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FPSC Classic Models and Media / Export complete level from 3ds max?

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The Noob Protection
15
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Joined: 8th May 2011
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Posted: 22nd Jul 2012 00:04
Is there a way to export a completed level design from 3ds max 2012 to fpsc, if so then can anyone help me please?


thanks

Superchunk
henry ham
18
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 22nd Jul 2012 00:22
press export button & save as .x simples

cheers henry

The Noob Protection
15
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Posted: 22nd Jul 2012 00:26
Quote: "press export button & save as .x simples

cheers henry"


There isn't a .x option...

Superchunk
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 22nd Jul 2012 01:26
Quote: "There isn't a .x option.."


You need the plugin for Max.


Twitter: @NFoxMedia
anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 22nd Jul 2012 05:56
I'd take a look in this thread... Tonnes of good stuff.

http://forum.thegamecreators.com/?m=forum_view&t=186489&b=24

Cheers,
Anayar


For KeithC
The Noob Protection
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Joined: 8th May 2011
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Posted: 29th Jul 2012 20:45
I still need help I've exported it to .x, now because the multiple objects have different textures I have a .x file and loads of png textures. what do I do now? Help!

Superchunk
raymondlee306
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Joined: 24th Oct 2009
Location: Ohio
Posted: 30th Jul 2012 04:04 Edited at: 30th Jul 2012 04:05
I'm pretty sure FPSC still needs the object to be dynamic to have multiple textures. I also use DDS or TGA images, but PNG might also work. Do you know how to make a model FPSC ready? if not check out my tutorial on making models with sketchup. I know you said MAX but once the model is an X model the process is the same. Tutorial is here about halfway down:

http://forum.thegamecreators.com/?m=forum_view&t=177710&b=21

It is very important to make sure the object is dynamic and the texture line in the created fpe file is empty and all textures are in the same folder as the model!

If I could make 2 suggestions:

1. Do not make the floors in MAX, use FPSC segments. How I do this is if I have 2 buildings I make them 100" apart in my modeling software. That way a standard FPSC floor segment fits right between them. FPSC enemy characters have trouble with collision detection on entities.

2. Plan your scale, plan your scale, plan your scale! A little graph paper goes a long way. I use a free drafting program called DRAFTSIGHT to lay mine out with the snap settings set at 100" x 100", but pen and paper still works fine (I would use 1/4" graph paper and draw at 1 square = 100" This way is coordinates with FPSC's full scale.

Keep posting here if it gives you trouble and we'll get you rolling.

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