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FPSC Classic Product Chat / Model Scaling

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Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 21st Sep 2005 22:14
Hi !

I created some models and imported them into fpsc...now my question :
The bloody arm i created could be the one from a mice or rat cause its so small !!! I could change the model properties in my 3d program, but isnt there a "scale" script step or someting ? I remember, in EA enemies had a scale option in their scripts. Whats with entities ?

PS: Sorry if this is in the wrong forum.

yeah...thats the ticket !
Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 21st Sep 2005 22:24
Okay....here is a screenshot to show you what i mean !

yeah...thats the ticket !

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snowdog
19
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Joined: 12th Sep 2005
Location: London
Posted: 21st Sep 2005 23:26
Not too sure but wouldn't scaling the thing slow your game down..?

Also I'd appreciate knowing step by step how you managed to get it from a 3d modelling program into FPSC as I really haven't a clue what I'm doing! You may be using a different 3d modeller to me (I'm using 3ds max 7) but I'm sure I'll be able to follow steps given for another program.

I've tried to open some of the FPSC segments and entities in max 7 to gauge the scale of things but it won't have any of it, keeps on saying that it's an incorrect file format.

Duncan Edwards is the one person who, even today, I really felt inferior to. I've never known anybody so gifted and strong and powerful with the presence that he had - Sir Bobby Charlton
Lon
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Joined: 12th Feb 2004
Location: Big Ass Castle
Posted: 22nd Sep 2005 00:05 Edited at: 22nd Sep 2005 00:06
There is a scale value you can use in your fpi. look at the fpi files of some of the other models that's where I found it.
uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 22nd Sep 2005 01:16
First off I suggest anyone working with objects in modelling progs for inclusion to FPSC - start by getting a copy of a single wall object, or better still both wall and floor object .x files.

Then convert these to a format suitable for your modeller and import them - Doing so will give you a single tile FPSC width and height measure. - Save the file as a template to use for scaling all your objects for use in FPSC.

Rememebr that FPSC uses max world scales so if you dont have max you would find it best if you find a method of calculating a conversion to your modelers world scale. Perhaps the best way of doing this is to scale any object you have made in your modeller (noteing your scale increments) until it fits corectly in FPSC then you could use those objects as a Template measure back in your modeller.

Alternatively you can do it by just finding the scale difference in your modeller to FPSC by trial and error till you find the scale amount. e.g. your modeller output = to fit FPSC = scale down to 10%

Once you know the scale you can indeed do it via an enity script with the scale command.

If your entities script file dont have a scale entry then insert one just below the x,y,z lines:

scale =200

to enlarge your object to twice the original size.

It is better if you can scale to the correct size in your modeller as you may find with some objects with few ploygons collision detection is somewhat better. Also vertical positioning of objects is best understood and set in your modeller.

Remeber when testing and rescaling objects - delete those nusiance .bin files every time you change something when doing so as your changes may not show up in FPSC unless you do. Lastly if things dont sit correctly vertically remove and replace the objects in the editor when you are making changes again so FPSC updates things. Once objects are updated correctly you can forget about their .bin files and leave them alone.

V1 is much less forgiving than EA with these things when making changes so if you are making many changes expect a lot of unecessary work to get things to show up correctly in the editor. Constant deletion of .bin files, sometimes temp stuff, rebooting FPSC and so on is sometimes the only way to update the entities in the editor.

snowdog,

The incorrect file format message : you are just being informed that the file description of the object is incorrect as far as max is concerned.....try re-saving or converting the objects to 3DS file format in another program. There are some variations (inconsistencies) in many programs as to how they save files in a particular format - their file descriptions can differ.

Hope that helps a little

snowdog
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Joined: 12th Sep 2005
Location: London
Posted: 22nd Sep 2005 02:30
Cheers uman, very helpful

Duncan Edwards is the one person who, even today, I really felt inferior to. I've never known anybody so gifted and strong and powerful with the presence that he had - Sir Bobby Charlton
===GIL===
19
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Joined: 7th Sep 2005
Location:
Posted: 22nd Sep 2005 03:54
I was wondering, how do you import models into FPSC

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