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FPSC Classic Product Chat / Export map from FPSC to x file

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Psycho Psam
18
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Joined: 3rd Apr 2008
Location: Western Australia
Posted: 22nd Jan 2012 06:01
I like the editor to make a level but ultimately I want to port the game to another 3d iphone compatible engine. Is it possible to export a map made in FPSC to an xfile or obj with all texturing intact so I can do this?
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 22nd Jan 2012 09:27
@Psycho Psam
I know exactly how to do this, but I'm too tired to write up a tutorial right now. I'll give you a hint though:

You need to make a build game with your level, when FPSC builds a game it auto-converts the map to a DBO format. You can then use Fragmotion to convert it to an X model. The levels are stored in files\levelbank
The files are passworded though. In one of TGC's tutorials they tell you the password though.

-TZK

YoYo Games Account
Predator drone for FPSC - Coming soon, maybe
MrValentine
AGK Backer
15
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 22nd Jan 2012 09:34
Really?... never knew that about the password...

The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 22nd Jan 2012 10:19
@MrValentine
Yes, the password is also in the firstpersongame project file in DarkBASIC pro

-TZK

YoYo Games Account
Predator drone for FPSC - Coming soon, maybe
Psycho Psam
18
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Joined: 3rd Apr 2008
Location: Western Australia
Posted: 22nd Jan 2012 12:16
I've found the file calle universe.dbo is that it? Wonder where that password is.
Red Eye
17
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Joined: 15th Oct 2008
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Posted: 22nd Jan 2012 12:25
I don't know who told you but you dont need the password to access the static world data neither the dynamic world data those are saved in the mapbank/testmap when testing a game. Altough would you want the data saved in the fpm file, then you can unzip that with the password: "mypassword".

Cheers,

maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 22nd Jan 2012 14:49 Edited at: 22nd Jan 2012 14:49
@zombiekiller:

tested, but fragmotion only imports vertex points. dont know how to go on. would be great if you could write a complete tutorial if you know how to go on.

Psycho Psam
18
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Joined: 3rd Apr 2008
Location: Western Australia
Posted: 22nd Jan 2012 15:11 Edited at: 23rd Jan 2012 00:52
While I was waiting I exported from Cart Shop. That's pretty good. I used Unwrap3D to convert to Collada, but the lightmap part of the x file crashed it.

EDIT - No it didn't crash second time. But need to blend two meshes together, the base mesh and the lightmap mesh as they have unique UVs.
Psycho Psam
18
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Joined: 3rd Apr 2008
Location: Western Australia
Posted: 29th Jan 2012 15:04 Edited at: 29th Jan 2012 15:05
Just a quick update and a video...

TPS Test for iPhone - Dev Blog # 1

I've been working on an idea for a horror game and I needed an "over-the-shoulder" TPS engine. I love all the models and the editor from The Games Creators (TGC) and own about 15 of the packs. The Science Pack is the best for my horror idea but the problem with making a 3d game in FPS Creator is that it won't work on an iPhone.

So I've begun converting the Direct X models from TGC to Collada format and imported them into ShiVa which is capable of building 3D iphone games.

In this test I've used Cartography Shop - which builds constructed solid geometry (CSG) - and loaded the exported X file into ShiVa, then made it a collider.

Next I've imported the Colonel from the TGC and attached his mesh to a dynamics objects which pretty much rolls along the floor. The faster the ball rolls the faster he animates.

For the camera I'm casting a ray back from his head directly behind and if it collides with a collider (ie the level) it puts the camera at the point of collision. This means the camera will never get stuck behind geometry and so will not lose sight of the player.

Next blog I will report on my work on adding detail to the level to make it look more realistic.

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