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FPSC Classic Product Chat / importing 3dws levels into fpsc

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gamerboots
17
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Joined: 8th Dec 2008
Location: USA
Posted: 5th Nov 2014 10:19
Quote: "The ultimate tool in level creation. Create your level, and import it into FPSCreator (in .X format)."


My question is how to import levels created with the 3d world studio into FPSC classic. Any help is appreciated.

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Disturbing 13
21
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 7th Nov 2014 01:34
The biggest problem you will run across is if you are using multiple textures. You can import the model as a dynamic entity with no collision and then place an invisible static version on top of that. There comes even more problems with this method as the player will get stuck on the surfaces and you will not be able to light the scene properly as dynamic entities do not show light on the surface the same way static objects do. You also need to keep in mind that the level has to be contained within a 40x40x19 grid with each block equaling 100 units. If you are going to do a level in this manner I suggest you follow these guidelines-
*Make it in a modeling program that uses the same texture (don't be afraid of going 2048x2048.
*Only make the walls and roofs (if you have the room in your texture for details and fixtures,do so as well)
*Do not make flooring or any surface that the player is expected to walk on. Use individual floor segments for this to stop any problems with the player as well as enemies from walking on it.
*Do not plan on using darkai characters as enemies. They have border restrictions.
Hope that helps, I have alot of experience in this subject; infact it's the only way I make my levels. Good luck!

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gamerboots
17
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Joined: 8th Dec 2008
Location: USA
Posted: 7th Nov 2014 03:43
Ah , thank you so much for your help!!
So then for one level it would be 4000x4000x100 units (if using the max width and length)

Quote: "Do not plan on using darkai characters as enemies. They have border restrictions."

Could you explain this part a little more?

Lastly, a little off topic here but is there a way to change to icon of the exe

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xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 7th Nov 2014 15:36 Edited at: 7th Nov 2014 21:14
Quote: "Lastly, a little off topic here but is there a way to change to icon of the exe"


It is possible to change the icon and I've done it before... a few moons ago . I used to have the third party programs that were needed to do it and I wrote a little tut on how to do so. You needed one program to create an icon, another to replace the icon in the exe, and another to size it to what the old one was. It was hit and miss, but did work sometimes.

It's my limited understanding that it is the size of the icon (not what you do with it) that counts. If the icon is the wrong size (in bytes) then it throws everything else off, and the program doesn't start or end in the proper place. I hope someone can verify or correct/expand on that for us.

If this is the case (and even if it isn't but I can learn the full cause) I may be able to write an app to change the icon. It seems interesting, and certainly useful.

Brian.

EDIT: As it turns out, there is a free program called IcoFX 1.6 that has everything you need to change the icon. You just need to keep them (both the 16x16 and the 32x32) the same size and depth (8bit - 256 color). As for changing the associated text, Resource Hacker will take care of that if you don't make huge changes.

That said, I can understand wanting to personalize your creation, but remember to give credit were credit is due. Include the "Created with FPS Creator" line somewhere in the credits.

Brian.

gamerboots
17
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Joined: 8th Dec 2008
Location: USA
Posted: 8th Nov 2014 12:55
Thank you Xplosys I'll let you know how it worked out

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Disturbing 13
21
Years of Service
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 12th Nov 2014 13:22 Edited at: 12th Nov 2014 13:24
Quote: "Quote: "Do not plan on using darkai characters as enemies. They have border restrictions."
Could you explain this part a little more?"


It's a modeling thing. Characters that use DarkAI do not cross borders of models. It's kind of like every model has an invisible border that surrounds it; that's why it's best to make your levels out of individual parts. If the whole level is a single model then when you place the DarkAI character in the level it will push him out because he's crossing the border. These borders can actually be seen by turning on an option in the setup.ini or buildsetup.ini.
Here is an example of what you may see. The building model has a sign as part of it high above but it affects the models AI outline. The bulge in the line would not be there if the building was a separate model from the sign. Keep in mind that the character in the pic is NOT a DarkAI character.


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"Who loves ya baby!"

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