Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Import Half-life model

Author
Message
Amando
19
Years of Service
User Offline
Joined: 11th Feb 2005
Location:
Posted: 5th Mar 2005 01:18
I want to add some Half-life (1) models to FPSC to make some test, as I have no clue on 3D graphics. I imported one HL model into Milkshape and exported as a DirectX file via Export/DirectX (JT). Also copied original textures to the characters folder in FPSC.

Well, the characters appear fully textured on the editor, I can see the character perfectly and can add it with no problem.

When I test the game, the model appears untextured. It seems the TGA file is needed. My question is, does Milkshape create one TGA file with all the textures? If not, how can I do it.

Sorry, but I am absolutely a noob in this matter.

Amando
Noldor
19
Years of Service
User Offline
Joined: 5th Jan 2005
Location:
Posted: 5th Mar 2005 02:02
Load the texture into Photoshop
and convert it to a TGA file.
Then make sure that the FPE file
is pointing to the correct X file
and the new TGA file.
Amando
19
Years of Service
User Offline
Joined: 11th Feb 2005
Location:
Posted: 5th Mar 2005 02:34
There are many BMP extracted from the Half-life original model. My question I how to create that one big texture file.

I have spent hours trying to incorporate a half-life model into FPSC with no success. If anyone can put a tutorial on adding HL or other games models into FPSC IMHO it would be great, as will allow us to have models for our tests. Once all is finished, we can replace those models with our own ones.

Hope anyone know how to import them into FSPC

Best Regards,
Amando
Noldor
19
Years of Service
User Offline
Joined: 5th Jan 2005
Location:
Posted: 5th Mar 2005 02:52
Then i guess that you have to UV it yourselfe.
You convert all those BMP textures into one tga
and then load the model into milkshape
and retexture it to fit with the new texture.
FPSC does not support multiple texture per model.
(not as far as i know anyway)
Simon
Retired Moderator
19
Years of Service
User Offline
Joined: 27th Apr 2004
Location:
Posted: 5th Mar 2005 04:00
...or you could alter the UV's to fit on one texture plate, save as a seperate mapping channel and bake the textures to the new UV's.
FernandoK
21
Years of Service
User Offline
Joined: 4th Feb 2003
Location:
Posted: 5th Mar 2005 04:33
The skybox X file has 6 textures. I'm going to see if it's possible.
In the skybox, the X file itself points to the textures.
AlecM
21
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Concord, MA
Posted: 5th Mar 2005 05:59
you could also split the geometry up into seperate meshes for each texture. Then export them as a group in one file.

Login to post a reply

Server time is: 2024-04-25 11:00:16
Your offset time is: 2024-04-25 11:00:16