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FPSC Classic Models and Media / i need help in milshape please??

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sic1ne
15
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Joined: 23rd Sep 2010
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Posted: 14th Jan 2012 00:35
ok i made a piece of ply wood and some 2x4 \"s in milkshape i scaled them to what i though was the apropriate size using the scale button and dragging the mouse in milkshape.... the models appear to be larger the way i want them in milkshape so i load the models into enity workshop to texture them the easy way but the piece of plywood is about the size of a book instead of the apropriate size lol how do i scale my models to the proper size in milkshape ? also what is a good software to texture models that are already made? because the only thing i have ever used to texture is enity workshop?

xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 14th Jan 2012 02:19
One of the first things I did with MilkShape was use the DirectX import tool and I imported a floor mesh from FPSC. Then I saved it as an ms3d file. Now whenever I make a model I open the floor.ms3d and build my model on it. I can see exactly what size it will be in FPSC because it's sitting on a floor section. I'm sure there are other ways, but that works well for me.

Brian.

!retupmoc eht ni deppart m'I !pleH

Willow
3D Media Maker
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Joined: 9th Aug 2010
Location: PA
Posted: 14th Jan 2012 05:52
Sic1ne check your email okay.

Cyborg ART
19
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 14th Jan 2012 09:27
I did something like xplosys. I imported a character via the DirectX mesh importer, took a screenshot of one of the viewports and then set that as the backgroundimage in the same viewport.
A quite easy but yet effective way to get a reference.


- A secret signature -
Ross tra damus
3D Media Maker
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 14th Jan 2012 17:52
I did what 'xplosys' said but used a 'wall' instead because it helps to get a better sense of 'height' and 'width' to the model your building.
If you use a wall segment you will have to move it up to sit on the Milkshape 'Grid'.
(re-group the wall and 'select all' then save to a seperate folder)
By doing the above you can then 'merge' the wall with the model your doing and because it is selected already you can move it back or forward to whatever distance you like straight away if it is sitting on top of your new model.
Just Tips.
sic1ne
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Joined: 23rd Sep 2010
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Posted: 15th Jan 2012 03:26
[ I imported a character via the DirectX mesh importer]

how do i import a model like a wall or character or so on into milkshape? or how can i find this direct x mesh importer? im still very new to milshape like at a beginer stage lol

Ross tra damus
3D Media Maker
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 15th Jan 2012 11:25
sic1ne

Open Milkshape - Go along the top to 'Tools' and select, now go down to 'DirectX mesh tools' and select. This is what you are looking for.
Open and browse for the wall model,when selected and opened just save in Milkshape (just call it FPSC wall).
Maybe do what I said before in previous post and there you have it.
seppgirty
FPSC Developer
17
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Joined: 3rd Jul 2009
Location: pittsburgh, pa.
Posted: 15th Jan 2012 18:50 Edited at: 15th Jan 2012 18:52
i also have imported a character into milkshape for reference. i also sugguest owning fragmotion along with milkshape3d. fragmotion can import the animated .x models.

between those 2 programs you can do it all. It will only cost about 100 U.S dollars to own them both as opposed to 5,000 U.S dollars for 3d Studio Max.

Try Road Kill for U.V mapping. There is a stand alone version and it's free.

Gimp is a free photoshop program.

gamer, lover, filmmaker
Decneo
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Joined: 24th Dec 2009
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Posted: 19th Jan 2012 12:24
The easy way to do is texturing on Milkshape3D.there're alot of tutorials on this issue.I thought it will easy for you to texturing the model.hope it helps.or you can use another third party.



Personal 3D Modeler for your game.

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