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FPSC Classic Models and Media / need help on weapon positioning etc

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matttess
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Posted: 27th Apr 2006 18:16
hi i really need help on weapon positioning,and i needed to kno the files needed for a weapon...thx

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SpyDaniel
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Posted: 27th Apr 2006 18:42
You need the following files.

The Game Creators\FPS Creator\Files\gamecore\guns\your folder\weapon name

Wav files: cases, cock, dryfire, fire, reload, retrieve and putaway.

But only these wav files are important:

fire.wav
reload.wav
dryfire.wav
cock.wav

FPI file, which is a text file with the file extention of fpi.

They look like this:



;COMMANDO weapon spec

;GUN Model File Requirements

;GUN Settings

muzzleflash = 1
muzzlesize = 50
brass = 2
smoke = 1
second = 0
damage = 10
damagetype = 1
scorchtype = 1
reloadqty = 24
iterate = 0
accuracy = 0
zoommode = 1

;GUN Visuals
textured =
effect =
transparency = 2
zoomscope = scope1.tga
weapontype = 3

;GUN Sounds

sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = zoom.wav
sound5 =
fireloop = 4000

;HUD muzzleflash position

horiz = 0
vert = 0
forward = -2
alignx = 4
aligny = -2
alignz = 25

;HUD animation frames list

keyframe ratio = 1

select = 0,9
Idle = 10,38
Move = 39,53
Start fire = 54,56
automatic fire = 57,64
end fire = 65,70
reload = 71,107
cock = 108,123
putaway = 124,133

;HUD sound frames list

soundframes = 4
sframe0 = 57,1
sframe1 = 71,2
;sframe2 = 95,2
;sframe3 = 110,5
;sframe4 = 95,5


You also need three directx files named:

HUD.x
VWEAP.x
HUD_noscope.x

The HUD file is the gun you see when your plaing.

The VWEAP file is the gun the enemy holds

The HUD_noscope file is a blank directx file for when you use the scope on your gun.


For lining up your gun, you edit this part in the gunspec file.

horiz = 0
vert = 0
forward = -2
alignx = 4
aligny = -2
alignz = 25


If you have experience in maths or 3d modelling, then its quite easy to line up. All guns should be lined up at x0y0z0 by default. If not your going to have problems lining it up, so you should open the 3d file up in your 3d software program and edit the pivot of the weapon to be at x0y0z0, but also make sure the gun is at that position also.

I think this answers your question.

Papa Lazarou: Your my wife now!

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matttess
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Posted: 27th Apr 2006 19:00 Edited at: 27th Apr 2006 19:41
ohh thx man im glad som1 answered lol ill get onto it straight away ill letcha kno if all works well---thx again--matt



EDIT!!
higgins? wat i dont get is how do they link to each other? like how does the fpe link to the gunspecs file? cos i want the gun laying on floor but then i need diff one for hud?

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matttess
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Posted: 28th Apr 2006 12:03
ok....im sure ive aligned it correctly now but it still doesnt sho? i think its the fpe file not linking to the hud file the way i aligned it was....first i opened fragmotion and imported tavor gun...exported it into milkshape then with my gun i aligned it identical to it.......and it even imported the anmations into milkshape to! mwahahahahah that gives me an idea!

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SpyDaniel
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Posted: 28th Apr 2006 13:24
if you cant see it, put the forward number to about 200, so that you can see it in front of you. If nothing shows, you messed up a file.

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matttess
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Posted: 28th Apr 2006 13:45
thx i will try that.....if not i kno wat my prob is...thx 4 info

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matttess
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Posted: 28th Apr 2006 14:28 Edited at: 28th Apr 2006 14:31
well it doesnt work.,.....meaning my hud file is totally messed up..........so lets c my hud file is the first person view with gun......vweap is the gun in the enemies hand(ive put the gun on floor, i have no intentions of equipping enemies with em ....yet) and the gunspec is...well a gunspec (am i supposed to put in fpe entitiespaintballgun or entitiespaintballgunhud.x ----thx oh and u said about the fpi file (i think u mean fpe ) but my gunspec file is the same as wat u mentioned? is this right?

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Havok
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Posted: 28th Apr 2006 14:32
Is it animated? If not, that is why it doesn't show.


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matttess
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Posted: 28th Apr 2006 15:53
cos i animated it in milkshape and im not sure if its compatable

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code master
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Posted: 28th Apr 2006 15:58
Actually, It don't need to be animated to show, just requires some tweaking in the gunspec. Notice I said gunspec, not FPI. The stuff higgins posted goes in the gunspec. the FPE controlls the setting when the weapon is lying on the ground. I've never seen an FPI, so if someone has, please show me.

"I don't bite her, i just slobber on her" "I remember things as well as a retarded goldfish, who just swam through the chicago river"

matttess
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Posted: 28th Apr 2006 17:30
ive still had no luck.....cant understand it..i mean my fpe file goes like this



;Entity Spec

;Header

desc = paintballgun

;AI
aiinit = appear2.fpi
aimain = weapon.fpi
aidestroy = disappear2.fpi

;Spawn
spawnmax = 1
spawndelay = 3000
spawnqty = 1

;Itemproperties
defaultstatic = 0
materialindex = 3
collisionmode = 0
debrisshape = 0
explodable = 0

;Orientation
model = entitybank\paintballgun\paintballgun.X
scale = 1000.00000
rotz = 90
texturepath = entitybank\paintballgun\
textured = paintballguntexture.jpg
reducetexture = -1
transparency = 1
isimmobile = 1

;Identity Details
isweapon = entitybank\paintballgun\
quantity = 1
speed = 100

;Decals
decalmax = 1
decal0 = glowzone

;Animation

totalframes = 60
appear = 0
disappear = 0
activate = 0
deactivate = 0






and the gunspec file goes like this..



;weapon spec

;GUN Model File Requirements

;GUN Settings

muzzleflash = 5
muzzlesize = 50
brass = 0
smoke = 1
second = 0
damage = 5
damagetype = 1
scorchtype = 1
reloadqty = 30
iterate = 1
accuracy = 10

;GUN Visuals

textured = paintballguntexture.jpg
effect = effectbank\BumpCubeReflectAlpha\BumpCubeReflectAlpha.fx
transparency = 2
weapontype = 3

;GUN Decal Override
decal = entitybank\paintballgun\greenpaintsplat.png

;GUN Sounds
sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = cock.wav
sound5 =
fireloop = 7000

;HUD muzzleflash position

horiz = 0
vert = 0
forward = 200
alignx = 5
aligny = -4
alignz = 25

;HUD animation frames list

keyframe ratio = 1
select = 0,9
Idle = 10,38
Move = 39,53
Start fire = 54,56
automatic fire = 57,64
end fire = 65,70
reload = 71,107
cock = 108,123
putaway = 124,133

;HUD sound frames list

soundframes = 3
sframe0 = 57,1
sframe1 = 71,2
sframe2 = 102,4




any help????

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SpyDaniel
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Posted: 28th Apr 2006 17:36
I keep getting FPE and FPI mixed up. I ment FPI, for the gunspec file. Matttess, try setting all your animation keys to 0, just to test if its the animation messing up the gun.

Papa Lazarou: Your my wife now!

Model Pack: Tools: http://www.league-of-lunatics.co.uk/3d/tools.htm
matttess
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Posted: 28th Apr 2006 17:42
ohh ok ill try ill letcha kno wat happens...and i appreciate all help thats gone into this --matt

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matttess
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Posted: 28th Apr 2006 17:49
well ive tried everything i think,putting all anims to zero in fpe file
and wateva.....i cant think of anything else?...oh well ,i suppose this isnt for me lol if it was id be making loads of free guns *BIG SIGH*

FOR FREE STATIC MODELS FPSC READY AND IN .MS3D FORMAT GO TO WWW.FREE3DMODELS.FREEWEBSITEHOSTING.COM !!!!!!
SpyDaniel
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Posted: 28th Apr 2006 17:56
would you like me to see if I can get it working? Use my email button if you want.

Papa Lazarou: Your my wife now!

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matttess
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Posted: 28th Apr 2006 18:00
yea i sent u an email u should get it sorted good luck man..i think your gonna need it lol ,and if you do fix it plz say wat messed it up..thx---matt

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matttess
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Posted: 28th Apr 2006 20:37
higgins are you there? did u manage to find out wat the problem was?

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code master
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Posted: 28th Apr 2006 21:10
Setting it to zero would make it dissapear, 'cuz for most weapons,zero is the first frame of the select anim, which starts out of view.

@mattres:

Are the anim frames in the Gunspec file the animations of your gun? That's about the only thing, besides positioning that could make it go wrong. Try setting the 'forward' value to 10. That's about what I use.

"I don't bite her, i just slobber on her" "I remember things as well as a retarded goldfish, who just swam through the chicago river"

matttess
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Posted: 28th Apr 2006 21:22 Edited at: 28th Apr 2006 21:25
ok thx i will quickly try that ill fill ya in on the news k,,,and btw i have not animated it...well i did but ill just rig a diff guns animation on it when i can b bothered lol

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matttess
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Posted: 28th Apr 2006 21:29
nope it doesnt work.....i dont think it will ever show to be honest.but its aligned perfectly with the tavor gun,i dont understand? y the hell isnt it showing up....oh and another thing when i right click arrow to choose a weapon from there(slightly diff way) mine doesnt appear and ive noticed fpsc files have dds files aswell

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SpyDaniel
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Posted: 28th Apr 2006 21:29
I took a look at it, couldnt see the gun. Ill import it and edit the game, then export and see if it works after ive edited it.

Papa Lazarou: Your my wife now!

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Duke Blue Devils
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Posted: 28th Apr 2006 21:38
Please get this working guys...I know you can do it

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matttess
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Posted: 28th Apr 2006 22:06 Edited at: 28th Apr 2006 22:31
ok thx ,how the hell do u edit in fpsc thn? at least thats wat i think ur on about lol,and i did align it almost perfectly to the tavor gun? or am i meant to align it with another gun..i dunno ill leave it to the proffesionals till u figure it out

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