come back in a little while though when I can't figure something out

Hey - this thread now has a red folder picture! Yay!

Thanks for your patience,
Captain Coder
Captain Coder
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Posted: 28th Jul 2011 00:54
New question: I have opened up my model in UV Mapper Classic, but I cannot export it as a traditional image file, it will only export in .UVS, and GIMP does not support .UVS. Any advice on what to do?

Thanks,
Captain Coder
anayar
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Posted: 28th Jul 2011 02:39 Edited at: 28th Jul 2011 02:45
Steps to take AFTER UV Mapping:

1. File> Save Model As...> Replace your old OBJ
2. File> Save Texture Map> Save as MyModelUV.bmp> Choose Size (Power of 2)> Save
3. Open the UV in GIMP
4. Follow my mini-tutorial here: http://forum.thegamecreators.com/?m=forum_view&t=186762&b=24&msg=2225684#m2225684
5. Texture

There, your all set

Cheers,
Anayar


For KeithC
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Posted: 28th Jul 2011 04:44
Well, I use Milkshape and Gimp. Before I tried using Paint.net and other modelling programs until I was steered straight by the best.


Cheers.

God help me, Please.
Captain Coder
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Posted: 30th Jul 2011 02:33
@Anayar: Did everything you said... except I didn't know what you meant by "replace your old obj..." I firt exported the DirectX model and then I exported the same model in OBJ. Texturing is a bit tricky, as I took a primitive and stretched into a UFO. The final result is attached.

I would really like it if you could elaborate on what you meant by UV Mapping an object well... I just got a big grid of triangles.

Thanks for the help!
Captain Coder
anayar
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Posted: 30th Jul 2011 04:03
Quote: "I would really like it if you could elaborate on what you meant by UV Mapping an object well... I just got a big grid of triangles.
"

LOL! Yeah, ofcourse, you have to re-map your object. Dont use the map that UV Maper throws up when you import the model...

Im not going to explain what I mean by that right now as the UV Mapping part of my tutorial is complete If you want, I can email you the link. Let me know... either post here OR shoot me an email.

Quote: "except I didn't know what you meant by "replace your old obj."

Once your done mapping your model, you should first go to File>Save Model and replace your old OBJ file with the new one that UV mapper saves. Then go to File>Save Texture Map

Cheers,
Anayar


For KeithC
Captain Coder
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Posted: 30th Jul 2011 22:45
Thanks Anayar! If I setup a forum email account before the tutorial comes out, then I will probably ask for the link, if not, I'll just wait. Can't wait for the tutorial!

Thanks for all the help, things are little rocky (only because I am new), but are working out with the modeling.

Thanks again!
Captain Coder
anayar
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Posted: 31st Jul 2011 17:47
Quote: "Thanks Anayar! If I setup a forum email account before the tutorial comes out, then I will probably ask for the link, if not, I'll just wait. Can't wait for the tutorial!

Thanks for all the help, things are little rocky (only because I am new), but are working out with the modeling. "

NP man Things are getting delayed because of software/hardware and time issues Ill try to get it done this week

Cheers,
Anayar


For KeithC
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Posted: 31st Jul 2011 17:57 Edited at: 31st Jul 2011 17:59
Quote: "Ill try to get it done this week "


Take your time man hehe.Actually I know how to modelling but I am really noob with UV Map.I will wait for this tutorial.

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

Captain Coder
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Posted: 31st Jul 2011 23:56
Quote: "Things are getting delayed because of software/hardware and time issues"


I feel your pain! Take all the time you need, I am happy to wait.

Quote: "I am really noob with UV Map.I will wait for this tutorial."


I think I will do the same.

Anyway, I decided I would make some adjustments in GIMP to some of the stock scifi characters and give them a more camoflouge look. I am going to need such a look on my enemy characters for a game I am making. Looked pretty cool. Oh, and in case you were wondering, I found the GIMP DDS plugin for Windows x32 and installed it, and it works! Just like you said, Anayar! (I think you said that... right?)

Thanks for the help,
Captain Coder
Captain Coder
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Posted: 7th Aug 2011 04:07
Any word on your tutorial, Anayar? I haven't been keeping up on the forums as much as I was, been trying to make a really good but small game for a friend.

Anyway, I have attached my first character model WIP. All I am going to say is that it is a humanoid; how does it look so far?

Oh, and how do I assign verticies to bones? Should I do it as I build the character or after all of the character building is done?

Question about texturing. How do I create illumination maps?

Thanks!
Captain Coder
anayar
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Posted: 7th Aug 2011 05:42
Quote: "Any word on your tutorial, Anayar?"

Yeah mate, its all done... My net connection is just too slow to upload to youtube (ATM atleast). Im on a 3 day trip to visit a bunch of relatives and finished it on the way. Ill get it uploaded and start a thread when i get back tom.

Quote: "Anyway, I have attached my first character model WIP. All I am going to say is that it is a humanoid; how does it look so far? "

Not enough progress to comment, but keep working at it!

Quote: "Oh, and how do I assign verticies to bones? Should I do it as I build the character or after all of the character building is done?"

You build the character around the skeleton first and then assign the vertices to bones once you finish the modelling

Quote: "Question about texturing. How do I create illumination maps?"

You copy the diffuse the diffuse texture and cut out the part which you want illuminated. Then black out the rest of the texture and give the part you cut out a nice bright ttexture

Cheers,
Anayar


For KeithC
Captain Coder
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Posted: 8th Aug 2011 04:04 Edited at: 8th Aug 2011 04:24
Quote: "Yeah mate, its all done"


YES!!!! I CAN'T WAIT to read it! Thanks so much for putting it together! Hope the family visit goes well .

Quote: "Not enough progress to comment, but keep working at it!"


Yeah, I guess you're right, he- excuse me, "it" does look pretty lame at its current stage. But don't worry, I will keep working at it!

Thanks for the help on verticies and illumination maps. How do I do bump maps for characters? If I just tweaked one character's texture and put a copy of the character with the new texture in a different folder, could I just copy one of the other textures into the copied character's folder?

Thanks for all the help. I know I might sound a little stupid for asking all these questions (I hope they are not giving you a headache ). I would check my self but it is an absolute pain to go looking for the right texture and putting it in a folder that GIMP can quickly access and... you get the idea. Actually, that doesn't sound so hard. In fact, I'll go do it right now... after I finish another texture first!

Thanks again,
Captain Coder

EDIT:

New Development: I am trying to create characters with edited textures that will actually WORK when I have full shaders on. I am only getting black figures when I do test game. Any advice? What am I missing here?

Thanks again.
anayar
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Posted: 8th Aug 2011 11:58
Quote: "YES!!!! I CAN'T WAIT to read it! Thanks so much for putting it together! Hope the family visit goes well"

Hope I wont dissapoint Anyways, thank you!

Quote: "Thanks for the help on verticies and illumination maps. How do I do bump maps for characters?"

If you mean in GIMP your going to have to DL the Normal-Map Plugin. Once you install it (properly) it should be under Filters>Map>Normal Map
There are also a lot of programs which create normal maps for you like Xnormal, but I preffer creating my own as I can tweak them as I wish

Quote: "If I just tweaked one character's texture and put a copy of the character with the new texture in a different folder, could I just copy one of the other textures into the copied character's folder?"

PLEASE rephrase that as it made no sense to me If you meant that you tweaked a chars texture but wanted to use the same normal maps with the new character then yes, you can just copy the _N ans _S maps over. Id make my own though

Quote: "Thanks for all the help. I know I might sound a little stupid for asking all these questions (I hope they are not giving you a headache ). I would check my self but it is an absolute pain to go looking for the right texture and putting it in a folder that GIMP can quickly access and... you get the idea. Actually, that doesn't sound so hard. In fact, I'll go do it right now... after I finish another texture first!"

NP, glad to help... Ill help anyone who is willing to learn Well you can right click on a folder and click "Add to Bookmarks" and it will always appear below the other folders when you go to save... so yeah, its not hard at all

Quote: "New Development: I am trying to create characters with edited textures that will actually WORK when I have full shaders on. I am only getting black figures when I do test game. Any advice? What am I missing here?"

Its either;
1. Your PC cant handle the shader calcs. (What are your specs.?)
2. You dont have the required maps or have a typo in the link to the shader
or 3. There is a problem with the model itself... does it appear withOUT shaders?

Cheers,
Anayar


For KeithC
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Posted: 9th Aug 2011 20:33
here's my program list.

3ds max/blender - student version of 3ds max is 100 percent free. if I actually plan on selling something ill use blender which is free fully

photoshop/gimp - again student so ill be using gimp if I'm selling it

zbrush/mudbox/blender - zbrush most of the time for sculpting, but again the big ol' student, same with mudbox so yeah if I'm goin commercial I'm goin blender.

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Captain Coder
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Posted: 11th Aug 2011 00:51 Edited at: 11th Aug 2011 00:52
@Camoflouge Studios: Thanks for the tips, I'll remember those!

@anayar:

Quote: " PLEASE rephrase that as it made no sense to me "


Yeah, that happens a lot to me, where I try to explain something to people and they're like "What is this guy talking about?"

I've had a change of mind, but my question still is actually valid, so let me procede with a new version of the question:

I am looking to make my own textures that will work with full shaders ON. How do I make a texture that will work when it is using the BUMPBONE.FX shader?

Quote: "If you mean in GIMP your going to have to DL the Normal-Map Plugin"


I'm very sorry, but what did you mean by "DL the Normal-Map Plugin"? And where do I get the normal-map plugin?

And where can I find your tutorial?

Thanks for your patience,
Captain Coder
Captain Coder
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Posted: 15th Aug 2011 22:46
Anayar? Are you still there? I know you're busy, but can you still help me?

Is there anyone else that can provide some tips?

Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you do.
Design Runner
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Posted: 15th Aug 2011 23:04
I can help you out a bit. Bootlicker just recently posted a Shader thread with a wealth of knowledge in it. Look in there, and you can find out what maps you need and how to make them. For a normal map in gimp, it is filters>map>normal map I don't recall having to download that as a plugin.

anayar
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Posted: 16th Aug 2011 05:36
Wow... I wrote a long, winding reply to this last week... What happened to it??

Anyways, yeah, check out Bootlicker's thread. It will explain the answer to your question quite thoroughly. Also, to see what shaders the Bumpbone.fx shader requires, just open it up in Notepad... They will be at the top.

Normal Map Plugin DL (For GIMP): Get it here
Haha^^ i figured out how to link text. Kinda sad as I have been here a few years lol

Anyways, sorry for the late reply... I really have no idea what happened to my other one

@DR: Nope... it doesnt come with GIMP as a default. You have to DL it, so I think your just forgeting.
OT: Has that fly moved yet? Oh, and guess who I bumped into at Polycount

Cheers,
Anayar


For KeithC
anayar
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Posted: 17th Aug 2011 08:20
Its here... well the modelling part is... Ill get a thread up for the Mapping and Texturing parts in a few days

Anayar's Complete Milkshape to FPSC Tutorial; Modellign part 1:
HERE

Cheers,
Anayar


For KeithC
Captain Coder
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Posted: 20th Aug 2011 05:22
@Design Runner: Thanks for the suggestion, found the thread, and you were right, loads of information! Useful! Thanks!

@Anayar: I'm glad it's here! I've kinda more-or-less figured out how the editor works, so I don't know how useful it will be for me IN THIS STAGE. I am sincerely looking forward to the texturing part of the tutorial, though, I'll make good use of it!

Which reminds me, I am having a problem with UV Mapper Classic. I try to UV Map an object but all I get is a blank sheet; there's nothing there. Any help? Thanks!

Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
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anayar
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Posted: 20th Aug 2011 05:28
Quote: "Which reminds me, I am having a problem with UV Mapper Classic. I try to UV Map an object but all I get is a blank sheet; there's nothing there. Any help? Thanks!"

That is the default sheet that the mapper opens up when you import a model. Just go to Edit>New UV Map>BOX.

This will lay out your image as a box so that you can see the individual pieces. Then you can map individual groups from there.

Watch the UV Mapping part of the tutorial. Its been updated

Cheers,
Anayar


For KeithC
Captain Coder
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Posted: 19th Sep 2011 04:52
Just posting to keep this thread alive.

Well, my Milkshape free trial ran out, and all I did in it was a stupid, primitive UFO! Perhaps I ought to ask people to do art for my games for me, or maybe hire them out if I have enough money. Are any people willing to do modeling for someone who wants exclusive rights and do it free? Just wondering.

I don't know if I'll get Milkshape. First priority right now is to fix FPSC, it has locked up on me and I can't even uninstall it!

If I ever get back to modeling, I'll post my questions here.

Thanks for the help, Anayar. I won't forget it!
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
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GreenDixy
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Posted: 19th Sep 2011 07:28
@Captain Coder give blender a try its free and very easy to use and lots of tuts on youtube

======================================
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Captain Coder
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Posted: 29th Sep 2011 04:55
I opended Blender and WOW... confusing! I see I can create a sphere, but not a verticie... eh, I'll probably just buy Milkshape.

I'll keep investigating it and other programs though.

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
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Captain Coder
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Posted: 20th Oct 2011 04:33
I've tried playing around with one of the stock character models in FragMOTION and it seems to be working okay as a modeling tool. I think I'll stick with Fragmo for right now.

My only problem is that I need a GOOD DirectX exporter; I'll find something, but I wouldn't mind anyone offering any suggestions.

Thanks,
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
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Posted: 20th Oct 2011 04:49
Is characterfx free? There is a register button in it.


anayar
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Posted: 20th Oct 2011 06:14
CharacterFX is free... it USED to not be but now it is

Cheers,
Anayar


For KeithC
Ross tra damus
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Posted: 20th Oct 2011 10:28 Edited at: 20th Oct 2011 10:32
'Character fx' is free now and the makers supply a serial which you can register the program with on their site (just to let you know).

It's a cool little model animation program.

Check out the link below:

http://www.insanesoftware.de/
Captain Coder
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Posted: 21st Oct 2011 22:38
Cool thanks for the help guys!

Erm... new problem. I UV Mapped a(nother -- ) UFO that I made in Fragmo and rearranged the triangles in a way that I would remember which one went where so I could texture it properly. After creating a simple texture via GIMP (the polygons grey and the background black), I put it all in FPSC, setting the scale to 450. Upon testing the game I saw the UFO was black, with spots of great triangles and rectanlges scattered around. How should I fix this?

Thank you!
Captain Coder

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anayar
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Posted: 21st Oct 2011 22:59
Could you post a pic of what is happening mate?

Cheers,
Anayar


For KeithC
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Posted: 22nd Oct 2011 23:45
Sure, thanks!

Screen 1:

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
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Posted: 22nd Oct 2011 23:47
Screen 2:

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
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Captain Coder
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Posted: 22nd Oct 2011 23:48
Texture used by UFO:

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
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Captain Coder
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Posted: 22nd Oct 2011 23:51
And finally, a picture of the UV Map composed in Fragmo:

Thanks!

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
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anayar
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Posted: 23rd Oct 2011 04:27
I think you need to manually apply the texture map to the model in fragmo and make sure the model WITH texture is appearing correctly in Fragmo FIRST before you go to FPSC. Im not sure how to do this as I dont really use fragmo, but in Milkshape just add a New Material and apply the map to the model

Cheers,
Anayar

P.S: What is happening right now is that your UV Map is just wrapping randomly around the model instead of the parts of the texture going to the correct parts of the model.


For KeithC
Captain Coder
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Posted: 9th Nov 2011 22:43
Hmm... it didn't work!

Well, I found Entity Workshop, so maybe I'll just use that.

Thanks for sticking it out with me Anayar!

Captain Coder

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anayar
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Posted: 9th Nov 2011 22:47
Quote: "Thanks for sticking it out with me Anayar!"

No problemo If youre still interested I can take a look at that UFO you made and see what the problem is

Cheers,
Anayar


For KeithC
Captain Coder
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Posted: 9th Nov 2011 23:06
Yes please!

Here it is.

Don't spend too much time on it though; I really want your awesome weapons pack to be released! So don't let me get in the way.

Thanks!
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
anayar
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Location: Minneapolis, MN
Posted: 10th Nov 2011 01:13 Edited at: 10th Nov 2011 01:13
Here ya go... re-UV Mapped it and threw together a Tron inspired texture for it Let me know if you have any questions as to what exactly I did

Also, DL includes model in OBJ, Texture, UV map from UV mapper, and Texture Source (GIMP File) so you can play around with it



Cheers,
Anayar


For KeithC
Captain Coder
FPSC Reloaded TGC Backer
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Playing: Elite: Dangerous
Posted: 11th Nov 2011 21:35
Anayar, you RULE!! Thank you very much!

I will try to get your tutorial videos to load again, so that I can fix a problem like this on my own next time.

Thanks!
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
Zwarte Piet
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Posted: 11th Nov 2011 21:43
That looks good, but is it bent?

"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"
anayar
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Location: Minneapolis, MN
Posted: 11th Nov 2011 22:41
No problemo

Quote: "I will try to get your tutorial videos to load again, so that I can fix a problem like this on my own next time. "

Yeah, IDK if there was a problem with your map because I went straight to Re-mapping it. Though if it would help i could do a screencapture of exactly what I did when uv mapping & texturing this particular model if it would help

Cheers,
Anayar


For KeithC
Captain Coder
FPSC Reloaded TGC Backer
14
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Playing: Elite: Dangerous
Posted: 28th Nov 2011 19:10
A screen capture would be nice, but I've finally got a link to your videos and they will load, so I will watch those sometime.

Quick question: I am trying to attach an MP 53 skeleton to a MP 12 character mesh. I think I understand how to assign verticies to bones, but I am not sure how to know which verticies go to which bones. I've taken a look at a couple of models and the verticie and bone attachments are in no sensible order that I can discern; can you explain some basic concepts for me to follow, or do you have a set of instructions I can follow? Please let me know if you can help. Sorry for the continual bugging; I am learning though!

Thank you,
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
That Guy John
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Location: United States
Posted: 28th Nov 2011 19:32
On topic,

Favorite entity making programs?

For me, hands down Ac3d (has a UI built for dumbies and uv mapping could not be easier) , PhotoShop (For Textures of course), Sometimes Paint.net, Expression Design or Gimp (depends on how complex or simple I know the texture will be), and Fragmotion (for animation).

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
J Swain
15
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Joined: 28th Dec 2010
Location: Sweden
Posted: 28th Nov 2011 19:34
I use 3ds Max 2010 to model, and when i'm done with the uvw unwrapping i save the template and open it up in Photoshop CS5. When the texture is finished, i save it and add it to the model. Then i render it and save that as an png image. I make a new image in Photoshop in the size of the editor's entity icons and put the rendering to it. I size that rendering so it looks good and then save the image as a bmp and with the name i want the entity to have. Then i use the panda directx exporter and export the model as an x file in the same folder as the icon and the texture is in. And finally, i take an fpe file from a stock entity as a template and reference and makes the entity fpsc-ready. The fpe file should have the same name as the icon has.

Sometimes i also make normal and specular maps for an entity and add the proper shader to the fpe file's effect section.



Cheers,
J Swain
Design Runner
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Location: In my own little world.
Posted: 30th Nov 2011 01:37
I think this thread should be renamed to "Questions and Answers for FPSC Media" or something like that. Or we should take the info from this and make a information thread like that. This thread has loads of information, and doesn't really fit the topic anymore.

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