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FPSC Classic Models and Media / Gun Model - XM8?

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Conjured Entertainment
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Posted: 20th Nov 2008 03:21
Just remember though, the crosshairs stay in the center of the screen during reloads.
So, the longer the beam is to the gun, that fact is more noticeable during reloads.

Here is the ZIP and someone let me know if it works ok on your end.

There are two folders in the ZIP... items ... xm8
The "items" folder contains the six files necessary for the weapon pickup and the ammo pick up.
All six files in the “item folder” need to be put in the following location…

C:\Program Files\The Game Creators\FPS Creator\Files\entitybank\user\items

If you do not have the user/items folders in your entitybank then create them.

The “xm8” folder contains all of the files needed for the weapon itself and the VWEAP for your enemies.
You can copy and paste the whole folder in the following location…

C:\Program Files\The Game Creators\FPS Creator\Files\gamecore\guns\user

You will more than likely need to create the user folder in your guns folder.
YOU MUST put the “xm8” folder in gamecore/guns/user or the weapon will not work.
You can place it somewhere else if you want, but you will need to modify the FPE files for the weapon and ammo pickups in the item folder.
For now just create the user folder in gamecore/guns if you don’t already have one, and put the “xm8” folder there.
If all is well then you should see the items in the FPSC editor.
Place them in the map and give them a whirl.
You will notice that you now have a user/xm8 option in the list of weapons when editing en enemy in the editor.
Equip a character with the gun and test that too.
If you do not see that gun on the list then you did not put the “xm8” folder in the right place.

Let me know if it works or if I messed something up in the zip.

Some of the files in the "xm8" folder are duplicates of the files found in the commando. (sounds)
You already have these in FPSC so they are nothing new, but they are necessary for the gun to function properly.

Thanks TGC for letting me distribute this modded weapon to the community!
If I wasn't supposed to use the sound files too then I will take the thing down and replace them with cheesey ones of my own.
But a click is a click and you all have these sounds already with FPSC anyway.
Let me know if the ZIP is okay.

Have Fun!

Don't forget to visit Conjured Entertainment

Main Questions
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Posted: 20th Nov 2008 03:25
U R COOL CE!

DinukaJ
daarboven
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Posted: 20th Nov 2008 10:38
Well done Conjured Entertainment! That worked flawless as you described it. one minor thing that may appear on others to: the texture bit of the target thingie on top of the gun is gone sometimes, but not on a regular bases; could be that if you have a scene with solely ambience and no other lights but this would require further investigation. All in all it is a superb piece of work. Congrats!

I am Jacks complete lack of surprise.
Conjured Entertainment
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Posted: 20th Nov 2008 15:06 Edited at: 20th Nov 2008 16:39
Quote: "U R COOL CE!"

Thanks
The gun is pretty cool too.
I wonder why they scrapped it?
Must have been a cost factor.

Quote: "Well done Conjured Entertainment! That worked "

Thanks
I'm glad it is working for you. (I'm glad someone let me know too)
This is the first time I was ever sucessful at modding a weapon.
I have done characters before but not weapons.

The main problem I was having was trying to use the same export settings in Milkshape that you use for characters.
That doesn't work right, but through trial and error of ticking every option of settings I finally found the one that works.

I tried to talk Rick into letting us have that Commando to mod into other weapons, but he said no.
So, this is a one time deal for me releasing a modded weapon.
I will still make the video showing how to do it and then I will buckle down and make my own animations and sounds.
So, keep an eye out for some new weapons coming from CE.
Once that happens then I will make a video for that too.
So, in a month or two, we should have videos showing how to mod weapons from stock or how to create them from scratch.
I just have to wait to get my desktop running again, so the video won't be laggy like when using this laptop.

Until then...

Here is the image showing the settings I used to export the modded weapon out of Milkshape.
There may be a better way, but this way worked for me so I stopped playing with the ticks then.



They are pretty much the same for the characters except for the EXCLUDE NORMALS tick.
Of course your number of animated frames might be different but the tick boxes would be the same.

(1) I first IMPORT the model into FragMOTION and then MERGE the HUD.x in there too.
This is necessary to get the stock X file in with animations.

(2) Then I modify it there in FragMOTION (I am used to Frag more than Milk), then I EXPORT if from Frag as an ms3d file. (MilkShape)
The modification consisted of replacing the orignial mesh with the new one and assigning the vertices of the new mesh to the old bones.
First I had to scale the new mesh to the same size of the old one.
Then I positioned it over the old mesh correctly then moved the new mesh up (Y 50) to get it out of the way.
I modified the new mesh by removing the clip and snapping the vertices together to fill in the hole I made.
Then I moved the old gun to animation frame #85, which allowed me to select the old mesh while leaving the old clip.
Then I deleted the old mesh and returned the animation to its pose position.
When I was finished editing the meshes all I had to do was move the new one back down (Y -50) to get it in the correct position.
After the meshes were done, I then assigned the vertices of the new mesh to the main bone.
I left the old clipped attached to its bone like it was before so the clip never changed at all.
Of course, I had to reassign the textures too before exporting, but that should be obvious.

(3) After EXPORTing from FragMOTION as a Milkshape 3D file, I then OPEN that in Milkshape and then EXPORT it as an X file (jt) with those settings.
I mainly use Milkshape only for the file format conversion, since FragMOTION's X file Exports won't work with FPSC.

If you want to play around with this, then make a backup copy of the XM8's HUD.x and then play around with it.
You already have the files for the pickups and everything else there already configured for those paths.
So, you won't have to edit the FPE files for the pickup and ammo.
Just remember to delete the HUD.dbo and HUD.bin files each time you edit prior to testing.
Otherwise, you won't see the changes you made.

Hope this helps for now.
To be continued...



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FPSCr
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Posted: 20th Nov 2008 17:27
@Conjured Entertainment

WOW MAN thats very good, could you say how you make the animation i´ve read all tutorials but this is a good animation, so where do you set the keyframes?
Conjured Entertainment
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Posted: 20th Nov 2008 18:26 Edited at: 20th Nov 2008 23:10
I did not make the animations FPSCr.

I used the Modernday/Commando animations.

Read the thread again carefully.

I will be making my own custom animations soon, but that will be in a different thread.
If you like the commando animations, then I suggest you modify the weapon with new meshes like I did.
Again, you already have those animations in the stock media.
Of course, the guns you create with them would be for personal use and you would need to make your own to release your guns commercially.
Once I make my own weapon animations then I will show you how in a video.

To be continued...

Edit
I've been playing around with animations and I was thinking about the reload on the commando.
I really liked the reload animation because it shows an empty clip coming out and a full one going in. (bullets)
I was thinking about this after seeing the video for Battlefield that had an XM8 reloading.
Their gun showed a transparent clip allright and it was full at the beginning of the reload. (why does empty clip show bullets?)
While thinking about that and the semi-transparent clips of the XM8 I got an idea.
I am going to do 2 clips for my new animations for this weapon. (and other weapons that have see-thru clips)
That way we can do a swap for the clip at the beginning of the reload so the empty one comes out.
Then when the clip is out of frame we swap again for the full one and then animate it going in.
A separate bone for each clip should make the task easy, and the one not in sight could be hidden in the stock.
I think a slight tilt of the gun should hide the swap, since the clip is not very visible until the reload anyway.

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Crusader2
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Posted: 21st Nov 2008 00:01
Maybe add some dual wielding animations for Ply's mod. Just a suggestion if the gun is dual wieldable.

Must... help... bunny... achieve... world... domination... all... hail... bunny...
Conjured Entertainment
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Posted: 21st Nov 2008 01:53 Edited at: 21st Nov 2008 02:23
I made all of my bones,,,

Main
FIRESPOT
SMOKE
BRASS
ClipEmpty
ClipFull

The joint you see up in the scope is actually the empty clip. (nice spot to hide it)
I made my idle animations too shakey, but I have the gun coming up and the idle wobble started.
As I said before though, that is for another thread, so I will save any further updates for the tutorial thread.
L8az


Quote: "Maybe add some dual wielding animations for Ply's mod. Just a suggestion if the gun is dual wieldable."

Sorry, but I do not use Ply's Mod, so I know nothing about duall wielding.
I only use one engine and that is the stock one from TGC, usually in Lee's latest flavor.
As you can see from my screenshots I am using v1.12 right now. (I know I know I should have v1.13 but I been busy with other things)
So, one of you guys will have to tackle that dual wielding request.

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Conjured Entertainment
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Posted: 21st Nov 2008 05:19 Edited at: 21st Nov 2008 05:24
I know I know... I said I would put these in another thread, but what's the point.
No sense in cluttering the forum with XM8 threads, so as long as its about this gun I will post here.

I finished the animations only to learn a very valuable animation lesson...

ALWAYS POSITION YOUR GUN PROPERLY BEFORE YOU MAKE YOUR JOINTS & BONES!!!

Once I imported it into FPSC it wasn't in the right position.
So I had to go back and re-position the model and skeleton.
Big mistake! Changing the rotation of the bones really messed up the animations.
Now moves are rotates and vice-versa. Everything works semi-sideways.
That means I have to re-do ALL of my keyframes.
Oh well, I might as well make entirely new skeleton to assure correct angles from the start.
It wasn't looking to bad but there were flaws so I am sure the second go around will be better anyway.
I want to have everything working smooth before I retrace my steps with the video.
Here is a peek at the first complete set of new animations that went wrong.

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Crusader2
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Posted: 21st Nov 2008 17:30
I can set up dual wielding, but it wouldn't really look right without custom animations(4 hands). Eh, no big deal. Also, texture is great, except on the place where the scope is; it's all grey, needs some color to make it look like an actual scope. All in all though, this is awesome. Also, how do I get hands on this thing? This is definetly going in my 1st game.

Must... help... bunny... achieve... world... domination... all... hail... bunny...
Conjured Entertainment
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Posted: 21st Nov 2008 20:30 Edited at: 21st Nov 2008 21:18
I re-did the animations and they all worked, but I have a couple problems to fix.

1) You can see a recoil action happening to the clip during the "end fire" animation.

2) You can see the edge of the empty clip at the base of the scope during the swap at the beginning of the "reload" animation.

3) I need some original sounds and to rework the ammo texture completely so it too is original.

I did get my empty clip thing to work though so I am happy.


@Daarboven
Please hold off on putting this in the TGC store until we replace all the stock files.
We can do this thing all original instead of using any of the stock stuff.

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woot for toot
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Posted: 22nd Nov 2008 00:19
Quote: "I love it! Time to own bad AI with a cool looking gun "

lol u do that

fear my udder of doom!
Hockeykid
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Posted: 22nd Nov 2008 03:26
absolutely beautiful job

ww2theaftermathgame.webs.com
work in progress demo coming soon.
heltor
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Posted: 22nd Nov 2008 03:31
I like this model better than I like the real gun, nice work here.

My computer beat me at chess, but I sure beat it at kickboxing.
Conjured Entertainment
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Posted: 22nd Nov 2008 06:16 Edited at: 23rd Nov 2008 02:22
Quote: "absolutely beautiful job"

Quote: "I like this model better than I like the real gun, nice work here."

Yeah, Daarboven did do a great job on this Model.

For some reason having this gun in my hand makes me want to strut.
I think it came through in the animations.

I changed the "fire" to sound more like the 5.56, because the commando sounded like a 6.8 or something.
I based it on actual footage of a guy shooting a real XM8.
If you listen to them both you'll see I have pitch close but I need to amplify it a bit more.

Now I need to change the hud and sound for the Zoom

Edit
OOOPS! I almost forgot what Simon says about hands.

Simon says...
Quote: "I'm fine with Opposing forces doing this, hell, they're both my models anyway. Go ahead and release it to everyone if you like.
If you need the original 3ds max file for the arms, let me know.

The same goes for anyone who wants to use the modelpack6 arms on their own guns, you have my blessing.
If there's enough interest I'll add them to the stock weapons as a free download. "


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Toasty Fresh
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Posted: 23rd Nov 2008 03:36
Damn, all this awesome stuff you're doing makes me wish Milkshape was still working for me....

Crusader2
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Posted: 23rd Nov 2008 04:35
How do we change the hands texture? Just need them set up to look the same as EAI's guns. Out of town; will test when I get back.

Must... help... bunny... achieve... world... domination... all... hail... bunny...
Conjured Entertainment
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Posted: 23rd Nov 2008 06:22 Edited at: 23rd Nov 2008 16:14
Quote: "How do we change the hands texture? "

Look in your weapon's folder for a file called "hand_D2.dds"

First we need hands....THANKS Simon!!!

I only used his meshes and not his bones. (there were too many for me to control)
So, I used only two joints for the clip hand. (elbow & wrist)
The simple twist of the wrist and elbow came out better than I thought it would.
The other hand didn't need any joints or bones since it does not move.
Well, I mean you can't see it when you think it is moving. (cock & fire)
Since you can't see the finger during firing and you can't see the hand during the cock action, there was no need to animate the hand.


No comments on the new XM8 hand animations???
I put this video on YouTube also for those of you who are having trouble seeing it here.

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Toasty Fresh
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Posted: 24th Nov 2008 11:38
Not bad, not bad. The model may be a bit too big, but anyway...

Dr Parsnips
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Posted: 25th Nov 2008 00:36
looks awsome, timing is out of sink with the sound, but heck its still a great job!!

HMMMMMMM
Conjured Entertainment
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Posted: 25th Nov 2008 01:52 Edited at: 25th Nov 2008 20:05
Quote: "timing is out of sink with the sound"

FRAPS...The latest version (with hands) is timed right in game when not running Fraps.

I guess it is ok to release Simon's texture with the hands, so let me get a new zip in order, and I'll post the one with hands.


EDIT

Here is the ZIP file for the XM8 with hands...

All of the files in the ZIP go in the xm8 weapon's folder in the following path...

C:\Program Files\The Game Creators\FPS Creator\Files\gamecore\guns\user\xm8

...EXCEPT for the flash69.dds file, which goes in the muzzleflash folder located at...

C:\Program Files\The Game Creators\FPS Creator\Files\gamecore\muzzleflash

Back up a copy of your old xm8 folder, then copy/paste these files (all but flash69.dds) into the old folder overwriting the old files.
Don't forget to delete the HUD.dbo file before you test, or you won't see the changes.

Have Fun!

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Maniac Modeler
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Posted: 25th Nov 2008 03:06
Conjured Entertainment.
do you think you can post an in-depth tutorial on how you put the stock animations on the XM8 model?

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Conjured Entertainment
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Posted: 25th Nov 2008 04:12 Edited at: 25th Nov 2008 04:17
Quote: "Conjured Entertainment.
do you think you can post an in-depth tutorial on how you put the stock animations on the XM8 model?"

Actually, I put the xm8 mesh on the stock animations.
Yes, but it may end up as a video about animations done in stills. (how's that for ironic?)

Fraps doesn't record my MilkShape interface right, so I am forced to use still images for explinations.
Like in the video I just did titled "A Quick Look At Milkshape Animations".
It doesn't seem right, like I'm short changing it or something, but it's the only work around I can think of on short notice.
But, since the animations are already done, maybe I can use FragMOTION for the video instead of MilkShape 3D.

That would be a long video though, so it will be in parts and it'll be awhile before I will have the free time to do it.

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Crusader2
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Posted: 25th Nov 2008 17:00
Holy junk! Hands are all white! Dude, that's a problem. Also, looked in weapon folders for hands_D.dds; didn't find any in any of the folders.

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Conjured Entertainment
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Posted: 25th Nov 2008 20:08
Quote: "Holy junk! Hands are all white! Dude, that's a problem. Also, looked in weapon folders for hands_D.dds; didn't find any in any of the folders."

OOOOPS, sorry I forgot a file.
It's hand_D2.dds, and it is in the zip now so just download it again.

Sorry Crusader

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Maniac Modeler
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Posted: 26th Nov 2008 00:08
Is there a way to put models on other animations? ( ex. EAI's awsome animations?for myself)

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Conjured Entertainment
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Posted: 26th Nov 2008 03:03
Quote: "Is there a way to put models on other animations? ( ex. EAI's awsome animations?for myself)"


You would basically do the same thing as you would to the stock animations...

1) Load Original Model & Animations
2) Merge New Mesh
3) Delete Old Mesh
4) Assign New Mesh To Old Bones

Of course, there is some positioning in there too.
But the process would be the same regardless of where the animations come from.
You would need the person who created the animations permission to modify their model & animations.


I have finished the video showing how I put this XM8 mesh onto the stock Commando animations.
It ended up being 10 times the files size as the other video. (6mb vs. 60mb)
The cursor is not visible, but FragMOTION highlights selected items anyway so you can see what is being clicked.
As, soon as YouTube finishes processing it, then I will post a thread with the link to it.

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Toasty Fresh
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Posted: 26th Nov 2008 04:06
I successfully rigged the stock Colt .45, MP5's Deagle, and Errant's M9 to the MP6 AT9mm animations. There was a lot of work invlolved, but it worked.

Then I tried rigging the stock Tommygun to Errant's AKM anims, and it worked also, but the reload anim was a bit wonky because of the varying width of the magazines. When I tried to import into Fragmotion, it completely blew up.

Conjured Entertainment
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Posted: 26th Nov 2008 05:10 Edited at: 26th Nov 2008 15:57
I am really not liking the YouTube flash conversion at the moment.

The video turned out in good picture quality UNTIL I uploaded it to YouTube.

A Quick Look At FPSC Stock Weapons & FragMOTION


Here is a link to the new video "A Quick Look At FPSC Stock Weapons & FragMOTION" in a clearer version. (60mb)
If you want to save this video, just right-click the link above and then select "Save Target As..."

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Main Questions
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Posted: 26th Nov 2008 08:16
Actually I just didnt didnt guess my thread would become so much fancied by u guys.....but it seems like everyone is interested!

Thanks Conjured Entertainment and daarboven 4 ur incredible work!

DinukaJ
Cyborg ART
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Posted: 26th Nov 2008 21:33
@Conjured Entertainment
Try Vimeo.

Btw, its a really great looking gun you got, May I retexture it for you?

Signature erased for being too cool.
Conjured Entertainment
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Posted: 26th Nov 2008 22:45 Edited at: 26th Nov 2008 22:46
Quote: "Btw, its a really great looking gun you got, May I retexture it for you?"

This is Daarboven's model, not mine.
It really feels like a community project now though, since TGC gave us their Commando to mod.
As far as I know it would be fine.
I can't imagine why it wouldn't be ok to re-texture it.
I've played around with a sand texture myself.

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daarboven
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Posted: 27th Nov 2008 10:42
I hereby grant permission to everyone to retexture, remodel, or otherwise alter my model of an XM8 gun with the sole restriction that you not resell/commercially redistribute the model in whole or in parts neither as standalone or as part of a collection or assembly. You may use it in Commercial FPSCreator games but not with commercial games made with other Engines. This is a free model donated to the FPSCreator community and should remain free. A lot of supplementary work was done by Conjured Entertainment to make the gun work in FPSCreator so I think it's fair to ask you to share your alterings/improvements....
Have fun with the gun!

I am Jacks complete lack of surprise.

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