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FPSC Classic Models and Media / My model in game

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FPS USER
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Location: Lithuania
Posted: 12th Apr 2012 09:16
Hello, I have created a model of automatic sofa.
Which haves 30 frames.
In the first 15 frames it comes out.
And from 15 to 30 it comes in...
What do I need to do if I want my sofa to be:
1. In the 1st frame when not active
2. Showing animation from 1 to 15 when activating
3. When active stay at 15th frame
4. When unactivating, show animation from 15 to 30 frame.

Please help

I will try to attach a switch to it, or trigger it to activate....
Ross tra damus
3D Media Maker
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Posted: 12th Apr 2012 18:53
FPS USER

It might be a better idea to go back to your modeling program and re-animate your model but this time just animate it so it 'comes out' with 15 frames only (do not animate the model going back).
Then take a look at the 'dooruse' script in FPSC script bank, copy it somewhere and rename it then try it out with your new animated model (don't forget to change the animation frames value in your FPE file and delete any old .BIN and .DBO files after making any changes).
Note - You may have to mess about with the collision lines in the script (colon=collision on) (coloff=collision off).
I hope this can help you out.
rolfy
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Posted: 12th Apr 2012 20:06 Edited at: 12th Apr 2012 20:07
It all depends on whether your using bones or vertex animation.
For the job in hand I would definitely go with bones to move those parts around as your going to need to ensure the frames are correct (game engines react differently to vert anims) and use a door script as described above.

Awesome! Its one of those threads.
FPS USER
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Posted: 12th Apr 2012 20:19
How should I change the dooruse script?
FPS USER
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Posted: 12th Apr 2012 20:20
But how should I change my dooruse.fpi?
FPS USER
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Posted: 12th Apr 2012 21:03
Rolfy and ross tra damus,

Thankyou for you posts...

But I have another problem...

My rendered sofa as you can see is using three different texture maps

And when I export my sofa (I allready changed to 15 frames) In to export folder I have one X file called "sofa.x", and three jpg files (which are original texture files)...

How do I make a one big TGA texture file for my sofa.x mesh from those three?

Thankyou, for any kinf of help
Dark Frager
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Posted: 13th Apr 2012 00:17
You cant. You're gonna have to UV Map it or make it use all 3 textures by making it dynamic in the editor. Make sure to convert them to .dds or .tga first

Fruitella's a badman sweet, do you get me?
rolfy
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Posted: 13th Apr 2012 01:00 Edited at: 13th Apr 2012 01:01
Since your animating this thing it will be dynamic which means you can use multiple textures, just leave the texture field blank in the .fpe and FPSC should pick them up.

Awesome! Its one of those threads.
FPS USER
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Posted: 13th Apr 2012 13:43
Hey, thankyou for posting...

The texture issue gone well

No the only problem (I think) is an FPE file...

How should I change this sofa.FPE?

;Artificial Intelligence Script

;Header

desc = Should open sofa when pressed ENTER

;Triggers

:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pressentertouse.png,hudname=usedoorprompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=usedoorprompt,hudfadeout=usedoorprompt

:state=10,plrdistwithin=60,plrusingaction=1:activate=2
:state=10,activated=2:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
:state=2,plrdistwithin=60,plrusingaction=1:activate=0

;RICKS Auto-close feature (for all USE doors)
:state=2,anyfurther=100:activate=0

:state=2,activated=0:state=3,sound=$1,colon
:state=3:decframe=0
:state=3,frameatstart=0:state=10,setframe=0

;End of Script
Ross tra damus
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Posted: 13th Apr 2012 18:52
FPS USER

Check out the download here.
I have altered the Fpsc 'dooruse' script for you.
The script will allow you to activate the 'sofa' using the 'ENTER' key and then when you press the 'ENTER' key again it will reverse the animation which should close your sofa.
(NOTE - This is why you should animate models like this with only a one way animation because the script can take care of reversing it)
The script runs on a 'loop' so you can repeat this all over again plus I have renamed the script and removed the FPSC dooruse HUD.

Just remember to address everything correctly.
FPS USER
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Posted: 13th Apr 2012 20:42
Hey, Ros tra Damus

Thankyou 4 your work...

I dont know Does my model work or not, becouse I CAN see it, fully textured,
in the map editor, the main script is sofasogood.fpi...
Till here everything is allight....
BUT When I set my model to static and press the TEST LEVEL button, it starts to load and stops at loading maps...
When I leave it at DINAMIC mode TEST game loads perfectly fast... But I CANT see my sofa... There is some kind of collision, but there just are no textures on it... IT's ****ing invisible!!!!

PLEASE HELP

I realy want to learn making my own models...

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Flatlander
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Posted: 13th Apr 2012 21:15
You have some great model makers and animators helping you. I hope you realize that.

FPS USER
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Posted: 13th Apr 2012 21:37
Flatlander,

I realize that... And I very appreciate that...

Sorry for my bad english...

THANKYUO one more time..

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Ross tra damus
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Posted: 13th Apr 2012 23:59
FPS USER
Any models which contain working animations 'must' be set to 'Dynamic' in the FPE file (defaultstatic = 0).
You must 'delete' any '.BIN and .DBO' files 'before' you re-test anything if you have made any changes at all.

Let us know of your progress.
Flatlander
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Posted: 14th Apr 2012 00:20
Quote: "I realize that..."


I figured you did. I'm so glad they have the time to do so because I sure can't help. All I can do is encourage you to keep up the good work.

Quote: "Sorry for my bad english..."


No need to apologize. I can't speak or write in your language at all.

FPS USER
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Posted: 14th Apr 2012 00:46
OK...

Nothing happens, everything is the same, I changed the mode to="0" as you said...



And it just wont show it self... I started to think that, the model I created is bad or something, becouse this is the only logical explanation...
I did everything you said, guys. but I just keep FAILING!!!!

Have a look at my model and textures...
I am also uploading the images from my map editor and test game...
Please tell me whats wrong...

I will accept any kind of help

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rolfy
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Posted: 14th Apr 2012 01:05
Ok I looked at it in x9 and its fine, if I remember correctly you want to use .dds format for your textures in x10. You would be better to convert to dds and put these on your model before export, also if you can, save the .x as text so you can view and change these using notepad.
I don't have the time to open it in modeling prog to see how you have animated this but if you haven't used bones I suggest you do so. If you have used bones then your animation is very slow moving and using a lot of frames (I only tested with the dooruse script and it moved a couple of inches)
As for scale make your models to scale in modeling prog, particularly for animated entity's and dont do it in the .fpe just causes headaches with collision.

Awesome! Its one of those threads.
Ross tra damus
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Posted: 14th Apr 2012 11:59
FPS USER
I got time to open your model in a program and it tells me that your model has '55728' faces which is 'way' too many Polys for this type of model. A model like this can be acheived with less than 1000 faces/polys.
This might be the problem with it not working too good in FPSC but I can't help you with FPSC X10 because I don't use it (X9 only).

I also checked the animation which 'worked' in the program I opened it in but it ran very slow (I have low end PC's which might be the reason for the slow speed though).

Out of interest, what modeling program did you use to create this model in?
FPS USER
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Posted: 14th Apr 2012 13:18
Ross tra damus, thankyou 4 your help...

I am using 3ds MAX 2012 (64 bit), I animated my sofa using simple "click and drag" animation method, while animating, and I don't know how should I us BONES to animated my sofa...

I reduced the amount of faces, polygons, by using OPTIMIZE MODIFIER. But now my texture is very distorted...

Shall I recreate my model?

Rolfy,
Thanks 4 posting...

OK, I converted my JPG texture to DDS, and applied to my model with reduced amount of polygons, but the texture was still distorted...

So I recreated my model in less polygons, by NOT using RELAX modifier. And I did NOT animate it.
I saved it ass text and changed texture settings in X file, from jpg to dds...

Then I opened Model Maker and in ADVANCED settings I ticked on POLYGON collision.

When model successfully created, I went to my FPS CREATOR directory and changed the new auto_sofa.fpe settings as above:




Then I went to MAP EDITOR and placed my new model in the map...
Wverything till then was cool... BUT when I start My TEST LEVEL, the model is there, but AGAIN, invisible...

I did everything you said, accept animating, becouse I dont know how to animate bones or something... So did nothing with animation... I thout it would be better if I left it that way...

Here is my model with dds textures, and some screenshots, from 3dsMAX and MAP EDITOR

Please help me, with this problem, when I find out this issue, i will place my models to TGC store and start to create my own game...

Thanks for any kind of help

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FPS USER
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Posted: 14th Apr 2012 13:27
YES!!!


I changed the static mode to dinamic and I CAN see my model in game!!!!

Now the only thing left is animation...

I will watch some video tutorials in ANIMATING WITH BONES, or something, and I will let ou know about my perspective...

THANKYOU!!!!


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FPS USER
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Posted: 14th Apr 2012 14:04
Hellow, again,

I didn't managed to find a video tutorial for this case... Everyone is using SKIN modifier...

Can you suggest me any tutorial for this case?
I am a bit confused, becouse I don't know how the bones will work when there is a rotation in animation (or it should be)..

THANKS

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Ross tra damus
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Posted: 14th Apr 2012 15:28
FPS USER
I'm afraid I can't help you with any information about using bones in Max because I use Milkshape for modeling.
But I would suggest you maybe start all over again and model a 'Low Poly' version 'regroup it' and 're-UV map it onto one texture file only'. Then you can look into creating your bone setup and animation.
Also search here in the Forum for info on getting the scaleing perfect before you set up any bones for the model.

If I can help further I will.

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