Ok. Here is a step by step tutorial of how to do import weapons. (Provided by the FPSC X10 Manual)
13.4 Making Your Own Weapons
You can create your own weapons and use them in FPS Creator X10 providing
you have media in the X file format, the textures in the DDS file format and the
sounds in the PCM WAV file format ready prepared. You will need the following
resources:
1. Model of the gun to be displayed on the main game screen in FPS
perspective
2. Model of the gun for use as a pickup when the weapon is collected
3. Model of the gun for use when an enemy character is using the weapon
4. Textures for all of the above
5. Image for the weapon cross hair (if any)
6. Image for the HUD picture used in combination with displaying ammo
count
7. Sound effects for the weapons shooting, reload, dry fire and zoom (PCM
WAV)
8. Scope Image if the gun has a scope mode for zooming into your target
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Here are the steps to adding your own weapon.
1. It is far simpler to copy an existing weapon, rename and modify than
create one from scratch. Remember in order to affect changes inside the
main FPS Creator X10 folder you need write access privileges which means
you need to be an Administrator user of the operating system.
2. Navigate to FPS Creator X10 Files/gamecore/guns/modernday/commando
3. Copy the entire folder and contents to a new folder, perhaps called FPS
Creator X10Files/gamecore/guns/MyNewGuns
4. Make sure your new folder is located inside the gamecore/guns folder
5. Rename your new folder to gamecore/guns/MyNewGuns/BigGun
6. Copy all your models, textures, sounds and images to this folder using the
same names as the existing files. The filenames are self-explanatory
7. The HUD.X is the model you will see onscreen. VWEAP.X is the model you
will see when the enemy character is holding the gun.
8. GUNSPEC.TXT allows you to configure the weapon to your liking, and
controls everything from its range and accuracy, to the animation frames
used by the HUD weapon model. Again the fields are self-explanatory
though you will not need to change many of the filenames if you have
simply overwritten to the same file names.
9. Muzzleflash, Brass and Smoke refer to which type they should use. These
index values refer to models stored in the respective folders in gamecore
10. Fireloop is used for machine gun style weapons where the fire WAV sound
needs to be looped to give the correct audio feedback. The value refers to
the position in the sound sequence for the loop-back.
11. HORIZ,VERT and FORWARD control the muzzle flash position
12. ALIGN values control the position of the gun in relation to the camera
13. The KEYFRAMES indicate where each of the weapon animations are within
the model animation data
14. The SFRAME values indicate when to trigger the sounds, the first of the
parameters indicate the keyframe number to trigger the sound and the
second parameter is the sound index you wish to play
Gunn3r Games