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FPSC Classic Product Chat / ChargedStudio Entity Compiler - FREE!

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charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 20th Dec 2009 19:59 Edited at: 24th Feb 2010 12:58


Version 1.1 released!


What does it do:

It quickly makes your model and texture and settings FPSC ready.You just have to do a few clicks,click the big SAVE button and you are ready to enjoy your model in FPSC.

How much does it cost:

Nothing,it will be always FREE.

Is it bugfree:

I dont know yet.There might be a bug since its the first release.Any bugs should be reported to me.

Screenshot:


Download:

Click DOWNLOAD at the bottom right corner of my post.

Is the download safe cause its an .exe:

It is definately safe,it has been scanned 3x with Nod32 antivirus and has no reports of any virus or malware or anything harmful.

Credits:

Thanks to knxrb for loads of coding help and Red Eye for support.

Changelog:

1.1
Fixed No Collision bug
Fixed Scale bug
Added animation support
Changed the font from blue to red

1.0
Initial release


A.K.A djmaster
Red Eye
17
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Joined: 15th Oct 2008
Location:
Posted: 20th Dec 2009 20:03
Great - Just Great


General Jackson
User Banned
Posted: 20th Dec 2009 20:03
Looks great mate, thanks

Will definitely use it

BlackFox
FPSC Master
18
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 20th Dec 2009 20:31
I just love these apps to help with tasks for FPS Creator. Works good, no issues on our end.

Cheers

Mike

Red Eye
17
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Joined: 15th Oct 2008
Location:
Posted: 20th Dec 2009 20:35 Edited at: 20th Dec 2009 20:35
Please add this:

Credit for Great Help: Robert Knox KNXRB




Metal Devil123
18
Years of Service
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 20th Dec 2009 20:37
This i nice. Will definetly help with stuff...


How many times do I walk in my sleep and I dream how much I wanna run away
Braden 713
18
Years of Service
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Joined: 3rd Aug 2007
Location: Canada
Posted: 20th Dec 2009 21:14
Do the models have to be in .X format like Entity Workshop, to be opened and converted with your program? Or could you load say a 3ds max model right into it, and go from there?

Cheers

Life would be much easier if I had the source code.
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 20th Dec 2009 23:03
great work, i will use this instead of the TGC supplied one.

Leaning Objects To The Side
19
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Joined: 3rd Jan 2007
Location:
Posted: 21st Dec 2009 02:01
OMG...Charger bandit, your ChargedStudios Entity Compiler is freaking super! as always, thanks for the download..keep up the good work.. I wish You and Your Family.. Happy Holidays and a very Safe New Years!

Cheers,
Tanya.
cram
19
Years of Service
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Joined: 27th Jan 2007
Location: Belgium
Posted: 21st Dec 2009 03:24
Good work, you have made,but is there a possibility to change te color?Tt is now unreadable on both screens
See screen

Blind Digger
17
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Joined: 29th Sep 2008
Location: Brisbane AUS
Posted: 21st Dec 2009 03:30
Thanks that makes it easer.


Stephen
charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 21st Dec 2009 13:26
Cram: It seems that the "old" theme causes the problem,I will compile a new version today with red letters.

Braden 173: Sorry,they have to be .x,maybe in the future ill add .3ds support.

Thanks everyone.

A.K.A djmaster
Hador
User Banned
Posted: 21st Dec 2009 16:11
I like this better than the one on the site, I like to do final tweaking by myself anyways. I use entity workshop for static stuff tho.

DONATE TO FENIX MOD!
darimc
19
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Joined: 19th Jan 2007
Location: Canada
Posted: 21st Dec 2009 16:41
It's great but I found a little bug. The texture will always link to the default directory of the texture instead of the folder where the entity is located. Also, the scale always becomes the name of the texture for some reason.

charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 21st Dec 2009 16:53
Thanks for comments guys.

darimc: Thanks for reporting those bugs,the first bug is werid cause my code always copies the texture and entity in Entity Compiler folder and in .fpi they are named texture.dds and model.x for example.Will check for the 2nd one.

UPDATE: Im working on an option so you can change the colour of the fonts for better visibility.Next version will also fix the new bugs and maybe add a nice little shader oriented feature.

A.K.A djmaster
BlackFox
FPSC Master
18
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 21st Dec 2009 17:24
Charger Bandit,

Would we have permission to post this app on FPS-Media?

Cheers

Mike

charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 21st Dec 2009 18:40
BlackFox: Sure post it

Everybody,heres a preview of the new red skin.Bugs are fixed,plus I added a menu for animations.

A.K.A djmaster
cram
19
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Joined: 27th Jan 2007
Location: Belgium
Posted: 22nd Dec 2009 00:01
Nice,me like.
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 22nd Dec 2009 02:13
I found a bug: the texture path within FPSC is put in where the scale is and the path to the texture file that you selected is placed in the texture= area.

SEE ATTACHED PIC

charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 22nd Dec 2009 13:50 Edited at: 22nd Dec 2009 20:51
Gamer X: That bug is fixed in 1.1 version

Everybody,ill release the 1.1 patch today.It will include theme changer,fixed bugs and animation support.

EDIT: Im very sorry to say that the new version wont come out today.I had the version ready but my internet got cut off so I couldnt upload.I already started on new features so the next 1.1 release will be sometime until xmas.

A.K.A djmaster
charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 24th Dec 2009 12:38
UPDATE! Version 1.1 released.Enjoy!

A.K.A djmaster
Predhunt
16
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Joined: 18th Jul 2009
Location: France
Posted: 24th Dec 2009 12:45
Great Job

General Jackson
User Banned
Posted: 24th Dec 2009 19:08
Yay thanks

BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 24th Dec 2009 19:10
Nice work Charger Bandit. We've updated the page on FPS-Media. Have a good Christmas.

Cheers

Mike

Silvester
20
Years of Service
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 25th Dec 2009 15:00
Nice work, although the red text on a black background is sort of an eyesore at times.. How about just making the labels white and textbox text black?


EDP Map Editor[2D]
charger bandit
16
Years of Service
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 25th Dec 2009 15:28
Next version will include two install options,one is classic skin which is black and white and modern skin which is my background and red.Version 1.2 will also have:

-preview tool
-making 64x64 pictures for entities
-shader map copying

A.K.A djmaster
charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 29th Dec 2009 08:59
BUMP! Lets keep this thread rolling.

A.K.A djmaster
Red Eye
17
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Joined: 15th Oct 2008
Location:
Posted: 31st Dec 2009 17:12
Great this is! I am using ti, alongside with entity creator, so i can see my models how they look in fpsc, nevertheless, awesome this, and loads features. Keep this up!!!


charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 4th Jan 2010 20:27
BUMP! Cmon people,post some comments so I know you are interested.I have some great stuff planned for this tool,including expansion to segments and weapons,adding preview tool that saves the preview pic ect.

A.K.A djmaster
cram
19
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Joined: 27th Jan 2007
Location: Belgium
Posted: 4th Jan 2010 21:17
Of course we are interested in your program.
Have you new pics,so we have an idea of the new things?
charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 5th Jan 2010 20:27
Most of the new features are either just bugfixes or its not ready yet.Ill see over the next few days if I can come up with the preview tool and maybe start segment making feature and renaming the whole app to FPSC Ultimate Compiler.

A.K.A djmaster
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 5th Jan 2010 22:40
For me, making an entity or segment FPSC ready is not difficult. It's as easy as using a template for the fpe/fps and filling in the blanks. I use programs like FPSC Toolbox and MagicFPS because they allow me to preview the mesh with the texture applied. I can tweak the texture and update the view on the fly. I also use Cash's Model Viewer for the same reason... large view, nice rotation and control.

That said, if your program had "full screen" or a large preview I would be very interested. As it is, it's just a program that fills in the blanks. That's a good thing for those who don't know how to do it, but some of us need more. I wrote one of these a while back, but decided to scrap it because the 3d view was too difficult in VB and there were other suitable alternatives.

I'll be watching for the preview tool that you mentioned above.

Brian.

Programador hispano
20
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Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 6th Jan 2010 20:29
How does tha animation part work, do we have to match our animation frames to the stock ones or it will converted to custom made one?

...........(o o)........
--oooO--(_)--Oooo---
charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 6th Jan 2010 20:35
The animations feature is easy.You input how many animations you want for your entity for example 3.

Then my first animation is lets say appearing animation.The frames for the animations are from 1-15.In animation 1 field I type in 1,15.Then the step is repeated for other animations.

Xplosys: The preview tool will have a nice measuring unit which is 1 segment,shader applying and viewing them on the entity,will read the scale from my main app ect. It will be very nice,easy to use,made by my friend knxrb.Hopefully in the end,it will be a great tool that will have support for everything.

A.K.A djmaster
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 9th Jan 2010 22:12
Alright, I went through searching a few the .fpe files and here are a few options I wouldn't mind seeing added into this program.

(These can be seen used in the light fixtures and signs)

forwardfacing = X - X=1 it attaches to the wall, X=0 it doesn't attach to the wall (default = 0)

defaultheight = X - set the height that the object is seen at (ex. 50 will place the object at halfway up the wall) (default = 0)

These are just a 2 things I think will be helpful for certain objects such as a light or a sign.

Otherwise, I haven't had any problems with entity compiler so far.

Violent Pigeon
18
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Joined: 30th Dec 2007
Location: London, Great Britain
Posted: 9th Jan 2010 22:52
Excellent Contribution


Love Zombies? Love Zombie World! [url]www.zombieworld.tk[/url]
JZ28
17
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Joined: 2nd Feb 2009
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Posted: 10th Jan 2010 06:58 Edited at: 10th Jan 2010 06:58
didn't read the first post but heres what i think.

@ charger bandit
nice program, however may i suggest a few things. i am personally not a fan of the background of your window. may i suggest the option to switch it to plain windows grey or just one solid color.

to make the model creation process quicker you should have a few more things auto filled in. such as static = yes, exploadable = no, immobile = no, collision = polygon, etc. the user can change these options of course but it would make the majority of models faster to get in game.

an idea someone else had was to have a preview of the model in front of a segment. i think you could improve on this by having a preview similar to the image attached to this post.

Also

there is one thing preventing me from using this program full time. thumbnails. you should make it able to create a preview of the model for the editor.

master the process of entity creation first, then master segments. keep it all to one easy window and keep pop ups, messages, warnings, and distractions to a minimum.

excellent job so far.
thanks for reading.

JZ

http://sites.google.com/site/jordanz2010/
charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 12th Jan 2010 14:33
Everything you people suggested will be included in v1.2 except preview and picture making.Im still waiting for Red Eye or knxrb to finish that part.

A.K.A djmaster
The Godfather
16
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Joined: 14th Jan 2010
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Posted: 15th Jan 2010 22:26
Can it convert 3ds to be fpsc ready????
Please reply people!

The GodFather
cram
19
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Joined: 27th Jan 2007
Location: Belgium
Posted: 22nd Jan 2010 02:56
Bumb
charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 22nd Jan 2010 17:08
The Godfather: No it cant do that,maybe it will in the future.

Updates are going well,im adding all those extra options like offsets and default height ect. Dont know when will preview be done.

A.K.A djmaster
SekoIdiootti
17
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Joined: 14th Mar 2009
Location: Finland
Posted: 22nd Jan 2010 17:49
Ooh, awesome!
This will be useful.

charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 24th Feb 2010 12:57
Ok the tool is back! Its not dead,I have been working and im proud to present I finally have PREVIEW TOOL.

Now you simply select your model and texture then click preview and you can rotate and zoom your entity.Also has a 1 segment scale so you can adjust the scale from Entity Compiler.

Enjoy the screenie.Release is very near.
NOTE: Super big thanks to Red Eye for coding the preview.


A.K.A djmaster
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 24th Feb 2010 16:46
Looking good Charger Bandit. We use this application faithfully and really find it one of the most useful apps to have. Thanks for the work put into creating this.

Cheers

Mike

xplosys
20
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 24th Feb 2010 19:09
That looks great and has all the necessary features. If you change the background you've got a winner.

Brian.

dark peanut
17
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Joined: 31st Dec 2008
Location: USA
Posted: 25th Feb 2010 01:37
Looking great! Though I do agree about the background.

dark peanut

current projects: a game about a guy

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