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FPSC Classic Product Chat / A couple questions...

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ajkcool
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Posted: 4th Feb 2011 02:26
I have a couple questions about FPSC

1. Whenever i use a mod, all my entities are goene. Why?

2. When i try to spawn an enemy, he's invisible! and hes set on appear2

3. Which is better, model pack 9 or 10

sorry if some of these questions are repeated

"Hey everyone, I love you." jk
Pirate Myke
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Posted: 4th Feb 2011 02:44
Which Version of FPSC?
Which Mod?
Are these stock entitys or custom?
Are you using shaders
Is there at least 1 static light in the level
Are the right textures assigned for the shaders

Could not tell you which is better MP 9 or MP 10

Hard to help without complete info

Nothing but coffee in my veins 'Insomnia is Coming'
ajkcool
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Posted: 4th Feb 2011 05:10
1.19
every mod
freaks abominations and gore pack
full shaders
yep
im not sure

"Hey everyone, I love you." jk
ajkcool
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Posted: 4th Feb 2011 05:12
*edit* version 1.17

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Pirate Myke
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Posted: 4th Feb 2011 10:48
OK then, Now we can get started. other then the fact that you use every mod. I just use vanilla FPSC with out any mods at the moment.

Characters: Are these his or are they custom?

Bond1 was kind enough to provide a shader templete for these shaders to adjust for your own. I the effectsbank\bond1 folder there should be a shader templete.

In the shader file that you are using, Open it up in notepad and look at the top section. There it tells you what textures are needed for this particular shader. It says three textures required.
_D, _N, _S. you will also need the _D2 texture as well. you can see the textures use patterns in the Freaks and Abomination entity folder.

Bond1 was kind enough to provide a video tutorial with that shader also. Look for a folder called Darkshader Char Template or even in the effectbank\bond1 folder I am not sure which one. As I do not own the pack, I just make the stuff for a gentleman that has this pack and shaders and are making custom characters for him. But I follow Bonds instruction and they are working proper.

Other Entities:
That one might be tough to try and troubleshoot. Which shaders if any. Are the entities spawn from the start or are they on triggers to spawn.

I would start with that. Make sure you have all the textures required. If possible test it in vanilla FPSC with no mod and see if your entites can be seen. If so then retry with which ever mod you are using.

Lets see how that goes, and I will monitor this thread for more questions. If you could provide entity names and some screen shots, we can go further.

You can also email me with more info if needed. Just put FPSC into the subject so my email does not throw it away.

Nothing but coffee in my veins 'Insomnia is Coming'
ajkcool
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Posted: 4th Feb 2011 23:11
thank you also is it possible to use the alternate fire for the model pack 5 m4? if so, then how?

"Hey everyone, I love you." jk
Pirate Myke
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Posted: 5th Feb 2011 03:14
I am not sure, Check your account for an upgrade to thet pack.
I am not sure if the animation have been put into those yet.

Try and search the forum for more info on that.

I do all custom stuff and do not have those packs. Sorry

Nothing but coffee in my veins 'Insomnia is Coming'
ajkcool
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Posted: 6th Feb 2011 22:57
i dont see an update, but it's all good if i cant do that. thanks.

"Hey everyone, I love you." jk
Pirate Myke
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Posted: 7th Feb 2011 07:10
Your welcome

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Poloflece
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Posted: 10th Feb 2011 09:00
You can't use every mod (unless that's the name of the mod). You can only use one mod. I had the same problem with Project Green.

I suggest you reinstall fpsc and only use one mod (I use wasp mod V2 for v1.18 004)


Poloflece


Rust Pack WIP here http://forum.thegamecreators.com/?m=forum_view&t=178788&b=24
ajkcool
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Posted: 11th Feb 2011 19:23
does anyone have a list of animations for stock and/or model pack 1?

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Gencheff
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Posted: 11th Feb 2011 19:51
You know,Google helps sometimes...




PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
ajkcool
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Posted: 13th Feb 2011 17:45
Is it only Model Pack 52 that has 152 animations?

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ajkcool
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Posted: 13th Feb 2011 19:58
also, does anyone have a script for Dark AI without the press g to recruit ally and press h to leave ally?

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Design Runner
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Posted: 13th Feb 2011 20:10
ajcool, there is a post in the scripts board explaining how this is done. Use the search button, it comes in handy.

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ajkcool
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Posted: 13th Feb 2011 20:35
what should i search? Caue I can't find it.

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Design Runner
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Posted: 13th Feb 2011 21:18
hmmm, try looking at the last page of the Dark AI knowledge thread. Seems like the logical place

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ajkcool
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Posted: 20th Feb 2011 17:56
Does anyone have a script where if they walk up to a door without an item (i.e. the dossier) it shows a HUD and they can't open it, but then after he picks up the item, it shows a different HUD and he can open the door?

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Design Runner
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Posted: 20th Feb 2011 18:10
How about editing the locked door script and the key script to show different HUDs? I hope that is what you meant.

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ajkcool
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Posted: 20th Feb 2011 18:15
Quote: "How about editing the locked door script and the key script to show different HUDs?"


i tried that, but to no avail...



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Design Runner
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Posted: 20th Feb 2011 18:20
You edited the wrong script Open the doorkey script in your scriptbank, and change the

and the

To match the HUD you made. Then save it as mydoorkey. Now put a door in your level and put that as its main.

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ajkcool
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Posted: 20th Feb 2011 18:24
@Design Runner, i want it to show two different HUDs. One when he has the key, and another when he doesn't

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Design Runner
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Posted: 20th Feb 2011 18:57 Edited at: 20th Feb 2011 23:45
Hmmm, maybe you should post this in the script board, you could get more help there. But I think you would have to set up a global variable in the key script so that when it is picked up the variable increases to 1. Then in the door script have it load both HUDs, hide both. Then, if plrdistwithin = 80 and global variable = 0, show HUD 1, if plrdistancewithin =80 and global variable = 1, show HUD 2, and open door if use key is pressed. (Note I wasn't worrying about spelling or using the correct conditions etc in all that)
EDIT: I just realized this could be used to control which key opens which door or to prevent players from skipping parts of the level by opening the wrong door.
EDIT2: NVM then

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Thraxas
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Posted: 20th Feb 2011 23:33
Quote: "prevent players from skipping parts of the level by opening the wrong door."


You can do this without variables, just change the name of the key and set the door to open with that key name. In fact it doesn't have to be a key at all. It could be any item the player picks up, as long as you tell the door the name of the thing.

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ajkcool
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Posted: 25th Feb 2011 00:45
also, is there a way to change the type of file for the gun? aka jpeg to dds for model pack 5? Because I tried to make a red dot sight for the p90, but the stupid jpeg automatically refines it to make it look more detailed

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Posted: 25th Feb 2011 01:03
Very easily. Open paint.Net or GIMP, open your jpeg texture, and save it as .dds Now open your fpe and change the texture = line to match your new texture.

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ajkcool
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Posted: 25th Feb 2011 05:20
I mean when u pick it up, like the gunspec, not the fpe.

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ajkcool
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Posted: 27th Feb 2011 22:48
also, how do u make a persons mouth lypsinc to words?

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Design Runner
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Posted: 27th Feb 2011 22:58
1. Not sure what you mean. Please elaborate
2. You would need Dark Voices, and learn how to set up the bones in the mouth area to prepare it.

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ajkcool
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Posted: 27th Feb 2011 23:52
I mean, how do u change the gun visuals after u pick it up (the .dds file) because model pack 5 is a .jpeg and i want to change it to a .dds

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Design Runner
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Posted: 28th Feb 2011 00:38
So you want the way the weapon appears to change? Like if the gun was blue make it red?

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ajkcool
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Posted: 28th Feb 2011 04:37
The reason I ask this is because all of model pack 5 gun files are .jpeg. But jpeg files make the picture all detailed but i dont want that. because im trying to put a red dot sight on a p90

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Posted: 28th Feb 2011 21:38
Ah wait, I think I understand you know. So you want the gun not to be jpeg format for the texture. Alright:
1. Go to Files>Gamecore>Guns>(the gun you want to change)
2. Find the texture. (jpeg image)
3. Open in
4. Save it in .dds
5. Open the .X file of the gun (HUD.x). (if it has more than one texture, like ammo_D2 and gun_D2) Or the gunspec if it has only one texture.
6. In the .X file, find the material list. This might take some time depending on the size of the file. Find the texture you changed, and change the extension on it. I.E.:

That is the code for the ww2 Bazooka. You would change the TextureFileName to match your new texture.
If it is a gun with the texture in the gunspec, then just change the textured = in the gunspec to match your new texture.

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ajkcool
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Posted: 2nd Mar 2011 05:25
thanks. that is what i was talking about. Also, i recently purchased and downloaded model pack 53, but when i downloaded it and used the combat knife, it had the gunspec of the m9! does anyone have a copy of the knife's gunspec?

"Hey everyone, I love you." jk
Thraxas
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Posted: 2nd Mar 2011 06:21
Quote: "thanks. that is what i was talking about. Also, i recently purchased and downloaded model pack 53, but when i downloaded it and used the combat knife, it had the gunspec of the m9! does anyone have a copy of the knife's gunspec?
"


Check the official thread in the models & media section. It has what you need

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
ajkcool
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Posted: 6th Mar 2011 18:48
Thanks Thraxas. Also, does anyone have a broken staircase? I've been looking for one but haven't found any.

"Hey everyone, I love you." jk
Design Runner
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Posted: 7th Mar 2011 00:59 Edited at: 7th Mar 2011 03:18
I'm wipping one up for you quickly aj, its simple enough. But it will be an entity not segment (easy enough to fix)
EDIT: do you want it completely broken (in half) or just a few holes in it?

Learn to model and script, and use the search bar. The answer to all FPSC questions
ajkcool
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Posted: 8th Mar 2011 01:35
completely broken please, and it doesn't haf to hav a texture if u dont wanna make one

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ajkcool
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Posted: 10th Mar 2011 03:17
back to the question with the mods... Here's how I tryed out fenix mod:

1) I copied the FPSC-Game and all other things

2) I downgraded FPSC to V1.15

3) I add entities to my game and when i go to test it, they are all gone!

Am I doing something wrong?

"Hey everyone, I love you." jk
ajkcool
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Posted: 11th Mar 2011 01:17
fenix mod btw

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ajkcool
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Posted: 17th Mar 2011 02:47
also, is there a way to change the ambience per level?

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ajkcool
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Posted: 27th Mar 2011 02:35
no one? wow...

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ajkcool
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Posted: 7th Apr 2011 01:12
no answer?

how are the stairs comin along design runner?

and can i put a holographic sight on one of my weapons without modeling or getting into texturing?

"Hey everyone, I love you." jk

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