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FPSC Classic Models and Media / How do I make custom floors, walls, and ceilings?

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Anruth
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Posted: 17th Sep 2012 08:53
I\'m new to FPSC and would like to start making my own floors, walls, and ceilings.

I have some skill with simple 3D modeling and texturing.

What I need to know is what are the common size and shape of these types of models and how do I get them in FPSC?

Any help or online tutorials would be greatly appreciated.
The Warrior Studio
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Posted: 17th Sep 2012 16:44
you will need a 512x512 texture 1024x1024 is better if you can get them

then when you finish finding the texture make a copy of any segment folder and but you own texture try to make them in dds form
and open the fpe and edit the name in it with you model and texture you made

if thant doesn't help told me and i will make a video for you to show you how
Corno_1
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Posted: 17th Sep 2012 17:22
use doomsters model maker! this is the best software for creating segemnts and entities! And then use 512x512 textures for it

Public void likeFpsc{ System.out.println("I like FPSC!" ) ;}
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
maho76
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Location: universe-hub, playing the flute
Posted: 17th Sep 2012 17:46
Quote: "common size and shape "


simply copy a x-file of a stock-wall/ground into your 3d-prog as reference. you need to get a final .x-file as output (maybe using program like fragmotion to convert) with uv-mapped texture, thats all. then, as said, search for modelmaker (i think there is a simple one with fpsc, look through the folders) to build the fps from scratch, or alter a stock-fps to your needs.

look into some room-fps-files first to get an overview what parts you need to build a complete room.

tgc-segment editor and some helpfull little progs here:
http://www.thegamecreators.com/?m=view_product&id=2001&page=files

Anruth
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Posted: 19th Sep 2012 18:18
Okay, I've been playing around a bit. Figured I create a simple red ball and try to put into FPS as an item.

Created the Ball in Bryce 7pro and saved it out as a .x file.
I create a folder and subfolder in the entitybank call /balls/item.
Placed my .X file and a photoshop thumbnail in the items folder.

I noticed that items in other folders also have a .bin and .dbo component. What are they and how do I create them for my item?
Ross tra damus
3D Media Maker
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Posted: 20th Sep 2012 00:27
Anruth

You do not have to create the '.BIN and .DBO' files to see your model in FPSC.
FPSC will create/generate these files when you 'first' test your model in the engine.
'.BIN' = Information file which holds all the models placement and characteristics info (I think).
'.DBO' = 'Dark Basic Object file' which is the format file generated for you to use in Dark Basic if you want to.

NOTE - Don't forget to delete the '.BIN and .DBO' files generated by FPSC before testing the model with 'any' new changes made.

NOTE - Any model Icons/Thumbnails are best used in the '.BMP' format for quality and Mb size and are best at 64x64 image size.

I hope this helps and good luck.
Anruth
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Posted: 20th Sep 2012 06:56
I must need one of the other files. There is also a .fpe file.

When I just place my .x file and thumbnail. I don't see it in FPSC. I changed the thumb to a 64x64 .bmp.

I'm going to play around with a "good" item, one that came with FPS and see what I can find out.
Anruth
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Posted: 20th Sep 2012 07:24
Yep, need the .fpe file.

Opened it with notepad and changed some stuff. I now got a badly textured "red" ball that acts like a minigun.
maho76
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Posted: 20th Sep 2012 12:58 Edited at: 20th Sep 2012 12:59
Quote: "I now got a badly textured "red" ball that acts like a minigun."


wich is a good start.^^

when it should be used as a ball, look into the scifi stock "alien-artifact"-fpe. thats a dynamic ball with physics on. you may look through the items inside fpsc-editor and pick some reference entities. i did a copy outside fpsc-folders for me with examples for weapons, static enviroment, character, animated things etc.

files you have to create:

.x model
.fpe controller
.dds/.tga texture (with different maps if you want to use shading effects, I/U/D2/D/...)
(.bmp thumbnail if it should be shown in the editor-browser)

the fpe tolds fpsc how to handle model & texture. did you uv-map the model and create a .dds/.tga as texturefile (same folder or texturebank, linked to the model inside the fpe)?

Anruth
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Posted: 21st Sep 2012 08:13
Not yet. But I'll be doing that this weekend and playing around with the FPE file and some of the scripts.

I want to get a basic segment texture done this weekend and start to create a ball entity that when collected will a 1pt of health to the player.

After that I want to add a score component and switch the ball to adding 1pt to the score when collected. Any ideas on that?

At some point I should move this to another thread as I'm getting away from how do I create walls floors and ceiling textures.
Ross tra damus
3D Media Maker
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Posted: 21st Sep 2012 16:05 Edited at: 21st Sep 2012 16:15
Anruth

Entity has 'FPE' file
Segment has 'FPS' file

TIP
When creating a texture for a 'room' segment its best to make the texture 'seamless' at the edges depending what part of the room you are texturing for (walls,floor or ceiling), unless you are having an obvious textured border at the edges.

NOTE
FPSC will also create/generate a '.DDS' file of your texture file for you after you have tested it in the FPSC Editor which you can change to using instead of your original texture file which is nearly always a lot larger in size than that of .DDS format (less memmory used in Engine).

Good Luck
Anruth
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Posted: 23rd Sep 2012 06:40
I'm moving all my newbie questions etc. over to a thread the Works in Progess area under Balls the game.

This will be my first attempt at making something in FPSC and I hope you guys will help me along as I learn the program.

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