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FPSC Classic Models and Media / FPSC Animation Files Released

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Richard Davey
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Posted: 7th Oct 2005 15:08
Hi all,

We have released the 3D Studio Max Character Studio Biped files for FPS Creator. If you use Character Studio you can load the BIP up, modify the animation and generally create your own character models for FPSC. A skeleton rig is also included + a guide on exporting as X using Pandasoft DirectX Exporter.

Grab it from the downloads page on the FPSC site.

Cheers,

Rich

People don't quit playing because they grow old.
They grow old because they quit playing.
K Jah
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Posted: 7th Oct 2005 18:13
So we need 3DS Max to use it? Or Character Shop from TGC?

http://www.kwgamestudios - my site
http://kwgamestudios.proboards62.com/index.cgi - my forum
Richard Davey
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Posted: 7th Oct 2005 18:23
Character STUDIO, not Shop. It's part of 3DS Max, so yes, that is what you require.

People don't quit playing because they grow old.
They grow old because they quit playing.
K Jah
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Posted: 7th Oct 2005 18:33
OK Thanks.

http://www.kwgamestudios - my site
http://kwgamestudios.proboards62.com/index.cgi - my forum
Foxhole
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Posted: 7th Oct 2005 19:24
how do i get character studio?
Richard Davey
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Posted: 7th Oct 2005 19:42
Spend a lot of money.

http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=5659302

People don't quit playing because they grow old.
They grow old because they quit playing.
FernandoK
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Posted: 7th Oct 2005 20:02
How about releasing it in Fragmotion format?
JimB
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Posted: 7th Oct 2005 20:07 Edited at: 7th Oct 2005 20:12
Thats good news if you own 3DSMax, but how about a quick tutorial on applying an FPSC animated skeleton with a program thats a little cheaper for example Fragmotion.
http://www.fragmosoft.com/
I have tried to figure it out but have gotten confused where the influences of the various bones should be.

I also see that TGC recomend gameSpace (which I have)as a modeling program for FPSC,it should be noted that gameSpace cannot load FPSC .x character models and it cannot export bone animated .x with skeleton,as it can only export vertex animations.

So if the TGC modelers/animators could suggest another way for me to produce animated boned characters using a standard FPSC skeleton without the necessity of buyimg a $3000 program to make models for the £30 (as excellent as it is) FPSC.

P.S I would consider purchasing such a tutorial.

Thanks
The Hitman
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Posted: 7th Oct 2005 23:35
so let me get this straight Richard Davey say's quote "Spend a lot of money" just so that we can create own characters & Models for Fpsc. so are we just stuck with the characters they give us or are they going to create alot of models for the people that purchased Fpsc. And if the character studio is 3000 bucks thats insane. im curious ,How can we be creative when we cant do the models we want without spending alot of money ?

Question? Richard Davey is this just another ripoff ? comeon now 3000.00 for a plugin , and how many more limitation's are we going to face in the future on this Product?
Richard Davey
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Posted: 8th Oct 2005 00:20
Quote: "Question? Richard Davey is this just another ripoff ? comeon now 3000.00 for a plugin , and how many more limitation's are we going to face in the future on this Product?"


Question Hitman - do you appreciate the work involved in fully rigging and animating a model? In blending in megabytes worth of mocap data?

If you want to make your own animations, you need tools to do it. Our 3D artists use 3D Studio Max (the $3000 "plugin" to which you refer), because it's probably the best tool for their job, which is creating and animating 3D objects all day.

It's not the only tool. A quick search on Google would highlight this. CharacterFX or Fragmotion are two very low-cost alternative rigging / animation packages. I believe even Milkshape can animate objects.

But we didn't use those to animate our models, so we can't give you files in those formats, we can only give you files in the format we used.

Character Studio is not a "plugin", it's a fully featured part of 3D Studio, and yes it costs a lot of money. So what you're suggesting is that we should never have released the biped files at all, for those people who can actually benefit from them, because it shows FPSC is a "rip off"?

If you expected FPSC to come with a built-in 3D modelling package and a full skeletal deformation / rigging / animation system, then you were sorely mistaken and, quite frankly, I have no idea where you got that idea from. Yes of course you're going to be restricted to the models we (and others) provide if you're unable to provide your own. Is that not common sense?

For those (few) who do use 3DS Max, they'll find the files we released essential for animation work. But they are not the only means.

People don't quit playing because they grow old.
They grow old because they quit playing.
Deadwords
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Posted: 8th Oct 2005 00:50
Richard Davey, just to say, With Fragmotion, it's very easy to have the animations. We just have to open a character model and only keep the animated skeleton. As this way, our custom model will be animated exactly as FPSC's ones. So, The Hitman, if you dont want to have Max 7, buy Fragmotion.

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
The Hitman
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Posted: 8th Oct 2005 00:52
For 1 i didnt say it was a ripoff if you was reading correctly you would have seen that it was Question. 2. I have experience in modeling & animation.

No i didnt think that fpsc would provide a modeler for us to use
but did expect more resources on creating the models with animations
thats just common sense you dont buy a new car without the full manual, now do ya lol

ok i guess what people & myself is asking can "WE" use other programs to create models With animation that will work in Fpsc?


im not trying to be a smartass but its getting frustrating with the lack of resources.
JimB
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Posted: 8th Oct 2005 01:13
Skalex you are right in Fragmotion it is quite easy delete the mesh and keep the skeleton.When re-rigging there is a Biped skeleton and about 9 'extra'bones the problem is finding out where the influences should be,in this topic
http://forum.thegamecreators.com/?m=forum_view&t=60823&b=24
second post from bottom is a download of a pirate model that I made in ms3d format and attached an FPSC skeleton to it animates but not perfectly,I suppose its a case of experimentation.
JDforce
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Posted: 8th Oct 2005 01:21
Rich,
No offense, but I have been feeling a little lack of politeness to your paying customers, on your part, on this and other threads. Maybe the stress. Just relax. The problem is that the released material platform is incongruent with the product.
I want to contribute with some good news for the scared FPSC users on the following paragraphs.

I have successfuly processed the character files shipped with FPS, in order to analyse them and be able to create my own.
I don't have 3DSmax, but I have gamespace, milkshape and fragmotion. Also have CharacterFX.
It is very natural to react when told to spend a lot of money like that. I have not the need or the wishes to purchase 3DSMax and think that there is other alternatives.
It is true that the more sofisticated tools you have, the more productive your time is. However this low cost tools are very good for this particular work. Each one has its abilities, so my workflow has been like this:

a) Convert dds textures (photoshop) to jpg or other format suitable for milkshape. The X files shipped with FPS have .tga references (and the fpe files as well) that just are not on the pack. The converted to jpg, bmp or tga can then be applied on the modeler. At least Gamespace did not recognize the dds file. Milkshape did.
b) Use Fragmotion to import the X file. Gamespace was not able to import them. I have not get aquainted with the fragmotion animation scheme but assume it good. Actually that little program has many good features. All the bone structure can be clearly seen and worked there, as well as vertex assignments for skin deformation. If you prefer, export from here to a milkshape format, you may continue.
c)Open the milkshape file and you can again see it clearly, animation and all. From here I exported to wavefront OBJ...
d) I finally opened it on Gamespace using LUUV plugin, but (surprise) no bones or animation. So, I have to return to milkshape or fragmotion. I could not open any format with gamespace, using this processing.
When modeling and animating for new characters, I definitely prefer to use Gamespace. It is not perfect but it actually does export X format with animation and bones. I have fully tested it, making my X models and seeing them with fragmotion. What Gamespace does not is to import back. Gamespace have nice animation plugins, like jointmaster. (Puppeteer? forget about it).


What I think TGC just have to publish is a detail of little things like:

1- Do place a bone named "FIRESPOT". This is the attachment for FPS to place the gun. (I think)

2- If we need to have a certain bone structure or not. Not all enemies are to be bipeds. What if a interestellar BLOB wants to hold a gun? no feet and all.

3- The list of animations that fpe entity format understand, any length limits, Etc. I mean, animation 1 is? could be "WALK" perhaps.
4- What do ALL the fpe parameters actually mean. We are all guessing.
5- Any similar undisclosed information.

Am about to finish my first original character, and have not a doubt that it will work fine. If you publish the indicated material, you will save me hours of analysis of the existing characters.

Hope this helps.

JD

May the 3d force B with U
The Hitman
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Posted: 8th Oct 2005 01:51
Good Job JDforce, thats what im talking about on exactly the correct way of naming bones,animation,correct way of placing a gun into the characters hands & scaling of models all the above that info would be perfect. 3d studio does a great job on the scaling.
JDforce
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Posted: 8th Oct 2005 02:09
Hitman,
I asked about fpe parameters before, and Simon answered on this thread:

http://forum.thegamecreators.com/?m=forum_view&t=61810&b=24

But as you can read, that is the only information he knew. Upon reading the source code and viewing the skeleton structure for the included models, I think that the weapon tag is the only special characteristic.

Of course regarding all the other information that we are wondering what the meaning is, the specifications are absolutely necessary. Is like the car operation-manual comparison.

May the 3d force B with U
Cellbloc Studios
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Posted: 8th Oct 2005 02:27
I completely understand Richard's point of view. There seems to be a lot of people who want it in this format and that format.

I personally am grateful that Richard released the BIP file.

The issue is, they used 3D Max with Character Studios. I have been using 3D Max since 1990 and yes, I agree that it is about the best program out there to do what was done.

I have never used MilkShape, CharacterFX nor Fragmation so I would not have a clue how to either rig the BIP file into such programs nor will I spend once ounce of time trying to. I am quite sure that TGC doesn't have the time to either.

Building a segment editor / modeler package would also be insane. Please remember, it's 2 guys and a pizza (and Lee is beating the heck out of Mike over the pizza). That and they really don't have the time to reinvent the wheel.

If you are on a budget, relax. Just because they released it for 3D Max doesn't mean some nice person out there isn't going to figure out a way to get into one of the above mentioned programs.

So what I am trying to sum up is not bark at the hand that is feeding you good things (cheap price, forum with some friendly users, source code, etc) that they don't have a tutorial about how to use it with xyz program. Game programming is something that you have to figure out for yourself. It's a game in itself, by trial and error.

Trust me, it is the best way to learn instead of everything handed to you.

Take care all! Watch for Riker 9 soon!

-This...is my boomstick!
Richard Davey
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Posted: 8th Oct 2005 03:11
Quote: "No offense, but I have been feeling a little lack of politeness to your paying customers, on your part, on this and other threads. Maybe the stress."


More the attitudes presented. If someone wants to address me personally (hey, there's the bold tag) then they can receive my personal opinion back. Not once was a mention of "what other programs can we use" or "we need this specific information" was posted in the message to which I replied. Had it been so, a totally different response would have been given, because it would have turned from an accusation into a question.

Give a little, receive a little.

And in that light, considering your post was actually polite I'll answer your questions:

1 - If the enemy weilds a weapon (read: an entity weapon, with its own properties, not just an extension of the model itself) you need a single firespot. Firespot is the name you give to a zero sized polygon limb embedded where you want your character holding their weapon (so typically in their hand). It will attach the CENTRE of the weapon to that location. If you are making a character that doesn't have a weapon, you don't need this.

2 - No, you do not need to have a certain bone structure. Any structure at all will do. You can model an amorphous blob creature if you wish (sans legs). FPS Creator will analyse the model when loaded to figure out the BOTTOM-MOST part of the object and align that with the floor level.

3 - There is no real list of animations, they can be whatever you want them to be. Let me explain - in the characters FPE file there is a section (at the bottom) called ;animationinfo

The first value is animmax. This relates to the highest animation sequence index. Sounds complex, but really isn't!

To help explain, open the manual and look at page 88 (PDF page 44)

You will see a list of animations, from spawn (index 0) through to "weapon freeform move" (index 91).

The numbers on the LEFT are the ANIMATION INDEXES. You will notice there are "gaps" (it jumps from 71 right to 81 for example), this is because there were animation sequences that were reserved for future use (i.e. for rolling, or sniping anims).

So now let's say we're animating a model that has just 4 sequences: 1) Idle 2) Climb 3) Impact Front and 4) Crouched Idle. You find the corresponding animation index from the list and note it down, so it'd be 1, 10, 11 and 31.

From this you can work out what the animmax value should be. In this example animmax should = 32. Basically take the HIGHEST animation index value you're using, and add 1 to it (this is because the indexes are zero based, people who've coded arrays will know what I mean).

You could set the animmax to = 100 if you wish, FPS Creator will not mind, but it will fill in all the other missing values (0, 2, 3, etc) with random crap that it knows to ignore.

We urge you (strongly) to use the same animation indexes that we've used. So for example animation index 50 is "weapon spawn", 5 = "move fast", etc. However it is worth mentioning that the "meaning" of the index is tenuous at best. For example if you'd animated a spinning clock you could consider that as being animation index 2 (move slow). As long as you keep a note of which index = which action, you can do whatever you like.

Using this knowledge, say you've animated a model in Fragmotion that has 4 sequences (those mentioned above). You would write down the starting and ending keyframes of EACH sequence and what they do.

Then in your FPE file you add the entries:

anim1 = x,y
anim10 = x,y
anim11 = x,y
anim31 = x,y

Where each x,y block are the start/end keyframes relating to each section.

4 - What do all the FPE entries mean? Well we're covering animation here, so I have covered all the entries you need to actually know to handle animation. You can ignore the lines:

;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax = 0

They are legacy and not actually used. The rest of the values (spawnmax, offx, coneheight, etc) are all relatively self-explanatory, especially if you've got the Properties panel open at the time. But if you want to know what one is, ask me.

Other nuggets of info? Ok...

There is no limit on the number of frames per animation sequence. The technical limit is something like 22 million, but you will hit a memory issue well before that. There IS a limit on animmax, but I don't recall what it is off the top of my head, I think it's 256 but I can get Mike to check. Put it this way - it's high enough to not really be an issue for even the most ardent Pixar fan.

You don't *have* to use our animation indexes. If you want you could start at 200 and just keep going on up. But as mentioned we would urge you to stick to those we've defined in the manual, even if the actual on-screen representation of that doesn't even come close to the description.

DirectX models should be saved as Binary Compressed X files.

That's about all I can think of for now. Post if you have more (friendly) specifics.

Cheers,

Rich

People don't quit playing because they grow old.
They grow old because they quit playing.
JDforce
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Posted: 8th Oct 2005 05:58 Edited at: 8th Oct 2005 06:03
Rich, Thanks for that information. I think that is precisely what we information hungry developers are expecting.
I read my post and I saw that probably I didn't mention louder that the incongruency that everyone felt is about the price. It's like that song: "you're out of my league". Being the price range very important for a lot of people here.
Myself, I use caligari products since Truespace 1 and I agree with cellblock; Once you dominate a tool, you can not even think of changing. I have been forced to look for tools that make well certain specific jobs not present on caligari, and this tools actually happen to be quite good, like Milkshape and Fragmotion.

I appreciate the time you guys invest on taking care of this forum and I agree that there are a small amount of very inmature people posting comments and even saying impropers. So, we, serious enterpreneurs and professionals could become confused on the river. What I suggest to everyone is to think and compose mentally before posting. We should be helping each other, and mostly we do. Blaming and attacking before time is the wrong way.

And again, disclose every bit of information, and you will have more happy people here. The ones that just don't get it, probably will never do.

EDIT: By the way, one thing I have doubts about, are the collision parameters on the fpe. Also, If you can give me a hint on how to make a thing explode...
And... How will be the approach to make a non flat surface for walking. Terrain like. I can model it, but don't know how to process it in order to FPSC to recognize it.

May the 3d force B with U
Richard Davey
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Posted: 8th Oct 2005 07:02
Quote: "I read my post and I saw that probably I didn't mention louder that the incongruency that everyone felt is about the price. It's like that song: "you're out of my league"."


Understood, but 3DS Max is more common than you'd think among users here. For example a lot of schools and colleges have access to it / provide it in their labs. There is also a very good student priced scheme for it. And, erm, I guess there's no point glossing over the fact that a lot of people "obtain" it via 'other means' shall we say. I'm not suggesting that is the way to go about things for a second, just that I bet if we ran a quick poll here there'd be a lot of sheepish grins around the room.

I have just bought a copy of Fragmotion. I will attempt to put the advice imparted above into a fragmotion based tutorial for the web site. That way it opens up to everyone.

When FPSC was being developed things changed constantly. There is absolutely no fixed documentation for the product beyond what you read in the manual, and here on the forum. It's not a case of us "not releasing" it to you, it's a case of it needing to actually be written, and given the product is not even a month old in its final state, that will take time.

You don't buy a car without a manual, I agree - but you typically don't buy a car without at least knowing how to drive. It's the mechanics of it that you'd be at a loss with. Same applies to FPSC for now. Experiment, get messy, and share.

People don't quit playing because they grow old.
They grow old because they quit playing.
SarusX
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Posted: 8th Oct 2005 07:55
what does he mean by "other means"?
I have no idea... anyone know?
after all, there cant seriously be any illegal means of obtaining expensive programs over the internet, can there?

seriously, though, great stuff, rich. thanks!

JimB
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Posted: 8th Oct 2005 10:43
Thanks Rich for the information,this will help a lot.
=ChrisB=
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Posted: 8th Oct 2005 11:13 Edited at: 4th Nov 2005 08:21
Quote: " And, erm, I guess there's no point glossing over the fact that a lot of people "obtain" it via 'other means' shall we say"


you mean like here?

Rich: sorry, please don't post URLs of sites like that.
Chris: Hu? LoL, okay.

LoL, he means piracy, keygens, cracks. (oops i said it )

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

The Hitman
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Posted: 8th Oct 2005 16:49 Edited at: 8th Oct 2005 22:30
no chris b sites like this

Site Editted out by Rich. Don't post links to crack sites.
Cellbloc Studios
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Posted: 8th Oct 2005 17:06
I cannot stress enough, that there is a Trial CD that can be mailed to your house FREE and it, well, doesn't excatly have an expired period...

http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=5972446

-This...is my boomstick!
JDforce
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Posted: 8th Oct 2005 18:57 Edited at: 8th Oct 2005 18:58
I think those bogus sofware are bad for the developer, let alone technical support, upgrades and so on.
Am proud of having my boxes of caligari products, and their support is good. Same for other products. As for TGC products, this forum is the proof of what happens when the software is acquired properly.

May the 3d force B with U
Raven
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Posted: 8th Oct 2005 21:33
Quote: "I cannot stress enough, that there is a Trial CD that can be mailed to your house FREE and it, well, doesn't excatly have an expired period..."


It has a clear 30-day expiry period, and the EULA states you may not use it for commercial means during the trial.

Personally for this, if your looking for cheap solution that provides very simple animation systems.
Either Softimage|XSI (v5.0 $395) or gameSpace (v1.1 $can't remember)

They both provide very simple fluid skeleton animation systems.
Milkshape 3D again is another very good choice as it's very compatible, but requires more work from the artist.

...

I'd say be lucky that the artist used 3D Studio Max, as I use Maya which is atleast $1,000 more. On-top of that for MoCap animation you would also need Motion Builder which is another $2,500.

ironjohn
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Posted: 8th Oct 2005 23:09 Edited at: 9th Oct 2005 15:50
I "own" a copy of 3DS Max 7, sheepish grin...

I obtained it via "other means".

I don't feel bad about it because I don't sell anything I make with it, unlike Adobe CS2 that I paid $900.00 for, or Quark 6 for $800.00.

If you are going to use 3DS Max 7 for your own use ONLY and NOT sell anything, have a look around here:

Mod Edit - Do NOT POST LINKS TO PIRATE SITES

If you are a professional and make money with it, buy it.

I'm sorry if this makes me a bad person...

P4 3.9 ATI X800XT
Cellbloc Studios
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Posted: 8th Oct 2005 23:27
Well if people are going to pirate software, I really don't think they care about the EULA or using it for commercial use.

-This...is my boomstick!
ironjohn
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Posted: 8th Oct 2005 23:36
Quote: "
Well if people are going to pirate software, I really don't think they care about the EULA or using it for commercial use.
"


Ya', but I do.
I buy all the software I use professional, I need to really. Updates and upgrades and so forth...

I do have some pirated software I would never buy in the first place, like 3DS.

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The Hitman
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Posted: 8th Oct 2005 23:45
fpsc is already pirated duh get a clue fellas ive seen it already posted on a few site's . im waitin to buy it sometime this coming week. i dont trust sites with pirated software to many deadly viruses


hey Jd what are you working on now as in models ?
Pulsar Coder
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Posted: 8th Oct 2005 23:57
'Hash: Animation Master' is a good option as well as 'DAZ' (which is free) or CharacterFX (even though version 1.4 was never released and the product discontinued). And don't forget '3D Canvas' which deals with boned animations. All of them afordable ...
tpfkat
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Posted: 8th Oct 2005 23:59
i got given 3ds max 6 by a freind who bought 7.
i aint got a sheepish grin coz even with all the bloody manuals you get its still not easy to use, ill use the sheepish grin when i can use it.
but i think the whole point of the argument is, you can use other software to make your own models for fspc but you need 3ds to use the ones they are giving away for free.....free.....most companys would have sold them.
ironjohn
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Posted: 9th Oct 2005 00:07
Quote: "but i think the whole point of the argument is, you can use other software to make your own models for fspc but you need 3ds to use the ones they are giving away for free.....free.....most companys would have sold them. "


Very good point.

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transient
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Posted: 9th Oct 2005 13:16
The written information in this thread is ten times more value to honest creators than releasing the bip files. Good stuff.

Just remember that if you use Max at a training institution ,or have an academic copy, you can't make money from it by law. Not that many people would, but still.

Personally, I think that releasing these files is encouraging piracy. I just can't see why any serious artist who can afford Max would be using FPSC in the first place. But then Id and everyone else do it, so why not.
Richard Davey
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Posted: 9th Oct 2005 15:52
The next person to post a link to a pirate site in this thread (or any other) gets their forum account erased

Understood?

People don't quit playing because they grow old.
They grow old because they quit playing.
JDforce
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Posted: 9th Oct 2005 21:08
Well done. Pay the software.

May the 3d force B with U
The Hitman
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Posted: 9th Oct 2005 21:25
transient u hit the nail on the head with ur post. i was going to post somthing like that the other day but the forum was already senistive on the subject. ive looked at alot of more advanced game engines the programming isnt a problem ive been doing it for 24 years but fpsc is easier to use and doesnt take up my time, now if i had the time & efford i would buy something like character studio but i wouldnt use it for fpsc it would be for something more advanced. fpsc is for me something to have fun with not to make money.
uman
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Posted: 9th Oct 2005 23:13 Edited at: 9th Oct 2005 23:14
I would like to commend Richard Davey and TGC for some of the recent releases :

Character Biped. Segment editor. FPSC Engine Source.

I would also like say to that additionally the very helpful and intelligent response to concerns of users who do not have the rescources to work at the higher end of the modelling/animation scale may be able t be accommodated in the future.

It certainly puts a lot more potential power in the hands of users prepared to work with FPSC in serious gamemaking attempts and will undoubtedly encourage the product to be embraced by a much wider user base than would have been otherwise the case.

All of this is good news, was to me very unexpected and can do nothing but help the product development for the benefit of all concerned.

Thank you TGC for taking these steps and I trust the benefits will eventually pay off for both the developers and users alike.


BULLSHOCK 2
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Posted: 10th Oct 2005 01:19
no more reason to whine people...i converted the animation biped files to milkshape for all you people that dont have max...

get it here:

http://forum.thegamecreators.com/?m=forum_view&t=62483&b=24

transient
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Posted: 10th Oct 2005 03:22
@hitman -- Just re-read my post and realised it may have seemed a little harsh. By serious artist I meant professional.

Generally if you own software like that you would be working with it for money, and probably wouldn't have the time to indulge yourself in something like FPSC; but I could be wrong.

At the moment FPSC is the coolest indi program I've used. Even if I'm never able to get my own characters in there I won't feel short-changed. I mean it was 50 bucks.

After reading Rich's post I actually don't think it will be too long before we know one way or the other whether non-max users will be okay.

I know the bip files are on milkshape now. It's that whole weapon-tag, binary compressed stuff that concerns me.

A weapon bone may have been more suitable a-la unreal. Anyway, I'm sure TGC will get it happening just to stop the complaining.
The Hitman
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Posted: 10th Oct 2005 21:38
transient, ive thought about the weapon tag myself, plus making grenades that work. theres alot more happening with grenades than character modeling,have you had any luck with grenades or exploding weapons ?
BULLSHOCK 2
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Posted: 11th Oct 2005 02:03
flaks are weird...they wont work if its in another folder besides the 3 defaqult ones (modernday, scifi, and ww2) but if you take that same flak folder and put it in, say, modernday...it works fine.

you DO know what flaks are right??

Old Dude
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Posted: 11th Oct 2005 02:07
Hey All,

Download fragMOTION, it works perfectly for editing the .x characters supplied with fpsc. AND it's only $20!

http://www.fragmosoft.com/fragMOTION/fragMOTION.php

The only thing you need to do is convert the textures to .tga format. Now, quit yer bitchin.

Hope this helps,
Andrew
transient
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Location: Australia Zoo
Posted: 11th Oct 2005 05:12
This thread was about bringing in original characters, not editing ones supplied by TGC.

Don't take offence, you are obviously trying to help.

Fragmotion does seem cool, I'm buying it, I'm sure others are too.

I think most of these threads have been pretty civil, although maybe a bit critical (including me). Pretty tame by forum standards.

@hitman - Grenades seem okay to me, but I haven't really had a good look at them. Maybe a topic for another thread.
The Hitman
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Posted: 11th Oct 2005 07:11
no creating grenades lol not using them. and this is the perfect place to mention how do get them to work ?
Old Dude
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Posted: 11th Oct 2005 11:57
Actually, my point was (and I assumed that it'd be clear) was that by editing what is all ready there it shows you how to build your own. At least that's my way of learning. Anyway, you can also strip the bones from the meat, so to speak.

Seriously, check out fragMOTION. It helped me tons in understanding what the heck was going on in those .x files. The truth is in there.

Sorry that my attempt at humor didn't come across in my first posting but that's the problem being an old dude trying to keep up with you kids.

-Andrew
Deadly Pixel Society
18
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Posted: 11th Oct 2005 18:29
How about providing tutorials on the following:

Milkshape
FragMation
Poser
Daz
& all the programs featured on the Games Creators' shop?

Beginners need a good place to start from. I know I do!

Render & Dismember. Dehumanize Society With A Digital Death Deity.
The Hitman
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Location: usa
Posted: 11th Oct 2005 20:56
who u calling a kid im old enough to be some of these guys daddy lol.
i see what ur saying but for me i rather create my on bones & animations than use someone elses,but thats me.i tried testing transient skeleton in milkshape but no luck.
The Hitman
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Posted: 11th Oct 2005 21:01
oh yeah theres like 5 main parts to the grenade not includeing the textures. thats why i was asking if anyone had any success creating grenade from scratch.

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