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FPSC Classic Models and Media / A simple tutorial on getting your .x models into FPSC (with free model)

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gps
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Location: England
Posted: 30th Nov 2005 21:45
It's a bit nerve-wracking introducing yourself to a forum with a tutorial, but there seem to be a few people wanting this info, so here goes...

What follows are directions for turning a 3D mesh called 'book_a.x' into a plain static entity in FPSC. I can't offer advice on creating characters or weapons as I haven't managed to do either of those things yet!

Okay, so the modelling and texturing is done and you have an .x mesh and a .tga file.

For the purposes of this tutorial, these are 'book_a.x' and 'book_a_D2.tga'

One thing to consider before starting - is your model big enough? FPSC meshes are huge. If your modelling software works in real-world measurements and you made your nice new chair 3' tall, you're going to need a magnifying glass to see it in FPSC. I imported the WW2 thug mesh into Amapi 3D and it measured 233' tall.

If the problem you're having is that your models appear in the entity library, but don't seem to be showing up in the editor, it could be that they're just too small to be visible.

To get the book model into FPSC I need two more files:

'book_a.bmp'. This is a 64x64 bitmapped image for use as the entity library thumbnail.

'book_a.fpe'. This is the entity script that tells FPSC where everything is and what to do with it all.

The main thing you need to know here is that .fpe files are plain text - you can open and edit them with any word processor. All you have to watch out for is that your chosen word processor doesn't try and stick a .txt extension on your .fpe file when you save it, for instance 'book_a.fpe.txt'.

This is what 'book_a.fpe' looks like:



;header

desc = book_a

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

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;orientation

model = meshbank\user\scenery\furniture\book_a\book_a.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 4
collisionmode = 1

;visualinfo

textured = texturebank\user\scenery\furniture\book_a\book_a_d2.tga
effect =
castshadow = 0



This is pretty much a standard static entity file. Open up a few of them and you'll see that only a few lines change from one to another:

desc - the name of the entity as it will appear in the library, and when you hold your mouse over it in the editor.

model - where the required .x mesh is located.

defaultstatic - 1 means static, 0 means dynamic.

materialindex - 1= the entity is made of stone/cement and will produce chips and dust when hit
2= as above, but with a bigger hole
3= the entity is metal, and will produce sparks when hit
4= the entity is wooden, and will produce splinters when hit

textured - where the required .tga or .dds texture file is located

(Note that if you use a .tga file, FPSC will automatically create a .dds file from this the first time you load the entity. Remember this if you decide to alter the .tga file later - you must delete the existing .dds file with the same name, or FPSC will continue to use that instead of the new .tga file and you wont see any alterations)

So you've told FPSC where the file are - but at the moment those locations don't exist. Time to create the necessary folders:

(I used the default install options, so the initial path is C:\Program Files\The Game Creators\FPS Creator)


'book_a.fpe' and 'book_a.bmp' both go into: '\Files\entitybank\user\furniture'

'book_a.x' goes into '\Files\meshbank\user\scenery\furniture\book_a'

'book_a_D2.tga' goes into: '\Files\texturebank\user\scenery\furniture\book_a'


For the sake of consistency I've chosen to duplicate the filing system used by the program developers, but it does mean a lot of sub-folders! Note that the entitybank only goes as far as '/furniture', with no sub-folder for the actual item, while both the meshbank and texturebank use an additional folder with the same name as the item. This still catches me out now and then.

Of course, you can devise your own system of folders if you'd prefer.

Launch FPSC, place a prefab, then switch to the entity library and select 'user' > 'furniture'.

You should see the book thumbnail image with the name 'book_a' underneath. If you've got the default 'brain in a bell jar', then check to make sure that 'book_a.bmp' is in 'Files/entitybank/furniture

Click on the book_a thumbnail.

If FPSC shuts down with the following message - 'Runtime Error 7008 - Object does not exist at line 13349' - then the editor couldn't find the .x mesh. Check that the meshbank file path is correct in the .fpe file.

What you should get is a yellow book - if you can see in the editor that it's white instead of yellow, then FPSC hasn't located the texture. This isn't as serious as not finding the mesh and won't crash the program. Again, check your file paths.

Finally, place the book wherever you want it

The attached zip file contains all the files mention above. BTW, once you've installed the book entity, you can use it in any game, commercial or free, with no need for any credit. Just don't redistribute the model and/or texture files separately.

Hope this is helpful.

Cheers

- Graham

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dpharaoh
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Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 1st Dec 2005 03:15
Graham, well done, an excellent tutorial!! You've definitely got it down!
gps
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Posted: 1st Dec 2005 04:57
Thanks dpharaoh

Of course, just after I uploaded the zip file I noticed a small gaff. Murphy's law eh

The file 'book_a.fpe' included in the zip has some extraneous lines not present in the tutorial version...


scalex = 0
scaley = 89
scalez = 0


These are the result of me messing about (or 'experimenting', as I prefer to think of it), and can safely be deleted. It seems that you can only scale entities globally, and not on an individual axis.

BTW, I've attached a screenie showing the book in action, so to speak.

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MarcCH
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Posted: 1st Dec 2005 22:26
Thanks a lot for this excellent work

Marc
Leo Strauss
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Posted: 10th Dec 2005 00:44
Graham, many thanks for this tutorial. I haven't followed it yet but am going to do it right now.

I wish the moderators of this message board could take a few moments to organize the posts so that gems like this are not lost in the chaff. GameCreators, how hard would it be to have a section headed "Tutorials" with items like Grahams in it?

I understand the impatience some have for "noobs", but the clutter and disorganization of this message board lessens its impact and value imo. There is alot of good information here which saves the FPSCreator from being a miss product-wise. And some of the annoyance some have for "noobs" would be lessened if the moderators tried to organize some of the information here.

My two cents. And thanks again Graham for the time sharing this info.

Endless War In The Name of Peace
gps
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Posted: 15th Dec 2005 03:41
Yeah, the message board is a bit chaotic. A tutorials section would be handy, I ended up going through all 47 pages of the FPSC Chat forum when I started, so as not to appear too 'noobish'
KeithC
Senior Moderator
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Posted: 15th Dec 2005 05:13
Wow, I'm gonna put this to good use (I'm saving it in word in case it gets lost). I have quite a few models that have been waiting to make it into FPSC properly.

Thanks again.

-Keith

"Some people are only alive because it's illegal to kill them".
Person99
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Posted: 7th Jan 2006 19:22
Hey! Bring this up for newbies *Ahem*! =-)


Now you can't call colors violent can you?
Silvester
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Posted: 7th Jan 2006 22:46
OK 2 points:
-1 great tutorial!!!!!

-2 also a good tutorial item included!!!!!!

go on!

*stands up and smacks brothers head*
OUCH!
sorry was just a bit exited......

My life is dedicated to dark,when i fail the world will be in lights hands.......
doom on cats
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Posted: 10th Jan 2006 00:21
i am a noob, oh well...i don't understand how you take a .x model from tree magic and do what you said in the tutorial. the part i need help with is where you suddenly come from a single .x model to suddenly having that .x model an .fpe model. where did you get the .fpe behind it? i am sure that i siad something that doesn't make sence. so,,,,,ya

"In peace sons bury thier fathers, in war fathers bury their sons" - Winston Churchill(i think). "don't piss down my back and tell me it's raining!"
doom on cats
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Posted: 11th Jan 2006 03:25
someone answer and i will shut up

"In peace sons bury thier fathers, in war fathers bury their sons" - Winston Churchill(i think). "don't piss down my back and tell me it's raining!"
gps
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Posted: 11th Jan 2006 05:06 Edited at: 11th Jan 2006 05:07
The .fpe file isn't a model, it's just a plain text file which tells FPSC the location of a particular .x file and texture. You either create it yourself using a word processor, of modify an existing .fpe belonging to an entity that's similar to the one you want to add to the game.

So for instance, in the WW2 entity library you can select 'lightobjectA', because in the WW2 entitybank folder there's a file called 'lightobjectA.fpe'. FPSC reads this file to get the folder path to the model 'light_object_a.X' and to the texture 'light_object_a_D2.tga'.
gps
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Posted: 13th Jan 2006 04:10 Edited at: 13th Jan 2006 04:10
Seems like people still want to know, so here's a little 'bump'

Whyrag
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Posted: 14th Jan 2006 09:28
Cool !
doom on cats
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Posted: 25th Jan 2006 21:24
ok, sorry to bring this post back on to the front pages but, i went to a website where i downloaded a 3ds spaceship. i converted it to .x and did what you said in tutorial. except all my folders say fighter1 instead of book_a. when i fire up fpsc i see the picture of my ship, click on it, place it where i want, shows up perfectly. then, when i click on test game, it's about half way done loading when it stops and says it's "loading static entities". does nothing for a while and then an error pops up and says, extra debug info: 0 0. any help, i was so close to.

"In peace sons bury thier fathers, in war fathers bury their sons" - Winston Churchill(i think). "don't piss down my back and tell me it's raining!"
brummel
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Posted: 25th Jan 2006 21:28
Yeah i have those problems with almost all free model i download.

Mutant game in progress...
gps
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Posted: 26th Jan 2006 20:46
The models that you're tying to load probably having several materials assigned to them. FPSC wants your model to consist of one material, creating a single colourless mesh over which it wraps a texture. 3rd party models, particularly if they don't have a completely textured 'skin', tend to use different material zones for added colour.

If your model only has a couple of materials, FPSC will typically just ignore both of them and leave the texture off as well. However, I've found that attempting to load a model with a large number of materials can crash the editor.

Unfortunately, If you're converting free models from places like Turbo Squid or 3D Cafe then they'll almost certainly have been constructed with multiple material zones. You'll need to look at the mesh in a 3D app like Milkshape and reduced the number of materials to one.

Cheers

- Graham

foleypro
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Location: Tacoma Washington USA
Posted: 10th Feb 2006 20:06
Ok...

So as of right now FPSC doesnt support multiple textures on Model..?

What about TreeMagic it uses 3 textures per tree...?

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

gps
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Posted: 10th Feb 2006 22:45
Multiple textures are tricky - some people have managed it, some haven't. It's best to say that FPSC is not designed to accept multiple textures, but apparently there are ways to get round this.

Try searching the forums for 'multiple textures'

If I manage to work out a reliable method myself, I'll certainly let the community know.

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