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newbeltane Member
Joined: 18 May 2006 Posts: 2 Location: Essex, UK
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Posted: Thu May 18, 2006 10:53 am Post subject: FPS Creator |
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Does anyone use FPS Creator and if so have you successfully created and textured models for use in FPS Creator?
Any tips or tutorials would be great.
Thanx |
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Thu May 18, 2006 4:04 pm Post subject: |
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FPSC is made in DBPro, therefore it loads DBO objects. Use the DBO exporter, simple as that. As for how to get your own objects into FPSC, I'd ask on the FPSC forum, or better yet, in the help documents (which I'm sure there are some of). |
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newbeltane Member
Joined: 18 May 2006 Posts: 2 Location: Essex, UK
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Posted: Thu May 18, 2006 5:50 pm Post subject: Thanx |
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Thanks for your advice. I will definately try that. Its my son who uses FPSC (I use a Mac but am getting a new Intel Mac Laptop so I will be running XP on it too!).
If we get the hang of it we will probably release some free stuff as a way of giving back to the community. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat May 20, 2006 9:02 am Post subject: |
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That would be great!
Oh, and by the way, if you guys find out we can do anything in particular to improve the workflow to FPSC, please let us know. |
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Chiselbrain Member
Joined: 24 May 2006 Posts: 4
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Posted: Wed May 24, 2006 6:14 pm Post subject: |
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I've been able to import a DeleD costructed level into FPSC and it looks great. However, here is the show stopper: When adding enemies into the level, they simply fall through the geometry. Why? I dont have a clue. Its sad though, the potential to create some really cool level geometry seemed to exist untill the enemy problem. I'm not sure how FPSC handles collision detection. If you create a level with segments the enemeis dont fall through. Imported seems to be ingored. |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Wed May 24, 2006 6:48 pm Post subject: |
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Quote: |
I've been able to import a DeleD costructed level into FPSC and it looks great. However, here is the show stopper: When adding enemies into the level, they simply fall through the geometry. Why? I dont have a clue. Its sad though, the potential to create some really cool level geometry seemed to exist untill the enemy problem. I'm not sure how FPSC handles collision detection. If you create a level with segments the enemeis dont fall through. Imported seems to be ingored. |
I to would be interested in getting this to work as i own FPSC but have not had time to play with it yet.
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu May 25, 2006 6:43 pm Post subject: |
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I know next to nothing about FPSC, but here are some wild guesses:
a) it only does collision testing on BSP-style levels? Does it even support BSP levels?
b) it only does collission testing on a separately set collission mesh?
Please note I haven't got a clue what I'm talking about here, so maybe I should just shut up now .... |
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Fri May 26, 2006 11:31 am Post subject: |
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I'm not sure about how FPSC handles collisions, but Newton Physics wrapper for DBPro has problems loading the lightmapped DBO files that Il Buzzo's exporter creates. The problem is that the FVF format (this defines how the object data is structured internally) exported is wrong. Il Buzzo made it so his plugin can export a non-lightmapped collision mesh also. If FPSC supports separate collision meshes, you could use that, or alternatively run your DBO file through this program, it corrects the FVF format:
(If you aren't signed up to the game creators website you may need to create an account)
http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=874888 |
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Il Buzzo DeleD PRO user
Joined: 12 Aug 2004 Posts: 271 Location: Italy
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Posted: Sat May 27, 2006 10:14 am Post subject: |
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Hi All,
I've released DBO Exporter 1.1 that theorically should correct reported bug with multitextured objects (including lightmapped) owing to a bad FVF Format (well a wrong number can cause a lot of problems.... ).
So now you don't need to correct files as noticed by hpesoj, but you just need to export your file as usual and play with it.
Please report everything going wrong (I don't own FPSC but just DBPro so I can test just DBPro).
Bye |
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