Quote: "I myself have been in this forum for 1 year (almost) and dont know how to model a simple glass of water (im dying of thirst XDXD, not really)
Sorry im really funny!LOL"
lol wut>?
Youm dont have to join and start from square one. He might have had a years work outside of ther forums, or looked at a 40min tutorial on rigging.
Anyway for weapon importing;
Jacked from opposing force
Quote: "I have received a number of requests for a weapon importing tutorial and no one has written one yet. so I decided to write one now. I will be discussing every aspect of importing a weapon and will try to make it easy to understand. So first things first, lets get familiar with the things that a weapon needs...
1)a gunspec file
this is just a text document that explains how the gun operates. I will go into more detail later on in this tutorial. When I import my own weapons into FPSC I just copy a "gunspec.txt" over into the new gun folder and change the attributes to how I want my gun to work.
2.the gun models (obviously)
This is the visual representation of your gun, heck you don't need one but most FPSC games have them. There's two of these. The "HUD.X" file and the "VWEAP.X" file. The HUD is the players gun model and the VWEAP is the enemies gun model, usually low-poly. The model must be in ".X" file format. If your modelling package can't export ".X" get a decent convertor. I use Caligari Gamespace because that can export X format. Your model needs to be rotated the right way on your modelling program. If you test it in FPSC and it's facing the wrong direction go back to your modeller and rotate it again untill it looks right. To get the "VWEAP.X" looking right on the enemy you will have to tweak it, try opening up one of the FPSC guns and use that as a reference or just go through trial and error like me. Guns in FPSC don't have to be animated but they look a lot better if they are. I don't like building a skeleton inside my gun models so I just keyframe the model and move it around to give it some basic animation. You may also want to include two bones inside your model. The FIRESPOT bone which positions the guns muzzleflash (place your bone on the muzzle of the gun) and the BRASS bone which should be positioned near your guns exractor (the bit that the shell casings fly out of when you shoot your gun. Of course you don't need all this a simple gun model will do just fine.
3)a texture
A texture makes the gun look a lot better. You will need to UVWRAP your texture in your modelling package before you export. I use JPEGs most of the time but most people use .DDS. I recommend you use .DDS and save the texture as "gun_D2.dds" If you look in the FPSC stock gun folders there are a lot more textures (gun_d, gun_n, gun_s etc) don't worry about these. The basic texture is just the "gun_d2" because the VWEAP uses it by default and the entity pickup can use it.
4)sounds
These are the shooting, reload and dryfire noises that the gun makes in FPSC. They have to be in WAV format (PCM 22.050 khz, 16 bit mono) the sounds play depending on the "sound frames list" in your gunspec file. So for example, if you have fire animation with frames "32,45" then you will match those up with your gun sounds. I personally, don't bother with changing the sound frames I just use the Gunspec as a template for all my gun models.
5) the crosshair and hud_icon
The hud_icon is the image of your gun in the top right hand corner of the screen. Again, you don't need one for the gun to work but most people use them. Use .DDS as the format and you can make them in paint shop pro, the gimp or Photoshop. The gun image must be on a black background and it needs to have an Alpha channel (the gun image in white so FPSC knows which bits to edit out) The crosshair is the same.
6) entity pickup and ammo pickups
This is like the VWEAP. It should be lower poly then the HUD file. The texture path must point to the gun texture in your gun folder. Use the free entity creator that you can download of the FPSC website. Its free and you can make gun pickups. Ammo pickups are the similiar to the weapon pickup. They just give the player more ammunition for a gun. You must also make the path clear in the FPE file. You can do this in the free entity creator.
So thats about it for what a good weapon needs. I will finish the rest of the tutorial off later, going into a bigger depth with the gunspec file. Keep watching this thread
Opposing Force."
If your looking for a paid alternative i can suggest
W.C.S by bullshock which is a marvellous little program. For some reason i feel obligated to tell people, ehhh thats just me.