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FPSC Classic Product Chat / Can you import the new WW2 Media Pack?

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Schiffers
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Location: Charlotte, NC
Posted: 3rd Jan 2006 21:40
Can someone please answer this for me. As you can tell I am very new to this. I wanted to know if you could somehow import the new WW2 Media pack? It showed that it would work primarily with DarkBasic, but was not aware of any file conversion software out there.

Schiffers
crow34
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Posted: 4th Jan 2006 21:02
to use the ww2 media pack take you ages to convert and would take more work than actually making a game
Deadwords
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Posted: 5th Jan 2006 00:21
crow34, the models are .x format, what's wrong?
it needs no converting.

Skalex - Nobody can ear you scream ... you're on a forum!
crow34
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Posted: 5th Jan 2006 00:30 Edited at: 5th Jan 2006 00:30
the models maybe in direct x format but the reason why they wont work

1:-the models dont have uv coordinates mmmm how can i explain

fpsc models only use 1 texture file which is wrapped to the model

the ww2 media pack uses seperate textures for each indivial piece of the model and when creating the fpe file fpscreator will only allow 1 texture path

so you would have a lot of work ahead creating uvs for each model

and finally

the models are out of perpective so you would have to resize the models to make fpsc happy i mean a thousand foot church would just be silly

it is possible to use the ww2 media pack in fpsc but it would be a massive task to make them fpsc ready

hats off to anybody who trys it i love to see it
Doughboy
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Posted: 5th Jan 2006 00:46
As I've said before, I have scaled most of the buildings down to an acceptable size, but the biggest problem is the textures. I have no idea how to create a "uv" or "texture map".... thats the biggest problem for me right now.

I wish TGC would take an hour or so to make the buildings FPSC ready.

The textures in the pack are very nice though.
Deadwords
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Posted: 5th Jan 2006 03:32
Quote: "the models dont have uv coordinates"

Oh really? The only solution is Ultimate Unwrap 3D, but i dont think a lot of people want to pay for this because they dont know what is it, and what it does...

Quote: "the models are out of perpective so you would have to resize the models to make fpsc happy"

That is not too hard... And the scale command exists, and theres also coordinates commands.

Skalex - Nobody can ear you scream ... you're on a forum!
KeithC
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Posted: 5th Jan 2006 07:08
I have Ultimate Unwrap 3D, and it's worth the $50. My favorite UV Mapper

-Keith

"Some people are only alive because it's illegal to kill them".
Doughboy
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Posted: 5th Jan 2006 07:12
Can you please write a quick tutorial on creating a map with U3D?
KeithC
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Posted: 5th Jan 2006 08:19
I'll let you handle that request, Skalex

"Some people are only alive because it's illegal to kill them".
crow34
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Posted: 5th Jan 2006 16:52
Quote: "Oh really? The only solution is Ultimate Unwrap 3D, but i dont think a lot of people want to pay for this because they dont know what is it, and what it does...
"


not really being a expert on unwrap 3d

i can tell you unwrap 3d works by unfolding faces on the model

which means it has to be 1 model in order to unwrap

some of the models in the ww2 media pack have complex interiors built up from seperate models

take the church inside has a massive interior each part of that interior would have to be unfolded to be uv mapped

am not saying you cant use the ww2 media pack all am saying is it would take a tremendous amount of work

so personally i would love to see this done so heres a tutorial to get you guys inspired

http://www.unwrap3d.com/tutorial_unfold.aspx
KeithC
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Posted: 5th Jan 2006 18:26
Well, assuming the Church isn't more like a Cathedral; with a Nave, Clerestory, Apse, Sideaisles, etc....all you would have to do is put it into your modeler perform an object union on all the pieces (if need be), and give the church one material. Then move it into UU3D and use the box unwrapper. It might take a bit of time sorting out a good UV Map, but it could be done.

How much is this pack anyways?

-Keith

"Some people are only alive because it's illegal to kill them".
Deadwords
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Posted: 5th Jan 2006 20:15
Quote: "Can you please write a quick tutorial on creating a map with U3D?"

Make sure you have Ultimate Unwrap 3D, because no other Unwrapper have UU3D's functions. It's simple:
1. Open your model
2. 2D Tools > Unwrap Model
3. Set your favorites settings
4. File > Export > UV Map
5. Set your favorites export settings
6. Click on the preview button to see a preview (To see if your settings are good for you)
7. Save it
8. Enjoy.

Skalex - Nobody can ear you scream ... you're on a forum!
=ChrisB=
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Posted: 5th Jan 2006 20:35
The weapon pack works fine.

Your signature has been erased by a mod
Doughboy
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Posted: 5th Jan 2006 22:00 Edited at: 5th Jan 2006 22:02
Quote: "8. Enjoy."


Alright, before I get to step 8...

I exported the model as an .obj file (in milkshape3d), then I clicked file<open and came up with this (Zoomed out a bit).


I clicked 2d tools<unwrap model


My preview, and the file I saved...


Now what, do I have to add my textures to that image or what?
Deadwords
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Posted: 5th Jan 2006 23:13
you must texture it...

Skalex - Nobody can ear you scream ... you're on a forum!
Doughboy
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Posted: 5th Jan 2006 23:41
"The weapon pack works fine."

I assume you have it, can you post some screenshots of the weapons in game?
Doughboy
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Posted: 6th Jan 2006 09:16 Edited at: 6th Jan 2006 09:18
I have it and can't seem to get them to work (Weapons). I can pay (not much though) to have them worked into FPSC for me, or maybe someone can guide me through 1 so I can do them all.

Xfire - Doughboyxwg
Doughboy
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Posted: 8th Jan 2006 05:01
Glad I didn't pay someone to do it...

http://forum.thegamecreators.com/?m=forum_view&t=68126&b=25&p=0

Sten MK2 animated and in FPSC
ultraplex
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Posted: 12th Jan 2006 12:24
@Doughboy
can u give me some info on how to get the weapons to appear in FPSC
cheers mate...
Doughboy
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Posted: 13th Jan 2006 00:54
Depending on what weapon you are importing (Rifle, machine gun, pistol, etc.), for example I use the Mas files when importing a new rifle... copy the Mas folder in the gamecore/guns/ww2, rename it to whetever you want, like "Kar" or whatever.

Convert the HUD.x and VWEAP.x to .ms3d from Fragmotion.
Open up the converted file in milkshape and import the 3ds file in from the weapon pack.
Move the new weapon to the exact same location as the Mas, then.
Select all of the new weapons vertex' and click on joints then main then assign the vertex to the main joint. Now the weapon will move around just like the mas.
To make individual things move, you have to select every vertex manually and assign it to a joint.
Then export it as an .x, for the HUD.x... position scaling is 2.1., right handed.
ultraplex
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Posted: 13th Jan 2006 11:46
cheers mate i will give it a bash...mint
ultraplex
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Posted: 13th Jan 2006 17:28
wow its hard,followed your method with gerand weapon but the gun dont show up when u pick it up,its invisible,also had to use the gerand_knife dbo file coz the normal one gave debug error..aghhhhh
Doughboy
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Posted: 13th Jan 2006 17:52
Make sure you don't export it in animation mode.
ultraplex
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Posted: 13th Jan 2006 21:38 Edited at: 14th Jan 2006 02:22
i haven't got a clue do us a favour and check this hud.x file for me..cheers

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Talairina
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Location: United Kingdom
Posted: 13th Jan 2006 21:48
Quote: "Convert the HUD.x and VWEAP.x to .ms3d from Fragmotion.
Open up the converted file in milkshape and import the 3ds file in from the weapon pack.
Move the new weapon to the exact same location as the Mas, then.
Select all of the new weapons vertex' and click on joints then main then assign the vertex to the main joint. Now the weapon will move around just like the mas.
To make individual things move, you have to select every vertex manually and assign it to a joint.
Then export it as an .x, for the HUD.x... position scaling is 2.1., right handed."


By any chance can you expand on that or better yet do a few 'screenshots' of how you did it. This would really help the community as it's a great way of showing how to get custom weapon's into the game.

Tal
ultraplex
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Posted: 14th Jan 2006 11:59
err do i have to delete the mas model from milkshape before i export?
Doughboy
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Posted: 15th Jan 2006 07:49
If someone can post a good tutorial on UV mapping buildings (or texture mapping, whatever it's called) and other misc obkects, with screenshots and examples, I will post a good tutorial, with screenshots, on getting WWII media pack guns into the game.
ultraplex
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Posted: 15th Jan 2006 11:35 Edited at: 15th Jan 2006 19:37
Nice one sussed it modded the Garand from weapons pack to work in FPSC see screenshot also has garand fire sound...mint

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ultraplex
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Posted: 15th Jan 2006 14:12
Browning automatic rifle.....

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ultraplex
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Posted: 15th Jan 2006 19:16
Springfield Sniper rifle

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