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FPSC Classic Product Chat / people having problems with textures and models

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glyvin101
19
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Joined: 27th Jan 2005
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Posted: 1st Mar 2005 11:27
a lot of people have been wondering how to insert there own textures and models i think it would be a good idea if someone made a tutorial with a attached file a video tutorial would be the best, something people could really grasp onto

THx

glyvin101
Aoneweb
21
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Joined: 9th Sep 2002
Location: Tucson, Arizona
Posted: 3rd Mar 2005 06:48
I 2nd that idea.

Toshiba Sattelite, 2GHz,Nvidia GeForce4 420go, Windows XP Home. www.aoneweb.com
Zone Chicken
20
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Joined: 25th Jan 2004
Location: `~-..-~`~-..-~`
Posted: 3rd Mar 2005 08:23 Edited at: 3rd Mar 2005 08:45
It's fairly simple to get your own models in to fpscreator in a couple steps.

First start out with your model saved as a .x format, also have your uv map or your texture for your model finished.

Go to your The Game Creators\FPS Creator\Files folder as this is where you will need to start setting up fpscreator for your files.

Go into the entitybank folder and make a new folder for yourself called (whatever you want it to be i'll use myentities) myentities, this is where your models .fpe scripts, and the 64 x 64 .bmp file will be placed. The .bmp is just a very small photo of your object that will show up in the fpscreator entity editor so you can see what object your picking although you do not have to change this as your entity will have its name under it in the editor it is just nice to do.

Go back to your The Game Creators\FPS Creator\Files folder then into the texture bank folder create a new folder called mytextures.
This will be where you models texture files will be stored.

Go back to your The Game Creators\FPS Creator\Files folder then into the meshbank folder and create a new folder called mymodels.
This folder is where your .x files will be stored.

So now that fpscreator is setup for a new entity here is how you would add it in. Take your .x file and place it inside of the
The Game Creators\FPS Creator\Files\meshbank\mymodels folder.

Take your uv map or your texture file for your model and place it into the The Game Creators\FPS Creator\Files\texturebank\mytextures folder.

Now that your model and its texture is in place all you need to do is make a .fpe script for you entity, so go to
The Game Creators\FPS Creator\Files\entitybank\scifi\furniturea folder. You can use seek for .fpe in other folders, furniturea will contain static entities, (entities that do not have animations) you will see a .fpes for the scifi furniture in the game bedA.fpe, bedB.fpe, crateA.fpe and such. So if you where trying to import a model such as a chair, (a static non animated model) you could pick bedA.fpe there are also as i said above .bmps in this folder if you click on one of them a 64 x 64 image of the object will show, these are what i was talking about earlier and are the images that show up in the fpscreator editor when you are using it, also there are .bin file's these are binary files of the .fpe scripts you do not need to edit or mess with these as fpscreator will make one of these for your entity when you run it after you have your entity in the program. So with your mouse pointer over bedA.fpe, (make sure it is not bedA.bin) right click and copy this.

Now go back to The Game Creators\FPS Creator\Files\entityban\myentites folder and into the myentites folder you created earlier.
Right click inside this folder and select paste, you now have a copy of bedA.fpe inside of your myentites folder. Next you will need to edit the .fpe so open the .fpe, by clicking on it if the file cannot be seen yet because it is not recongnized you can open the file by right clicking on it going to properties and to the right of where it says Opens with : click the button change. Out of your list of programs to open the file, you can select either notepad or wordpad then click ok. Now try to open the file and it will open as look like this.


;header

desc = beda

;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;orientation

model = meshbank\scifi\scenery\furniturebeda\bed_A.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
collisionmode = 2

;visualinfo

textured = texturebank\scifi\scenery\furniturebeda\bed_A_d2.tga
effect = effectbankbumpbump.fx
castshadow = 0

Zone Chicken
20
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Joined: 25th Jan 2004
Location: `~-..-~`~-..-~`
Posted: 3rd Mar 2005 08:39 Edited at: 3rd Mar 2005 09:32
The line under ;header

desc = beda

is the lable that your entity will contain in fpscreator so rename this lable to the name of your model or the name you would what your model to have in fpscreator. Like this

desc = mymodel

The next important line would be under ;orientation

model = meshbank\scifi\scenery\furniture\beda\bed_A.x

this needs to be change to the directory of your model. So you would change this line to

model = meshbank\mymodels\yourmodelsname.x

also since this is the ;orientation area of the script it would be nice of you could scale the size of your model instead of reloading, resized in a modeling program and replacing your model back into fpscreator. So you need to add a line for scaleing the object so add under the collision = 2 line

scale = 50

Finally the last real thing we would need to change to add a simple static model would be the texture. So under ;visualinfo change the line

textured = texturebank\scifi\scenery\furniture\beda\bed_A_d2.tga

into

textured = texturebank\mytextures\yourtexturesname.tga (or .dds)

Then save your script as either as your models name .fpe or just save then right click on the script and rename it to your models name.

This is all you would need to change to import the basic static model into fpscreator when you now open your fpscreator.exe you will see in the directory after you click add new entity your folder listed click it and your objects will appear (you can also make folders inside of the your main folder to keep you models in class's if you want to) in the main window they will use the default little brain in a glass container (at least thats what it looks like to me) to change this just like what was in the scifi folder those 64 x 64 .bmps make one of these and place it the same folder with your .fpe

Zone Chicken
20
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Joined: 25th Jan 2004
Location: `~-..-~`~-..-~`
Posted: 3rd Mar 2005 09:03 Edited at: 4th Mar 2005 06:11
Also something about the size of your models, a segment from fpscreator in truespace6.6 size's are 100x,100y,2.5z this would be a cell or a block on your grid that makes up one floor that your entity would or character would rest on (a room is from floor to ceiling 100x,100y,100z) in the editor window, so when you export you models take this into consideration if your models size is say 10x,8y,2z and you try see it in fpscreator it could be so thin or small that you would not even see it.

Try to scale your models before exporting to be around the size that you would need them to be by scaling them evenly by all 3 axis then use the scale = 50 line by changing the # higher or lower to resize your model to the exact size you want it after you have it in. The sizes maybe different in other modeling programs to check the size of the cell, go to
The Game Creators\FPS CreatorFiles\meshbank\commonfloor_a.x model and open it with your program, and look at the size of the x,y,z axis.

Even though you where asking for a video of how to do it, hopefully this will help someone if a video doesn't come along or isn't for awhile.

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