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FPSC Classic Product Chat / trees in fpsc

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IMAGE 02
21
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Joined: 4th Sep 2003
Location: Leeds
Posted: 27th Sep 2005 23:09
do you think its possible to get the trees from treemagikg2
into fpsc?

IMAGE is EVERYTHING
Zero #43
20
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Joined: 5th May 2004
Location: ** in your head **
Posted: 27th Sep 2005 23:13
yup..... or....... no....... forest pack

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI MOBILITY™ RADEON™ 9700 128MB DDR, 80GB Hard Drive
Cellbloc Studios
20
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 27th Sep 2005 23:18 Edited at: 27th Sep 2005 23:22
I have a few trees in mine and I'm using G3, I think around 150 or so with the rocks and the river...

-This...is my boomstick!
Zero #43
20
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Location: ** in your head **
Posted: 27th Sep 2005 23:21
???! what river??!

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI MOBILITY™ RADEON™ 9700 128MB DDR, 80GB Hard Drive
Cellbloc Studios
20
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 27th Sep 2005 23:23 Edited at: 27th Sep 2005 23:24
The river running through my town in FPSC. Under the bridge. Going to the Land of Elk.

-This...is my boomstick!
Zero #43
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Posted: 27th Sep 2005 23:29
???!??!?!?!?!?!?!??!??????????????????????????????????????????????????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


eeeehemmmmmm hey Cellbloc ole' buddy ..... hook me up with some of da models bridge....... town........

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI MOBILITY™ RADEON™ 9700 128MB DDR, 80GB Hard Drive
Cellbloc Studios
20
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Location: Atlanta, GA
Posted: 27th Sep 2005 23:39 Edited at: 27th Sep 2005 23:40
Sure. My friend sells a fantasy village at http://www.3drt.com Tell him James sent you and you may get a discount. I usually contract him when I don't have the time to do it myself.

-This...is my boomstick!
Zero #43
20
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Location: ** in your head **
Posted: 27th Sep 2005 23:40
yessss..>!!!!! thnx james

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Zero #43
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Posted: 27th Sep 2005 23:53
uhhh ohhhhh..... i am not spending that much on something like that whats the zip file name it sent you : fantasy_village.zip

something like that,,,, what did it send you?

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI MOBILITY™ RADEON™ 9700 128MB DDR, 80GB Hard Drive
Cellbloc Studios
20
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 27th Sep 2005 23:56
I will have to dig though my email to find out what it was he sent me.

-This...is my boomstick!
Zero #43
20
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Posted: 27th Sep 2005 23:58
thanx verry much.... electra_dx_31@yahoo.com

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Zone Chicken
20
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Joined: 25th Jan 2004
Location: `~-..-~`~-..-~`
Posted: 28th Sep 2005 00:07 Edited at: 28th Sep 2005 00:23
Quote: "do you think its possible to get the trees from treemagikg2
into fpsc?
"


Not only is it possible it is fairly easy i explained how i do it in this thread when the EA was first released.

http://forum.thegamecreators.com/?m=forum_view&t=49608&b=25

You can also use treemagik pro but it is a bit more painfull to use since it only exports a single .x for the trunk and cluster. You have to open your tree in modeling software and manually seperate the cluster from the tree then save both to sperate files. But treemagik2 is much better since it uv maps instead of cube and cylindrical mapping that pro only offers and allows for exporting the cluster and trunk as seperate objects on its own.

Your signature has been erased by a mod -- please resize to under 600x120...
Zero #43
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Posted: 28th Sep 2005 17:09
hey cellbloc could you send me the link thingy he sent you??? plz electra_dx_31@yahoo.com

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Cellbloc Studios
20
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 28th Sep 2005 17:16
I looked, he just sent me the file as an attachment. I looked on his site and I didn't see a link to examples so I will try and ask him later if he has any examples.

Sorry!

-This...is my boomstick!
Zero #43
20
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Joined: 5th May 2004
Location: ** in your head **
Posted: 28th Sep 2005 18:47
forward his message to me

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foleypro
19
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Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 12th Dec 2005 01:36
Zone chicken...

You mentioned in the other thread about the Transparency not showing in the editor...?

I use a complete Black Background and my Alpha/Mask have the same Black Background and Complete white for the alpha channel where I want my Texture to show...And I still cant get to see my Transparent/Alpha mapped Billboard in the editor...Do I have to Build the game to see them...?

As Always B3D....www.fnggames.com

Jason Webb
18
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Joined: 2nd Nov 2005
Location: Southampton, UK
Posted: 12th Dec 2005 02:47
@foleypro

Two things to check:

1) you're saving your texture as a DXT3 or DXT5 .dds file not as
a TGA.

2) You have transparency set to 1 or 2 in the FPE file.

See if that helps.

Best Regards

Jason

Owner - Music Genius Publishing
http://www.musicgenius.co.uk
foleypro
19
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Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 12th Dec 2005 06:22
Thanks for the quick reply.

I will definitely try that out,But I think I did save as a DDS file hmmm..

Anyone know the settings that should be enabled in the DDS convertor in PSP...?

As Always B3D....www.fnggames.com

Jason Webb
18
Years of Service
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Joined: 2nd Nov 2005
Location: Southampton, UK
Posted: 12th Dec 2005 20:34
foleypro,

what options does the .dds convertor in PSP give you? I'm not
familiar with them myself as I use Photoshop, but may be able
to point you in the right direction.

Best Regards

Jason

Owner - Music Genius Publishing
http://www.musicgenius.co.uk
foleypro
19
Years of Service
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Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 13th Dec 2005 06:58
Here is a screen Shot from inside PSP..

As Always B3D....www.fnggames.com

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foleypro
19
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Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 13th Dec 2005 10:15
Now I know I dont want Mip maps because I dont want the Billboards to animate just yet...,Soon they will...?

Anyways Thanks for any fedback I can get..

As Always B3D....www.fnggames.com

foleypro
19
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Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 13th Dec 2005 10:20
Maybe I should go to Nvidia and do my Homework....?


Hhahahahhahhahhahhaaaaaaaa..............

As Always B3D....www.fnggames.com

Jason Webb
18
Years of Service
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Joined: 2nd Nov 2005
Location: Southampton, UK
Posted: 13th Dec 2005 13:09
Well, from what I can see, as long as you have DXT3 or DXT5
selected as the save format then everything else looks to
be ok. But, like I say, I'm not overly familiar with PSP so I
may be missing something.

Have you looked at this thread in the Models & Media forum:
http://forum.thegamecreators.com/?m=forum_view&t=62957&b=24

It's mainly to do with HUD's but does cover alpha transparency
in PSP. It might give you some pointers.

Best Regards

Jason

Owner - Music Genius Publishing
http://www.musicgenius.co.uk

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