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 Post subject: Re: Textures
 Post Posted: Tue Jul 30, 2019 3:25 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2811
Location: Ontario, Canada
what type of models does vpx use ?
You can use a program like Milkshape to import and convert the model type to milk shape 3d
and then import it into FP model editor and save as a toy or whatever....then you can import
the model texture in assign to your model in FP table editor....

Monnezzas did this recently with Monster Bash models so you can pm him...


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 Post subject: Re: Textures
 Post Posted: Tue Jul 30, 2019 5:09 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2477
Location: Arkansas, USA
I looked at the texture the skull on GLXB's mod of T2. It uses a photo of a T2 head that has a reflection on its front. It works because the head does not rotate so the reflection does not need to move.

You won't be able to do the lamp this way because the lamp spins so the brightest part of the reflection would have to rotate so it always faces the front of the table.

Smoke somehow managed to make the bright part of the lamp always face the front of the table where the light source it located. I don't know how he did it. Some sort of magic script I guess.

George


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 Post subject: Re: Textures
 Post Posted: Tue Jul 30, 2019 5:14 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2811
Location: Ontario, Canada
GeorgeH wrote:
Smoke somehow managed to make the bright part of the lamp always face the front of the table where the light source it located. I don't know how he did it. Some sort of magic script I guess.

George


Naw...that is just BAM lighting being reflected off a 3d model that has a gold 3d texture that was made for that model in a 3d model program

if we port the VPX model and its texture it will do the same thing...


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 Post subject: Re: Textures
 Post Posted: Tue Jul 30, 2019 5:29 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 148
Well since the TOTAN screenshot I referenced is still a WIP we won't be able to use that but I would still want to try and achieve that.

Here's the post detailing how he did it in Blender then input to VPX. I might need to try my hand in Blender and see what I can come up with

https://www.vpforums.org/index.php?show ... 4&p=413679


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 Post subject: Re: Textures
 Post Posted: Tue Jul 30, 2019 5:55 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 148
Well i actually found this mod so i'm gonna try and pull some graphics and whatever else and convert to FP/BAM

https://vpdb.io/games/totan/releases/p28q944aw


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 Post subject: Re: Textures
 Post Posted: Tue Jul 30, 2019 9:34 pm 
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Joined: Mon Aug 15, 2011 10:02 am
Posts: 1885
Location: Argentina
VPX use .obj, you can import that in Milkshape

I sugest:
a) open FP lamp model
b) Import the VPX one
c) Rezise lamp imported to match the FP
d) Delete FP model
e) Save

Then replace the FP old model save and import to FP table again


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 Post subject: Re: Textures
 Post Posted: Mon Aug 19, 2019 4:09 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 148
Welp the latest version of TOTAN on VPX has released and wow it looks wild in 4K. While I have both in my setup, and much respect to Smoke, this 4k VPX version is just insane.

I will attempt to pull resources from it and convert back to FP in my limited abilities but wow I'm truly amazed by this table.

https://www.youtube.com/watch?v=CDZrliqEo10


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