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FPSC Classic Models and Media / Tutorial Request

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Walking Dead Productions
18
Years of Service
User Offline
Joined: 6th Apr 2006
Location: USA
Posted: 11th Apr 2006 08:35
Hello. I watched Bond 1's tutorial on character rigging, and it was excellent! I can now successfully rig characters with the FPSC biped. However, I cannot succeed in exporting my rigged characters to FPSC. The characters I have rigged are characters which I have downloaded from free 3D model sites.

I have Panda 4.8.61.0 and I have tried using the settings which are listed here: http://www.fpscreator.com/42.html, but I get a "serious error" and the program has to close. However, when I uncheck "Bones" in the Output Options, I don't get this error.

I can't seem to import any characters correctly into FPSC. In 3DS Max, the characters have textures on them, but when I export to .X, all I get is a .X file. I noticed that all the characters that come with FPSC have a .dds file. For instance, the Thug character has a file called "thug_1_D2.dds" which contains all the textures for his body, including his shirt, pants, skin color, etc.

I have researched all over the place and Googled this, but I just can't seem to find an answer. From my searches, it seems like one of the steps I might be missing is "unwrapping."

So if anyone knows what I am doing wrong, or if anyone has a tutorial on unwrapping, texturing, and exporting to FPSC, it would be very much appreciated!

Thank you for your time
Walking Dead Productions
18
Years of Service
User Offline
Joined: 6th Apr 2006
Location: USA
Posted: 12th Apr 2006 01:37
Does anyone know?
Lightning Bolt Studios
FPSC Reloaded Backer
18
Years of Service
User Offline
Joined: 5th Jan 2006
Location: Otisville, MI
Posted: 12th Apr 2006 04:34 Edited at: 13th Apr 2006 23:24
This is proper export settings for the Panda Plug-in; these are the settings I use for character models, for static models I uncheck the bones and animation







There can be a number of reasons why your model is not textured on export, for one make sure your model has UV cords, if it doesn't the texture won't show up in FPSC, I've had this problem before my models looked great in max but when I exported them they were white in FPSC with no color, to fix this I had to add a UVW map Modifier then a UVW unwrap Modifier.
does the model you are tring to import into FPSC using a Image map for the texture or is it using multi-sub object for texture there is a big difference, a image texture map is like a picture file like you were talking about .dds, jpeg. bmp.tga all can be used like the thug s image map its actually a picture, if your model has one tga image map and UVW cords and your model is exported with the settings above and your model is sized to meet FPSC world right and you copy a .fpe file from another character model and change all the names in the .fpe file to your new models name there is no reason it should not work, pay close attention to what you have in the .fpe file
example, say your models named sam.x and he is a character model with the FPSC bip installed you have a folder in the entity bank named sam and inside that folder you must have these files sam.x, sam.tga and sam.fpe, when you open up the sam.fpe file using Microsoft note pad it should look like this

;header
desc = sam

;ai
aiinit = appear1.fpi
aimain = peoplecoward.fpi
aidestroy = disappear1.fpi
aishoot =
soundset = male

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;orientation
model = sam.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 80
fixnewy = 180

;cone of sight
coneheight = 53
coneangle = 50

;visualinfo
textured = sam.tga
effect =

;decals
decalmax =
decal0 =
decal1 =

;identity details
strength = 100
ischaracter = 1
hasweapon = 0
isobjective = 0
cantakeweapon = 0

;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax = 0

;animationinfo
animmax = 100
anim0 = 190,209
anim1 = 210,234
anim2 = 235,259
anim3 = 260,279
anim4 = 280,299
anim5 = 300,318
anim6 = 319,355
anim7 = 160,189
anim11 = 0,19
anim12 = 20,39
anim13 = 493,522
anim14 = 40,59
anim15 = 60,79
anim16 = 523,552
anim17 = 120,139
anim18 = 140,159
anim20 = 80,99
anim21 = 100,119
anim31 = 356,380
anim32 = 381,405
anim33 = 381,405
anim34 = 381,405
anim35 = 381,405
anim36 = 406,442
anim40 = 443,462
anim41 = 463,492
anim50 = 553,572
anim51 = 573,597
anim52 = 598,622
anim53 = 623,642
anim54 = 643,662
anim55 = 663,681
anim56 = 682,731
anim57 = 160,189
anim61 = 0,19
anim62 = 20,39
anim63 = 882,911
anim64 = 40,59
anim65 = 60,79
anim66 = 912,941
anim67 = 120,139
anim68 = 140,159
anim70 = 80,99
anim71 = 100,119
anim81 = 732,756
anim82 = 757,781
anim83 = 757,781
anim84 = 757,781
anim85 = 757,781
anim86 = 782,831
anim90 = 832,851
anim91 = 852,881


If your model has multi-sub object texture it can be hand painted textures made in max or it can be multiple image files maps, if this is the case your going to have to do a render to texture if it is hand painted texture, If it is multiple image maps you can also do a render to texture or combine all the image maps into one map and remap your model, some of the free models off other sites use this type of texturing method the only problem is FPSC's game engine was not designed for multi- sub object textured models that’s why its up to the modeler to convert them, I had to learn all this the hard way also, another very important thing I learned from reading is that in max all the primitives object have UVW cord generated automatically when you make one, Meshes(character models)on the other hand created in max do not have UVW cords,some time when you import non 3DS models into max the models loose there UV cords on import due to improper import settings, if this happens you have to use a UVW map modifier to give your model UVW cords your model must have a UVW map Modifier or your model will not hold its texture at all, You will also need a UVW unwrap modifier added after the UVW map modifier so you can map the model and lock in the UV cords into the model, the unwrap modifier lets you place the textures were you want them on your model also, so the mouth lines up were the mouth should be instead of in the middle of your models chest , and it locks the image map to the model,
If there is no uvw cords your model will not have any texture at all.

3Dbuzz.com has video tutorials for max you can download and watch for free on alot of subjects you have to sign up for a free account to gain access to them though, here's the link
http://www.3dbuzz.com/vbforum/sv_home.php

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