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 Product Chat / I need a tutorial

Author
Message
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 20th Jan 2006 04:48
can someone please explain to me how to get maps from geoscape3d in to fpsc and also i need help on getting maps from 3d world studio in to fpsc step by step if you could ( i think i hae gone retarded)

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
=ChrisB=
19
Years of Service
User Offline
Joined: 23rd Jun 2005
Location: starring into a viewfinder
Posted: 20th Jan 2006 18:54
Export to .x with jpeg texture, then read this. http://forum.thegamecreators.com/?m=forum_view&t=66065&b=24

Your signature has been erased by a mod, because the mod was so jealous of it that he couldnt bare looking at it.
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 20th Jan 2006 22:14
Ok I tried the tutorial (thanks gps for writing the tutorial, and thanks chris for pointing me to it) I think after this whole importing of maps thing I might be classified as not an ultra noob but maybe just an FNG <---fricken new guy . i think that what i need to do now is do some stuff with segments. I was able to import a map as an entity but what i really need it as is a segmant i think using a floor template for the .fps file. I am currently trying to do this and have locked FPSC up a few times but i should have it soon. here is what i am doing can someone look at this and let me know if i am heading in the right direction?

;Segment Spec

;Header

partmax = 0
lastmeshmax = 0

;Segment Parts

partmode0 = 0
meshname0 = meshbank\user\mountians.x
offx0 = 0
offy0 = -50
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\user\mountains.tga
textured0 =
texturen0 =
textures0 =
transparency0 = 0
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 2

;Segment Visibility

visoverlay = 0
visfloor = 0
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1

;Segment Blueprint

mode = 1
symbol = 0
floorsizey = 1
sidesizex = 100
sidesizey = 1
sidesizez = 100
groundmode = 2
kindof = 0

;end

not even sure if i am in the right ball park but I guess we shall see.

Dave

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 20th Jan 2006 22:17
Take the -1's and place 0's in instead (since there are no walls or roof.

visoverlay = 0
visfloor = 0
visroof = 0
viswallb = 0
viswallr = 0
viswallf = 0
viswalll = 0
viscornertl = 0
viscornertr = 0
viscornerbr = 0
viscornerbl = 0

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 20th Jan 2006 22:27
ok i think i screwed things up.
i get this error


runtime error 7001, mesh number illegal at line 9675


ok what does this mean?

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 20th Jan 2006 22:41
ok i tried this

;Segment Spec

;Header

partmax = 0
lastmeshmax = 0

;Segment Parts

partmode0 = 0
meshname0 = meshbank\user\mountains.x
offx0 = 0
offy0 = -50
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\user\mountains.tga
textured0 =
texturen0 =
textures0 =
transparency0 = 0
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 2

;Segment Visibility

visoverlay = 0
visfloor = 0
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1

;Segment Blueprint

mode = 1
symbol = 0
floorsizey = 1
sidesizex = 100
sidesizey = 1
sidesizez = 100
groundmode = 2
kindof = 0

;end

it worked as far as not locking fps up but it would not show anything when i ran a test game, and how do i get it to cover every tile on the map?

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 20th Jan 2006 22:56
ok this is what happens when you do what i did above, for some reason i can not get the texture to load and it seems a bit wierd. i will post the files that i am using to see if someone can get ti working.

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill

Attachments

Login to view attachments
Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 20th Jan 2006 23:02
these are the files i am using

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-11-24 07:33:05
Your offset time is: 2024-11-24 07:33:05