http://forum.thegamecreators.com/?m=forum_view&t=116068&b=24
This link (in tutorials sticky) will tell you how to change the MP9/10 media.
There is an example for the XIX but the same process is used for the M9.
However, the guide explains how to convert the weapon version and not to make a new one using an alternate version but the process is nearly identical except you will be duplicating the files for your 2nd version.
To sum things up:
In the M9's
gamecore directory, there should be multiple .x files. Something like HUD.x, VWEAP.x, HUD_with silencer.x, VWEAP_with silencer.x, HUD_no accessory.X and VWEAP_no accessory.x, etc, etc.
To make a new silenced version for your game:
1. Make a copy of the M9 gamecore folder and rename it M9SD (or whatever you like). Then in this new folder...
2. Delete the HUD.x and VWEAP.x files.
3. Rename the two files with the _with silencer suffix so that HUD_with silencer.x and VWEAP_with silencer.x are now simply HUD and VWEAP.
4. Open the gunspec.txt file and remove the muzzleflash by changing the following:
MUZZLECOLORR = 252
MUZZLECOLORG = 150
MUZZLECOLORB = 54
muzzleflash = 4
muzzlesize = 16
to
MUZZLECOLORR = 1
MUZZLECOLORG = 1
MUZZLECOLORB = 1
muzzleflash = 4
muzzlesize = 1
5. Exit and Relaunch FPSC. You can now assign the weapon to player start marker to test.
There might have been a simpler way to explain but basically FPSC will only recognise HUD.x and VWEAP.x. It ignores the other files with the suffixs.
There is also a readme in that same directory explaining what the different .x files are.
To change the pickup weapon to reflect the silenced version, go to the entity bank and:
1. Duplicate the .FPEs and .BMPs for the M9 and Ammo. Rename them to M9SD, M9SD Ammo (x01), etc. Make sure the .FPE and .BMP names match exactly or the image won't show in the editor (it will only show like a brain in a jar or something).
2. Edit the new .FPEs. You need to change the settings for:
desc =
model =
isweapon =
To reference the silenced version. There are alternate entity models included in the same entitybank directory (ex: m9silencer_onside.x). Please note that no entity for the M9 with BOTH silencer and torch attached was included (there was a reason for this but I don't remember why).
When this has been completed, you can place the weapon in the editor, as normal.
Alternatively, you can go to the Game Creator Store and purchase the M9SDVLISE weapon which has all of this done in addition to updated HUD, VWEAP & Entiy models/textures, New animations for faster shooting, AirMod compatibility for gunlag, iron-sights, recoil, etc and compatibility with Ply's Mod/ Project Blue UM Edition asymmetric dual wielding systems. It also included a suppressed gunshot sound and new muzzleflash.
For the torch effect; Search the script board for torch or flashlight. There are now many good options to choose from.