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FPSC Classic Models and Media / When is EAI Task Force 341 character set ready?

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Bugsy
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Posted: 3rd Jul 2010 18:46
that SCAR that that spec-ops guy was holding made me squeal with excitement.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Monkey Mja
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Posted: 3rd Jul 2010 19:58
Does he come with the SCAR?

- Monkey
Errant AI
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Posted: 3rd Jul 2010 23:20
Quote: "thanks so much for the comment on my video."


It was my pleasure to do so! You did a great job with them

Quote: "I know it was intended as a compliment, bu why do people assume it's somehow shameful or "belittling" to be doing work for FPSC?

This is the BEST place for him to be doing this kind of work IMO."


Depends on how one defines "best". Definitely not the best for making money but BY FAR the best for doing what I want on time-lines of my choosing (and taking long naps whenever I feel like it- because I'm getting old lol). Certainly the best for my artist soul but probably not the best for my pocketbook. Luckily; money ain't everything! Last month I turned down offer from old colleague to work on Wii stuff. I didn't even ask about the project; just politely refused. So, I really need the community to respect and support that I do this by choice, even if it's difficult to understand.

Quote: "He'd probably make a fair amount of money on Turbosquid."


Only problem is that I despise TS's business philosophy. The way I see it, if they have things their way; in fifteen years time, independent artists will be getting like 5% royalties from sales.

Quote: "Why did I spend a complete year full time developing RPG Mod and then giving it away free? Because I think FPSC has a whole lot of potential."


I feel the same way though for me, free is simply not an option if I am to do this at all.

Quote: ""WHERE IS TEH SCAR???""


It's gotta be somewhere in here or here

There are playback speed inconsistencies between PBUM and 117 and I am waiting to see what happens with AirMod 117 integration because otherwise the soundframes get way out of sync. I ultimately decided to scrap alt-fire ability for it because leaves too much to be desired as-is. With the modes separated I'm more able to make it work like how I see it in my head. It also means you can use sights view and ammo pooling for grenade mode which cant be done if the weapon is alt-fire. Weapon modders should really like doing weapon hacks as well. The anim set includes basic melee, two simplezoom anim sets (one for irons/CQB optics and 2nd for 3D scope view). There has also been added a run animation. The weapon also supports seperate animations for tactical and empty reloads (currently only a Fenix feature but I would not be surprised to see it spread). You can see in the pics thee are multiple versions. The tan ones are unsuppressed and the black ones are suppressed. The textures are of course interchangeable. There are versions with irons only, with EoTech and with ACOG (plus suppressed and unsupressed versions of each ans with/without grenade launcher). The new optics ans silencer models are 360-degree, fully textured models so they will be great to harvest and mod other guns with.

Thanks again for the new comments. Hpefully some more progress to show after the weekend.
Shadowtroid
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Posted: 3rd Jul 2010 23:22
Did I see those weapons right?

...

...

HOLY CRAP

When are you releasing them?

Bugsy
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Posted: 3rd Jul 2010 23:58
those are so exciting to see. I liked the EOTech optic on the one the guy held. I want to give that gun ironsights if it needs them too. I hope the EOtech optic has 3d real ironsight zoom.

imageflock.com/img/1272671763.jpg[/img]
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Errant AI
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Posted: 4th Jul 2010 00:31 Edited at: 4th Jul 2010 00:32
Quote: "When are you releasing them?"


Not until after I see what 117 AirMod is like.

Quote: "those are so exciting to see. I liked the EOTech optic on the one the guy held. I want to give that gun ironsights if it needs them too. I hope the EOtech optic has 3d real ironsight zoom."


It's the same as the VWEAP shown; with the rear sight folded down but the front sight up. This is because the rear sight up obscures the sight picture and if you're in shadow shooting into a lit area the reticule fades out (sadly the opposite of how it should work - it needs a compatible shader supporting self illumination and currently there isn't one which works on this kind of HUD model) so in that situation it's helpful to be able to aim with the front sight.

Yes, it's 3D- no more crappy 2D overlays. That particular version has a little trick where when you go into sighted mode the sight reticule scales up and moves foreward to better simulate the holographic nature of the optic (it doesn't appear larger but it is more projected in feel... a bit hard to explain). I wish I could show some screens or vid of it but I can't run Fenix or PBUM at the moment because of the 117alpha map editor. You can see the setup in this screenshot I found kicking around...

loler
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Posted: 4th Jul 2010 00:37
wow this is ....
so freaking awesome
i love your work.
the characters and the scar so awesome.
do you sell the scar as an pack or every version as single like the other weapons on tgcs ?

Crazy Acorn
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Posted: 4th Jul 2010 02:36
... The Weapons look beastly!
Great job on them errant. And I think all of these should be one big model pack...

- Gorlock
Deltayo
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Posted: 4th Jul 2010 02:55
Those weapons are a work of art. You even gave it the Navy Designation! You sir are awesome.
Bugsy
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Posted: 4th Jul 2010 03:47
I screamed with I saw that SCAR. it looks better than the early released versions. I can't wait to show it off to my buddys when I get it

"can't let soldier front take all the credit"

imageflock.com/img/1272671763.jpg[/img]
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WWIV Studios
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Posted: 4th Jul 2010 03:48
Quote: "Errant AI"


Great Work on both projects, but is there a possible Arabian Modern Soldier in the works?

RAXMUX Games
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Posted: 4th Jul 2010 16:12
My video card dosn't support PS2.0 .

Can I still use your wounder full soliders ?

Aaagreen
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Posted: 4th Jul 2010 16:47
You will be able to, just not with shaders. The shader model on your GPU won't suddenly stop certain models from rendering.

I'd love to see things from your point of view but I can't get my head that far up my bum.
AbdulAhad
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Posted: 4th Jul 2010 17:41 Edited at: 4th Jul 2010 17:42
Errant its not nice to tease.

AMAZING WEAPONS!!!

Abdul Ahad
PW Productions
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Posted: 4th Jul 2010 22:22 Edited at: 4th Jul 2010 22:31
Quote: "Can I still use your wounder full soliders ?"


As long as you remove their effect file path.
Quote: "
You will be able to, just not with shaders. The shader model on your GPU won't suddenly stop certain models from rendering."


How? I'd love to know, it'd help me a bunch too

And Errant... That. SCAR. Is... AWESOME. End of statement^^

EDIT:

Quote: "It's gotta be somewhere in here or here"


Whoa! That's a LOT of SCARS! Well, I think I found 'em!

How much will the ... SCAR pack (people usually ask how much the SCAR will be) cost? 10 bucks like it used to be? Or has it upped a tad bit...


EDIT 2

Quote: "It was my pleasure to do so! You did a great job with them"


Eh... Which one of Bugs's videos did you comment in? If it was one with an MP5N mod, AKM mod, and/or M4a1 mod, I made the HUDs themselves. But, he was the one who made the ironsights and fixed up the muzzleflashes. Also, if it was his MP9 and 10 vid with the Glock mod in it, that's entirely his. We worked together a lot with the modding and ironsights MSN is a life saver.

lazerus
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Posted: 4th Jul 2010 23:22
I guess fpsc has came along way.

And i guess that it leaves alot for media guys to live upto now

Aaagreen
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Posted: 4th Jul 2010 23:24
Quote: "How? I'd love to know, it'd help me a bunch too"


How what? You said it yourself, remove the effect line in the .fpe

I'd love to see things from your point of view but I can't get my head that far up my bum.
PW Productions
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Posted: 4th Jul 2010 23:53
Oh, wait. Fail!

Sorry, stated that wrong I meant how can you have certain parts of your gun glowing? Like sights. You said you'll be able to without a shader - so if you just remove the effect path certain parts of your weapon will glow...?

Aaagreen
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Posted: 5th Jul 2010 00:02
I said he could use the soldiers without a shader, not utilize any of their special effects.

I'd love to see things from your point of view but I can't get my head that far up my bum.
PW Productions
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Posted: 5th Jul 2010 00:04
Oh, sorry. Got a little confused there

Marc Steene
FPSC Master
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Posted: 5th Jul 2010 00:25
WOW that SCAR looks the exact same quality as the ones used in Modern Warfare 2. If I had your skills, I'd be signing up straight away to Activision


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
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Posted: 5th Jul 2010 01:17
Quote: "MSN is a life saver."


yes indeed it is.

no, he commented on the ones that aren't Re-Rigs, just Re-Alignments. my most recent.

imageflock.com/img/1272671763.jpg[/img]
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PW Productions
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Posted: 5th Jul 2010 12:27
Oh yeah! OK, sorry, not at my computer right now (vacation!!)

Yes, your realignments were awesome. When I get home, I'm gonna see if I can make some muzzleflashes.

Metal Devil123
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Posted: 5th Jul 2010 12:33
Quote: "I'm looking at simultaneous release of the core packs. So, for people who wish, they can buy all packs at once and get a discount. I think if buying 3 packs at once the discount is 20% though I might work something out like they did with MPs9/10 which I think had a slightly deeper discount for joined sales."

You can expect me to buy this! Hell, I'll buy it twice to know for real that I got it! They are seriously amazing and I will be buying nothing before they come! Nothing!!!!!

And yes, the gun is very nice too! I agree about being MW2 quality! Except it will propably be more fun to play with these than MW2!!

rolfy
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Posted: 5th Jul 2010 12:43 Edited at: 5th Jul 2010 12:47
Very nice work Errant I do reckon however that folks dont need to be reducing textures or normal maps themselves,maybe normal maps dont fall under this so I might be wrong but wont lower end cards (pre 2006) reduce texture scale on their own.
Anything post series 6 should handle 4096x 4096 which is in fact overkill for a character or weapon.
As far as DV goes I reckon all you will need is the appropriate bones with correct naming conventions and all should be set (of course you will need to have enough poly's added to your mesh as well for deformation) TBH I think some of us older guy's need to get over the poly limits we set on our work sooner or later.
These are very awesome and I hope you sell a cartload.
CoffeeGrunt
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Posted: 5th Jul 2010 12:49
By the way, I'm still having no success getting these UDK ready, but I've narrowed it down to the skeleton. There's something your'e doing with it that UDK doesn't like...

What it is, no-one knows however...

Crusader2
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Posted: 7th Jul 2010 01:20
Errant, send you an email.

@CG Sent you a message on the UDK forums, there is a way to do it, just give me a little to find it... I've been using UDK for awhile and used the UT3 Editor before that so I might be able to find a way... Tried stock FPSC guns, it doesn't like those either. You need to convert it out of .x format, but the conversion screws it up somehow... I'll look into it.

Best Regards,
Crusader2

"BOINK!" -The Scout
Crusader2
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Posted: 7th Jul 2010 21:15
BUMP (sorry for the double post)

@CG It's deffinetly something having to do with the .x model extension. If we could get our hands on another version it might work better... It doesn't even like ANY entities, I haven't found a way to get them imported either. If you happen to know a way, PLEASE send me an email

Best Regards,
Crusader2

"BOINK!" -The Scout
Aaagreen
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Posted: 7th Jul 2010 21:19
CG'll probably also have one or two other extensions, like I have the .fbx (I think it's .fbx)


I'd love to see things from your point of view but I can't get my head that far up my bum.
Butterkiss
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Posted: 8th Jul 2010 06:17
Errant those models look Excellent... What programs do you use and how did you learn how to do that... Please this information is vital to me....

Check My Youtube... http://www.youtube.com/user/Slumpyjulius
CoffeeGrunt
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Posted: 8th Jul 2010 13:59
Yeh, the FBX doesn't seem to function any better than the X files when skeletal meshes are concerned, I'm still struggling for a way where the model remains undamaged. Before my final export from Milkshape to the PSK format, the model appears to work perfectly, but it always crashes on import...

Stock guns actually work for me, and I've been using the Tavor as a placeholder for my Assault rifle with grenade launcher until I get one of the beefy EAI guns in UDK...

I replaced the mesh with a cube at one point and tried that, bonded it to the root bone, but still, no luck, meaning the issue is in the skeleton, either how it's configured - or how the import processes to get it to the right format has damaged it...

However I have found a foolproof, (and best of all, free) importer for Static meshes, I compiled it into a tutorial on this thread, however Rapidshare killed the download, but Nomad nicely uploaded it again for me near the bottom of the thread:

http://forum.thegamecreators.com/?m=forum_view&t=170113&b=2

Wolf
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Posted: 8th Jul 2010 18:12 Edited at: 8th Jul 2010 18:27
The first one that does one of these cheap resident evil zombie clones with these awesome pieces of art should be banned

I'm kidding, but seriously: These turned out way better than I ever expected.

In one word: Perfect

In another word: Double Plus Good! (yeah, I'm finally reading that novel )

I hope you keep it up. And I surely hope that you won't sell them for too less. This perfectionism and detail should be well payed!

Keep bringing FPSC to a higher level!



BTW: I write the News for the new german community site. I hope you don't mind me using these images.

-Wolf

God Helps the Beast in Me!
Crusader2
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Posted: 10th Jul 2010 01:35
Quote: "However I have found a foolproof, (and best of all, free) importer for Static meshes, I compiled it into a tutorial on this thread, however Rapidshare killed the download, but Nomad nicely uploaded it again for me near the bottom of the thread"


Wonderful! Thank you CG, I've managed to get plenty of FPSC assets imported, but they're all materials at the moment... But now I can start to work on Statics and create some Fractureds!

Quote: "Yeh, the FBX doesn't seem to function any better than the X files when skeletal meshes are concerned, I'm still struggling for a way where the model remains undamaged. Before my final export from Milkshape to the PSK format, the model appears to work perfectly, but it always crashes on import..."


I've been trying to get Skeletal Meshes working for awhile... It always causes a crash and it's really beginning to annoy me.

Quote: "Stock guns actually work for me, and I've been using the Tavor as a placeholder for my Assault rifle with grenade launcher until I get one of the beefy EAI guns in UDK..."


Did you code that gun yourself? If so, that's rather impressive. I've been trying to learn UnrealScript for about two weeks and am nowhere NEAR even a basic comprehension of it...

Also, if you're ever interested in joining an Indie Team for UDK, I have a small group of people I'm working with now. Flip me an email if you're interested CG.

Anyway, back on topic, WHEN DO THESE COME OUT????? Errant, you can't just tease us with these...

Best Regards,
Crusader2

"BOINK!" -The Scout
NAACP gotme
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Posted: 10th Jul 2010 07:43
Beautiful, simply Beautiful, after trying my hand in 3d modeling, i have to commend you for your dedication and support for the community,

Quote: "you guys will be able to mod the textures and share them freely with each other."

i see your ready for people to modify your characters as they did your weapons

Quote: "It's gotta be somewhere in here or here "

thank god i've got a job

I'm also wondering, because you seem to be on the "need to know" list for 1.17, is that self shadowing on that picture (with the EOtech sight) of the scar? support for that would be amazing.

Have you considered releasing exclusive versions of the scar along with the character packs, such as extended magazines, the standalone grenade launcher, A Designated Marksman Rifle variation, or specialized optics (such as Aimpoint, or Rifle Scopes)

And last but not least, the question thats been bugging me, what do plan to do after this? It would be interesting to see a prototype weapon pack, such as the Kriss Super V, HK-416,17, Magpul Masada (because MW2 has tarnished the name ACR), Macmillan Tac 50 (record setting sniper) etc. etc. Or do you plan to venture to the world of Sci-Fi? WW2? whatever, you get the idea, you're like a celebrity on these forums, i just want to know what you've got cooking in that Awesome factory you call an artist's brain.


Get your own Gamercard Sig.
Wesker T02
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Posted: 10th Jul 2010 08:07
The Models are just amazing, I can't wait. i had been looking for some good soldier models to use as characters. I got a few off turbosquid but I cant animate if my life depended on it. Keep up the good work, bro!
CoffeeGrunt
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Posted: 10th Jul 2010 22:02
Sent you an EMail Errant - I think I've got a solution to our UDK problems...

CoffeeGrunt
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Posted: 11th Jul 2010 01:36 Edited at: 11th Jul 2010 01:41
Sorry to double post - but look what wandered into my UDK level:

-=EDIT=-
Pic was too dark, added some light and took another:


Still adding in support for the extensive animation library though. Just clear about 500 out of 6500 frames...

Errant AI
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Posted: 11th Jul 2010 01:56
Nice! Sent you a follow up email, CG.

Sorry I havent been keeping up with this thread. I'll post back to answer new questions after I've banged out some more 117 mp9/10 gunspecs as seen HERE.
CoffeeGrunt
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Posted: 11th Jul 2010 02:05
Monkey Mja
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Posted: 12th Jul 2010 23:30
How much will the full pack cost?
Just wondering what I can buy in the TGC store while still having enough for this pack.

- Monkey
Marc Steene
FPSC Master
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Posted: 12th Jul 2010 23:45
Errant, when do you expect these to be out and ready? Really looking forward to them


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Monkey Mja
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Posted: 13th Jul 2010 01:21
Quote: "Errant, when do you expect these to be out and ready? Really looking forward to them "


As soon as 1.17 comes out.


How much will the full pack cost?

Just wondering what I can buy in the TGC store while still having enough for this pack.

- Monkey
The Nerevar
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Posted: 13th Jul 2010 19:33 Edited at: 13th Jul 2010 22:00
EDIT PLEASE errant!, make it as a model pack, on www.fpscreator.com! so we can all have it!


(as in both characters and weapons)

because many people and I aren't able to buy TGC store points....(sniff).

I'd have to say........ The Game Creators can make dreams come true.
Metal Devil123
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Posted: 13th Jul 2010 19:40
Quote: "because many people and I aren't able to buy TGC store points"

I thought they will be official FPSC Model Packs? Why somewhere else?

The Nerevar
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Posted: 13th Jul 2010 21:11
they should be in an official pack.

I'd have to say........ The Game Creators can make dreams come true.
burneriza
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Posted: 13th Jul 2010 21:26
@FPSCgamerguy2
You put http://www.creator.com/ not http://www.fpscreator.com/ that's why MD123 Asked.

-Burneriza Free Web Hosting http://www.000webhost.com/310439.html
The Nerevar
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Posted: 13th Jul 2010 21:59
oops......srry

I'd have to say........ The Game Creators can make dreams come true.
point man
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Posted: 19th Jul 2010 05:44
I dream about these models.
Monkey Mja
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Posted: 19th Jul 2010 07:06
Bumped.

Now that 1.17 is released, I'm pretty sure I'm canceling my current game project, (I seriously need to stick with one), just to use these models.

I can't wait for these.

- Monkey
Jeddy2
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Posted: 20th Jul 2010 17:44
BUMP how much will these characters be

YOU DARE BRING LIGHT TO MY LAIR, YOU MUST DIE!!!!!!!!!

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