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The wait is over : FPM-Editor for FuturePinball 1.9


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#61 anthias

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Posted 25 April 2010 - 01:57 PM

thanks to reading over this thread I finally achieved success!

I decided to load a person into my table.

Sadly it took me so long to get it right, well, you can see in the pic what happened to the poor sod.

Thanks again for this wonderful tool!

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#62 Rawd

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Posted 25 April 2010 - 02:42 PM

lol Anthias. Nice job.

Now I want to figure out animated models! smile.gif



 


#63 rascal

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Posted 25 April 2010 - 03:43 PM

I got my dog and it's texture imported into FP.


The texture was saved using CB Model Pro as a bmp, as MilkShape has no texture export.
Get CB Model Pro here, it's free with a register.
http://www.cbmodelpro.com/

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#64 Rawd

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Posted 25 April 2010 - 04:07 PM

Nice work Rascal! Thanks for the link.

I found some street lamp models yesterday and manipulated them a bit..


http://img443.images...85/24779165.png



 


#65 Rawd

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Posted 25 April 2010 - 04:25 PM

Lol.. I just noticed that he is anatomically correct.... and he looks happy to be out there on the playfield. You are a funny dude Rascal!.


 


#66 Steve Paradis

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Posted 25 April 2010 - 08:27 PM

Glad you make good use of the soft. I got in touch with LvR so the parenting bug is going to be fixed soon , it is just a glitch.
On a side note, please ask Noah Fenz to inlcude your model in the library so anyone can benefit from them

STeve

Edited by Steve Paradis, 25 April 2010 - 08:28 PM.

I like poutine...Not the russian guy but the fries and gravy and cheese curds stuff.

#67 light66

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Posted 25 April 2010 - 10:03 PM

QUOTE
Glad you make good use of the soft. I got in touch with LvR so the parenting bug is going to be fixed soon , it is just a glitch.


Yes, it's a nice little program and i'm glad that it's just a glitch with new models.
Now, on to modelling again smile.gif

light

#68 rascal

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Posted 25 April 2010 - 11:30 PM

QUOTE (Rawd @ Apr 25 2010, 11:25 AM) <{POST_SNAPBACK}>
Lol.. I just noticed that he is anatomically correct.... and he looks happy to be out there on the playfield. You are a funny dude Rascal!.

Well yeah, you bet he's anatomically correct, he is the main character in a future table I want to make called "Somebody Best Neuter That Horny Dog Cooter". Here is the start of the backglass.


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#69 anthias

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Posted 26 April 2010 - 01:05 AM

QUOTE (rascal @ Apr 25 2010, 03:43 PM) <{POST_SNAPBACK}>
The texture was saved using CB Model Pro as a bmp, as MilkShape has no texture export.
Get CB Model Pro here, it's free with a register.
http://www.cbmodelpro.com/


Wow! thanks for the tip rascal! that program is fantastic! it makes it as easy as molding clay! I have been using milkshap (which I have and which is perhaps still going to be usefull for my mmorpg I am making) but the difference - well, milkshape is using wordperfect 4 for cpm, cbmodelpro is using some as yet uninvented improvement on word 2007 that drafts you letter for you based on the thoughts it senses from your brain! its that much easier for bew commser to grab and go. so I am making a spaceship in it and I will port that into MS3d first if I need to but I may not.

Having a blast tho with all this modeling!

EDIT: attached image:: a ship for my foundation saga table, created from scratch cbmodelpro, in about 40 minutes.

EDIT 2 - and this would be freakin marvelous if you could export in ANYTHING resembling a usefull format. tried three converters and I got half a ship and had to redraw the rest in milkshape. so I might as well do the whole thing in milkshape.

Attached Files


screnstoaug21small.gif

#70 Shockman

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Posted 26 April 2010 - 01:54 AM

CB is nice and fun. But I think it would be better if it used math. If you want something general it's great. But if you need precision, it would be much, much easier with a conventional tool.

Thanks for turning me on to it. I may not "use" it, but I certainly will play with it.

#71 Liteuser

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Posted 26 April 2010 - 02:20 AM

QUOTE (rascal @ Apr 25 2010, 07:30 PM) <{POST_SNAPBACK}>
QUOTE (Rawd @ Apr 25 2010, 11:25 AM) <{POST_SNAPBACK}>
Lol.. I just noticed that he is anatomically correct.... and he looks happy to be out there on the playfield. You are a funny dude Rascal!.

Well yeah, you bet he's anatomically correct, he is the main character in a future table I want to make called "Somebody Best Neuter That Horny Dog Cooter". Here is the start of the backglass.




Heh Rascal

That looks like the movie Joe Dirt. rofl.gif

I think a nice model of Freddy's head and glove for a new version of Nightmare on Elm Street would be great to have. wink.gif

#72 anthias

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Posted 26 April 2010 - 04:49 AM

we all owe people like Steve a debt of gratitude for showing us the way.

as in this pic from Foundation Saga, you can combine a hologram with even the most nubbish 3d model (hey I am still learning lol) and really bring things to life.

Unfortunately a still shot doesn't give the full effect because those flames are animated, but you get the idea.

Thanks again guys!

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screnstoaug21small.gif

#73 LvR

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Posted 26 April 2010 - 06:50 AM

Version 1.0.1 is now online. get it as usual place : http://www.pinsimdb....ses/fpm_editor/

The bug when creating a new model from scratch should now be fixed.




PinSimDB.org projects : FPReleases - FPM Editor - FPWine - Speed Devils

#74 Steve Paradis

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Posted 26 April 2010 - 09:27 AM

QUOTE (LvR @ Apr 26 2010, 02:50 AM) <{POST_SNAPBACK}>
Version 1.0.1 is now online. get it as usual place : http://www.pinsimdb....ses/fpm_editor/
The bug when creating a new model from scratch should now be fixed.


Thanks a lot buddy for the quick turn around!

Steve
I like poutine...Not the russian guy but the fries and gravy and cheese curds stuff.

#75 rascal

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Posted 26 April 2010 - 10:58 AM

QUOTE (LvR @ Apr 26 2010, 01:50 AM) <{POST_SNAPBACK}>
Version 1.0.1 is now online. get it as usual place : http://www.pinsimdb....ses/fpm_editor/

The bug when creating a new model from scratch should now be fixed.

Thank you LvR! Very nice tool indeed! cool.gif

Ant, I exported the dog as a .OBJ file after painting the texture and such in CB Model Pro, then imported that to MilkShape. Scaled, Positioned, and set to absolute zero location. Ran the Direct X meshing tool to reduce triangles and then saved. Then I converted in FPM editor. Imported the model in Model Manager, and the original CB Model Pro texture bmp in Texture Manager. Worked fine for me.

Shockman, I suck at math, so CB Model Pro made 3D modeling simple for me. smile.gif

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#76 destruk

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Posted 26 April 2010 - 12:29 PM

QUOTE (LvR @ Apr 26 2010, 12:50 AM) <{POST_SNAPBACK}>
Version 1.0.1 is now online. get it as usual place : http://www.pinsimdb....ses/fpm_editor/

The bug when creating a new model from scratch should now be fixed.


It's still linked to 1.0 4/22/2010 - is this the update?

Build a fire, vipers love the heat.


#77 TheNalex

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Posted 26 April 2010 - 12:57 PM

QUOTE (rascal @ Apr 26 2010, 12:58 PM) <{POST_SNAPBACK}>
QUOTE (LvR @ Apr 26 2010, 01:50 AM) <{POST_SNAPBACK}>
Version 1.0.1 is now online. get it as usual place : http://www.pinsimdb....ses/fpm_editor/

The bug when creating a new model from scratch should now be fixed.

Thank you LvR! Very nice tool indeed! cool.gif

Ant, I exported the dog as a .OBJ file after painting the texture and such in CB Model Pro, then imported that to MilkShape. Scaled, Positioned, and set to absolute zero location. Ran the Direct X meshing tool to reduce triangles and then saved. Then I converted in FPM editor. Imported the model in Model Manager, and the original CB Model Pro texture bmp in Texture Manager. Worked fine for me.

Shockman, I suck at math, so CB Model Pro made 3D modeling simple for me. smile.gif


But, PLEASE, keep in minds, that the models created MUST BE low polys (with a low polygon counts).
Webmaster of FPRelease

#78 Shockman

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Posted 26 April 2010 - 01:01 PM

QUOTE (rascal @ Apr 26 2010, 05:58 AM) <{POST_SNAPBACK}>
QUOTE (LvR @ Apr 26 2010, 01:50 AM) <{POST_SNAPBACK}>
Version 1.0.1 is now online. get it as usual place : http://www.pinsimdb....ses/fpm_editor/

The bug when creating a new model from scratch should now be fixed.

Thank you LvR! Very nice tool indeed! cool.gif

Ant, I exported the dog as a .OBJ file after painting the texture and such in CB Model Pro, then imported that to MilkShape. Scaled, Positioned, and set to absolute zero location. Ran the Direct X meshing tool to reduce triangles and then saved. Then I converted in FPM editor. Imported the model in Model Manager, and the original CB Model Pro texture bmp in Texture Manager. Worked fine for me.

Shockman, I suck at math, so CB Model Pro made 3D modeling simple for me. smile.gif


You know what. Now that I think about it, it is better because it don't use math. If someone was good at math, they would probably be able to use the conventional method easy enough. I am not good at math, and the convention method either.
I think your dog is good enough for their screenshot showcase.


#79 Steve Paradis

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Posted 26 April 2010 - 01:04 PM

QUOTE (TheNalex @ Apr 26 2010, 08:57 AM) <{POST_SNAPBACK}>
But, PLEASE, keep in minds, that the models created MUST BE low polys (with a low polygon counts).



yah...otherwise you might ended up with a cool looking model that only you can see. beside increasing loading time, models more than 1500 polygons make FP crash on some PC.
I like poutine...Not the russian guy but the fries and gravy and cheese curds stuff.

#80 anthias

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Posted 26 April 2010 - 01:11 PM

more than 1500? ouch. thats diddly squat. but the directx mesh tool thingy dont work for me sad.gif oh well. guess I be doing some changing.

I had a spaceship was 150000 and thought I did well getting back to 15000
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