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FPSC Classic Models and Media / Animations, Ironsights, and Model Packs

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Crusader2
17
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Joined: 8th Aug 2008
Location: Somewhere...
Posted: 12th Mar 2009 01:30
This is mainly aimed at Errant AI, the creator of Model Packs 9-10.
This concerns Ply's Mod.

1. Is it legal to modify/blend the animations of the weapons in the Model Packs? eg. Take the animations of the M4A1 (grenade launcher and non-grenade launcher) and make the grenade-launcher animations the alternate fire through Ply's Mod?

2. Is it possible to do my example?

3. If 1 and 2 are acceptable, how would I do it? I know I would need an animation program, but how would I combine the animations?

Part 2: Ironsights

1. Am I allowed to add ironsights (via. Ply's Mod) to the Model Pack 9-10 guns?

2. Is it possible?

Thanks and Best Wishes,
Crusader 2

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Pride
18
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 12th Mar 2009 02:07
1.Yes, so long as you don't redistribute it.
2.Why yes it is, even I can do it
3.Milkshape or Fragmotion, just copy the keyframes

1.Well, can't add them through Ply's mod, but you can add them to the gunspec.
2.Quite, Play's Mod also has Airmod, which is what these questions protain to.


"March 1st 2009, 12:49pm, a 3 year struggle with cancer ends..."
Crusader2
17
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Posted: 12th Mar 2009 02:09 Edited at: 12th Mar 2009 02:38
Quote: "1.Yes, so long as you don't redistribute it.
2.Why yes it is, even I can do it
3.Milkshape or Fragmotion, just copy the keyframes

1.Well, can't add them through Ply's mod, but you can add them to the gunspec.
2.Quite, Play's Mod also has Airmod, which is what these questions protain to."


Yay, yay, yay, yay, and yay.

I know that you have to add things through the gunspec, but I didn't know if it was allowed.

EDIT: I need a free program to merge the animations, because I don't plan on doing this on any of my models. This is a one time gig.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Errant AI
19
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Joined: 24th Aug 2006
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Posted: 12th Mar 2009 08:52
You can make any modifications you desire so long as those modifications are not released outside of your completed game.

However, unless you have a fair amount of skill with modeling, animation and troubleshooting , the things you have asked about are probably not worth the effort/headache because the MP9/10 media has been manually culled to reduce polycount meaning that the assets will not work well with zoomgunlag open sights (you will potentially see missing geometry, etc). You will also likely encounter Fragmotion import glitches because the .X files were exported in binary format with compression and while that yields smaller memory footprint it often causes vertex weighting glitches once the .X file is converted back into an editable format. Lastly, something like converting the M4SOPMOD to be a dual-fire weapon will require a substantial amount of modeling and animation to be done because the two modes are currently two very different models and animation sets. They just happen to look the same in the finished model pack when loaded into original FPSC.
Crusader2
17
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Joined: 8th Aug 2008
Location: Somewhere...
Posted: 12th Mar 2009 23:24
Quote: "You can make any modifications you desire so long as those modifications are not released outside of your completed game.

However, unless you have a fair amount of skill with modeling, animation and troubleshooting , the things you have asked about are probably not worth the effort/headache because the MP9/10 media has been manually culled to reduce polycount meaning that the assets will not work well with zoomgunlag open sights (you will potentially see missing geometry, etc). You will also likely encounter Fragmotion import glitches because the .X files were exported in binary format with compression and while that yields smaller memory footprint it often causes vertex weighting glitches once the .X file is converted back into an editable format. Lastly, something like converting the M4SOPMOD to be a dual-fire weapon will require a substantial amount of modeling and animation to be done because the two modes are currently two very different models and animation sets. They just happen to look the same in the finished model pack when loaded into original FPSC."


Dang. Well, guess it was worth a shot. So, just to be perfectly clear, I CAN'T do ironsights?

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Airslide
21
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Joined: 18th Oct 2004
Location: California
Posted: 13th Mar 2009 01:00
You can do a FEAR/Fallout 3 style zoom in quite easily though

Crusader2
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Posted: 13th Mar 2009 01:06
Quote: "You can do a FEAR/Fallout 3 style zoom in quite easily though "


Never played them; what do you mean?

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Errant AI
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Posted: 13th Mar 2009 06:40
Quote: "So, just to be perfectly clear, I CAN'T do ironsights?"


Not with gunspec changes alone. If it was that simple to do, I would have done it myself already
Airslide
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Location: California
Posted: 13th Mar 2009 15:59
This is what I meant:
http://www.youtube.com/watch?v=GvrmBD9ZJYA&feature=channel_page

That is at least acceptable, given that several AAA titles do it this way. Look at the SIMPLEZOOM parameters in the AirMod manual (and make sure it says simplezoommod, not simplezoommmode, that was a typo...hehe).

Crusader2
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Posted: 13th Mar 2009 16:47 Edited at: 13th Mar 2009 17:15
Not a bad idea; I'd have to re-rig EAI's Game Creators Store weapons to do that as well.

EDIT: How would I do this? I've looked at the gunspec options, but it looks confusing...

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Airslide
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Joined: 18th Oct 2004
Location: California
Posted: 14th Mar 2009 00:46
Here are some AirMod settings I used for the MP5:



Simply mess with the simplezoomx/y/mod to tweak it for each weapon.

Crusader2
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Posted: 14th Mar 2009 01:36
Thanks Airslide!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Zapan
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Posted: 4th May 2009 20:16
@Errant AI
We've some problems with the .X files when importing them in an other Modelling Program.

You wrote:
....Fragmotion import glitches because the .X files were exported in binary format with compression and while that yields smaller memory footprint it often causes vertex weighting glitches once the .X file is converted back into an editable format...

This is exactly our problem. Is there a way that you can export new Versions without binary format/compression so we can use it in an other Program, too? That would be really greate!

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