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FPSC Classic Product Chat / How do I use models into the game

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timweislert
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Posted: 31st Mar 2014 01:35
How do I incorporate the gun model in the attachment to be put in the game. I am really new to this and where would I find a tutorial. The gun is supposed to be a mg08/m1917 hybrid. I dont really care about texturing at this point, I just want to know how to make this a playable gun.

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Avenging Eagle
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Posted: 31st Mar 2014 14:15 Edited at: 31st Mar 2014 14:15
timweislert
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Posted: 1st Apr 2014 05:24
how do i make an animation for the gun.
Avenging Eagle
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Posted: 1st Apr 2014 14:32
3D software packages differ, but most of them will have some sort of animation mode that you need to be in before you can animate. But first you will need to rig the gun (and any arms attached to it, and any part of the gun you want to be able to animate) by creating a skeleton of bones within the mesh and attaching various parts of your gun to a corresponding gun. Your best bet is to consult the help documents of whatever 3D package you use. Most importantly though, you'll need to pick one that can export these animations with the .X file. The ones listed in my tutorial can do this (Milkshape and Fragmotion). I'm pretty sure Animer can do it too.

When you're animating an object for FPSC, you basically make one long sequence that has all the animations you need (e.g. draw, reload, cock, fire, run, put away etc.). Once you've exported your gun, you need to edit the gunspec.txt of the gun and specify what frames correspond to what animation.

It's complicated

AE
timweislert
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Posted: 2nd Apr 2014 19:43
Ok, so can I create an .x file in blender?

For the animation, I dont want anything fancy, just to lift off the mag and put it back on. I dont want any hands on the entity either.


How do I make a .fpe file a .dbo file and a .bin. I can handle .dds files and the gunspec.
timweislert
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Posted: 2nd Apr 2014 21:41
what is a .dbo file, .x and a .fpe file?

Can they be made with blender?
timweislert
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Posted: 2nd Apr 2014 22:45
what is and how do i create an

.fpe file
.dbo file
and a .x file
Avenging Eagle
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Posted: 3rd Apr 2014 00:45
Various entity-creation tools for FPSC exist. They will let you enter all the relevant data you need and create a .fpe file. The .fpe file is basically a description of the entity, what is does, what model and texture it uses, and what its properties are. They can be opened easily in Notepad, or any word processor because they are essentially just text files.

.dbo and .bin are copies of your original model and texture files made by FPSC to help optimise the entity and load it faster into the engine. When you add your entity to a level for the first time, FPSC generates a .dbo file (a model, an optimised version of your .x file) and a .bin file (a texture, an optimised version of your .dds file. Both of these have smaller filesizes and are designed to make loading and building faster. More recent versions of FPSC come with FPSC-Cleaner.exe, which deletes all .dbo and .bin files it can find within the FPSC folder structure. This is really useful for making changes to your media quickly. Just because you change the .dds texture of your model doesn't mean FPSC will recognise that, because it may still refer to the .bin file that was created from an older version of the texture. Use FPSC-Cleaner.exe to delete all .dbo and .bins and then FPSC will be forced to create new, updated ones when you add the entity to your level for the first time (or when you load a previously saved level for that matter).

As for Blender, 30 seconds into Googling the answer, I came across this page that you might find interesting. The short answer is, yes!
http://directpython.sourceforge.net/exportx.html

AE
timweislert
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Posted: 3rd Apr 2014 02:50
How would i put a .3ds or .obj model into a .x format?
How would I create a texture?

I downloaded Ultimate Unwrap3D Pro Demo but you have to pay for that. Are there any alternatives?

This is my .x file.

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timweislert
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Posted: 3rd Apr 2014 06:09
Here is my .x file.

What is wrong with it?

How do i create a free animation.

How can I get a program to take my painted .obj/.3ds painted model, an put it to a folded texture .dds/.tga?

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Avenging Eagle
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Posted: 3rd Apr 2014 20:56
I don't know what is wrong with your .x file, but it shouldn't be a mere 50 bytes. It should be kilobytes at least. Maybe your export settings were wrong? That's something you'll have to consult the manual of your 3D software for.

Try LithUnwrap instead, it's free

You need an entity creating software. There are several on the forums. Use the search function at the bottom of every page on this forum to look for information and resources; plenty of people have asked these questions before and many more have explained it much better than I have.

AE
timweislert
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Posted: 5th Apr 2014 01:03
What software do I use and how do I construct the

VWEAP.X file and the HUD.X file
timweislert
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Posted: 5th Apr 2014 01:04 Edited at: 5th Apr 2014 21:08
This is my new .x file for the MG08

What software do I use and how do I construct the

WEAP.X file and the HUD.X file

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timweislert
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Posted: 5th Apr 2014 06:31
I have

FragMotion
LithUnWrap
IrfanView
Blender
DDS Converter
Gimp

I've looked at the weap and the hud file with the model, and the hud is how the weapon should be presented in game and the weap file is the weapon placed along the horizontal axis a y0. Is this right?
How do I do this?

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