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FPSC Classic Product Chat / weapons making

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derik
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Posted: 23rd Feb 2011 20:00
is there any vids that have how to make a gun in fps that is pickupable and useable
i looked at fps entity maker tutrials to find out and looked at and read the manual text document that comes fpscreator on the make ur own weapon part but its not helpful
ive got a gun model and sounds but thats all i dont what else to do or how to add in reloading anim.
help
thanks

alien
Bootlicker
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Posted: 23rd Feb 2011 20:03
check this out:




derik
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Posted: 23rd Feb 2011 21:16 Edited at: 23rd Feb 2011 21:42
thanks but it looks very difficult.how do whem it comes to the hand animation make sure thats what happens when i press r to reload
is that the only way or is there different ways
if its the only way then how do i buy milkshape

alien
raymondlee306
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Posted: 24th Feb 2011 00:02
Quote: "how do when it comes to the hand animation make sure thats what happens when i press r to reload "


Imagine that the hands and gun are a giant "flip-book" where every movement that is going to be done by the player in the game is one giant notepad with each page being a single frame of the animation. When the player walks the pages (frames) of the walking animation are flipped in front of the screen. When the player presses "R" then only those pages (frames) are flipped.

This is how was able to think it through. It is not an easy process for beginners and to be honest I stumble quite a bit it still.

http://www.google.com/images?q=flip+book&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&source=univ&sa=X&ei=oZFlTYLfM4aBlAe40PHPBg&ved=0CFcQsAQ&biw=1366&bih=602 Here's a link for those that don't know what a "flip-book" is.
derik
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Posted: 24th Feb 2011 08:51
yeah but how do you apply reload animations for a certain gun.

alien
Dark Frager
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Posted: 24th Feb 2011 11:54
You rig that gun to many different animations and in the .fpe file you specify which animations to link to what keyframes. (I think)


Sig image by 3bit.
derik
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Posted: 24th Feb 2011 19:58
i looked at the other gun files and i couldnt find out were their fpi files for custom reloading animatiions and stuff
all i could see was reloadind sounds and in the gunspec folder i saw anim frames for animations

alien
Dark Frager
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Posted: 24th Feb 2011 20:40
:S Yeah I meant in the gunspec you assign the frames to animations.


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derik
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Posted: 24th Feb 2011 21:00
what about the animation visuals themselves

alien
Kravenwolf
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Posted: 24th Feb 2011 21:51 Edited at: 24th Feb 2011 22:00
Quote: "what about the animation visuals themselves"


The 'visuals' are the animations, and you would access them in your animation program. From there you can run the animation sequence for the weapon and watch it cycle through all of it's frames showing you the animations for the weapon's idle, move, reload, melee, etc.


Open the gunspec file and look for the animation keyframes;


Quote: ";HUD animation frames list

keyframe ratio = 1
;select = 0,17
Idle = 18,51
Move = 55,70
fire = 73,81
reload = 88,138
;reload = 139,199"



^This is from the stock ww2 Colt. It's reload animation sequence runs from keyframe 88 to 138. To see that animation, open the weapon in Milkshape or Fragmotion or whatever software you're using for animating; go to frame 88, and play the animation up to frame 138.

If you're asking how to get your own animations to work with your weapon, after you make the animations, you'll need to plug in their keyframes into the frames list in the weapon's gunspec file (reload = 88,138, etc).

If you're asking how to animate, you'll need to pick a software, and then head over to Youtube and start diving into video tutorials!

Kravenwolf

derik
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Posted: 26th Feb 2011 16:40
oh thanks i get it
so i just number those keyframes i see in my animations the same way with the colt45 thing you showed me
what about how you see the weapon when its not doing anything
as in the angle should i just use the camera in 3d modeling program
if i use the camera do i need to export that into .x along with the weapon.

thats the last i need to know
thanks

alien
derik
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Posted: 2nd Mar 2011 17:45
im sorry my last post hardley made sense
all i need to know is how to decide how you see your gun i mean what if its backwords or something.

alien
Doctor 3D
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Posted: 2nd Mar 2011 18:23
1) Open an FPSC weapon that is already animated into your modeling program. Use a FPSC pistol if you want to animate a new pistol, use a assault rifle if you want to animate a new assault rifle, etc etc

2) Merge your NEW weapon into the modeling program. (At this point both models are in the program)

3) Select only your NEW model and scale, rotate, and move so that it is the same size and in the same position as the old model. (Put the New model 'inside' the old model.)

4) Unselect the NEW model. Delete all of the materials for the OLD model leaving only the animated bones. (At this point you now have only your NEW weapon and the animation from the OLD weapon)

5)
Doctor 3D
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Posted: 2nd Mar 2011 18:27
Sorry for Duplicate - accidental post and cannot edit.

5) Add the OLD animation to the NEW weapon. (Magazine to Magazine, Stock to Stock, etc etc)

6) Export the Model as an .X file.

7) Go into your FPSC directory and copy the OLD weapon folder that you used as a base.

8) Paste it and rename it. Go into the .FPE file and change the model to your new .X model.

9) Copy your exported .X model into the folder. Test the model by right-clicking the green start marker and adding your Gun entity in the start with gun section.

10) If it works fine in the game, add your pickups, and custom name, icons, etc..
derik
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Posted: 3rd Mar 2011 19:21
its realy hard to merge on milkshape
after merge im confused on leaving animated bones and stuff.

also how cuold i make custom enemys
should i just use and modify
other enemy .fpi files by adding anim fames,
and replace .x files, and add my own textures.

alien
Doctor 3D
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Posted: 3rd Mar 2011 23:39
Derik, characters are done the same way. In my experience, chracters are a little more difficult to rig than weapons. Regardless, the process is pretty much the same.

You only modify the .fpi files after you have rigged the entity.

As far as difficulty and learning. It can't be made much clearer:

1: Convert both your old and new models to the Milkshape format.

2: Open the model you want to Rig into milkshape. Click the "Materials" tab and assign your textures.

3: Then click "File" and click "Merge" and open a weapon that has an animation you want to use. (For example if you wanted to rig up an assualt rifle, you could use the commando)

4: Double-click the Group(s) for your new model. (This highlights it in red)

5: Use the "Move," "Rotate," and "Scale" functions located on the "Model" tab by clicking one of the function buttons and moving your mouse to adjust the highlighted weapon. Position the new weapon so that it is in the same location in Milkshape as the animated model.

6ouble-click the Group(s) again to deselect your New model and then double-click the animated model to select it.

7nce the animated model is highligted press the Delete key. This will remove the model but leave the animations.

8: Select an group item such as "Magazine" to highlight only the magazine in red, then click the "Joints" tab. Find the "Magazine" joint and single-click to highlight it. Click the "Assign" button to assign the joint.

Repeat step 8 until everything has been rigged.
derik
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Posted: 4th Mar 2011 21:33 Edited at: 4th Mar 2011 22:50
yes i rigged my test gun but i get stuck on giving it a pick up
the video says to get the models .x file and .fpe file from the entity bank but what models the new or the old

edit-i have another post on this forum but not anyone is answering it
its me asking if level geomitry made on t.ed can be imported in fps

alien
derik
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Posted: 7th Mar 2011 17:52
when i do the pick up thing by changing the isweapon line the game crashes ive got the hud.x the textures the gunspec the sounds why is it not working.

alien

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