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FPSC Classic Product Chat / How to do just about anything for FPSC

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Avenging Eagle
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Posted: 14th May 2006 21:57
I'm starting this thread so it can be a place of enlightenment for n00bs and pros alike. The most commonly asked questions will appear here along with all the answers. I will add a new tutorial once a week so that the list can grow and grow until, eventually, we will have a one-stop-shop for all your FPSC needs. Perhaps that doesn\'t make sense so i\'ll just begin:
How to do just about anything for FPSC
PART 1: MAKING GUNS

Many, many people have been asking how do i get custom guns into FPSC so i thought this would be a good topic to get us started...

Step 1: Concept
Its also best to plan ahead. When modelling a gun, its difficult to do unless you either have a great imagination or a concept sketch. The artists among us will think i mean a detailed, shaded drawing of the gun from several angles...wrong. Concept art can be as simple as drawing a rough outline or a basic shape. As long as it\'s a starting point where you can get your ideas down, its fine.

Step 2: Modelling
So, you have your sketch but now you need to get it into FPSC. This can only be done by modelling it in 3D. I know it sounds daunting but there are lots of easy programs the model in and memebers of the community rarely offer their services for free you\'ll have to download one of these modelling programs:

Free
Anim8or
Milkshape
Blender
3D Canvas

Others (some are industry standard)
3DS MAX
Lightwave
Canvas pro
Maya

Once you got a modeller, there\'s no point in continuing unless you spent some time learning it. This is vital because you want your guns and entities to look good. After all this, you should model your gun.

Step 3: Texturing
I gun in FPSC uses a single image, known as texture, to give detail to the gun that can\'t be added when modelling because of the poly-limit (1000-2000 polies). In the simplest terms, a texture file \"colours in\" the gun. DO NOT BE FOOLED BY MATERIAL SETTINGS IN MODELLERS THAT ALLOW YOU TO CHANGE THE DIFFUSE COLOUR, THIS WILL NOT SHOWN UP IN THE GAME.

Making a texture is difficult and something i\'m not very experienced at but i can tell you this: To make a texture, you will need a PROPER paint program. Windows Paint will not do, it simply can\'t do all the things needed to make a texture look realistic. For that, you will need something similar to these:

Photoshop
Paint Shop pro
The GIMP
Using a single image to texture an entire object will stretch the texture in places if its not aplied correctly. It needs to be \"mapped and wrapped\". This means that FPSC \"folds\" parts of the picture to get rid of stretching and texture everything. As i said, i don\'t know much about this but i will say that the follow programs can be used to wrap textures:
LithUnwrap
I think that Milkshape can also do this too.

Once you\'ve learnt how to wrap textures and you\'ve done so for your gun, it needs to be animated...

Step 4: Animating
Watch any of the guns in FPSC and they move when reloading, firing and moving. This is not done by FPSC but is infact all animated. Your modelling package may not be able to export animations so you\'ll need to get your self something that can. Popular choices in this forum are:
FragMotion
Milkshape
Many of the modelling packages can animate stuff but when it comes to exporting it, they fail. FPSC requires all objects to be .X files, it then make a .dbo copy of the file which is smaller. However, very few applications export as .dbo files so you need either i piece of software that can or...
DBconverter
This converts .3ds objects (which are probably the most commonly known format of 3D model in existance) into .X with no hassle. Remember that Milkshape can also do this.

Step 5: Creating Attributes
This part has to be done in steps:
1) Go to \\FPSC\\Files\\gamecore\\guns.
2) Navigate one of the folders to find, for example, a folder called: \"tavor\"
3) Copy it and paste it into \\FPSC\\Files\\gamecore\\guns\\My Guns (you may need to create it. Then re-name it with the name of your gun (i will use the name \"G1\")
4) Go to \\Files\\gamecore\\entitybank and select the folder that corresponds closest to the folder you copied. In this case it is \\entitybank\\scifi\\items (because the tavor is a scifi gun).
5) Paste your textured, animated model into this directory.
6) Copy, paste and rename (with the same name as your gun) and .fpe file. This can be opens in notepad.
7) Copy and paste the texture file (G1_d2.tga, in this example) into the \\Files\\gamecore\\guns\\MyGuns\\G1 folder
8) Open the .fpe and edit it until it all the diretcories and names match. Eg:

Will become this:

9) You may also like to add a small 64x64 bitmap thumbnail of the gun (it must be named after the game, eg: \"G1.bmp\" corresponds to the entity \"G1\"
10) In the \\Files\\gamecore\\guns\\Myguns\\G1 folder, you need to edit the \"gunspec.txt\" file so that it all matches up. This includes editing what frame an animation starts and ends, the muzzle flash, sounds that will be play etc.

Thats it. You may need to tweak some things like scale and orientation but that all depends on your gun so i can\'t really say what you should do; it will vary from gun to gun.

Step 6: Sounds (optional)
You may wish the change the sounds that get played. You can copy and paste sounds that come with FPSC or you can make your own. You can edit sounds with a variety of applications:
Wavepad
Audacity
Goldwave
...and those are just the free ones, more can be found on the game creators website.

Remember that when saving a sound for a gun in FPSC, it must be saved in the following format:
.wav 22,050 KHZ 16bit mono PCM

That\'s it for the first tutorial. Even after all that, this only really covers the basics but hopefully it will be of some help.

If this gets stickied, i\'ll eat my hat...
AE

Bloodeath 6 6 6
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Posted: 14th May 2006 22:01
nice nice nice, but id say around 8k polies for the gun

http://ninjasoftforum.proboards107.com
Lucifer
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Posted: 14th May 2006 23:09
this should be stickyd...

juice is made from oranges....

http://whatishl.ytmnd.com/ so friggin funny!
Naiad
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Posted: 15th May 2006 03:25
Nice, I agree with Pallmanni

http://www.rasterwerks.com/game/phosphor/beta1.asp - Phosphor Beta 1 - Shockwave3D First-Person Shooter
matttess
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Posted: 15th May 2006 18:57
omg 8k pollies.....FRAME RATE KILLER! mine usually are 1k pollies or something or 3k tops

FOR FREE STATIC MODELS FPSC READY AND IN .MS3D FORMAT GO TO [href]http//:www.free3dmodels.freewebsitehosting.com[/href] !!!!!!
KeithC
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Posted: 15th May 2006 20:52
Very good overview, and I agree on the sticky.

-Keith


IanM
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Posted: 15th May 2006 22:08
Nice one AE
Stickied as requested guys

For free Plug-ins and source code http://www.matrix1.demon.co.uk
Predator boy
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Posted: 16th May 2006 05:59
im so confused on all this.... couldnt you just get some to make one for you? i feel stupid....=(
Lost in Thought
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Posted: 16th May 2006 10:30
Between 1k and 2k is way plenty for a gun. With the proper texture and effect I have seen some really great 200-500 poly guns.

Quote: "DO NOT BE FOOLED BY MATERIAL SETTINGS IN MODELLERS THAT ALLOW YOU TO CHANGE THE DIFFUSE COLOUR, THIS WILL NOT SHOWN UP IN THE GAME."


Does anyone know why this is? The diffuse works from T.Ed and other types of terrains. I wonder why models from modelling apps don't.

Lucifer
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Posted: 16th May 2006 12:05 Edited at: 16th May 2006 12:06
Quote: "omg 8k pollies.....FRAME RATE KILLER!"


that isnt to much is it?

juice is made from oranges....

http://whatishl.ytmnd.com/ so friggin funny!
KeithC
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Posted: 16th May 2006 18:42
Oh yeah, how's that hat tasting A.E.??


Avenging Eagle
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Posted: 16th May 2006 19:02
Nice...

AE

FredP
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Posted: 17th May 2006 11:09
AE,
Congratulations on your sticky!

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
Avenging Eagle
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Posted: 21st May 2006 18:24 Edited at: 21st May 2006 18:25
Time for my weekly update...

How many hundreds of posts of you seen about cutscenes? It seems everyone wants to make them. This tutorial will show you how. First, let me assure you a know what i'm doing; i've been making movies for almost 3 years and have one awards for my efforts (lucky me ). I'm gonna break this up into 3 tutorials; part a is this week and will cover machinima.

How to do just about anything for FPSC
PART 2a: MACHINIMA CUTSCENES

Question 1: why do i need a cutscene?
You don't. But many games like to have them to enhance the story, get in some cool action that the engine cant do itself or just to breakup a game/level to make it more entertaining. And thats the whole point, entertaining; if a cutscene is bad, boring and uninteresting it can kill you audience. That's why you need good cutscenes and, while every project is different, taking some tips from me may help.

Question 2: What is Machinima?
Machinima is the art of making a movie inside a game engine. To get the best continuity, i suggest using FPSC for this as export, import and all the other stuff that goes with getting it into a new engine is difficult and far too time-consuming.

Machinima is a recent trend that has taken many forms. In some games, machinima cutscenes are performed "live", taking orders from the code (stuff like "Play sound X.wav", kill entity). However, this is not possible in FPSC so you'll have to find a way around it.

Step 1: Pre-production
For FPSC machinima, this means making the room/scenery for the cutscene and choosing your characters. The easiest way to do machinima is to build your scenery as a multiplayer map, then get players to perform actions according to your direction. DON'T WORRY ABOUT VOICES NOW, YOU'LL ADD THEM LATER.

Its important that you make your scenery look good as bad machinima often had poor lighting (not nessecarily dark) and a bad design. Remember, in most cases, you're trying to recreate realism. Ever if its in the future, you game needs realism to give it an anchor. Base your enviroment on the real world or, if you know of such a level, another game that had memorable design.

Its also worth writing a script as you don't want to come away from your shoot with not enough or the wrong type of footage. Its also important that all the actors have a script so that they can see what line they are performing. Remember, a script is set out like this:
INT. Control room-Factory-FPS City-Day
While Dr Dracko is mutating his alien pigs, Ms Blonde has snuck into the control room to steal documents. She crosses over to a table.

Blonde:
This looks like them, that was easy.

She puts the documents in her handbag when suddenly Dr Dracko bursts in

Dracko:
Not so fast! You're under arrest!
Fade out

See, easy to read and understand. If you're not good at writing stroies, its best to get someone who is becuase a good writer is everything as this stage.

Step 2: Production
Once you've made your map, and distributed it, you can begin. Organise a time to meet in the map and tell people what model they are to pick.

You're going to need to capture the acting so you can make it into a movie. For this, don't put a camera in front of your moniter, get a screen-recorder. There are several on the net, here are some:
Game Cam
Fraps
Screen Recorder Gold
All of these work with FPSC but on some computers, they may slow the frame-rate down. If, however, they don't then you're all set.

Make sure your actors know who is playing who; you may want to E-mail them and say "Your playing (Dr Dracko), turn up at (9:00 PM GMT) and select (conel X) as your player model".

You can give your actors directions by talking to them in multiplayer, press Y (i think). You'll have to learn how to recorder by yourself because it varies from program to program. Remember not to record too much; Video = Disk space and lots of it, make sure everything you get is worth using or at least considering.

The one major draw-back with machinima is that its limited to what the engine can do, which in FPSC's case isn't much. However, for a simple script its fairly OK but you may want some custom media to help add variety and fit in with the story. Once you've got your footage, its time to edit...

Step 3a: Post-Production-Edit
To edit your footage, add titles and voice etc you'll need a video editing software. There are loads, many aren't free but i really depends how deep you're willing to go.
Adobe Premiere
Power Director (what i use)
Ulead Video studio
Sony Vegas 6
Zwei Stein (a very strange little program
Video Edit Magic
May i also recommend you download RAD Video Tools, perhaps the most useful conversion tool on the net for free. Every video editor varies slightly but once you've used one, you can learn the other quite easily. NEVER EVER USE WINDOWS MOVIE MAKER, it is the worst video editor ever made. If Adobe Premier were a marine, windows movie maker would still be bashing stuff and shouting "Ug!". It isn't useful for anything except a cheap gimick for micrsoft.

Step 3b: Post-production-Adding Voices
You will most probably need to add voices to your cutscene. First, you'll need a microphone, then a program to capture the sound.
Wavepad
Audacity
Goldwave
MP3 files are smaller than .wav, use this to your advantange. If you have a voice actor in another country, get them to send you their clips as MP3, they will be small but high quality.

Step 3c: Post-production-Special Effects
You want an explosion? Don't try it in FPSC, do it now, in post-pro. I still think that the best place to get explosions/fire/havoc/weather effects is from Detonation Films.com. Their free stuff collection has served me well in the past. You'll need something to composite the explosion into a shot. Some video editors can do this, but for free, i suggest Wax as it is very useful and can do quite alot of stuff.

That's it for this week, i hope you have been enlightened. Though this tutorial wasn't as step-by-step, it really depends on the cutscene you wish to make so i can only give pointers and links. Still, i hope i've been useful; next week "3D animation cut-scenes".

AE

xplosys
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Posted: 21st May 2006 18:34
Excellent AE, thank you.

Crazy Grandpa
Avenging Eagle
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Posted: 25th May 2006 00:31
Thanks, i hope people are liking these tutorials(all 2 of them ). Each one takes about 1 & 1/2 hours to write.

AE

FredP
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Posted: 25th May 2006 09:08
Thank you very much.Both of your tuts have been highly informative.
I know these take a lot of time and effort and I apprecitate it.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
Me Self
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Posted: 25th May 2006 09:23
Hey cool tut I has returned

Avenging Eagle
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Posted: 25th May 2006 19:04
Quote: "Hey cool tut I has returned "


Err...i was the one who made this thread, not I has returned...

AE

Les Horribres
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Posted: 26th May 2006 23:44
AE, don't do a 'weekly update' in another thread... add it on, easier to find.

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
Avenging Eagle
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Posted: 28th May 2006 19:27 Edited at: 5th Jun 2006 21:34
Hi,
Time for this weeks entry (the time now is 4:10 PM GMT)...
How to do just about anything for FPSC
PART 2b: 3D CUTSCENES (part B & C together)

Quote: "Question 1: why do i need a cutscene?You don't. But many games like to have them to enhance the story, get in some cool action that the engine cant do itself or just to breakup a game/level to make it more entertaining. And thats the whole point, entertaining; if a cutscene is bad, boring and uninteresting it can kill you audience. That's why you need good cutscenes and, while every project is different, taking some tips from me may help."


Question 2: Why 3D?
It is true that while machinima may bring continuity to your game, for FPSCs limited animation, it is inferior to the boundless world of 3D. It produces better results, closer to the directors intentions and often is of a better quality. However, it is a long, hard road to making cutscene in 3D, mostly becuase its everything from stratch. But if you're willing to practise alot and have a really critical/perfectionist view of your work, you're bound to do well.

Step 1: Planning
People don't like planning 3D work because its daunting. Everything has to be made up and everything planned. Becuase of this pre-production takes ages but you can streamline it with a good script that you're happy with and storyboards. Some people aren't artists but don't but back on storyboarding, it will save you a stack of time getting your scene right and it usually quite fun.

Step 2a: Pre-production-Modelling
Once you've got a planned out script and a storyboard (which trust me is a good idea) then you can begin work making the stuff which will go into your scene. Again, here is a list of 3D applications (some free, some not) that you will find useful:

Free
Anim8or
Milkshape
Blender
3D Canvas

Others (some are industry standard)
3DS MAX
Lightwave
Canvas pro
Maya

MODELLING TAKES TIME, EFFORT AND PATIENCE (caps lock off); there's no point in giving up after five mintues. I've been working in 3D for a little over a year now and even i learn new stuff everyday so i can tell you the learning curve never ends. Despite this, once you have to basics of modelling nailed, you shouldn't have too much trouble but if you're trying to keep the polies down and economise then it will take a bit longer to leanr the tools that do it (it varies from app to app).

Remember to model everything. A scene includes a setting (i.e a room) characters, props (Stuff the characters interact with) and other background elements (such as stuff outside being viewed from a window).

Step 2b: Pre-Production-Texturing
Texturing in a 3D application is very different to texturing for FPSC. For starters, you're not bound by the "One texture per model" issue that game engines have meaning you don't have to sod about wrapping and mapping a single image to fit your models. And the textures you use don't have to be square either, they can be whatever size you like and whatever resolution you like (yah ). Again, i will mention that:
Quote: "To make a texture, you will need a PROPER paint program. Windows Paint will not do, it simply can't do all the things needed to make a texture look realistic. For that, you will need something similar to these:

Photoshop
Paint Shop pro
The GIMP"


To make things look good, it is worth texturing everything in the scene. Simply changing the diffuse colours of materials doesn't look good and gives away the fact its 3D. Also, now you're in a 3D program, you can use all kind of snazzy features that FPSC cant such as enviroment maps (reflections).

Step 2c: Pre-Production-Animating
Most 3D applications come with some kind of "world" that you can build your scene in and animate your characters in. Apart from characters, animating is relatively straight-foward but getting it to look good (whether that be looking realistic or looking in keeping with the rest of the game) is another matter. Keep practising, study how things move in real life and how physics effects things (e.g. gravity).

Character animation usually requires a character to be "boned" and "Skinned". A bone is basicly a centre point that has influence on other points around it, so if the bone moves the points move to. This ca create texture distortion so be careful. I think its always best the video yourself doing the action your want your character to do then using it as a reference. It will look more life-like.

Step 2d: Pre-Productions-Everything else
Lighting: Lighting it your scene doesn't usually want to be too vibrand and bright, nor dark but don't be afriad to test out lighting scenarios to get it perfect. Becuase you're in a 3D app, you can have lots of cool features like reflections, ray-traced shadows and proper specualar maps. Some allow particle systems but i don't like using them (i composite it afterwards).

Rendering: Render it important to get right. If possible use 3x3 anti-aliasing to get rid of blur and pixelation. The biggest problems with render are (1) the time it takes and (2) the size of files. The size can be altered by using different codecs, at the moment, i like using divx becuase it doesn't degrade quality too much. Uncompressed avi won't degrade quality at all but you'll get a 10 second shot around 1GB in size by the end.

I will repeat what i said for machinima here because its basicly the same once its out of your 3D app, just a blank shot.
Quote: "Step 3a: Post-Production-Edit
To edit your footage, add titles and voice etc you'll need a video editing software. There are loads, many aren't free but i really depends how deep you're willing to go.
Adobe Premiere
Power Director (what i use)
Ulead Video studio
Sony Vegas 6
Zwei Stein (a very strange little program
Video Edit Magic
May i also recommend you download RAD Video Tools, perhaps the most useful conversion tool on the net for free. Every video editor varies slightly but once you've used one, you can learn the other quite easily. NEVER EVER USE WINDOWS MOVIE MAKER, it is the worst video editor ever made. If Adobe Premier were a marine, windows movie maker would still be bashing stuff and shouting "Ug!". It isn't useful for anything except a cheap gimick for micrsoft.

Step 3b: Post-production-Adding Voices
You will most probably need to add voices to your cutscene. First, you'll need a microphone, then a program to capture the sound.
Wavepad
Audacity
Goldwave
MP3 files are smaller than .wav, use this to your advantange. If you have a voice actor in another country, get them to send you their clips as MP3, they will be small but high quality."


Music is always difficult because useless you make you're own or can get someone else you know to make it, you dance a thin line of copyright and ownership issues. You can sell anything that has someone else material in useless you have paid them for copyright fees. Its a cruel world...

Quote: "Step 3c: Post-production-Special Effects
You want an explosion? Don't try it in FPSC, do it now, in post-pro. I still think that the best place to get explosions/fire/havoc/weather effects is from Detonation Films.com. Their free stuff collection has served me well in the past. You'll need something to composite the explosion into a shot. Some video editors can do this, but for free, i suggest Wax as it is very useful and can do quite alot of stuff."


I said i would divide up cutscenes into 3 parts but i splices two of them together for this weeks update. I will return in a week for my next tutorial (no idea what it will be)

AE
P.S: The time is now 5:27 PM GMT...
P.P.S: 1,337 words, a new record for this thread

Lucifer
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Posted: 29th May 2006 03:35
Quote: "P.P.S: 1,327 words,"


why couldnt it be 1337?

Just google pallmanni and get the history of me!

http://whatishl.ytmnd.com/ so friggin funny!
Avenging Eagle
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Posted: 4th Jun 2006 18:31 Edited at: 4th Jun 2006 18:32
I won't let me post this weeks edition


Maybe i need a second page...

AE

Lucifer
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Posted: 5th Jun 2006 20:41
avening, i want you to add 10 more words to your latest tut!

Just google pallmanni and get the history of me!

http://whatishl.ytmnd.com/ so friggin funny!
Avenging Eagle
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Posted: 5th Jun 2006 21:34 Edited at: 5th Jun 2006 21:35
Update:
Now edited to make it 1337 words




How l33t am i?


...need second page ...
AE

Lucifer
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Posted: 5th Jun 2006 23:17
yay!

Just google pallmanni and get the history of me!

http://whatishl.ytmnd.com/ so friggin funny!
kinglear
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Posted: 6th Jun 2006 16:38
Hi guys, Im new to this forum. Im in South Africa. I read about fps creator on pcfomart magazine. Im new to the game design field. I was glad to learn that with fps your can creat great games without programming. I don not know any programming.Is there anyone using FPS who can share with me more about fps? I need help in starting up...where does one start in designing a game with FPS creator? Thanks in advance guys...plis reply
Avenging Eagle
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Posted: 7th Jun 2006 22:16
Quote: "where does one start in designing a game with FPS creator?"


Well, if you're asking where can you buy it, then i would suggest:
http://www.fpscreator.com

Tell me what you mean when you say,
Quote: "Is there anyone using FPS who can share with me more about fps"

Do you mean, whats it like? Is it good? How it work?

AE

Me Self
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Posted: 8th Jun 2006 22:42
Lol Sorry AE i got confused with you two ...
MiRRoRMaN 64
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Posted: 9th Jun 2006 16:23
Yeah, using one texture will work on an object in FPSC but I wanna use multiple surfaces.

And that, unfortionatly, will still not work.

Maybe time for a good converter or texturer for .x objects that WILL work for FPSC?

That way I can covert, THEN texture the object all over again. Plz help.


amigacam.net.tc
Avenging Eagle
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Posted: 9th Jun 2006 18:28
Quote: "using one texture will work on an object in FPSC but I wanna use multiple surfaces"


You can only use one texture per object. period. Get a UV wrapping program to help you texture all surfaces with one texture.

AE

Les Horribres
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Posted: 17th Jun 2006 03:43
Hello, AE.

I decided to badger you once again to collide every post into one.

Thank You... good bye.

My Government sucks, join the rebellion!
One can only know so much, only comprehend the world to a point. After that we exist as impressionable beings. Doing nothing, being nothing, forever nothing.
Avenging Eagle
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Posted: 17th Jun 2006 22:16
What? All the tutorials? I'm not gonna risk it because each one is over 1,000 words and i don't think apollo can take it.

AE

Avenging Eagle
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Posted: 18th Jun 2006 16:52 Edited at: 18th Jun 2006 21:30
test
test
test
test
test
test
test
test
test
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test
test
test

This has been a long-length post test by AE to try and find out why the [censored] apollo isn't working (won't let me post the tutorial)

AE

Les Horribres
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Location: My Name is... Merry
Posted: 20th Jun 2006 02:57
I've posted longer.

My Government sucks, join the rebellion!
One can only know so much, only comprehend the world to a point. After that we exist as impressionable beings. Doing nothing, being nothing, forever nothing.
Kerithion
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Location: Scotland
Posted: 1st Jul 2006 12:35
Great tutorials, thanx so much for your hard work, AE, muchly appreciated.

Not a criticism, but an observation - you mention that:

Quote: "MP3 files are smaller than .wav"


This might be so, but I am under the impression that the use of MP3 files in a commercial project leads to patent issues, which is why most products now use Ogg Vorbis instead, which is royalty free.

If you use an MP3 in your game you must pay royalties to Fraunhofer Institute. You can read more at:
http://www.mp3licensing.com/.

Thought this was worth pointing out.

Thanks again for the great work on the tutorials.
Gemstone Games
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Posted: 22nd Jul 2006 22:38
Then where can we find an OGG encoder? There used to be one at the Goldwave site, but it's since been removed.

Formerly JMC...
FredP
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Posted: 23rd Jul 2006 01:27
Get Audacity.It's free and it can change your files to .ogg format.

Conor B
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Posted: 24th Jul 2006 01:18
You say you are going to post every week, but after 2 posts you stop. You havn't posted in 2 months. You shouldn't have made this thread if you wern't commited.

Don't look behind you.
FredP
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Posted: 24th Jul 2006 01:43
Well...maybe he is doing other things...like when he made the tutorial on how to make a model in anim8tor and export it.
Or maybe he does something other than sit in front of his pc all day.
Be patient...remember,AE does this for free and out of generousity.

Conor B
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Posted: 24th Jul 2006 01:51
I'm sorry, I saw his first post and saw how good it was and got impatient waiting for the next one. AE your stuff is so good I get impatient sorry man keep up the great work.

Don't look behind you.
Reality Forgotten
FPSC Reloaded TGC Backer
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Location: Wichita Falls TX
Posted: 24th Jul 2006 01:54 Edited at: 24th Jul 2006 01:54
Quote: "You can only use one texture per object. period. Get a UV wrapping program to help you texture all surfaces with one texture."


uhm.... I know this can be done. Here is the link to the thread for it.


here it is http://forum.thegamecreators.com/?m=forum_view&t=84583&b=21Just read the thread.

RF

Avenging Eagle
19
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Location: UK
Posted: 24th Jul 2006 18:00
Yes, i have tried updating it but apollo has had some problems excepting my long posts. And even when i try breaking up the tutorials into several posts, it doesn't like it. However, the thread has been un-stickied now so i'll see if that makes a difference.

If the next post works, you'll have a tutorial on terrain-making!
AE

Avenging Eagle
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Posted: 24th Jul 2006 18:02
Son of beaver, it won't let me do it...

THE THREAD IS D00MED! (caplock off)

AE

FredP
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Posted: 24th Jul 2006 22:25
You can always e-mail your tutorials to me and I can post them on my website.Your anim8tor tutorial is the hottest thing since sliced bread.

rabid rabbit
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Posted: 25th Jul 2006 05:28
Mindows Movie Maker 2 isn't that bad, just needs multiple sound layers.

Rad Tools is AWESOME (caps off). Bink will change the world some day. I took a 20 GB Avi, made it a lossless Bink, it was 5 GB ! You can then turn a Bink video into a fullscreen EXE video.

Great tutorials, AE.

Watch out, this bunny bites...
Avenging Eagle
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Location: UK
Posted: 1st Aug 2006 17:30 Edited at: 1st Aug 2006 17:41
I'm updating my website with these tutorials (and new ones)

EDIT: You can now find all of the tutorial in this thread and some new ones here:
http://www.freewebs.com/tannerproductions/tutorials.htm
AE

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