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FPSC Classic Models and Media / Cartography Shop Maps

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Duke Blue Devils
18
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Joined: 11th Mar 2006
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Posted: 6th May 2006 07:40 Edited at: 6th May 2006 16:56
How would I go about putting a multi-textured map made with CShop into FPSC? I'm a little confused about how to get multiple textures to appear on an object. If my map is an entity will everything still work properly (ex. collision, physics, and stuff)? Thanks for your help.

-Duke


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Evil Star
18
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Joined: 24th Jan 2006
Location: England, Colchester
Posted: 6th May 2006 09:08
Fpsc is 1 texture system, sorry but it cannot be done

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Benjamin A
19
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Joined: 31st Oct 2005
Location: The Netherlands
Posted: 6th May 2006 09:50
You need to export your map as a .x file and use it as an entity in FPSC. You can get multi-textured .x models in FPSC, there's been a lot of discussion on this in the chat section, look for posts on 3d World studio / Cartography Shop there.

But even if you mamage to do so, you will encounter one huge problem.... collision detection. You map will be to large to work properly, FPSC cannot calculate the collision on larger entities.

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KeithC
Senior Moderator
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Joined: 27th Oct 2005
Location: Michigan
Posted: 6th May 2006 15:48
I agree with Ben. The latest Model of the Month I did, even though it's small, was complex enough to cause problems with this engine's collision detection. I suppose it would depend largely on how complex yours was to be. Better check on the threads that Ben suggested for a more definitive answer.

Also, Dave (Reality Forgotten) has written a tutorial on getting CShop (and 3DWS) buildings/levels into FPSC. You can find it here.

-Keith


Duke Blue Devils
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Posted: 6th May 2006 16:36 Edited at: 6th May 2006 16:55
Thanks for the help Ben and Keith. Why can FPSC handle segment collision fine but not entity collision, even if the entity is static and part of level geometry?


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Duke Blue Devils
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Posted: 6th May 2006 17:16
Here's a map I made in Cartography Shop. The collision is very buggy in FPSC. If you jump it screws up the collision completely.




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KeithC
Senior Moderator
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Joined: 27th Oct 2005
Location: Michigan
Posted: 6th May 2006 18:07 Edited at: 6th May 2006 18:09
I'm not sure about the collision in FPSC (it's problems, I mean); but I suspect that is why the construction of levels is segment based. Could be the base-engine they chose to use. I'm kind of wondering if Dimonxil's team (spelling?) is having the same collision difficulties with their scens they are building, or if they found a way around it.

-Keith


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