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FPSC Classic Models and Media / Conjured Chopper

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Conjured Entertainment
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Posted: 4th Dec 2009 06:07 Edited at: 4th Dec 2009 06:18
Here is a motorcycle that I am woking on that was inspired from xplosys' scooter thread.

I still need to make my own texture, because this one is using a photograph as a place holder.

I used Bond1's Boss Commando for scale as you can see from the top left half of the image.

   Conjured Entertainment

 WARNING: Intense Madness

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Conjured Entertainment
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Posted: 4th Dec 2009 06:10 Edited at: 4th Dec 2009 08:10
Here is a video of it in game... (I also used Bond's Boss for the Player Character)

The Chopper model was made in Milkshape 3D, and it was also UV mapped and animated in Milkshape as well.
I used Paint.NET to edit the Photo for the texture.
It was just an idea this morning, and I hope to do the texture and edit the sounds tomorrow to wrap it up.
The control script was canibalized from a race car script that I wrote recently.
Stashing the Boss's mesh inside the Bike while idle allows for intant rider when in use no matter where it is parked.

   Conjured Entertainment

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teamhalo
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Posted: 4th Dec 2009 12:03 Edited at: 4th Dec 2009 12:03
Conjured Entertainment you always come up with the coolest things! I'll be keeping my eye on this! Nice job.

Tectonic
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Posted: 4th Dec 2009 13:43
Well done, sounds exciting. Can't wait to see a video when you are finished.

mgarand
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Posted: 4th Dec 2009 13:50
now you only need ''born to be wild'' from steppenwolf

awesome!



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Metal Devil123
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Posted: 4th Dec 2009 17:58
Or Wild Child! LoL! This looks awesome! Keep ti up!


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Conjured Entertainment
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Posted: 5th Dec 2009 01:14
Quote: "now you only need ''born to be wild'' from steppenwolf"

You mean like this?

Quote: "Nice job."

Quote: "Well done"

Quote: "awesome!"

Quote: "This looks awesome!"

Thanks
I have my own texture now that looks like one of my textures (crap), but at least it is my image so I can do what I want with it...
Now, I have to get the sounds right.
My sounds keep getting a ticking noise in them when I adjust the speed, pitch, etc., so I am having trouble withthem.

   Conjured Entertainment

 WARNING: Intense Madness

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henry ham
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Posted: 5th Dec 2009 01:18
this looks really cool mate nice job

cheers henry

teamhalo
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Posted: 5th Dec 2009 02:41
Looks cool but whats with the low res texture?

rolfy
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Posted: 5th Dec 2009 06:20
Great stuff, love the way your vehicles are progressing.
Conjured Entertainment
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Posted: 5th Dec 2009 09:34 Edited at: 5th Dec 2009 09:44
Quote: "Looks cool but whats with the low res texture?"

Because I can spend days on making a texture only to have it look fair, so it seems like a waste of time for me. (my texturing skillz are bad, mmmkay)
I am just testing out the idea, and the low res texture is fine for the way I laid it out to be simple anyway.
It is fun riding it even with a bad texture, and the detail doesn't matter much since I scale it down to make the map seem bigger.
Note the scale in this clip... the stairs and the corner segments give it away, because Aiko is no where near her normal size...

Here, I scaled the bike and rider down to 25%, making the map appear 16 times bigger than normal. (4x wider and 4x deeper, 4x4=16 times bigger)
Although you can't really tell it since it is indoors and is actually a small portion of the map.

Quote: "Great stuff, love the way your vehicles are progressing."

Thanks

   Conjured Entertainment

 WARNING: Intense Madness

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The Proost
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Posted: 6th Dec 2009 16:26
are you gonna sell this in the game creator store ?
Conjured Entertainment
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Posted: 6th Dec 2009 19:52 Edited at: 6th Dec 2009 19:59
Quote: "are you gonna sell this in the game creator store ? "

The model, or the model with script?

I guess I should put the model up on the store, since I haven't put anything in there in ages.
However, I wanted to keep the script on ice until after I release my racing game.

How much do you think it should be priced at?

I only ask because you all know it will need a retexture, unless you are okay with my low res one.
Also, it would not contain the boss mesh for a rider, of course, since that mesh belongs to Bond1.
That means I will either have to make my own rider (more work) or leave the rider mesh off and let you guys attach them.
The model would still have the rider joints for adding the rider, but you would need to assign the groups of the mesh to the joints.
That would be better because then it would be suited for everyone no matter what rider they want on there.
Or, I could offer two versions with one having a rider and the other plain.
Then I could add the plain one right away, and put the other one up after I make a rider mesh.

What do you guys think?

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EGG HEAD OF DOOM
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Posted: 6th Dec 2009 20:12
i think this should be from 200 or something without the script and whenever you release it with the script it should be like 500 or 700

Conjured Entertainment
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Posted: 6th Dec 2009 20:20
Quote: "i think this should be from 200 or something without the script and whenever you release it with the script it should be like 500 or 700"

Woah, that is a lot higher than what I was thinking.
You must mean after I add my own rider.
I guess I will make my rider with a helmet, because that will save me a lot of trouble, and help alot with my texturing.

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Aaagreen
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Posted: 6th Dec 2009 20:32 Edited at: 6th Dec 2009 20:33
Not even EAI charges 500 for his best animated weapons. I think 200 for the fully animated model should suffice. (with the first texture)

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Conjured Entertainment
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Posted: 6th Dec 2009 20:59 Edited at: 6th Dec 2009 21:25
Quote: "Not even EAI charges 500 for his best animated weapons. I think 200 for the fully animated model should suffice. (with the first texture)"

Yeah, that is more like what I was thinking.
100 without script
200 with script

I cannot release the first texture, because that image is not mine.
It was downloaded from a website just for a place holder, so I do not have commercial re-distribution rights for it.
Hence, my own crappy replacement texture that I can release commercially.

Here is the image that I cannibalized for the first texture.
Indian was "America's first motorcycle", which was around about two years before the first Harley-Davidson was made. (1901 vs. 1903)

The Indian Mortorcycle was the choice of Burt Munro, who holds the land speed record for streamlined motorcycles under 1000cc's.
They made a movie about him a few years back called "The World's Fastest Indian", and if you have not seen it yet, then you should.



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DestroyerHive
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Posted: 6th Dec 2009 23:43
Quote: "100 without script
200 with script"


I would just go with the 200 with the script. People could esily "pirate" the script.

Really nice work though, I can easily imagine you will be the first (second?) to make a vehicle script (and hopefully a turret script)

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Conjured Entertainment
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Posted: 7th Dec 2009 04:53 Edited at: 8th Dec 2009 23:33
Quote: "I would just go with the 200 with the script. People could esily "pirate" the script."

Yes, you are right.
I may just include the script at no extra cost or split the difference at 150.
I don't feel right trying to sell a FPI script anyway. (hence the freebies like the cash system, body armor, earthquake, puppet, & multiple timer scripts for the stock engine)
I'll put this in the store soon instead of waiting for my games release, because that may be months from now.
Look for this to be in the Game Creators' Store(CGS) as soon as I can get a rider's mesh worked up for it sometime this week. (I'll post the rider progress here, of course)

Quote: "Really nice work though, I can easily imagine you will be the first (second?) to make a vehicle script (and hopefully a turret script)"

Thanks
I'm not the first for vehicles in the stock engine.
I think I am the first one to hide the rider mesh in one though, so it has more of a third person perspective than actually riding it in first person.
I need to go back to the turret script now that Lee has added more of the conditions and actions needed to pull off a workaround.
I might make a tank first though. (I've been wanting to animate the tracks on one for some time now)

EDIT
Here is a glance at the rider...
I'm just getting started on him, but I'll try to get some arms and a texture on him by the end of the week.
That would put him in the store some time next week.

2ND EDIT
I added to the image, because now he has all his body parts.
Right now he is pulling off the bikes texture, and it will do but I will add some blue jeans for him.
Now all I have to do is assign that new mesh to the joints and we are ready to roll...

Yet another edit
Well he is low poly low res and low cost, but he can ride!

Final edit Has anyone even noticed the edits since it did not bump it?

Here is a link the to video of the finished rider. (animations anyway)
I decided to have him put his foot down when idle. (the balance act wasn't cutting it)
Anyway, he is very close to being finished...

http://www.youtube.com/watch?v=1WgP3aSvK9E

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Conjured Entertainment
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Posted: 14th Dec 2009 23:07
I really did not want to double post but bumpity bump...

I tweaked the FPE file so the impact animations would not show the rider if you shoot the bike instead of riding it.
The HUD needed to be replaced too, since using ENTER to use the bike wasn't the best idea.
Now, you use '0' (zero) to use the bike, and that way you unequip your weapon to ride.
Press 1 through 9 to equip a weapon and you instantly jump off the bike.
This way, weapons do not ruin the 3rd person perspective while the player is our camera.
The HUD is cheezey like the texture, but you can always make your own custom one if you prefer.
I also added comments to each state in the FPI script, so those of you wanting to take a look might find it easier to figure out.

This has been submitted to TGC for review, so I will let you know if they accept it or what ever changes I might have to make to it.

To be continued...

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teamhalo
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Posted: 15th Dec 2009 00:13
This looks really cool, great work CE! Great work.
-tony

Conjured Entertainment
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Posted: 16th Dec 2009 23:48 Edited at: 17th Dec 2009 04:04
Thanks again,

I am just waiting to hear from Janet about getting it in the store.
There doesn't seem to be a way to set it up with the sounds and scripts according to the instructions for GCS uploads, so I need her assistance.
This entity uses a HUD, and 6 sounds, and its custom script, and putting them all in the entitybank is not the right way.
So, I thought I would start on another model while I wait to hear back from Janet about the Chopper's upload.

Here is a picture of my new sci-fi weapon wip...

Some of the parts retract into the handle, and the batterypack will have a moving charge indicator, so animating this should be fun.
The weapon is thumb trigger activated with a retractable blade on the end of the handle.
The sphere near the top will actually be 3 or more of slightly different size that will rotate in different directions with semi-transparency for a gas effect.
Hopefully, I will be able to get it to work like I have envisioned it operating, and it should look pretty cool doing its thing.

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The Proost
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Posted: 17th Dec 2009 12:30
great work!
Conjured Entertainment
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Posted: 5th Jan 2010 02:05 Edited at: 5th Jan 2010 02:11
Quote: "great work! "

Thanks
I'm still waiting to hear back from Janet. (it's been three weeks since I sent it to TGC for approval)




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xplosys
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Posted: 5th Jan 2010 02:19
Quote: "it's been three weeks since I sent it to TGC for approval"


Maybe she took it out for a spin.

Conjured Entertainment
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Posted: 5th Jan 2010 02:49 Edited at: 5th Jan 2010 03:17
Quote: "Maybe she took it out for a spin."

Yeah, she is probably in Mexico by now, hanging out with Jesse James and Kid Punk, I mean Kid Rock.

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Conjured Entertainment
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Posted: 15th Jan 2010 19:40
Yeah yeah, I double posted, but I wanted to bump this to let you guys know that the chopper is now in the Game Creators Store.

As I said before, it is priced at 200 points (2 bucks), and it does include the script for those of you who are interested.

Have Fun!

   Conjured Entertainment

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Leaning Objects To The Side
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Posted: 16th Jan 2010 07:48
Conjured , is this model surpose to be a mini bike? can any model be used to ride this bike..just wondering..

Cheers,
Tanya.
Flatlander
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Posted: 16th Jan 2010 09:15
Hi Tanya.

I believe this is a favorite bike ridden by the so-called motorcycle-gangs; like the hells angels. So it is a motorcycle.

Conjured, I basically have the same question. Only my question is: Does the character come with chopper? If not will the animations work with any of the stock characters?

I really admire your determination to use the stock engine to emulate many different mod features. I watched the video and that is pretty cool. It does emulate well the feeling of the player riding the bike in 3rd person perspective.

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OliveTreeGames
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Posted: 16th Jan 2010 10:13
Hi Flatlander.

In the video,the bike looked really small.. Flatlander,thanks for clearing things up for me.

Conjured, will you be selling the cars in the TGC store? I sure hope so. btw...You have done a Fantastic Job! keep up the Awesome work. I hope you guys have a great day.

Cheers,
Tanya.
Flatlander
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Posted: 16th Jan 2010 10:24
Quote: "In the video,the bike looked really small"


It does look kind of small but a "chopper" is a low-riding bike. It's kind of like one of those low-rider exercise bikes.

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OliveTreeGames
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Posted: 16th Jan 2010 10:36
Quote: "It does look kind of small but a "chopper" is a low-riding bike. It's kind of like one of those low-rider exercise bikes."


Yeah, now that you put it that way..lol.. i really like that you can get on and ride.. it's well worth the money plus more.

Cheers,
Tanya.
Conjured Entertainment
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Posted: 17th Jan 2010 01:08 Edited at: 17th Jan 2010 02:40
Quote: "Conjured , is this model surpose to be a mini bike? can any model be used to ride this bike..just wondering.."

No it is not a minibike.
Minibikes do not have V-Twin engines. (that engine was taken from a picture of my Suzuki C90-T. (see attached image - 90 cubic inches is like 1500cc)

Custom choppers are often built from scratch, so it is not uncommon to find the dimensions suited for a particular rider.
That way their custom bike fits them like a glove, making the ride more pleasurable.

Feel free to study the bone structure and animations to discover how to swap out the mesh.
Replacing this rider with your own would take a little work but is definitely doable.

Quote: "It does look kind of small but a "chopper" is a low-riding bike. It's kind of like one of those low-rider exercise bikes."

I fit the chopper to the Boss character, then made my character to match the bike.
So, the Boss is the guy to blame if it seems small! (I may have shortened his legs when bending them, so I take some of the blame too)

Quote: "I believe this is a favorite bike ridden by the so-called motorcycle-gangs; like the hells angels. So it is a motorcycle.

Conjured, I basically have the same question. Only my question is: Does the character come with chopper?"

Right, but some Hell's Angels (some of the old guys) don't like forward controls, and the tanks are modified to hold more fuel for longer ranges.

The character mesh is included with the chopper, but it is very basic.
I was basically testing an old idea of hiding a mesh in the bike, but I was anxious to get results so he was made out of primitives. (all geos)
He doesn't get off the bike or anything though, because he is just there to represent the player in 3rd perspective.
Once you get off the bike you are back in First Person perspective, so the rider is out of sight.

Quote: "Conjured, will you be selling the cars in the TGC store? I sure hope so."

Yes, but not those (that race car is from DarkMatter), so just tell me what kind you want.
A convertible would be nice to show off driver and passenger meshes.
I want to make about 5 vehicles soon, and then move on to another category like weapons. (sci-fi)
I need to do more modelling, and the animation work is what I really enjoy. (I'm not that good at it but it's fun)
The cars may take awhile though (the first one anyway) because I want to experiment with an idea of enabling damage states.
So, in other words you could knock off a fender and keep on going. (The fender wouldn't fall off, but just appear to then hide in the trunk)
I would need a separate set of control animations for each damaged state but I think it may be doable.

Oh yeah, thanks for your interest and for all the positive comments.

   Conjured Entertainment

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Conjured Entertainment
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Posted: 17th Jan 2010 01:41 Edited at: 18th Jan 2010 19:47
Here is another ingame shot to show the scale.

I guess it is a bit short, so it looks like a Johnny Pag sized chopper, but I guess you can edit the scale in the FPE file.

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Flatlander
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Posted: 18th Jan 2010 20:26
OK, one more question. You had mentioned that the mesh for the character comes with it. I have Bond1's Boss character. Can I use it with this mesh without any adjustments? I'm totally out of my league when it comes to graphics and animation. ;(

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Conjured Entertainment
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Posted: 18th Jan 2010 20:47 Edited at: 18th Jan 2010 21:14
Quote: "I have Bond1's Boss character. Can I use it with this mesh without any adjustments?"


NO
Because you would have to adjust the arms and legs into the proper position.
It doesn't take a whole lot of adjustments though, and would make for a good test dummy for practicing.

You would need to study my riders mesh to see how the body is assigned to the bones.
I chop the torso and legs into smaller sections so they will fit in while hidding them. (I chop the head off too)
If you are importing the static mesh then reassign the groups into sections like my rider, then assign the groups to the joints accordingly.
Once you are done, delete my riders groups and you will be good to go.
You do not have to mess with the animations in order to swap out the rider. (as long as the mesh is not much larger or it won't fit in - scale it prior)
You just have to assign the right vertices to the right joints.
No harder than using the stock animations with your own mesh, really.
The assignments are pretty straight forward, as you can see from the names of the joints... (see attached image)

Don't forget... I used the Boss for testing the hiding functionality before I created my own rider mesh.
I wanted to see if it would work right before taking the trouble to create my own rider.
You shouldn't have much problem fitting him in.

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Flatlander
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Posted: 19th Jan 2010 04:15
If I get the chopper, then I guess I'll have to give it a shot as it won't really be any good without a rider.

I saved the image and saved the above into notepad. Let's see how much I will do myself before I come back screaming for help.

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OliveTreeGames
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Posted: 19th Jan 2010 06:16
I may have misunderstood you.
When you asked..."Can I use it with this mesh without any adjustments?"
I thought you meant the Boss, since that is what you said you had.
If you meant can you use it with the included mesh (my rider) without any adjustments, then the answer is YES.

The chopper comes ready to ride.
Just drop it in the editor and fire up the test level then walk up to it.
Everything is set up ready to go.

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Flatlander
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Posted: 20th Jan 2010 01:00
I'm sorry CE, I'm the one who misunderstood originally. So you do have a character (your character) that comes with the chopper. When you said mesh I was only thinking of the wire frame thingy and not the texture that goes around it. I thought we had to make our own texture and I wasn't looking forward to doing that.

Digital Skills has a new book out. Hands on MilkShape. They are even making efiles (PDF) of each chapter. Since I own MS I might as well get this and maybe I can actually learn how to use it. This will be the last time I bump this thread up. Not that I'm doing it intentionally.

OK everybody the chopper is totally ready to go.

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OliveTreeGames
MK83
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Posted: 21st Jan 2010 00:38
@Conjured, Will the chopper not work with FPSC version 1.16? See attached, no texture and the controls will not work.

Thanks, mk83

mk83 Productions

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Conjured Entertainment
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Posted: 21st Jan 2010 23:58 Edited at: 22nd Jan 2010 02:42
Quote: "@Conjured, Will the chopper not work with FPSC version 1.16? See attached, no texture and the controls will not work.

Thanks, mk83"

I am running v115, and I have not tested this with any other versions.
That is why I made the following statement in the store...

"This script is set up to work with the stock engine (v115), not a mod."

I cannot guarantee that the script will work with any other versions, but I will email Lee and ask him if he knows why it would do this.
Maybe I can tweak it to work for that or make it up to you somehow.

As far as the texture goes, it looks as if it cannot find it.

Is anyone else who has v116 having the same problem?

Edit
Try the download again in case it got corrupted. (this is my only guess because I tested with and without shaders in v115 with no white texture problem)

You could try manually assigning the texture path too.

Also, try building it and see what happens because sometimes things that don't work in a test will work in a built game.

I emailed Lee and asked for help, so hopefully we can figure this out and get it working for v116.

2nd Edit
I heard back from Lee and he figured out the problem.
v116 is doing this if the texture assignment in the FPE is left blank.
I left it blank because that forces FPSC to use the model's texturte info, which make the assignment full proof (well it did up to v116).
He said he will address the fix for this in the v117 beta, but until then you can fix it yourself for v116 by making the assignment in the FPE.

Here's how...

1) Go to entitybank>purchased>Conjured>Vehicles and open chopper.fpe
2) look for ...

textured =

...and change it to ...

textured = chopper_D2.dds

... That is all you have to do to get the texture working for v116.

As for the script working in v116, here is Lee's reply....

       "For me there is no difference in behaviour between 115 and 116 (and the internal 117)."

So I am not sure how we can get that working on your end, unless your file got corrupted or something and a reinstall will work.
Can you open the script with a text editor or does it fail to open?
If you can open it in a text editor like Wordpad, then it should be working.

Quote: "See attached, no texture and the controls will not work."

I'm not trying to be a smartalec or anything (just trying to sort this out), but you do realize that you have to walk up to the chopper to activate, right?
I only say that because your screen shot shows it being far off in the distance.
Walk up close to the side of it and you should see a HUD pop up telling you the controls and to press zero ('0').
Is it not repsonding at all or is it flaking out somehow?
Any more details you can give me or a short video would help.
The controls for the chopper are T,F,G, & H, so don't try to navigate it using W,A,S,& D, like you would for the player.

   Conjured Entertainment

 WARNING: Intense Madness

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