3rd Party Models/Media Chat / Scaling help!

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lololodasodasd
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Joined: 3rd Nov 2013
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Posted: 28th Feb 2014 23:22
I use 3ds max to make my buildings and such but when I export them into FPSCR they look little. If someone can help me I would much appreciate it.. Thanks



It is suppose to be a building btw



Look at these gyazo link pics!

How it looks like in FPSCR : http://gyazo.com/47bd612f3a82bfaa17d22d6ea7096f6d

The FPE of the model : http://gyazo.com/ba3d63612df5653a1098c0756fb3af94



Thanks all!

OHHHH YEEEAAAHHHH
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TazMan
GameGuru TGC Backer
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Posted: 2nd Mar 2014 18:42
Hello



I don't know if this will work but when you export to .x file in milkshape via Direct X(JT) (near the bottom of the list) it gives you the option of scaling the model.



If you export the building out of 3ds Max as an .obj and import into MilkShape then you export back out of Milkshape as a .x file scaled to whatever is needed.



I know it sounds a bit of a messy way to do this but until FPSCR has the model importer working it is the only way I know to do it.



Unless anyone has a better way that is (I would also be interested)

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SorrowCrown
GameGuru TGC Backer
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Posted: 2nd Mar 2014 18:57
I know better way. In .fpe file add under orientation scale = x. X can be number...for example i must write 2000 if i want my model look normal size.
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TazMan
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Posted: 3rd Mar 2014 15:54
@SorrowCrown



Thanks for that I didn't know that works now, it never did in the other betas. Makes life a bit easier.

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Pirate Myke
Forum Support
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 3rd Mar 2014 17:05
What I find is if you model something at real scale in the model program then it will be real scale when you get it in to reloaded.



If a wall is 8ft high and 10 ft long and 6" thick, then make it that way. It is much more consistent and takes a lot of the guess work out of it.

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