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FPSC Classic Product Chat / How to import 3D World Studio levels into FPSC

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Reality Forgotten
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Posted: 29th Mar 2006 02:33 Edited at: 30th Mar 2006 01:35
*For this tutorial we will be creating a hallway, So the file name will be hallway*

*note- I recomend creating a new folder in the entitybank/user folder for each new object/level you import*

Here are the steps:


Create a simple hallway
Create a box, while box is highlighted hit ctrl+c to copy the box use ctrl+v to paiste as many as you want in the hall
Create some cylinders and place them in the hall as well (use the ctrl+c and ctrl+v method
Create a few lights and place them in the levelread note1 bottom of page*
Render the lights *Read note2 bottom of page*
Go to file and then export select .x as file format and then input the name of the file as "Hallway" and save it in the new folder
Go to file and select export select file type as .dbo and then input the file name as "hallway" and save it in the new folderOpen the new folder you created, notice all of the files
DO NOT DELETE ANY OF THEM!
Go to another folder in the entity bank and copy an .fpe fila nad paiste it in yournew folder
Open the .fpe file and edit the following 1. change file name to "hallway" 2. change the .x file to "hallway.x" chagne the texture
to the main hallway texture "it will be a .jpg file"
save the .fpe file *make sure you change the save as to "all files" and then type in hallway.fpe and hit enter


Now open FPSC engine and then open the entity editor and then user and then select "hallway" and place it in the level and the a player marker and then test the level and enjoy your mulitple textured hallway!

*note1- You have to render the lights for this to work, if you dont you will get the multiple textures but they will look like solid colors
instead of detailed objects.
*note2- When you export the .dbo file it will create the required .bmp files based on the lightmaps if you do not render the lights it
will not create the .bmp files for the textures hense making it a single textured object.

*when an entity is placed in the editor the engine automatically kicks out the following files .dbo and .bin. the reason you only get single texture files is because the .fpe is pointing to the texture listed ont he .fpe fiel ignoring the textures embedded in the .x file. by creating the .dbo file directly from 3DWS all of the .bmp files are created providing you have rendered some lights in the level. where in Cartography shop you can remove the single texture name from the .fpe and it reverts back to the .x file for the proper textures. <--interesting right? I hoped this helped someone.

RF

Realityforgotten

"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
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Posted: 29th Mar 2006 03:18
If anyone has any problems with this tutorial I will provide support via my forums located at The Reality Forgotten Team

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Benjamin A
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Posted: 29th Mar 2006 14:36
Do you have any screenshots (including the fps you get with such an imported hallway) of this in FPSC? I'd love to see them.

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Cellbloc Studios
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Posted: 29th Mar 2006 17:27
Also note that Riker 9 is going to support 3DWS.

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Support your local Riker 9 Chapter.
crow34
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Posted: 29th Mar 2006 17:50
does rikers 9 exsist only kidding cellbloc lol

ps hows the build coming along

look forward to seeing a beta test from you soon

peace out

dude
BULLSHOCK 2
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Posted: 29th Mar 2006 18:38
Quote: "Also note that Riker 9 is going to support 3DWS."


how exactly do you plan to pull that off?

dont you have to place entitys and such? so how would that work with FPSC.

but if you do pull that off, it will be awesome

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Posted: 29th Mar 2006 18:49 Edited at: 30th Mar 2006 01:37
here are some screenshots of the .fpe, in editor and in test mode.

FPE file
In editor view
In test mode

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crow34
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Posted: 29th Mar 2006 19:32
yep it works the physic aint that great handling large levels but it works fine for me

heres megatons tutorial level running through fpscreator

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BULLSHOCK 2
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Posted: 29th Mar 2006 19:51
hey, could someone post a tiny demo level made in 3dws in FPSC so i can test interaction and physics?

i might buy 3dws if it really does work that well

Benjamin A
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Posted: 29th Mar 2006 19:52
Looks good!

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Reality Forgotten
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Posted: 30th Mar 2006 00:51 Edited at: 30th Mar 2006 01:01
I have noticed that the character gets stuck alot in the levels. I wonder if there is a work around for this. I will keep on troubleshooting it and eventually post what I figure out. If someone has already figured it out please post a fix for us.

Quote: "Also note that Riker 9 is going to support 3DWS"


That would be awsome if the physics and collision problems were fixed. but if not then I would not spend to much time implementing 3DWS for riker 9 since it's not that difficult to import from anyway.
seems to me that the only thing 3DWS does better than Cartographyshop is terrain but it is much easier to import from since no extra lightmap steps are required though what is cool you could create a level in 3DWS and export it as a .map and then imort it to Cartographyshop using Torque pipeline and then export that directly as a .x file and just remove the texture line in the .fpe so the engine will be forced to use the texturing info from the .x file. the file would be smaller in FPSC and you still get the complex levels. plus in Cartography shop you can get rid of all the extra poly's and I have not figured out how to do this in 3DWS yet. so instead of having a one sided textured floor you have 6 sides to texture and render.

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Cellbloc Studios
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Posted: 30th Mar 2006 01:21
I can say without hesitation that the physics and collision problems are fixed.

That said, the physics and collision are ONLY going to get better with the next release of Riker 9 (Beta 5).

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Support your local Riker 9 Chapter.
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Posted: 30th Mar 2006 01:32
What was the biggest problem with 3dws maps then? collision or physics? and hwat is a temp fix for it?

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BULLSHOCK 2
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Posted: 30th Mar 2006 01:56
i would think collision. because if your collisionis bad then your physics end up with horrible results.

plus that why i dont think importing a level as an entity is a good idea, because FPSC uses limbs for collision, and that will just be one single object.

so, if someone posts a demo of some sort, and its not supper buggy, then i will probbably buy it.

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Posted: 30th Mar 2006 02:17
right click the entity and turn physics off

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BULLSHOCK 2
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Posted: 30th Mar 2006 02:56
on the map? of course you would do that.

but thats not what im saying.

I'm saying that i think 3dws exports dbo as one object, and FPSC usses limbs for collision, so if the object has no limbs, the collision will either not work or be super super buggy.

I guess it would work ok for small segments at a time, but i just dont know for sure.

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Posted: 30th Mar 2006 03:41
ok, I think I understand so here it goes.

if you create the hallway and you test the game you can run into the boxes and it will stop you you can jump on top of them you do everything except push 'em. also if you look at your entity folder for any other media you will see that it kicks out a .dbo file, so I think it is able to work with the file type. I will create you a map for you to download so you can test drive it.

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
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crow34
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Posted: 30th Mar 2006 21:08
Quote: "Riker 9 (Beta 5).
"


huh there was a beta?

i aint even seen beta 1 2 3 or 4 yet

where they at
Mr Love
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Posted: 30th Mar 2006 21:27
I almost bought 3D World Studio, I am happy I didnt!!!


Stop listening to rumors! Listen to the truth...
Benjamin A
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Posted: 30th Mar 2006 21:48
Quote: "huh there was a beta?

i aint even seen beta 1 2 3 or 4 yet

where they at "


They're only visible to a elite few......

Bored of indoor? Add outdoor to your FPSC games!
http://megagaming.taken.to
Need music for your games? Check the above link also!
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Posted: 30th Mar 2006 21:54
Quote: "I almost bought 3D World Studio, I am happy I didnt!!!
"



Why?

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Benjamin A
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Posted: 30th Mar 2006 21:58 Edited at: 30th Mar 2006 22:00
Perhaps because of the collision issue. While the discovery in itself is excellent, what good does it do to have a level that doesn't have proper collision... you most likely end up with enemies just appearing through walls, which is great for zombies and ghost enemies, but not so for games with mortal enemies.

Bored of indoor? Add outdoor to your FPSC games!
http://megagaming.taken.to
Need music for your games? Check the above link also!
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Posted: 30th Mar 2006 22:50
Like anything else with this engine it is a WIP. can't expect everythig to be figured out in one day, ya know? I will continue researching a fix for this issue. there are a few things I have not yet tried.

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
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JeroenNL
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Posted: 1st Apr 2006 10:15
Quote: " I almost bought 3D World Studio, I am happy I didnt!!!"


In that case, you could check out DeleD 3D Editor at www.delgine.com. Free version can be used with FPSC too.

Use the free 3D modeller DeleD to get skilled in 3d editing! Visit http://www.delgine.com for more info.
MapleStory 162390
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Posted: 2nd Apr 2006 22:35
Crow 34 ,where did you get that type of stairs?

Knight XP
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Posted: 17th Apr 2006 04:44
MAKE SURE YOU CONVERT ALL OF YOUR TEXTURES TO ONE OF THE FOLLOWING FORMATS .TGA OR .DDS

Always create a new folder inside the /entitybank/user folder for each new model

build your model/level. Export as a .x (DirectX) model and save it to the new folder you created (/entitybank/user/[new folder]). Create a new .fpe file for the new object. do not place a texture in the .fpe file. If the .fpe has no texture it will rely on the .x file for the texture information (Yes, the .x file has all of your UVcordinates and texture paths listed in it). Now place the object in to the editor, right click the object and set to dynamic (if you want a static entity you have to UVmap the textures) Make sure you set the "isimmobile" to "YES" This wil prevent the object from falling through the floor. now test your level. if you see a textured model then you did it correctly. Now it is time to build a game with this new object. after you build your game do not run it. Simply open up the /entitybank/user[new folder] and copy all of the textures for that item and then go to the build game folder (where ever you had it built to) and go to files and then entitybank/user/ [new folder] and paste all of the textures in to the folder with the new object, then run your game to make sure that it worked.

Cshop4- do the same as above, the only difference is when and if you light your scene. Cshop will kick out an additional .x file for the lightmaps. if you want a lit model list this [yourfile]_lm.x in your ,fpe file. and you should end up with a pre-light model in FPSC.

If you have any questions feel free to ask me.

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

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