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3 Dimensional Chat / The Simple Way Around Making Models for FPSC

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PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 12th Apr 2009 06:52 Edited at: 3rd May 2009 17:06
I saw a whole bunch of people complaining that they have models but can't get them into FPSC. Here's the super simple way around making models for FPSC.

What you need:
-AC3D (can be the 14-day trial) or something else that can export .X files
-Make Entities from X Files or MEFXF (from fpscreator.com and it's free!)
-Some sort of texture (I recommend using texture maker) because it won't show up if it doesn't have a texture or has color.
-FPSC (can be X10 too)

Steps:
1: Make a model... (I said AC3D because it's easy to use, really good, etc. and also it can export .X files)
2: Export it to an X file
3: Put the X in the correct MEFXF file
4: Follow the steps in MEFXF

Oh, another thing. You have to make your model HUGE!!! (If you're using AC3D, I'm not sure about other modelers) Or else you'll end up making an ant. The first time I got an Audi into FPSCX10, it looked like a puny ant.

5: Put the .bmp, .x, and other files that MEFXF has made out of your model into the entity bank in FPSC. Not the entity bank in the file 'FPSC (X10) Files'.

Note that this makes only objects, not weapons or characters or anything like that.
MEFXF automatically programs your entity so you don't have to worry about that. If you're no good at modeling, at least try making entities out of the .X files that MEFXF comes with. It helps you learn.

The reason I put this thread in 3D Chat is because I was worried that Mods would move the thread here if I put it in the FPSC Models thread. Ah, I'm just paranoid.

It's lengthy, yeah, but hopefully it'll help. If you need extra help, just email me. Either that, or give me your .X file and I'll make it into an entity (I'll try my best).
Quote: "What you need:
-AC3D (can be the 14-day trial) or something else that can export .X files
"
Yeah I said AC3D, but that's just what I use. It can be anything else you wish.

Quik
18
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 14th Apr 2009 20:29
this should maybe be posted in FPSC forums? =P


[Q]uik, Quiker than most
PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 15th Apr 2009 00:39 Edited at: 15th Apr 2009 00:43
Quote: "The reason I put this thread in 3D Chat is because I was worried that Mods would move the thread here if I put it in the FPSC Models thread. Ah, I'm just paranoid.
"
From my first post, but I don't like it when Mods get mad at me.... (paranoid....). But, yeah, maybe it'd be good if this were in the FPSC Models section. Is there anyway a Mod could move this thread? And, by the way, is that helpful at all?

Nothing is too hard as long as you can achieve it (*Note* This does not apply to programmers).
-www.pwproductions.webs.com- Visit the new forum!!
PW Productions
17
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 20th Apr 2009 18:21
I found out the easy way of making weapons WITH a tutorial!! I found it in the X10 manual, so here it is (copied directly)....

Quote: "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
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 X10\Files\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\
91
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."

WOOHOO! Weapon creating SPREEEEEEE!!!!!


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