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FPSC Classic Product Chat / Fpsc map exporter idea

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NIlooc223
15
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Joined: 27th Aug 2010
Location: Heaven
Posted: 13th May 2012 19:34
Would it be possible to build a mod to allow people to export there maps as a few different files such as .obj, .fbx and more? This is exactly what I was thinking of.

Okay so you finished your map but don't want it to be used in fpsc but some other program so you go to file/export. A menu pops up it gives you the following choices.

Model file format
Texture file format
Destination folder

Then after the user chooses the settings he wants he clicks export. Now his map is exported as one huge model with many separate models in it. The user then loads the model and texture files into the new program and apply the textures to the correct models.

For a good example of what I am talking about in UDK you can click file export and export your map. How hard would this be to do?

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NIlooc223
15
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Joined: 27th Aug 2010
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Posted: 13th May 2012 21:37
No comments?

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jmtmew
16
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Joined: 18th Feb 2010
Location: Developer Hell
Posted: 13th May 2012 22:15
This is a great idea. Saves the difficulty in making the maps in another engine whilst having the functionality of the one you choose.

Cyborg ART
19
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 13th May 2012 23:14
If I am not wrong, FPSC allready does this by default when you build your game. It generates a .dbo file that can be opened in fragmotion. And easy to convert to a directX file with 2 lines of code in DB Pro

There are several guides regarding exporting a map and import to DB Pro, it should give you a start.

incense
20
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Posted: 13th May 2012 23:33
Not everyone has or wants DBP.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Northern
15
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Joined: 5th Nov 2010
Location: Brazil
Posted: 13th May 2012 23:43
Hello NIlooc223,

Unfortunately, the FPSC it is not an appropriate 3D modeling software.

I think if you want to model a level for your game you should use 3D modeling software such as 3D World Studio, Cartography Shop 4, which are very good and will not take all your money you have in your bank account to buy them, and more you can export your level directly to the format directx with texture mapping.

There are other solutions such as Blender (free) Google SketchUp (free) Google Sketchup Pro (not free) as well as more expensive solutions such as Autodesk 3DS Max, Autodesk Maya, Autodesk Softimage.

In addition, I think a waste of money to spend more than $ 2000 or $ 3000 to buy them, once the FPSC cannot take advantage of all graphics capabilities that those programs can provide, but after you master some of the tools they have it will be much easier and faster to you build an entire level or entities for a game than with those programs cheaper, in my opinion.

I hope this might help.

Greetings,

Northern
NIlooc223
15
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Joined: 27th Aug 2010
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Posted: 14th May 2012 01:24
I did not plan on using it as a modeling software. Some people would like to be able to make a level compile it in fps creator and later in UDK also.

Cyborg Art: Can you pint me to some links on this? Thanks

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NIlooc223
15
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Joined: 27th Aug 2010
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Posted: 14th May 2012 01:40
Sorry for double post.

Update: I managed to get it as .dbo and turn it into .fbx and load it into UDK. 3 problems.... collision and it recgonizes everything as exactly one model instead of multiple seperate models. So if you were to apply a texture then everything is that texture. last but least the ceiling is just black... all black.

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BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 14th May 2012 08:05
Quote: "There are several guides regarding exporting a map and import to DB Pro, it should give you a start."


Quote: "Cyborg Art: Can you pint me to some links on this? Thanks"


Try here. First video.


Twitter: @NFoxMedia
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 14th May 2012 10:17
Hi,
I came here from your email, as you found out, it IS possible, but relatively hard to get right.

-TZK

NIlooc223
15
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Posted: 15th May 2012 00:33
Yes I found that out already TZK since I got the map into UDK to many issues it would take much work

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The Zombie Killer
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Location: Gold Coast, Australia
Posted: 15th May 2012 12:54
@NIlooc223
If you're willing to code it, you could make a map exporter, attached is the contents of ww2.fpm, fpm files are actually passworded zip files, so if you can get the formula from the FPSC source, you can make an exporter.

ww2_map.zip attached.

-TZK

NIlooc223
15
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Location: Heaven
Posted: 16th May 2012 00:42
Whoa I did not know that... Well sounds like a challange...

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biohazardNL
16
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Joined: 26th Oct 2009
Location: netherlands
Posted: 16th May 2012 01:01
lol I'm already doing CPP and LUA for my game so why doing it more hard than it already is?

the reason why I use FPSC is just to create indoor scenes easy and fast... converting it with Ultimate unwrap 3D normally that works. but version 1.18 screws it up. and now it doesn't work anymore

Current project: Banned
see it at: http://www.tbhproductions.com

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