Product Chat / How to Convert Some 'Classic FPSC Models' to 'Reloaded'.

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Super Clark
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Joined: 4th Apr 2011
Location: UK
Posted: 1st May 2014 18:49 Edited at: 1st May 2014 18:53
It is quite simple to convert some old models Funiture and items

but segments or prefabs will not work.



Example: FPSCreator Classic Sci-Fi Model ( bedA )



Here is how you convert.







Go to: C:\Program Files\The Game Creators\FPS Creator\Files\entitybank\scifi\furniturea



Copy, bedA bimap image & bedA FPE to a New folder on your desktop



Now go to:



C:\Program Files\The Game Creators\FPS Creator\Files\meshbank\scifi\scenery\furniture\bedA



Copy, bed_a.X file & bed_a.3DS file to the same folder on your desktop



Now go to:



C:\Program Files\The Game Creators\FPS Creator\Files\texturebank\scifi\scenery\furniture\bedA



Copy, bed_a_D2.dds file to the same folder on your desktop.





Now, Go into FPRCreator Reloaded and in Enitiys folder Create a Folder

called: Z.Converted FPSC Models, Now make a new sub folder inside

and call is 'Sci-Fi Models', then copy the folder from the desktop

to this folder & 'Rename' The folder: Bed(A) .



Now open the FPE File in note pad you will see this text below:



;header



desc = beda



;ai

aiinit = appear1.fpi

aimain = default.fpi

aidestroy = disappear1.fpi



;spawn

spawnmax = 0

spawndelay = 0

spawnqty = 0



;orientation



model = meshbank\scifi\scenery\furniture\beda\bed_A.x

offx = 0

offy = 0

offz = 0

rotx = 0

roty = 0

rotz = 0

defaultstatic = 1

materialindex = 3

collisionmode = 2



;visualinfo



textured = texturebank\scifi\scenery\furniture\beda\bed_A_d2.tga

effect = effectbank\bumpent\bumpent.fx

castshadow = 0





Edit this information to this below:





;header



desc = Bed (A)



;ai

aiinit = appear.lua

aimain = default.lua

aidestroy = disappear.lua



;spawn

spawnmax = 0

spawndelay = 0

spawnqty = 0



;orientation



model = Bed (A).X

offx = 0

offy = 0

offz = 0

rotx = 0

roty = 0

rotz = 0

defaultstatic = 1

materialindex = 3

collisionmode = 2



;visualinfo



textured = Bed (A)_D.dds

effect = effectbank\reloaded\entity_basic.fx

castshadow = 0



Now Close and save the the changes.



Now rename the files in this folder like so



Bed (A) <= (Icon Image Bimap)



Bed (A) <= (FPE File)



Bed (A) <= ( .X File )



Bed (A)_D <= (.dds File )



Delete (bed_a.3DS) No longer needed.





Now open Reloaded go to the add entity option

go to your





Z.Converted FPSC Models / Sci-Fi Models / Bed (A)



select the Model 'Bed (A)'





If it shows up as a white dot on the floor you have done somthing wrong

check everything matches with the FPE & File names inside the FPE with the

file names inside the folder.



If it has worked you will have a new converted model for reloaded.



Hope this helps



Regards



SuperClark....
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Jerry Tremble
GameGuru TGC Backer
11
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 2nd May 2014 04:09
Here's some additional tips: Don't bother with the .3ds file, it never mattered. Keep it, delete it, hang it on the refrigerator. If your entities in Classic already have the texture in the same folder as the entity itself(as many do), just copy the whole folder directly over to the entity folder in Reloaded (convert to .dds as necessary, although .pngs and .jpgs still seem to work fine, just rename all as mentioned above and beware of what may happen in the future!!). It will work fine at this point in time (as of beta 1.006). You can make the normal and specular maps if you wish for these items, but from a functionality standpoint, they are not necessary. Don't worry about the appear/disappear/default fpis in the fpe yet, but also beware that they may have an impact in further revisions of the engine and will have to use Lua scripts instead.

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