3rd Party Models/Media Chat / Seriously, how do you make buildings and large objects for FPSCR?

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tommy8
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Posted: 5th May 2014 05:52
Ok, so FPSCR will allow me to implement smaller objects like appliances and furniture but when it comes to larger objects such as rooms or buildings all i get is a Runtime error 7018 message and that it cant load the 3d object at line 18027. What am I doing wrong?



I'm copying the stock scripts from the stock buildings and not doing anything i wouldnt use on models i've been able to get to work thus far.
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TattieBoJangle
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Posted: 5th May 2014 05:54 Edited at: 5th May 2014 05:55
The Runtime error 7018 message is a poly warning you are going over the limit





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tommy8
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Posted: 5th May 2014 05:56
i took that into consideration this time.



The room that i created most recently is only 312 faces.



If I cant make a building with a memory footprint of more than 300 faces this is going to lead to some pretty restricting design perameters.
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TattieBoJangle
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Posted: 5th May 2014 06:01
I also asked that it be removed as i have ran into it a few times with bigger projects and the fact that other engines take it no sweat is disappointing



I use 3dsmax and it dosent always give you the correct poly count well for me anyway.





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tommy8
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Posted: 5th May 2014 06:06 Edited at: 5th May 2014 06:08
how are people doing it then so far, with making large warehouses and the like?



Is there some sort of trick i am missing?



I keep the poly count as low as possible but when creating windows and doorways the face count multiplies.
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TattieBoJangle
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Posted: 5th May 2014 06:12 Edited at: 5th May 2014 06:13
Not sure how you are doing it m8 but for a simple house it should be around 5k - 7k



I try and stay around 5k





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tommy8
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Posted: 5th May 2014 06:15 Edited at: 5th May 2014 06:17
in that case its definitely not the poly count causing the 7018 message.



Anyway, i sent one of the offending models to Pyrate Mike which was over 6000 polys and he got it to work but ive got no idea what he did differently to me.



I checked his amended files with a fine tooth comb and copy n pasted the script file but still getting the same problems.
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TattieBoJangle
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Posted: 5th May 2014 06:16
Post it and i will have a look





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tommy8
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Posted: 5th May 2014 06:28 Edited at: 5th May 2014 06:30
ok i worked out the problem with the 7018 message (the .x export with blender is being temperamental and exporting an empty model file) but for some reason the textures still aren't sticking to the model, still showing up as a solid black object.



will try again after i've had some sleep



Also ive discovered that using stock characters make a bad way to measure scale
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TattieBoJangle
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Posted: 5th May 2014 06:35
I had a closer look at the pub one you sent and that was 10k poly but managed to place the textures the inside is sort of ok and a little on the outside













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tommy8
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Posted: 5th May 2014 06:44
yep i didnt want to finish the textures on that till i confirmed it was working in the game engine.



I still have got no idea how pyrate mike managed to get the textures working within fpscr
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TattieBoJangle
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Posted: 5th May 2014 06:55
Its just because it hasn't written it to the .x file as when you open it the model is blank apply your mapping/texture file re save it and it works it could be the plugin for blender or a stupid setting.



I only say it could be the plugin as it is spitting out 1kb empty.x files





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Pirate Myke
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Posted: 5th May 2014 09:01
He has a lot of reverse faces in this model. He is on the right track, it just takes practice.

flip the reverse normals and keep uv mapping it.

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tommy8
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Posted: 6th May 2014 01:13 Edited at: 6th May 2014 01:30
Ok, this is my latest model attempt but problems are still reoccuring. I even corrected the scale this time so its big enough to walk through the door. Its just a basic redbrick room with interior upholstery. Still having similar issues- textures and faces not appearing. If anyone can help i'd be grateful. I've checked in blender to make sure all faces are facing correct way. I've even included the .blend file so you can check



http://www.mediafire.com/download/garvetjav3v1j6g/test_room.7z



What its SUPPOSED to look like









This is HOW its appearing in-game

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TattieBoJangle
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Posted: 6th May 2014 01:22 Edited at: 6th May 2014 01:24
The texture map inside the .x is blank again m8 when i add it its fine











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tommy8
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Posted: 6th May 2014 01:32 Edited at: 6th May 2014 01:32
i am confused, what do i do to make it FPSCR ready then



You can see in blender it looks fine
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TattieBoJangle
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Posted: 6th May 2014 01:40
To me it looks like a setting when exporting can you post a screenshot of your settings when exporting to .X also it could be the plugin its self if it is exporting blank .X files





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tommy8
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Posted: 6th May 2014 01:54




there doesnt seem to be anything in export options that gives the choice of whether to include textures or not.
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TattieBoJangle
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Posted: 6th May 2014 02:01 Edited at: 6th May 2014 02:03
Yea they both are ticked Export materials.



The only other thing you can try is another plugin for blender as im sure its at fault



There are a few plugins for blender this is the first one i found



http://directpython.sourceforge.net/exportx.html





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tommy8
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Posted: 6th May 2014 03:50
i cant find any download link on that link you provided. Would it also be possible to export it to .obj and export it to .x through milkshape instead if the exporter in blender is dodgy?
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tommy8
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Posted: 6th May 2014 05:17 Edited at: 6th May 2014 05:18
I did find this tutorial and link but its not clear to me how to install the plugin or how to access the scripts afterwards because it seems to be intended for blender 2.49







http://www.geero.net/directx-exporter/
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TattieBoJangle
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Posted: 6th May 2014 11:50 Edited at: 6th May 2014 11:56
Its down the bottom of the page



DOWNLOAD

Latest version 1.0



Right click the link and save as then place it in the plugin folder in blender or you can save as obj and use milkshape just to see if it works.



Or maybe someone on hear that uses blender can send you a plugin that knows works





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Pirate Myke
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Posted: 6th May 2014 16:24
Here are my results. I am blender illiterate, but again after messing with it, it worked proper with the default direct x exporter.



When I opened the blender file it was using a .png for the texture.



I made a new material and assigned it the _d.dds texture.



Open up the UV map portion and it was already mapped. Not really sure how, but got it assigned to the object and exported it out of blender using Direct x with the export selected objects only option off. All other default.



My files are attached.

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tommy8
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Posted: 6th May 2014 22:51
Ok, great news. I finally got a small building with all textures intact in the correct places. Turns out the problem was indeed with the Blender 2.69 exporter fortunately however, 2.70 has been released with improved exporting so i would recommend to everyone to get that. Also the software i was using to make my normal maps was set up very dark which i'm guessing wasn't helping either.





Here it is

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TattieBoJangle
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Posted: 6th May 2014 23:05
Im the same as you regarding blender Myke tried it a few times and just didn't feel it its great for free mind you.



@tommy the reason i knew it was the exporter as that was the first thing i ran into when i tried blender i believe the new version dosen't even import .x now



Anyway glad you got it





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tommy8
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Posted: 6th May 2014 23:14 Edited at: 6th May 2014 23:20
it does export to .x tattie but you have to specifically tick it in the user preferences. Just like all past versions of Blender. If i need to import .x i use milkshape and export it to obj which blender can import.



I really prefer the blender mesh creation system.



Anyway thanks to all concerned for the help. If i ever complete a game i will give a shout out to you in the credits.
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Cosmic Prophet
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Posted: 26th May 2014 16:33 Edited at: 26th May 2014 16:36
I've run into this before When using the JTExporter in Milkshape. When this occurs, I run the .x file through Entity Workshop, and use the newly generated .x file before getting it reloaded ready, and it's good to go.



be sure to assign the diffuse texture before saving (single texture only).



Link: http://games.alyssar.nl/entityworkshop/



Just another option that may come in handy with certain meshes.

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Teabone
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Posted: 28th May 2014 06:54
I'd suggest waiting till the construction kit is released before attempting to build a level with rooms. Because I'm assuming when the construction kit comes out it will have some optimizing features to help out with performance for indoor scenes.

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tommy8
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Posted: 28th May 2014 17:22
"" wrote: "I'd suggest waiting till the construction kit is released before attempting to build a level with rooms. Because I'm assuming when the construction kit comes out it will have some optimizing features to help out with performance for indoor scenes.

"


I'm guessing the construction kit won't be a one size fits all solution, particularly if you're wanting to make rooms with wallpaper.
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