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FPSC Classic Models and Media / FPE parameters explanation

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JDforce
15
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Joined: 27th Jul 2004
Location: Some rainforest
Posted: 30th Sep 2005 06:31
I need to know the limb structure specification for rigging a new character. I have already my meshes, but after checking on the fpe files content, there is this section:

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

Which gets me confused of how the bone structure (limbs) should be done for fps engine to recognize it correctly.
Actually what would be desirable is a post from TGC staff or anyone who knows it, with the complete explanation for the fpe file parameters, in order to eliminate guesswork. There is nothing on the manual, with the exception of the script reference for standard animation ranges, which I suppose correspond to the lines:

;animationinfo
animmax = 100 (what is this ?)
anim0 = 190,209 (I assume SPAWN)
anim1 = 210,234 (I assume IDLE)
anim2 = 235,259.... and so on...

May the 3d force B with U
JDforce
15
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Joined: 27th Jul 2004
Location: Some rainforest
Posted: 30th Sep 2005 08:01
I forgot to mention that I need to know if there is the need of a special "tag" like the ones used on quake models, for the character to hold its weapon. If this is needed, it should be where? what are its characteristics?

May the 3d force B with U
Simon
Retired Moderator
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Joined: 27th Apr 2004
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Posted: 30th Sep 2005 12:11
the weapon tag is a single tri within, and linked to the hand bone.
A vweap models pivot point will align exactly with it.
Name it "firespot", and give it a material name "firespot"

Thats the only tag used.

Can't help with the FPE's I'm afraid, thats Lee Bambers domain.
JDforce
15
Years of Service
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Joined: 27th Jul 2004
Location: Some rainforest
Posted: 30th Sep 2005 16:51
Am afraid I ignore how to name individual triangles (if that is what you mean) neither with gamespace nor with milkshape, but am going to ask. As per the material, no problem.
Can you suggest Lee to drop some hint over here?

May the 3d force B with U

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