Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / CUSTOM guns, allignment, animation speed. Where's the help?

Author
Message
osc
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location:
Posted: 23rd Jul 2008 17:36
Sorry if i seem to rant a little but i have had just about enough of this.

I have been searching these forums, downloading pdf's, reading threads and reading the fpsc help for three days now trying to get some solid direction in how to implement my own weapon (decently) into fpsc.

So far i have this:

Make the weapon in milkshape (in my case a bloody axe)
Assign bones to the weapon in milkshape and set key frames for animation.
export using jt dx export to a .x file

Find an existing weapon of the same type that works with fpsc and replace the .x files in gamecore with your weapon

make a pickup model etc and put in entitybank

edit the gunspec animation frames and sounds etc

load up fpsc

put the pickup model on test map

run the game


Now here's where im having problems:

The pickup model is working, in some of my attemps it has been half way through the ground and not textured.

And when i pick up the gun i cannot see the gun model at all, i'm guessing this is to do with the allignment but there is NO detailed help on allignment of guns or animation speeds etc for that matter.

I've been working on a trial and error basis this far and it's got me some of the way but if there was just a simple tutorial that ran all the way through from model creation to actually having the model working in fpsc it would be a MASSIVE help to us newcomers.

It seems crazy that there isn't much documentation on weapon creation, i thought it would be the first thing people would want to do in creating their own game.

Thanks in advance and sorry to rant.
osc
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location:
Posted: 23rd Jul 2008 18:22
Here's my weapon in milkshape with all the views reset, is it in the right position to display correctly in fpsc?



Please, i really could do with some help on this.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 23rd Jul 2008 18:32
Quote: "...is it in the right position to display correctly in fpsc?"


...assuming you used a melee weapon as a reference, did you set your new weapon to match the postitioning of the melee weapon you used as a template?

If you did, then your weapon should be in the correct orientation to display correctly in FPSC. Minor tweaks might be needed, for fine tuning.


osc
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location:
Posted: 23rd Jul 2008 19:00
I have tried using someone elses working axe and replaced their model with mine but still it does not show in game, i alligned it perfectly with theirs in milkshape.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 23rd Jul 2008 19:49
...did you merge the axe skeleton and animations into your weapon, or did you create your own?


osc
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location:
Posted: 23rd Jul 2008 19:51
Heh, i tried to create my own. I don't know how to keep the animations when importing .x into milkshape.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 23rd Jul 2008 20:10 Edited at: 23rd Jul 2008 20:11
Quote: "Heh, i tried to create my own."


...that's why your model isn't appearing as expected in FPSC...the alignment is off.

The fastest and easiest way to get a custom weapon to appear and function properly in FPSC is to

1. Merge it into an existing weapon's scene,

2. Position it exactly as the existing weapon,

3. Delete the existing weapon's mesh, and reassign the skeleton (with animations intact) to the custom weapon's mesh.

4. Export as an .x file. (JT Exporter for Milkshape)

I am not a Milkshape guru. FragMotion is my weapon of choice. You'll need to need to search for answers, and perhaps ask someone who uses Milkshape extensively...


osc
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location:
Posted: 23rd Jul 2008 22:37
Is there any way of keeping bones and animation intact when inporting into milkshape? Anyone?
Minimovies Inc
16
Years of Service
User Offline
Joined: 22nd Feb 2008
Location: Reeedwwwaaallll!!!
Posted: 23rd Jul 2008 23:47
Sorry, I only use Blender 3D, and I'm not exactly a superman at that either. I haven't even finished the tutes yet...

A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 24th Jul 2008 01:05
Shouldn't this be in the Models and Media board?


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 24th Jul 2008 02:00
Hmm. mods, can you move this?

Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 24th Jul 2008 07:50
...yes, a move would be in order.


osc
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location:
Posted: 24th Jul 2008 13:24
i'm sure the mods don't need 4 posts to tell them to move a thread.

It would be a lot more productive if people just added their 2p, surely someone round here doesn't rely on the premade models?
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 24th Jul 2008 16:36
...I've added my two cents, and then some.

Getting a custom model into FPSC isn't difficult, once you understand your modeling software, and FPSC itself. Practice makes perfect.

Best of luck to you, in your endeavours.


osc
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location:
Posted: 24th Jul 2008 19:24
Heh, and thanks for the help
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Jul 2008 23:28
@osc:

No need to punish those speaking their minds, especially ones that are not offensive to you in any way.

From the sounds of it, have you considered that you HAVE implemented it into FPSC correctly and that you simply have the model backwards? Perhaps behind the player camera?

That may not be the case, but it's something to consider.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 27th Jul 2008 00:54
Mabey his scale is too large, showing the untextured inside of the model.

Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 28th Jul 2008 02:41
try putting forward on the purple line and that should do it.

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 28th Jul 2008 04:21
What is te alpha setting for your texture? mabey it is completely transparent.

Login to post a reply

Server time is: 2024-11-24 11:44:33
Your offset time is: 2024-11-24 11:44:33