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Importing FPSC hud into UU3D, again..sorry


Chiblue
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I know I have been here before,m I am trying to import the FPSC hud into UU3D everything including textures comes in ok, but when I try to run the animation it messes up... and I don't know what I am doing wrong? See the attached files..

post-263-12672010224232_thumb.jpg

post-263-12672010353623_thumb.jpg

If it's not Tactical realism then you are just playing..

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Looks like MPack 5 so it only has .x quite a few in that pack wont animate right (in UU3D). When going through my FPSC assets to see what was worth keeping to use in LE if it did not work out of the box so to speak I just moved on.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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or is it more of trial and error

 

 

Quite a bit, although I still rescale in code, there maybe a way to sort the animation issue with the pack and UU3D but it was something I was not going to waste time on.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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For the model of FN SPR A4 that you are trying to export in this post, these were the steps I followed to create a fully animated GMF model:

 

- converted hand JPG to DDS

- opened the "gun_D" and "hand_tex" DDS with Microsoft DirectX Texture Tool (it is the default DDS viewer tool installed with Microsoft DirectX SDK) to change the surface format to DXT5 and create Mip maps, then I ran the GenMat to create the MAT files and edited them (shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" and shadowshader="abstract::mesh_shadow_skin.vert")

- finally changed the texture maps of the materials in UU3D and saved as GMF

 

The result was a fully animated GMF model.

?? FRANCESCO CROCETTI ??

http://skaredcreations.com

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