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FPSC Classic Models and Media / Blender to FPSC Not Functioning

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Leon Kennedy
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Location: Neither here nor there
Posted: 26th Mar 2012 19:37
Not sure if this belongs here or in the Models and Media forum, so if this is the wrong place please move the topic.

Anyhow, I'm attempting to teach myself how to model, and I'm using blender. I've created a very simple model in blender of a candle holder with a candle in it, and now I want to export that and put it in FPSC. However, I'm running into the following 2 problems:

1. I do not have the option in Blender to export to .x files. I can export to several file types, but none of them indicate that they are directx. There is one that may be close, and it is .XDS, but I'm not sure if that is the correct one.

2. I downloaded Entity Maker, and I went through the tutorial videos, and I did everything that was asked of me in the videos. And yet when I run MakeEntitiesFromXFiles.exe, I get an error "Path at line 13 could not be found", and the executable ab-ends. My installation path is c:\program files\the game creators, but my FPSC installation is in the FPS Creator Free folder (it never got changed over when I installed v1.18 and entered my serial code).

I did do a search, and the only thing I found was to download entity maker and run through the tutorial videos, which I did to no avail.

Can someone help me out here? Am I doing something wrong? How do I take this one small model and put it in FPSC? Are there any full-length tutorials on doing this, or am I stuck fumbling through the videos until I figure out the issue on my own?

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Ross tra damus
3D Media Maker
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Location: Looking to Escape London
Posted: 27th Mar 2012 01:55
Leon Kennedy

If you were using 'Milkshape' I could help you out but I have never tried to use Blender so I can't help you with the export options.

I can advise you though to use an existing 'FPE' file from FPSC which is of the same type of model you have created (static or dynamic) and just 'edit' the detail values within it to suit your model.

I hope someone who uses blender can help you further and all the best of luck to you.
Leon Kennedy
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Location: Neither here nor there
Posted: 27th Mar 2012 02:00
Ross -

Thanks for at least trying to help.

Anyhow, I figured out the export issue. There is a plug-in for Blender to export to .x format, but it is not enabled by default. I went in to User Preferences, and then Add-Ons, found the plug-in and enabled it. Now I can export to .x format.

However, I still don't understand how to use entitymaker to convert to an FPSC-ready entity. As stated earlier, I followed the video tutorials and I got an error when attempting to run the entity maker.

So that's where I'm at. I'm stuck with using EntityMaker. Anybody got any ideas on what I'm potentially doing wrong to get the error?

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Ross tra damus
3D Media Maker
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Posted: 27th Mar 2012 11:35 Edited at: 27th Mar 2012 11:42
Leon Kennedy

All that the FPSC EntityMaker does is produce 'FPE' files which you have to manualy add most of the data to anythow.
I would still suggest to copy an existing 'FPE' file and re-name it and change the data to suit your model then test it out.Remember to 'delete' any .BIN and .DBO files produced by FPSC after a test if you make 'any' changes to the data in the FPE file before testing again.

One of the main problems which new modelers have is getting the 'scale' of the model correct for FPSC but its better to get this right in your modeling program and in the export scaleing options (if any).

You could also try 'Entity Workshop' which is around here somewhere and I think is for Free.

EDIT
Here is a link to Entity Workshop thread

http://forum.thegamecreators.com/?m=forum_view&t=111796&b=21
Leon Kennedy
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Location: Neither here nor there
Posted: 27th Mar 2012 17:41
I actually found Entity Workshop last night while searching the forums, and I downloaded it and played around with it a bit. Looks like it's going to work like a charm.

Only problem now is I have to figure out how to export the textures and materials to a jpeg image so I can use them in entity workshop. I didn't have to create a texture map for the candleholder as you can just assign materials and textures innately in Blender. But I have to be able to export them as an image map, and that's a little beyond what I know currently. I'll have to find a tutorial on how to do that, but when I finally figure it out I should be all set to go.

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Ross tra damus
3D Media Maker
20
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 28th Mar 2012 01:33
Something that you will have to learn is to create 'UV' maps for your models/textures.Check out the link below which has a zombie character tutorial which I think explains well how to UV map using a third party program (UVMapper which is free to download).
http://www.psionic3d.co.uk/?page_id=171

The very basics you need to know about UV mapping is to split your model into 'groups' which you will then UV map each group seperately using various 2D Unwrap methods available with the program you wish to use for UV mapping.
I export my models from Milkshape in '.OBJ' format to a third party program I own (Ultimate Unwrap3D Pro- which I highly recommend)and UV map from it and when done I then export my final UV maps (solid black and white plus a wireframe version) in .psd format to work with in Photoshop. I also re-save to the .OBJ model and 'Import' it back into Milkshape and then save that as a Milkshape file which now should have all the correct texture co-ordinates. I then do the texture and save it to either '.PNG or .TGA' format and assigne it to the model in Milkshape and then when happy with the results I export the model to .X format for use in FPSC.

I hope some of this helps in some way.
SpaceWurm
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Posted: 28th Mar 2012 10:37 Edited at: 28th Mar 2012 10:51
@Leon Kennedy

Here are a couple of useful tutorials that can help you get started with the basics of UV Wrapping. These are tutorials I bookmarked for when I got started with Blender.

http://cgcookie.com/blender/2011/01/21/intro_uvmapping/
http://www.cordinc.com/blender/tutorials/spaceship/index.html (Look at Step 11 and 12)

Once you get used to Blender it will get easier. It can be a daunting task to learn but its a powerful tool.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
angbandguy1
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Posted: 2nd May 2012 05:31
hey i use blender too but to the best of my insubstantial knowledge you cant export to .x using blender.

-your good, but im better-

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