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FPSC Classic Models and Media / FPSC weapons in UDK

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Pixel Gamer
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Posted: 20th Dec 2010 21:19 Edited at: 21st Dec 2010 18:52
Hello i am making a game in udk. and i bought a fpsc gun and can i make it udk ready. Now do i have permastion to do so.
Gibba gobba
16
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Joined: 21st Dec 2008
Location: regret
Posted: 21st Dec 2010 03:08 Edited at: 21st Dec 2010 03:08
yes. the liscence for fpsc and its content is royalty free as stated, allowing you to do so.

Pingas. Period.
The Unofficial Migration Suggestion Board
http://forum.thegamecreators.com/?m=forum_view&t=166736&b=26
CoffeeGrunt
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Location: England
Posted: 21st Dec 2010 14:27
The thing you don't have, is the capability - trust me.

Red Eye
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Posted: 21st Dec 2010 15:19
Quote: "The thing you don't have, is the capability - trust me."


And that based on what facts?

Yeah getting it in UDK can take long, but you should first know the basics of UDK before doing that sort of tasks.

But if you know the basics of it, I'm sure you will get it in. You can have loads of support at the UDK forums... they also show you how to import models to udk. Eventually it shouldnt be a big problem.

Merry X-Mas,

RedEye

Bootlicker
16
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Joined: 29th Mar 2009
Location: Germany
Posted: 21st Dec 2010 15:20
Quote: "The thing you don't have, is the capability - trust me."


charming,

off topic: whats the quadra engine?


Zay
15
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Location: sLOVEina
Posted: 21st Dec 2010 17:12
Quote: "off topic: whats the quadra engine? "

I'm also interested...

Contact me in Skype,name- nejcplan
Pixel Gamer
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Posted: 21st Dec 2010 17:19
Well i have the gun ready i just need to animate it is Jonh Felcthers ak-47
CoffeeGrunt
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Posted: 21st Dec 2010 20:23 Edited at: 21st Dec 2010 20:24
Quote: "And that based on what facts?

Yeah getting it in UDK can take long, but you should first know the basics of UDK before doing that sort of tasks."


The fact I've spent a year working on it, talking to errant, asking on the UDK forums, searching UDN for answers, testing ways to reverse engineer X files and get them into the necessary PSK format undamaged, etc.

Several months of hair tearing as I can get almost anything else to work bar this. That and alot of "UDK people" have told me I'd be better off just making it myself or hiring someone.

It may be EAIs weapons, no offense to John, but his MP5 doesn't even touch Errant's MP9 and 10 in quality.

The only way it'll work is if you ask John for the basic Max FBX files, and get yourself a student copy of Max. Then of course there's the issue that getting a gun scripted in UDK is a fair bit harder than FPSC, but that'll be easy, trust me. You'll manage that, but it's nigh impossible to get the X files in a usable format without stripping out and rebuilding the model, (for Errant's at least).

So to clarify Red Eye, after a year of failed experimentation, it is a big problem.

CoffeeGrunt
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Posted: 21st Dec 2010 20:29
I should probably clarify, I didn't mean Pixel Gamer personally with my first comment, should've put "we" not "you" in hindsight.

Cyborg ART
18
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 21st Dec 2010 21:25
Quote: "and get yourself a student copy of Max."


Which doesn't allow commercial usage, if I remember it right
So as long as it is just for learning to import etc I bet its okay.

CoffeeGrunt
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Location: England
Posted: 21st Dec 2010 21:27
It should be. You can't really go commercial without a team in UDK, so you could grab yourself a modellor if you were planning such a thing.

Red Eye
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Posted: 22nd Dec 2010 01:11
@Bootlikker and Zay: Nice to see people interested , it's a engine in progress. Add me on msn for more details. //End off topic

Nomad Soul
Moderator
18
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 22nd Dec 2010 02:12
Shame UDK is so hard to use.

All these next gen games engines look amazing but if you can't get models and characters and weapons in without getting a UDK degree, who cares!

I thought the game industry had got over the whole 'you need to be really smart to make games' attitude. Perhaps not.

Mr Bigglesworth
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Posted: 22nd Dec 2010 04:10
UDK isn't that hard, the only hard part is using .x models in it. That is why I also gave up on importing EAI's weapons into UDK and just had my friend make makeshift weapons until I hire a moddler, maybe Errant
old_School
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Posted: 22nd Dec 2010 08:08
Ever game engine has pro's and con's. The best game engine to use is the one you make your self. Still working on one use GDK .net but its alot of work to go from nothing to something. As a shortcut for now. I think I might try to allow my engine to allow the importing of FPSC maps. Just a idea if you guys plan on making your own engines in the future.
Red Eye
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Posted: 22nd Dec 2010 13:38
@old_school: I would like to know more about your engine, could you add me on msn, so we can chat a little?

Nomad Soul
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Posted: 22nd Dec 2010 17:21
I wouldn't recommend writing your own game engine unless your a very experienced programmer.

If I was going to write an FPS with my own code I'd probably use the DBPro project Evolved released which already has most of the features you would want.

Writing everything from scratch would be a nightmare.

Red Eye
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Posted: 22nd Dec 2010 19:11 Edited at: 22nd Dec 2010 19:11
Quote: "Writing everything from scratch would be a nightmare."


But hell alot of fun!

Quote: "If I was going to write an FPS with my own code I'd probably use the DBPro project Evolved released which already has most of the features you would want."


Would that make your fps system?

I can really only encourage people to write their own engine, they get soo alot more to learn then just using fpsc.

And seriously from every single: getting screen text to getting physics in to making your own scripting language, you will be excited by every step. Ofcourse sometimes you get stuck, but there are thousends of people that can help you out, and want to help you out.

Ofcourse i dont recommend making your own engine with any experience, you should have a good basis of c++ or dbpro and your graphical environemnt, start making small game and then build that to an engine, and base your future engine of that...

And so on ....

CoffeeGrunt
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Posted: 22nd Dec 2010 23:28
@Nomad Soul

Importing weapons and meshes is effortless, dealing with the X format is the problem.

Brunopark09
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Location: Santiago de Chile
Posted: 31st Jan 2011 04:58
@CoffeeGrunt

Actually importing a weapon into udk is simple, i did this, open the gun in FragMotion and export both mesh and animations into Half Life 2 SMD, then use a plugin to import them into 3D Max and use ActorX to export them into respective .PSK and .PSA

I did this with the G22 and worked, the only problem is that actually i nedd the UDK script

SCI FI MEDIA IS NEVER ENOUGH!

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