@gozzy1999
To use the FPSC limb finder:
1. Place your model in the "models" folder
2. Place the model's texture in the same folder and give it the same name as the model. So, if your model is Wehrmacht.x, and the texture was at first called Wehrmacht_1_D2.dds then the texture should be renamed to Wehrmacht.dds.
3. Open the limb finder and your model should appear in the list.
4. Export the limbs AND the limb names. You will need the limb names if you are using the latest version of FPSC.
5. Open up the characters .fpe file and look for something like this:
;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
below it, paste the limb data (not the names). If you are using Wehrmacht (Unarmed).fpe, then it should now look like this:
;header
desc = wehrmacht (unarmed)
;ai
aiinit = appear1.fpi
aimain = people\coward10.fpi
aidestroy = destroy\fadecorpse.fpi
aishoot =
soundset = male
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = wehrmacht.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 80
fixnewy = 180
;cone of sight
coneheight = 53
coneangle = 50
;visualinfo
textured = wehrmacht_1_d2.tga
effect = effectbank\bumpbone\bumpbone.fx
castshadow = 0
;decals
decalmax = 2
decal0 = red
decal1 = blood
;identity details
strength = 100
ischaracter = 1
hasweapon =
isobjective = 0
cantakeweapon = 1
;wehrmacht limb data
;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax =99
limb1=2
limb2=2
limb3=2
limb4=6
limb5=6
limb6=6
limb7=6
limb8=2
limb9=2
limb10=2
limb11=2
limb12=5
limb13=5
limb14=5
limb15=5
limb16=2
limb17=2
limb18=2
limb19=2
limb20=2
limb21=2
limb22=2
limb23=2
limb24=2
limb25=2
limb26=4
limb27=2
limb28=2
limb29=2
limb30=2
limb31=2
limb32=2
limb33=2
limb34=2
limb35=2
limb36=3
limb37=2
limb38=2
limb39=2
limb40=2
limb41=2
limb42=2
limb43=2
limb44=2
limb45=2
limb46=1
limb47=2
limb48=2
limb49=2
limb50=2
limb51=2
limb52=2
limb53=2
limb54=2
limb55=2
limb56=2
limb57=0
;animationinfo
animmax = 100
anim0 = 190,209
anim1 = 210,234
anim2 = 235,259
anim3 = 260,279
anim4 = 280,299
anim5 = 300,318
anim6 = 319,355
anim7 = 160,189
anim8 = 330,355
anim11 = 0,19
anim12 = 20,39
anim13 = 493,522
anim14 = 40,59
anim15 = 60,79
anim16 = 523,552
anim17 = 120,139
anim18 = 140,159
anim20 = 80,99
anim21 = 100,119
anim31 = 356,380
anim32 = 381,405
anim33 = 381,405
anim34 = 381,405
anim35 = 381,405
anim36 = 406,442
anim40 = 443,462
anim41 = 463,492
anim50 = 553,572
anim51 = 573,597
anim52 = 598,622
anim53 = 623,642
anim54 = 643,662
anim55 = 663,681
anim56 = 682,731
anim57 = 160,189
anim61 = 0,19
anim62 = 20,39
anim63 = 882,911
anim64 = 40,59
anim65 = 60,79
anim66 = 912,941
anim67 = 120,139
anim68 = 140,159
anim70 = 80,99
anim71 = 100,119
anim81 = 732,756
anim82 = 757,781
anim83 = 757,781
anim84 = 757,781
anim85 = 757,781
anim86 = 782,831
anim90 = 832,851
anim91 = 852,881
Now open up the limb names.
If you are using the Wehrmacht, then it should look like this:
;wehrmacht limb names data
limb1=Bip01
limb2=Bip01_Pelvis
limb3=Bip01_Spine
limb4=Bip01_R_Thigh
limb5=Bip01_R_Calf
limb6=Bip01_R_Foot
limb7=Bip01_R_Toe0
limb8=$NoName$
limb9=$NoName$
limb10=$NoName$
limb11=$NoName$
limb12=Bip01_L_Thigh
limb13=Bip01_L_Calf
limb14=Bip01_L_Foot
limb15=Bip01_L_Toe0
limb16=$NoName$
limb17=$NoName$
limb18=$NoName$
limb19=$NoName$
limb20=Bip01_Spine1
limb21=Bip01_Spine2
limb22=Bip01_Spine3
limb23=Bip01_Neck
limb24=Bip01_R_Clavicle
limb25=Bip01_R_UpperArm
limb26=Bip01_R_Forearm
limb27=Bip01_R_Hand
limb28=Bip01_R_Finger0
limb29=$NoName$
limb30=$NoName$
limb31=$NoName$
limb32=$NoName$
limb33=$NoName$
limb34=Bip01_L_Clavicle
limb35=Bip01_L_UpperArm
limb36=Bip01_L_Forearm
limb37=Bip01_L_Hand
limb38=FIRESPOT
limb39=$NoName$
limb40=Bip01_L_Finger0
limb41=$NoName$
limb42=$NoName$
limb43=$NoName$
limb44=$NoName$
limb45=$NoName$
limb46=Bip01_Head
limb47=$NoName$
limb48=$NoName$
limb49=$NoName$
limb50=$NoName$
limb51=$NoName$
limb52=$NoName$
limb53=$NoName$
limb54=$NoName$
limb55=body
limb56=$NoName$
These refer to the limb numbers that you will now use for that entity when using the scalelimb, hidelimb and showlimb commands. For example, to hide the wehrmacht's head, you would do this:
:state=0:state=1,hidelimb=46
-TZK