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FPSC Classic Product Chat / .dbo and .bin formats?

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Rick123
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Joined: 26th May 2005
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Posted: 7th May 2006 00:25
How do I make .dbo and .bin formats for models?
Rick123
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Posted: 7th May 2006 05:02
hello?
Freddy 007
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Joined: 30th Nov 2004
Location: Denmark
Posted: 7th May 2006 05:35
Why would you want to make binary model files?

You make the model in some kind of modelling application. Export it as .X or .3DS, and use a converter to convert it into .DBO.

Doom
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Location: Canada
Posted: 7th May 2006 07:08
linux binary maybe? and bno? you can use that format in fpsc?
Mr Love
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Playing: MAFIA 2
Posted: 7th May 2006 07:45
FragMotion export DBO!


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FredP
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Posted: 7th May 2006 07:45
If you make a model properly and import it into FPSC then run a test game with it in there it should make those files for you although they are unnecessary to actually have.A model only need an .x file,an FPE file and a texture.

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Rick123
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Posted: 7th May 2006 20:56
ok
Rick123
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Posted: 7th May 2006 21:01
Would Milkshape make models that FPS Creator can use?
Benjamin A
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Location: The Netherlands
Posted: 7th May 2006 22:32
You don't need to create these yourself. The bin file has nothing to do with the model, itis created from the .fpe file and the .dbo file from the .x file. Both of these files .bin and .dbo are created by the FPSC engine.

All you need to do is model your model in a modeling application and export it as directx model .x and create a .fpe that goes with the model. The .fpe file can be created with a notepad application and contains all the info the engine needs to know what to with the model. You can look at the .fpe files included with FPSC to get an idea how they do work.

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K Jah
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Location: UK
Posted: 7th May 2006 23:58
Yes Milkshape would make models you can use in FPSC.

Reality Forgotten
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Posted: 8th May 2006 02:27 Edited at: 8th May 2006 02:30
*Edit* sorry for double post, my internet connection is lagging bad at the moment.

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Posted: 8th May 2006 02:29 Edited at: 8th May 2006 02:32
The bin file has everything to do with the model. also the .dbo file can be created in another program and utilized in FPSC to do such things as importing a model that you have lightmapped in another program. so far the only program that I know of that does this is 3DWS. and yes if you light your building and then export it as a .dbo file it will create a series of lightmap bitmaps that you can add to your built game entity folder and the root FPSC root folder. This object will show up in the game pre-lit. there are a few things you have to remember when doing this. you will also need to export the item as an .x file as well. now back to the .bin file. when the engine reads the .x file for the first time it creates a working file of the .x file. this is the .bin file. notice in the built folder you will not have the .x file for your entity, thats because the engine is reading the bin file. now back to the things you should keep in mind when creating the.dbo file

1) when you export the file as a .dbo remember to export it as a .x file as well. When you create the .fpe file leave the texturing information blank, this will force the engine to call on the .x file for the texturing information (the .dbo file is generally created off of this informaiton the first time you place the object) since you have already created the .dbo file the engine will not create another one. the engine will read the .x file and the .dbo file that you have created to give you the final visual model that you have created, Thus giving you the .bin and the .dbo (the one you exported) the final build game has in it's entity/user folder. remember that unless you UVmap the object with the textures it can only be used as a Dynamic entity. if you chose Static it will show no texturing at all.

I hoped this helped you.

RF

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