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Thraxas
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Posted: 13th Feb 2011 02:38
Thanks Errant. Super fast response as usual

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
Nickydude
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Posted: 13th Feb 2011 12:35
Errant, may I include the anim numbers in the Guide?

Errant AI
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Posted: 14th Feb 2011 09:10
@Nickydude
Go ahead if you think it's something that will be useful. It might be too pack-specific for the general guide but it's your call.
Nickydude
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Posted: 14th Feb 2011 21:11
Thanks.

just a quick question, you have two anim85's:

anim85 N/A
anim85 Weapon Crouched Move (same)


Which one is applicable?

Errant AI
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Posted: 14th Feb 2011 21:18
anim85 should be N/A (it doesn't appear in the .fpi) and the frame values listed for anim85 should actually be for anim82. Error on my part there.
Nickydude
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Posted: 14th Feb 2011 21:25
Thanks again.

Quote: "Go ahead if you think it's something that will be useful. It might be too pack-specific for the general guide but it's your call."


The list includes anims for stock characters as well doesn't it?

Errant AI
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Posted: 14th Feb 2011 22:28
Mostly yes. The ALL-CAPS anims are new/unique. There are a couple stock anims which were taken out/reassigned in TF341 though (like the freeform anims). Also the anim frame ranges are quite a bit different than stock (for stock animations).
ras
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Posted: 15th Feb 2011 09:10
anyone know how to make a new charactors animating during the game like call of duty
Deathcow
FPSC Reloaded Backer
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Posted: 15th Feb 2011 13:02
@Errant AI

I have got your pack and it is great, but I was wondering about importing them into some of the stock characters. I had successfully imported them, but the Firespot appears abit messed up once it is imported.

I guess you have totally changed the layout of the bones in the new characters? Or is it possable to buy as an extra the bone frame thingy so that it is compatible with the stock characters?

DC

tokyomage
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Posted: 17th Feb 2011 01:21
awesome pack eai , and to you!

(downloading as we speak)

i forgot...
Eggie
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Posted: 17th Feb 2011 02:37
Looks really cool. When will they be in the TGC Store? I can't afford to buy all of them.
nix444
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Posted: 19th Feb 2011 08:45
i like it
Amber
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Posted: 24th Feb 2011 21:14
I am starting to use FPSC again and I had upgraded to the X10 version. I noticed that both packs 52 & 53 are not compatible with X10. Can someone school me on what the status with FPSC is now? Usually when a company releases a newer version they stop supporting the older one. Based on this incompatibility with the model packs and their website info, it appears they are moving away from X10. Explain if ya know please.

Thanks in advance!
Design Runner
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Posted: 24th Feb 2011 23:31
x10 is now unsupported, or rather not being updated. They are continuing all further development with x9.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
tecbug
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Posted: 26th Feb 2011 18:43
Great pack. Surely worth $40. Awesome work and thank you.

I have 2 questions about 341 enemies:

1. When I shoot small dynamic objects (small boxes) they "fly away" as they should be. Also when I shoot door bullets stops on this door.
But enemies can fire thru all dynamic objects (boxes and doors). Can it be solved?

2. Can i decrease enemys accuracy?
Errant AI
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Posted: 27th Feb 2011 22:31
@tecbug

1. That's related to the engine, not the pack. If you can reproduce the issue with stock media, I suggest posting in the 1.18 beta thread to get confirmation of the issue from other users and then creating a bug/issue entry in the google database.

2. Enemy accuracy can be decreased by greatly decreasing accuracy in the weapon's gunspec but it makes the accuracy nearly unplayable if the player uses the same weapon so it only really works if the weapon can not be picked up by the player. AI shot accuracy is roughly 400x greater than player accuracy if using the same weapon, for whatever reason.

@Deathcow

MP53 chars use biped "props" for orientating the VWEAPS. This may be incompatable with your 3D app. Additionally, the bipeds vary in the sense that they have one less toe bone and one additional finger bone than the stock biped. I have no current plan to publish the bipeds.
Eggie
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Posted: 27th Feb 2011 23:57
Will these models be in the TGC Store?
Deathcow
FPSC Reloaded Backer
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Posted: 28th Feb 2011 00:27
@Errant AI

Thanks for the reply. I'm really impressed with this pack, the DarkAI scripts that you have included really show what FPSC can done now.

DC

spudnick
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Posted: 28th Feb 2011 10:34
@Errant AI
Q. i have another game engine Called DX studio. and i was wondering if these superb models you have made can be used.
if so could they be imported as they are?

once again A+ for keeping FPSC with brillient models and making it a better.
The Zoq2
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Posted: 28th Feb 2011 15:45
Quote: "Q. i have another game engine Called DX studio. and i was wondering if these superb models you have made can be used.
if so could they be imported as they are?"


I think it's possible, but not the AI of course and you may need to convert the models to an other format...

Srry about my english im from sweeden
General Jackson
User Banned
Posted: 28th Feb 2011 17:44
Just ordered it, Errant.
General Jackson
User Banned
Posted: 2nd Mar 2011 04:50 Edited at: 3rd Mar 2011 23:31
EAI, this is an amazing pack.
Thanks so much for the pack with a low price!

The one and only thing I don't like about it are the sprinting anims for the rifles, and m249 (havent tried the shotgun) but there needs to be some movement on the x axis in the running anims.

Keep up the good work!

BTW, for anyone who wants to use bonds shadow shader, just copy EAI's _S.dds texture files rename the copied ones to have _I.dds, make the _I.dds to be completely black and there ya go.

-GJ
tecbug
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Posted: 3rd Mar 2011 15:57
When i spawn 2 enemy characters from the 341 pack my framerate drops significantly (from 60 to 25). When I spawn 3 enamies then it drops to 15-20.

Is it only on my computer?
Why this is happening? Too much polys? Too complicated AI?
blauweogen
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Location: Florida
Posted: 5th Mar 2011 16:22 Edited at: 5th Mar 2011 16:24
Haven't had a chance to try it, but do 341 characters have talking capability? (lipsync)

Great pack by the way! You are taking it to a whole new level, thanks!


FPS Creator 1.18.009
The Zoq2
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Posted: 5th Mar 2011 20:59
Quote: "Haven't had a chance to try it, but do 341 characters have talking capability? (lipsync)

"

I don't think so

Srry about my english im from sweeden
Crusader2
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Posted: 8th Mar 2011 04:02
... I pop back in to check what's up and this is what greets me?!?

It's finally here... I'm considering buying just to support Errant, but then remember that I currently have $8.72 and some pocket lint... Blah, I'll needa get it at some point regardless.

My most profound gratitude to Errant AI, for guiding this project to completion and giving the FPSC community something to marvel about. It's truly amazing.

Thank you again Errant,
Crusader2

"BOINK!" -The Scout
baxslash
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Location: Duffield
Posted: 9th Mar 2011 11:55 Edited at: 9th Mar 2011 12:56
I just noticed all the new anims in this pack (as well as a lot of actual characters!) and decided to buy it for the sequel to my zombie shooter "The Last Stand", currently called "The Last Chance".

It will be a 'Resident Evil' style game (the original I mean) using these (and other) characters against 'pre-rendered' backgrounds.

You've actually added most of the moves missing from any other character pack that I would need to achieve this new game! Fantastic!!!

Has anyone established whether they work with DarkVoices yet? I couldn't find an answer in this thread...

EDIT: WOW, approved downloaded and installed in around three hours!! That's got to be an all time record (for me at least!!)...

Slayer 2
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Posted: 10th Mar 2011 02:05
Errant, it's been a while since I've posted here, but damn, your model pack and the V1.18 update have made me give FPSC another chance.

In fact, these models are so quality, I'm wondering if we'd be allowed to use them in other engines (such as Torque 3D)?
Errant AI
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Posted: 10th Mar 2011 05:16
@baxslash and blauweogen
MP53 does not support lipsync/dark voices. IMO, it would have added too much skeletal overhead and ragdoll unpredictability for marginal gains.

@Slayer 2
Of course. You can use them in any engine you can convert them to work in. Same as any of the model packs.
Slayer 2
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Posted: 10th Mar 2011 05:49
Errant, thanks man, I had no idea, I thought it was only licensed for TGC engines. I suppose the real trouble is getting them out of .x format.
baxslash
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Posted: 10th Mar 2011 09:53
Quote: "MP53 does not support lipsync/dark voices. IMO, it would have added too much skeletal overhead and ragdoll unpredictability for marginal gains."

Fair enough. Actually I've kind of decided to go another way with how I'm dealing with dialogue in the game anyway now. Love the Pack. Makes me wonder about playing with FPSC again...

I'll be using just about everything in this pack in the DBP game I mentioned!

Nice work.

spudnick
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Posted: 17th Mar 2011 10:20 Edited at: 17th Mar 2011 23:00
Hi Errant AI.

i have Q. could you tell us what software you used to make these models please.
The reason why is if i get the software then i would like to have a go at making some Iraqi solders or even some british troops with SA80's for my big next game that could be made,

Most greatfull if you can.
Thanks
Thanks Zogs, i will se if i can make them in 3dMAX and see what i can do. not used it yet!
The Zoq2
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Posted: 17th Mar 2011 17:09
I think he uses 3ds max

Srry about my english im from sweeden
BenJ
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Posted: 20th Mar 2011 18:12
The best Model Pack ever has come to life with near-perfect features.
I purchased this pack, and I think I owe Errant Al a cup of beer.
But I have a few questions :
+ How do I modify the character's anim ? Like, make him sit on a chair and typing or talking.
+ How do I change the mouse sensitive when aiming down sights (ads) ? Because it comes very slow when I aim down the sights.
+ Also, how do I turn off the "Ads toggle" feature ? Like, the gun will only turn Ads when I hold right mouse, and when I leave the right mouse, the gun will return to normal.
Thanks first.
spudnick
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Posted: 22nd Mar 2011 01:50
Darn i can't seem to get any software to load model,so i can change camo to English uniform
i tried 3Dmax but no X importer
and also tried Mesiah 5.o again no X importer and also Truspace 8 & Blender,
So im Stuck Any ideas anyone
baxslash
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Posted: 22nd Mar 2011 11:13 Edited at: 22nd Mar 2011 11:15
Quote: "Darn i can't seem to get any software to load model,so i can change camo to English uniform
i tried 3Dmax but no X importer
and also tried Mesiah 5.o again no X importer and also Truspace 8 & Blender,
So im Stuck Any ideas anyone"

Just edit the texture?

You can change ".dds" to any other format image using "DDS Converter 2":
DDS Conv 2.0

Then edit the image in GIMP or another image editor...

EDIT: I may have mis-understood you, sorry if that's the case but I wasn't 100% sure!

That Guy John
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Posted: 22nd Mar 2011 22:06
Errant, (or any one else that knows the answer)

I know the characters are specific to 1.18, but will the weapons function properly in 1.17?

I would just like to know, before I decide to revert back to 1.17 'til 1.18 is completely out of beta.
spudnick
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Posted: 23rd Mar 2011 12:56
@ Baxslash. thx m8 i will use them as mentioend.
Also i would like to make characters crawel/snipe along the ground for when i do a beach sorty, like Omaha beach campaign in Ww2.

And hence thats why i need to change camo for WW2 characters, i know the new one will be more modern but my game has a major twist to it.

so any help will be nice.
baxslash
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Posted: 23rd Mar 2011 13:06
You could try FragMotion it's free if you can ignore the 'pop-up' reminders to purchase it but really I would ask on the "3D Chat" forum as there will be far more experienced people there (and you don't want to hijack this thread too much).

spudnick
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Posted: 23rd Mar 2011 17:46
Again thanks Baxslash, i purchased 3dMax and Maya but that did not allow import of DirectX

So i purchased Fragmotion 1.11 and for £30 quid it is worth every penny works brill, bettet than the above.
baxslash
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Posted: 23rd Mar 2011 17:57
Quote: "Again thanks Baxslash, i purchased 3dMax and Maya but that did not allow import of DirectX"

1-I'm pretty sure there are plugins for importing "X" into Max
2-I wish I had your funding (assuming they're legal copies of course )

Quote: "So i purchased Fragmotion 1.11 and for £30 quid it is worth every penny works brill, bettet than the above."

They'd be very glad to hear someone saying that I'm sure!

Glad to help.

Design Runner
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Posted: 25th Mar 2011 04:11 Edited at: 25th Mar 2011 04:12
EDIT: got beat to it. Didn't see page 7.

The quick brown fox jumps over the lazy dog
Anigma
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Posted: 25th Mar 2011 19:09 Edited at: 25th Mar 2011 22:06
Wow, it's been at least a year since I've played with FPSC. This pack got me back interested in it. Looks like things have progressed a long way! Our little company is currently diving headlong into UDK development (if only UDK was as easy to use as FPSC!) but this pack got me to dust off my old copy of FSPC, upgrade it to beta 1.18v10 and give FPSC another try. If nothing else, we can use it to prototype the UDK game we want to do.

Order placed, now to wait for approval.... sigh. Still, fantastic job on this pack Errant. Can't wait to drop these guys in a map and start blowing stuff up.

Edit: Aww, you guys approved my post but not my order yet? You're killin' me!
henry ham
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Posted: 26th Mar 2011 14:51
Quote: " i purchased 3dMax and Maya "


wow you must have money to burn

cheers henry

AbdulAhad
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Posted: 26th Mar 2011 15:08 Edited at: 26th Mar 2011 15:08
Quote: "" i purchased 3dMax and Maya "

wow you must have money to burn "


Instant

or got a whole lot of money to burn like mentioned.

Abdul Ahad

Anigma
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Posted: 29th Mar 2011 09:26
OK, just gotta say this, for anyone sitting on the fence wondering if they should buy or not...BUY IT, THIS IS A GREAT PACK! Outstanding work, from the models to the guns to the AI, 5 stars. My hat's off to you Errant, this is truly epic stuff. Worth every penny and then some! Love it!

Have some of these on me my man, you earned 'em.
Ikey
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Posted: 1st Apr 2011 01:14 Edited at: 1st Apr 2011 01:21
The pack is amazing. I've finally been able to begin PROPER work on my game with their EPIC AI. Thanks, dude.



Rocketless Scientist
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Posted: 16th Apr 2011 18:54
Bought this pack a few weeks ago... PHENOMENAL. Wonderful work, EAI!

Put some work into it, and you can be one of the best!
spudnick
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Posted: 5th May 2011 19:03 Edited at: 5th May 2011 19:52
@baxslash
Oh yes all registered properly,
As i have said in other post i also have many other game engines and i need the right software that can do the job for each one, so i will purchase what is needed,

As all 3d software of each type Like one's for anims and models Sound, Gfx software seems to have its limits, and one needs buy more to get the job done, so none is a waste of time
But it is expensive,

@Errant
So to my main posting.
My characters do not seem to go/walk through an open door,
Script im using for door is

Start appear1.fpi
Main Doorkey.fpi
Destroy disappear1.fpi

Character Scripts used

Start 341\appear\TF341_Appear_Team1_DEFAULT.fpi
Main 341\main\TF341_Main_Default.fpi
Destroy 341\destroy\TF341_Destroy_Ragdoll_Corpse.fpi

And i have also put/used a waypoint from one side and middle of door and one on the other side of door, each waypoint are one square away from each other.

Thank you if any knows how to fix this

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