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FPSC Classic Product Chat / FPSC Toolbox - Entitys, Weapons, Segments and now CHARACTERS!

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Demon Air 3D
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Location: England
Posted: 16th Feb 2009 20:04
What file formats can this import ?
Mazz426
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Location: Edinburgh
Posted: 19th Feb 2009 21:14
when i try to create a weapon it'll do everything up till creating the gun when it says runtime error 118-array does not exist...

what does this mean and what do i need to do

gamer for life
Demon Air 3D
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Posted: 19th Feb 2009 23:22
Will they be a demo of these to try?
BULLSHOCK 2
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Posted: 20th Feb 2009 00:54 Edited at: 30th Mar 2010 03:49
@ mazz426

Can you email me the exact steps to recreate your issue? if its a bug ill fix it. Ive just about got another patch ready to go for toolbox users.

@everyone else,

All issues are being looked at, and there will be a patch very soon. I don't see any particular problem i cant fix, so 1.2 should be very stable. If your experiencing problems, PLEASE email me, i want to fix as many bugs as possible in this patch.

Also,

Can the person with the email "[email protected]" please contact me with their full name? as i keep getting mail errors when trying to send out product info.

Programador hispano
18
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Location: Dallas, TX
Posted: 24th Feb 2009 08:38
if I create an dynamic entity in the E.C.S. , can I change the collision mode? how many and what collision modes are there in the entity creation system?

...........(o o)........
--oooO--(_)--Oooo---
James Kravenwolf
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Location: Ohio
Posted: 26th Feb 2009 06:23
Bullshock, I sent you an email with screenshots of the problems I'm having with lighting in the entity creator--waiting for a response. I bought milkshape, and I import the models into milkshape from blender and then into your entity creator, and they load into FPS creator without a problem. However, there are issues with the lighting affecting the models now. For some reason, when a dynamic or static light is added to the scene, the models do not cast a shadow on the wall behind them, nor are they affected (i.e. darkened or lightened) by the lights themselves. Any idea of what's going on? I took screenshots of the export process I use in Blender and Milkshape for you to take a look at, in case I'm missing something there. Thanks Bullshock.

-Kravenwolf
xplosys
19
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Playing: FPSC Multiplayer Games
Posted: 26th Feb 2009 22:13 Edited at: 26th Feb 2009 22:17
Whenever I save an entity, Toolbox creates the entity and all associated files, but instead of naming the x file entity_name.x, it names it entity_name.entity_name, and I have to manually change it to .x. (see attached)

I thought perhaps I had made a change to the default settings that was causing this, so I uninstalled, removed the program folder, and reinstalled. It still does it. It's not critical, but a slight pain to change it every time.

Best.

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BULLSHOCK 2
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Posted: 26th Feb 2009 23:38 Edited at: 30th Mar 2010 03:49
@Xplosys,

Did you not get the email? Re download the installer from your download details, i replaced it with a patch with a few fixes, that being one of them as that's a pretty critical problem for people that don't know FPSC as well as we do.

@James,
I replied to you as well. Im looking into the problem and im confident it will be fixed soon in 1.2 which shouldnt be more then a week or two max...im packing a lot of fixes into this update, maybe a few features if i have time as well.

@Programador hispano

Yes you can change collision mode...The collision modes in FPSC Toolbox are as follows: there is box, polygon, reduced, cylinder, and sphere modes.


@ everyone else,

Keep the bug reports and/or feature requests coming...even if i don't reply Ive received your email, it looks like im still having problems with outlook.

xplosys
19
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Playing: FPSC Multiplayer Games
Posted: 27th Feb 2009 00:28
Quote: "Did you not get the email? "


Ummmm... maybe. I can't remember. Anyway, that fixed it. Thanks.

Best.

James Kravenwolf
16
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Location: Ohio
Posted: 27th Feb 2009 09:22
Bullshock, I got the email saying you released an update. You also said you're coming out with a new one and I can wait for that one. Please, be sure to send it to my yahoo email address I've been contacting you with, and not my paypal email address because that one is no longer in use. I hope this new update fixes the problem. Thanks a lot Bullshock.

-Kravenwolf
Scurvy Lobster
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Location: Denmark
Posted: 27th Feb 2009 09:29 Edited at: 27th Feb 2009 09:30
I haven't got a new e-mail since I bought and downloaded the program nearly two weeks ago.

My e-mail adress starts with 'soren'
Mazz426
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Location: Edinburgh
Posted: 28th Feb 2009 19:11
hey BULLSHOCK thanks for the update sorry i didn't get round to sending you the email you asked but you fixed it anyway

meant to ask but my email glitched and i couldn't send it. when is v1.2 going to be released and where because im not sure if you have or havent released a v1.1 because im still on v1.0, if you have where and if you haven't then can't wait for v1.2

gamer for life
BULLSHOCK 2
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Posted: 1st Mar 2009 23:22 Edited at: 30th Mar 2010 03:49
Yes there was a 1.1 update, and it included the "Character Creation System" program integration.

It should have been sent to your paypal email, so check that.

If its not there, then email me with your order ID, (or last name) and i can resend you the 1.1 update, as well as update your email on file if need be.

@ everyone else,
Here are some of the things that have been fixed in 1.2...and i say some because when i get programming, i forget to write down what i fix, so there are quite a few more fixes then whats listed here.

~~~~~~~~~~~~~~~~FIXED SO FAR IN 1.2~~~~~~~~~~~

~ COSMETIC CHANGES (SPELLING ERRORS IN GUI)

~ WEAPON SOUNDS ERROR (EXPORTING SOUNDS WOULD CAUSE ARRAY ERROR)

~ ENTITY NAMING ERROR (ENTITY'S WERE BEING NAMED NAME.NAME AS A RESULT OF CHANGING SOURCE FILES)

~ SEGMENT CORNER MESH ERROR (EXPORTING CORNER MESH'S WOULD CAUSE A PATH ERROR)

~ CHARACTER PATH ERROR (FOR SCRIPT FILES AND OTHER DYNAMIC BOXES)

~ ERROR WITH ENTITY "MOVABLE" CHECKBOX (EXPORTED THE WRONG OPPOSITE VALUE)



############TO DO###########

#LIGHTING ISSUE

#STATIC NOT SHOWING UP?

Nickydude
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Posted: 2nd Mar 2009 16:22
Just a few questions about the Entity Creator if that's ok?

1) Can you visually drag and move the texture around the model like Entity Workshop?

2) Again, like Workshop, can you divide / reduce the texture?

3) Can you resize the entity to enormous proportions, like 5 segments wide, 7 segments high like MagicFPS?



Mazz426
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Posted: 2nd Mar 2009 20:28
sorry BULLSHOCK seams it wasn't recived i've sent you an email with my email i used my mums and she must have deleted it or something if you could resend it as a reply i'd be incredibly greatful

gamer for life
darimc
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Location: Canada
Posted: 2nd Mar 2009 23:24
Hey Bullshock, I know this may be a bit much to ask, but I was wondering if you would donate one of your toolboxes to the FPNS Contest. The link is here. It would be great if you could, and would make a lot of people participate. I think the weapon toolbox would be the best, because it is ironic to have it as a prize for a non-shooting level design contest. Whether you choose to or not, thanks for reading and great job on these.

Kenster
User Banned
Posted: 3rd Mar 2009 02:25
Any news on a demo?
BULLSHOCK 2
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Posted: 4th Mar 2009 22:44 Edited at: 30th Mar 2010 03:49
@Scurvy Lobster

Sorry, i didn't see your post the first time around... If you didn't receive your product, please email me at my Seqoia Games email (BULLSHOCK {AT} SEQOIAGAMES.COM) with your order ID from paypal. If you did receive your product please post here so i know youve got this sorted.


@Nickydude
1) Can you visually drag and move the texture around the model like Entity Workshop?
No you cannot. I don't see a real use for this feature, but if a lot of people want it I guess i could implement it.

2) Again, like Workshop, can you divide / reduce the texture?
No, but that wouldn't be hard to implement at all.

3) Can you resize the entity to enormous proportions, like 5 segments wide, 7 segments high like MagicFPS?
Yes, you can make an entity as large as you like, either via the realtime size controls or entering a custom size value.


@darmic
Id be happy to donate a copy of FPSC Toolbox (the one with all 4 programs) to your competition, ask and you shall receive . Contact me via email with the winners last name and email when the competition is over, and ill send them their download.


@Kenster
No demo for now, there will be eventually though. I'm getting all bugs out of the way before showcasing the software.

darimc
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Posted: 4th Mar 2009 23:12
Quote: "@darmic
Id be happy to donate a copy of FPSC Toolbox (the one with all 4 programs) to your competition, ask and you shall receive . Contact me via email with the winners last name and email when the competition is over, and ill send them their download."
Thanks so much, That will be the grand prize. Great job on this again, if I can get enough money on my paypal, I will be getting this for the character one and the weapon creator.



BULLSHOCK 2
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Posted: 7th Mar 2009 11:34 Edited at: 30th Mar 2010 03:49
Can the user with the email "[email protected]" please contact me with their order details? that email seems to be inactive and I have no way of delivering your product.

Also, if any of you are experiencing ANY issues, even if youv posted them already, please email me directly with a method of reproducing your problem so i can fix it in 1.2... If I don't receive any emails, 1.2 should be release soon.

DestroyerHive
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Posted: 9th Mar 2009 00:11
That looks awsome! But can you reate our own things, or just change existing ones?

A single drop of water could mean a drained ocean for future generations.
BULLSHOCK 2
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Posted: 10th Mar 2009 23:47 Edited at: 30th Mar 2010 03:50
Im not sure what you mean,

If you can create models, then this program can get them into FPSC very quickly.

They don't have to be existing FPSC entity's, characters or segments, they can be your own creations.

Marc Steene
FPSC Master
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Posted: 13th Mar 2009 12:35
Looks great. If you're planning on creating future programs, how about a decal maker? skybox creator? Also, in the segment creator, is it possible to add normal maps which will be automatically added to the fpe?

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
X10 User
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Posted: 13th Mar 2009 17:27
OK im on the purchase screen for character creation software as im desperate for a way to get my characters into fpsc!

Promgrammador hispanic has helped me immeasurably in that i cant animate and export the skeletons and anmiation etc but the textures dont seem to go with it, if i export it as a direct x file from milkshape with the animation and settings provided it works but the texture is always black, my question is thus, cant i apply the texture in Character creation studio? because at the moment im creating the model, tile texture mapping in milkshape, exporting as obj to blacksmith 3d so i cant paint directly onto the model and it creates the texture maps in tga, reimporting the obj from bs3d once ive exported the finished texture map, now if i export without anim in the direct x 8 option as a static entity and create with 'makeentitiesfromxfiles' from tgc it works fine, but if i export with the setting i was given by programmador is a black entity, animations work fine

So to cut a long story short, can i make the model, apply the skeleton and export as x file into c.c.s, while thats in there export from milkshape, the model as an obj, texture it, then apply the texture to the model within c.c.s and export the finished model fpsc ready, anim working and texture displayed?

I dont know if its me or milkshape but i can only make static or non animated entities at the momemnt

- Why is everyone on here so rude? -
BULLSHOCK 2
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Posted: 14th Mar 2009 00:04 Edited at: 30th Mar 2010 03:50
That depends on two things.

First, It depends on whether or not your actual model and texture are being exported correctly. I.E. We need to make sure its not a model problem causing the issue. I know FPSC has had problems in the past with shaders and such causing black characters as well, that's why i mention that.

The second is provided that you are uing X9 ( as your name would suggest otherwise). My program isnt tested with X10, and I have no idea about compatibility.

IF im reading your post correctly, you said the TGC supplied program exported the entity fine and it showed up perfect? if that's the case, I see no reason why C.C.S. wouldn't work perfectly. If it doesn't on the other hand, email me directly and we'll either work out the problem, or ill get you a patch to fix the problem.

@marc steene

Decals are a possibility, Skyboxes are already in the works *COUGH G.E.S. COUGH*... Normal maps are also on the to-do list for S.C.S.

Please keep the suggestions coming, as id mentioned before, I want to have a program for pretty much everything.

Nickydude
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Posted: 14th Mar 2009 00:41
Quote: "I want to have a program for pretty much everything."


In that case you might need a program that allows you to create the title menu, the game over screen, the game won screen and the pause menu.

markpouncey
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Location: Rome, GA. USA
Posted: 18th Mar 2009 22:42
Howdy,
I bought this software last week and it works real fine-- worked the first time. I run XP Pro and will never buy Vista (might think about upgrading to Windows 7 if it ever comes out-- maybe) so's no problem-o for me.
I almost threw FPSC away because I could not get content in or out (I'm not exactly a code guru), but this is a real time saver and works perfect for me very first night I tried it. Now that the new FPSC v.115 is working so well for me (frame rate jumped from about 27 FPS max to 37-38 FPS whole time-- still doesn't seem to like the stone stairs going down though, maybe its something that I'm doing or probably is in fact also didn't know to load new drivers for my GPU card ***B-4 !!!*** I loaded the new upgrade so I had a bad few nights when the system crashed and locked-up but again was my fault)I am getting some things done. I would recommend this to anybody based on my experience with it-- also Sequoia is excellent in terms of customer support response (will actually bother to return an e-mail after the payment was sent), which to me makes all the difference.
kind regards, mark_p

markpouncey
kutte128
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Location: Germany
Posted: 20th Mar 2009 14:35
i have a little problem with entities.
i made them in blender, but even milkshape and fragmotion exports do the same:

those things are very tiny in FPSC but are ok in the Toolbox.

In Milkshape its 180x40x45 (X-Y-Z) so the size should be fine.
And it seems that the Library-Icon isn't right. Its a Pic from the Toolbox.I tried Binary and Text directx-format (fragmotion). my milkshape crashes using the JT exporter.

sincerely,
kutte128

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xplosys
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Playing: FPSC Multiplayer Games
Posted: 20th Mar 2009 14:53
kutte128,

I don't think the size in Toolbox is relevant. It allows you to pan it in and out to fill the window, no matter what size it actually is.

Here's a tip that may help you.

-In MilkShape, click on Tools, then DirectX Mesh Tools...
-On the DirectX Mesh Tools box, Click the folder icon to open an X file.
-Navigate to your FPSC directory, specifically files\meshbank\common and select floor_a.x
-The floor mesh should appear in the Tools box.
-click the next toolbar button which is Save.
-This will open the mesh in MilkShape.
-Now save the mesh as an ms3d file, call it Floor_Template or something similar.

Next time you build a model, first open or merge the floor template with it and it will give you a quick reference as to what size your object is compared to a single floor tile.

Best.

kutte128
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Posted: 20th Mar 2009 15:35
yeah i know the size of the standard-meshes for floors/walls. Its 100x100x5 in milkshape and 50,50,2.5 in blender.
the Model is nearly twice the length of the floor.
I doublechecked it with the corner_a.x (screenshot).

The SAME model (not a single change) exported as Character is perfekt in Size - but the Icon is also wrong. Also the Model as a Segment is working perfekt - this time with the right Icon.


sincerely,
kutte128

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BULLSHOCK 2
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Posted: 21st Mar 2009 12:47 Edited at: 30th Mar 2010 03:50
kutte128

If your getting Icons with the Toolbox logo, you need to change your editor settings, and make sure the "Enable Snapshot" boxes are checked.

As for your problem, your saying your having a scaling issue with your model? im not quite sure I follow...

kutte128
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Posted: 21st Mar 2009 13:22
oooos sorry the Enable Snapshot" were all off - even the segment ones wich worked fine

yes i have a scaling problem - but only with entities. the same one workes fine as character or floor.

a found the problem:
It is not a scaling problem, its a naming problem.
The Toolbox saves the .x-file NOT with .x at the end!
it was named "Testentity.Testentity" instead of "Testentity.x".
I renamed the file to .x and it worked fine in FPSC
BULLSHOCK 2
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Posted: 21st Mar 2009 22:09 Edited at: 30th Mar 2010 03:50
Your using an older version of FPSC Toolbox.

Did you not get the update I sent out? please check your version number for me.

kutte128
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Posted: 22nd Mar 2009 10:59
hi bullshock 2,

i'm using 1.1.
i didn't recieve an update-email.

sincerely,
kutte128
BULLSHOCK 2
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Posted: 22nd Mar 2009 11:27 Edited at: 30th Mar 2010 03:50
Its not an "update" per say, but that was a very critical problem, so I re uploaded a patched version of 1.1 to my server.

Using your download info, re-download the installer, and install it again. It should work perfectly. Sorry for any inconvenience this may have caused.

kutte128
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Posted: 22nd Mar 2009 16:48
ah ok.thanks for the info!
Mazz426
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Posted: 22nd Mar 2009 17:28
just a suggestion for v1.2 i think you sould add some sort of indicator as to where the muzzleflahs is in weapon creation

gamer for life
kutte128
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Posted: 1st Apr 2009 16:11 Edited at: 1st Apr 2009 16:46
hi there,

i have another Entity problem.
The Texture is Flipped Left<->Right in Toolbox and on the Exported File but it looks right in Blender, Lithunwrap and in Milkshape.
Attached a Screenshot from Mikshape and FPSC.
The imported/exported .tga/.dds file isn't flipped, only the UV-Map on the model.

EDIT:
i tested the model in fragmotion and the texture isn't flipped too.
but the stock entities aren't flipped in the Toolbox either.
strange but i think it must be a problem with my model.
but why isn't the texture flipped in the other 3d-progs?

sincerely,
kutte128

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Freakon
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Posted: 2nd Apr 2009 16:30
Thanks Bullshock!

Bought the Character creater last night and got the download link very quickly after! All installed and looking great!!

Well done on a great product!

Far too new to be helping...

James Kravenwolf
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Posted: 5th Apr 2009 18:16
Hey Bullshock, any chance some of those issues I mentioned a few weeks ago were addressed in an update? Could you send me off an email to the update you released? I never got the first update...it must have been sent to my expired address. My current email is [email protected]. Thanks.


-Kravenwolf
heltor
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Posted: 13th Apr 2009 18:24
I ordered segment creation system last week and still no download, my e-mail is [email protected]

"Happiness depends on how you feel about yourself."
BULLSHOCK 2
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Posted: 13th Apr 2009 23:28 Edited at: 30th Mar 2010 03:50
@kutte128

Have you tried rotating your model 180 degrees? your problem could be as simple as looking at the back of it.

If that doesn't work, you can send me the model and I can trouble shoot it, but im 100% sure that FPSC Toolbox doesn't edit your model or texture in any way, it simply copys your files to the FPSC toolbox directory.


@James Kravenwolf

Did you get the 1.1 update? 1.2 isnt ready yet, ive pack a whole bunch of bug fixes, got a few more on the list. I figured it would be better to try and fix EVERYTHING in one update then a few at a time as updating could get annoying and there would be a whole bunch of versions floating around.


@heltor,

All products were sent out, check your spam filters and junk folders for the address BULLSHOCK (AT) SEQOIAGAMES.COM.

If the info still isnt there (your junk/spam blocker may have deleted it) then email me from a different address with a copy of your paypal receipt, OR the same address after you've added my email to your allowed senders list.

heltor
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Posted: 14th Apr 2009 00:36 Edited at: 14th Apr 2009 01:13
Thank You I got it now. fun coming for all soon.....lol

EDIT: some of the easiest software to learn I ever used. Thanks Bullshock

"our only limitation is your Imagination" - heltor
James Kravenwolf
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Posted: 14th Apr 2009 02:16
Bullshock, never got the 1.1 update. I figured out the issue with the lights not casting shadows...so if you're going to release a 1.2 update, then I can wait for that to come out. Just make sure you send it to [email protected]

-Kravenwolf
kutte128
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Posted: 14th Apr 2009 10:36
@bullshock

i found the uv-mapping-problem: i mirrored only the two planes with the text on it in the blender image/uv-editor. not sure why that happened so it's all fine with the toolbox itself!
i don't know why all those 3D-editors shows them right (or wrong).
Gingerkid Jack
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Posted: 14th Apr 2009 13:03
Looks very nice. I may purchase...

TheCleverGuyz
heltor
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Posted: 16th Apr 2009 01:19
If there are updates I would like them. As it stands I have WPSC and SCS, I'mm happy with both. I will be getting the rest of the Fpsc Toolbox system. It just makes modeling for FPSC easier.

"our only limitation is your Imagination" - heltor
Nike
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Posted: 16th Apr 2009 12:48
I will definetly buy this when i get the money! How much does the whole toolbox cost in euros?

&#9787;/
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DarthBasicVader
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Posted: 4th May 2009 13:14
Hi BULLSHOCK 2, any update ?

Riccardo
Nickydude
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Posted: 13th May 2009 17:26 Edited at: 13th May 2009 17:30
Here's an idea that I've only ever seen done once, by MagicFPS, Door Designer.

The idea would be that the user chooses a door from a set, for example, a normal door (like model pack 3), a double door, a door that slides up (like a portcullis), a door where two halves slide apart (like in Star Trek), and so forth. The user can then load in their texture for specific parts. They select the door frame and load a texture for that frame which they can move and position correctly (like Entity Workshop does for entities), they select the main doors and can load a texture for that, again positioning it and if the door has a 3d handle, load a texture for that. They can preview the door and press 'O' to open and 'C' to close. The user can also see the animation at half speed to get better look at how the texture works with the door.

The neat part is that you (or another user) could provide door packs that would work with your program, so, for example, a Dungeon Doors pack would provide doors that are a bit more elaborate:



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