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FPSC Classic Feature Creep / Model Maker? What do you think about this?

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Lan
16
Years of Service
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Joined: 8th Sep 2009
Location: Earth
Posted: 5th Oct 2009 21:45
I think that the next update should include a way to make models (perhaps with a selection of sever base models that you can edit from there), paint the individual pieces, rig them (maybe with an auto-rigger for humanoid/animal models) and a way to export them directly into FPSC or X10. This would take away a lot of extra time involved in making models with other programs. This way everything would be right there.

Please respond with what you think about this.

Thanks!

[Insert Signature Here]
New to this
16
Years of Service
User Offline
Joined: 14th Aug 2009
Location:
Posted: 6th Oct 2009 02:50
Maybe were in luck something about a character and gun maker in the newsletter servey.

sorry for spelling

help me
Lan
16
Years of Service
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Joined: 8th Sep 2009
Location: Earth
Posted: 6th Oct 2009 22:26
good. We'll see what happens.

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PW Productions
17
Years of Service
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 14th Dec 2009 23:17
Why don't you just get other free modeling programs, then use those to export directly into FPSC? It's very easy once you get the hand of it

But, about rigging, that's very difficult and would be hard to do. Only then would FPS Creator be a real huge commercial engine, like the CryEngine, Unreal Engine, etc. Or at least be at a level like Leadwerks, which is very good as well.

PwP

CoffeeGrunt
18
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 18th Dec 2009 17:37
Not really, Unreal requires you to import your rigged enemies as well anyway...

Violence isn't the answer, it's the question...
PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 23rd Dec 2009 03:06
Quote: "Unreal requires you to import your rigged enemies as well anyway..."


I know. I started using the Level Editor when UT3 Black came out on Steam, then I found UDK

CoffeeGrunt
18
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 27th Dec 2009 21:07
It's pretty sweet, I just managed to import FPSC characters and their animations...

PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 28th Dec 2009 07:43
How did you manage to do that? Sorry for the off-topic post... I'm not too good with UDK, still have a lot to learn

-PwP

CoffeeGrunt
18
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 28th Dec 2009 14:21
It's pretty complicated. Basically, for static meshes, (entities with no animation), I use Fragmotion to get them into OBJ fomat, import them into Blender, then use the ASE plugin to get them into UDK...

Animated entities are a bit harder, I got the meshes and animations in, but the UV data gets corrupted really bad...

The Godfather
16
Years of Service
User Offline
Joined: 14th Jan 2010
Location:
Posted: 15th Jan 2010 16:21
I just did a post on this, I think mabye a template for anything you want to make like a person or gun, for animations etc. I support this Idea to the end of time!

The GodFather

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