Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Can you import your own 3D objects in FPS creator?

Author
Message
dashgalaxy86
15
Years of Service
User Offline
Joined: 2nd Dec 2009
Location:
Posted: 3rd Dec 2009 16:45
Can you incorporate a leveling system, in-game shops, cell-shaded character and object models and environments, as well as create multiple "deaths" for the baddies? Can you create a "death counter" over your head after you're bitten by a zombie? Can you switch into a 3rd person view? Cutscenes? In-game voices? An originally designed menu screen and extras you can decide on for yourself?

I'm aware that there is a scripting device but I haven't heard anything about how deep that is or how much you can do with it. I know someone is probably going to tear into me saying "you're your own limit, not the program" but spare me that and just humor me. Are these things feasible in FPS creator?

Forgive me for being a novice. I have some programming experience (a year in Visual BASIC), which makes darkBASIC attractive to me, but if FPS creator is really the way to go in terms of ease of use and getting these things done then who am I to argue? I've heard only great things about FPS creator but none of them answer these questions, which are crucial to me.

By the way, I know how to do 3D modeling (and cell shading) in blender, so those would be the 3D objects I'd hope to import.
Marc Steene
FPSC Master
19
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 3rd Dec 2009 21:02 Edited at: 4th Dec 2009 11:06
Quote: "I know someone is probably going to tear into me saying "you're your own limit, not the program""


Actually, I don't think that applies in FPSCs case

[/joking] FPSC is very flexible with a mod.

I'll go through your list one by one.

"Can you incorporate a leveling system?" - I assume by this you mean in campaign. It is possible, but only with a mod such as Project Blue. Project Blue provides you with a load more conditions and actions to play around with, as well as variables. Leveling can be achieved quite easily, and leveling up could bring certain benefits to the player such as increased accuracy, health, speed, jump height, or damage. Here is an example script (which will ONLY work in Project Blue). I have commented the necessary areas:

PUT THIS SCRIPT IN A TRIGGER ZONE (This will give the player bonuses for leveling)

---------------------------------------------------
;Creates the variable "plrlevel" and initially sets it to the value "1"
:state=0:dimvar=plrlevel,setvar=plrlevel 1,state=1
;If the player is level 1, his speed + damage will be default
:state=1,varequal=plrlevel 1:plrspeed=100,plrdmgmult=1
;If the player is level 2, his speed + damage will increase
:state=1,varequal=plrlevel 2:plrspeed=110,plrdmgmult=1.1
;And if the player is level 3...
:state=1,varequal=plrlevel 3:plrspeed=120,plrdmgmult=1.2
;etc.
---------------------------------------------------

Now put set this script below as the destroy script for the enemy (by right clicking it, selecting destroy, and navigating to the script).

---------------------------------------------------
:state=0:state=1
;if the enemy is killed, change the player xp by 1
:state=1:addvar=xp 1,state=2
:state=2:state=2
---------------------------------------------------

Put this script into another trigger zone. This is what will detect if the player has killed enough enemies to level up.

---------------------------------------------------
:state=0:state=1
;Creates variable xp and sets it to 0
:state=1:dimvar=xp,setvar=xp 0,state=2
;Checks if xp is 10. If it is, the player gains a level and the xp is reset.
:state=2,varequal=xp 10:addvar=plrlevel 1,setvar=xp 0
---------------------------------------------------

And you should have a pretty good level system going! If you want the player to visibly see which level he is at and when he levels up, download Nickydude's Community Guide to FPSC (Stickied at the top of FPSC Chat) and you should be able to work out how to display HUDs.

Number 2 - Ingame Shops

In-game shops are definitely possible, and there are already examples available on how to do it. To help you along, you'll need something like this (once again, it will only work with Project Blue):

(in a trigger zone)
---------------------------------------------------
:state=0:state=1
;Creates the cash variable and sets it to 0
:state=1:dimvar=cash,setvar=cash 0
---------------------------------------------------

(in enemy destroy script)
---------------------------------------------------
;When an enemy is killed, give the player 100 cash
:state=0:addvar=cash 100
---------------------------------------------------

For the shop itself, you will need to create an entity which detects if the player is close enough, and if he is, display a HUD showing the price and which key to press to buy it. Now if the key is pressed, the game checks if the player has enough money, removes the money from the player, and then gives the play the item. Here is an example below:

(This would need to go into the item which you would like the player to buy, for example a weapon. Once again, this will only work in Project Blue). This will not work if you simply add in the script - You would need to add the HUDs which the script asks for. You can find out how to do this in the community guide.

Conjured also created a money system for stock FPSC, so it might be worth looking at that before investing in a mod.

---------------------------------------------------
;This initializes the HUD. It specifies to the engine where the HUD is and how it should be displayed, and what name is used to reference it.
:state=0:hudreset,hudx=50,hudy=20,hudimage=gamecore\huds\item1.dds,hudname=item1,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=20,hudimage=gamecore\huds\itembought.dds,hudname=itembought,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=20,hudimage=gamecore\huds\notenoughcash.dds,hudname=notenoughcash,hudhide=1,hudmake=display
;If the player is within 40 units, show the hud "item1"
:state=1,plrdistwithin=40:hudshow=item1
;If the player is further than 40 units, hide all HUDs
:state=1,plrdistfurther=40:hudunshow=item1,hudunshow=itembought,hudunshow=notenoughcash
;If the player is within 40 units, pressing the E key, cash is greater than 1000, then give the player a Law weapon and remove 1000 cash and show the itembought HUD
:state=1,plrdistwithin=40,scancodekeypressed=18,vargreater=cash 1000:subvar=cash 1000,giveweap=modernday\law,hudshow=itembought
;If the player is within 40 units, E key is pressed, but the play has insufficient cash, then show the notenough cash HUD
:state=1,plrdistwithin=40,scancodekeypressed=18,varless=cash 1000:hudshow=notenoughcash
---------------------------------------------------

Number 3: Cell-shaded character and object models and environments

I believe there IS a cell shading shader available, but it is not currently compatible with FPSC. However, Project Blue does come with some great screen shader effects such as Black and White, Motion Blur, and Bloom. If you are desperate, you can just give every object a shell shaded texture.

Number 4: Multiple deaths for bad guys

Once again, it is possible, but you would need to animate the deaths yourself. I'm no expert in animation and modelling, so I'll keep this brief. You'll need to find a copy of the FPSC skeleton on this forum (or import one of the character's .x models) and reanimate as you wish. You will then need to specify the new animations in the character's .fpe file (like a script file, except contains character information such as health). More information is available in the community guide.

Number 5: Can you create a death counter once bitten by a zombie?

Yep. This can be achieved using HUDs, and is possible using standard FPSC, however it will be easier with Project Blue. I won't write a script out for this one, but in English instead as it is quite simple once you get the hang of it:

If the player is hurt by a zombie
Show HUD deathtimer60
Wait 1 second
Show HUD deathtimer 59
... (Skipped for brevity)
Show HUD deathtimer 1
Set player health to 0

Number Six - Can you switch into a 3rd person view?

Yes, once again using Project Blue. You can also drive vehicles in third person, and there is a script on the forums produced by plystire which will allow you to do this. Look for a guy called Kravenwolf, and see his posts about his third person tests and videos. I'm sure he'd be glad to lend you a hand.

Number 7 - Cutscenes

Possible using a variety of techniques. You can either:

-Animate the cutscene using a modelling program and record it, and play the video in FPSC
-Use waypoints to make characters walk and script the cutscene while recording it, then play it as a video
-Use waypoints to make characters walk and script the cutscene and let it play in game

Number 8 - In game voices

Yes. Save the files as a .wav file, then add this sound to a sound zone. Right click the sound zone and add the sound file to the properties, and when you walk through the zone, the sound will play. For actual character voices, you will need to go into the characters script to decide when to play it, for example:

:state=0:state=1
:state=1,plrdistwithin=50:state=2
:state=2:sound=$0,state=3
:state=3:state=3

This script will play a sound file when the player is within 50 units of it.

Number 9 - An originally designed menu screen and extras you can decide on for yourself?

Once again, you can. If you go to file>build game>level settings, you'll see a button near the bottom saying "Edit loading screen". Click that, and you can change everything from the background image, music, loading bar, and loading bar position.

Number 10 - Can you import your own 3D objects into FPS Creator?

Yes. Go to www.fpscreator.com, they have a program which can turn .X files into working objects or characters.

If you need anymore help on basic things, such as script formats etc. let me know.

I recommend you do the following if you enjoy FPSC:

-Buy Project Blue UM
-Download the community guide
-Buy some FPSC Model Packs
-Learn how to script
-Download FPI Editpad

Hope this post helps you!

P.S. I wrote these scripts quickly without checking, so no doubt someone will find a small error or two, but they should work for the most part.

FREE FPSC Billboard Pack: http://forum.thegamecreators.com/?m=forum_view&t=160850&b=24
Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 3rd Dec 2009 21:30
heres the error I found:

// doesnt comment things out

; does

add me on skype- isaacpreston. WWC percentage complete: 60%
dashgalaxy86
15
Years of Service
User Offline
Joined: 2nd Dec 2009
Location:
Posted: 4th Dec 2009 02:03
@marc steene
I can't even begin to tell you how much I appreciate all your input. Thank you. Thank you VERY much.
One way of doing a store would be to have it during a level. Another way would be to have it just be a screen after a level. I'm seeing a theme in your answers so I'm going to guess it's "possible". Right?

Additionally, I assume it's also possible to have hundreds of different weapons in-game so long as you provide to graphics for them (and the programming). I didn't bother asking that but I might as well now.

And one more: how about "select a character" screens and putting on different equipment which can be seen? For example, equipping a red shirt instead of a blue shirt. And I know someone told me that "select a level" screens are easy to make, so I assume the character screen will be the same way.

I think that's all I got for questions for now. You've pretty much sold me on FPS creator, especially if it can handle what I just said. Once again, I know the temptation is there to point out that it's the programmer who is the limit, not the engine itself.
Marc Steene
FPSC Master
19
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 4th Dec 2009 11:18 Edited at: 4th Dec 2009 11:18
Bugsy, thanks for pointing that out. I'm so used to using // to comment out lines of code, but I've fixed it now.

dashgalaxy: No problem! I'll go through the second list now.

Number 1: Have a shop be displayed after a level

Actually, you'll need to use a work around for this one Instead of actually being after a level, once the level is completed you can make a HUD appear showing the shop, and once the player is finished buying his items the level will end. The interesting thing about shops are that they can be done is so many different ways. For example, the player can press a letter on his keyboard to buy the item, or click the item hud/button with his mouse.

Number 2: Is it possible to have hundreds of different weapons in game?

Once of FPSCs great pitfalls is it's performance. Hundreds of different weapons would severely slow the engine, so you will need to tread lightly in this area. Project Blue replaces the stock FPSC "frames per second" system with a timer system, as well as increases performance. With Project Blue, you COULD have hundreds of weapons, but I don't see much point. If you're looking for weapon models, I can highly recommend model pack 9 and 10, as well as all of Errant AIs weapons in the Game Creator Store.

Number 3: Is it possible to have a select character screen?

Yes, but like the store in number one, it would have to be at the start of the level. Basically, a HUD would be displayed to the player giving him an option of "shirt colors" like in your example. A really useful action in the FPSC scripting language is alttex=X. Alttex allows two textures to be swapped between each other, for example, a red and blue shirt. The textures of red and blue would need to be created, and one of the textures applied to the entity. Then right click the entity and under the Alternative Texture box put the second texture in. Here is an example script below:

;Creates the variable colour and sets it to 0
:state=0:dimvar=colour,setvar=colour 0,state=1
;If the variable colour is equal to 0, don't use the alttex
:state=1,varequal=colour 0:alttex=0
;If the variable colour is equal to 1, use the alttex
:state=1,varequal=colour 1:alttex=1

The HUD which is used to select it will need to change the variable colour. If you need any more help, let me know.

FREE FPSC Billboard Pack: http://forum.thegamecreators.com/?m=forum_view&t=160850&b=24
Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
dashgalaxy86
15
Years of Service
User Offline
Joined: 2nd Dec 2009
Location:
Posted: 4th Dec 2009 13:23 Edited at: 4th Dec 2009 14:27
You mentioned that there wouldn't be much "point" to having hundreds or even just lots of weapons, and you're relatively correct. However, in my "survival mode", people will be asked to use whatever is around them. Before they're able to afford guns, this will be things like loose boards of wood, baseball bats, vases, kitchen knives, etc. I know that lots of work will have to go into this since I will probably end up making 99% of these models myself in Blender.
Please understand that there wouldn't necessarily be hundreds of weapons in a level, just in the game overall. Each map would have different things lying around.
After watching some awesome videos I do have a few more questions, if you don't mind... I'm not begging for code handouts at this point, I just want to know if it's feasible.

1.The weapons on the ground that I have seen are spinning and are picked up by walking directly over them. I would like to pick them up by tapping a button, and I'd like them to lay still. When you press tab, I'd like to be able to see the names of any items appear directly over the items you can pick up. Possible?

2.Project Blue makes 3rd person mode possible. Is it possible to add jumping animations to the player model? This isn't really a dealbreaker for me, but I'm just curious.

3.How many enemies can be on the screen at a given time without experiencing too much slowdown in FPSC with and without project blue?

4.Can you make a hotkey bar below where you drag items from an inventory so you can choose which ones to have quick access to?

5.Can you have usable potions/health kits stored in your inventory and dragged to the aforementioned hotkey bar rather than activate-upon-pick-up?

6.Is it possible to make a sophisticated looking inventory? (I know this is a rather broad question but I hope you get my meaning)

7. Is delimbing possible with Project Blue? (Probably not, right?)

8. Can I have a scoring system in my game? I intend to use the score at the end of the level as currency in the story.

9. And this one is really a continuation of some previous questions. You said that I could NOT do cell-shading. But then you said I could import my own 3D models. What if my 3D models are cell-shaded?

Sorry, it's just that I kind of have a dream game I want to make, and a lot of time and money I'm not using... So I thought, hell, I should just find the best and easiest way for one dude with limited experience to make this game. Anyway, thanks a lot for the advice and code snippets you guys have dropped here for me, I appreciate it. I am not asking for you keep giving me all the code if it's too much trouble. I really want to understand what's going into my game, so ideally I can learn the script and do it myself later.

Login to post a reply

Server time is: 2025-05-28 03:49:07
Your offset time is: 2025-05-28 03:49:07