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FPSC Classic Models and Media / A Few Questions for Gun Makers

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JRH
20
Years of Service
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 15th Apr 2009 18:27
Hi,
I\'ve started modelling/texturing my own gun models, but have come across a problem. I don\'t have the tools to animate my models, and I can\'t get the ones I have animated to position correctly in FPS Creator.

So heres the questions:

Question Number 1#
What cheap animation tools are there, like blender, but easier to use?

Question Number 2#
What do you use to get your finished guns into FPSC?
A) Seqoia\'s Weapon Creator
B) SGS Weapon Creator
C) Do it Manually

Thanks!

JRH

Cyborg ART
19
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 15th Apr 2009 18:39
#1 Milkshape

#2 You don't need one. Just copy and edit an existing gun folder. (C)

Errant AI
19
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Joined: 24th Aug 2006
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Posted: 15th Apr 2009 18:51
Quote: "#1 Milkshape

#2 You don't need one. Just copy and edit an existing gun folder. (C)"


+1

My recommendation as well.
JRH
20
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 15th Apr 2009 21:10
Thank you, but I struggle to scale, rotate and position my models this way

Errant AI
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Joined: 24th Aug 2006
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Posted: 15th Apr 2009 21:38
You only need to struggle once then you're set.

The most important thing to know is that the "eye" of the camera is at 0,0,0 coordinates of the scene. If you have things set up right in your animation scene, you should be able to have 0,0,0 XYZ settings in gunspec and have it be WYSIWYG.
JRH
20
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 15th Apr 2009 22:17 Edited at: 15th Apr 2009 22:18
Yes, but with my [sarcasm]state of the art equipment[/sarcasm], a simple one segment area takes a few minutes to load, hence trial and error is not practical. Then I discover the guns the size of a house. I then scale it, and its backwards or upside down.

Any advice for this.

Toasty Fresh
19
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 16th Apr 2009 01:03
Quote: "A Few Questions for Gun Makers"


Yes? What can we blow up or you today?

I have a lot of trouble with this as well, which is why I just use Errant's hand rig to get mine ingame.

BTW, if you're gonna use a weapon creator, can I suggest NOT using anything except WCS. That other one I bought a couple years ago was VERY buggy, and I still haven't gotten one to work.

"You are not smart! You are very un-smart!"
JRH
20
Years of Service
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 17th Apr 2009 12:37
Ok, what I've decided to do:

1) I'm going to try Blender again, and then Milkshape. I know it depends on the user, the better, which program suits him/her.
2) I think I'll buy WCS, because my first FPSC ready gun, which was a while ago, took hours to fix and scale.

Thanks for all your help guys (or gals),
JRH

Toasty Fresh
19
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 17th Apr 2009 12:58
I suggest you use both Blender and milkshape alongside each other. Blender's .x exporter is broken, and it's UV mapper sucks as well as the fact that it doesn't like trying to get textures in from other UV mapping applications.

"You are not smart! You are very un-smart!"
Insert Name Here
19
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Joined: 20th Mar 2007
Location: Worcester, England
Posted: 17th Apr 2009 23:41
Blender's .x exporter/importer was fixed in a recent patch, afaik.

Toasty Fresh
19
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 18th Apr 2009 12:28
How recent was that? I'm prettty sure it's still broken for me, and I have the latest version...

"You are not smart! You are very un-smart!"
Insert Name Here
19
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Joined: 20th Mar 2007
Location: Worcester, England
Posted: 18th Apr 2009 15:18
Oh, maybe it wasn't then. I'm using 2.48a (Apparently) And the .x exporter seems to work fine with just about everything.

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