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spudnick
15
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Joined: 30th Nov 2010
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Posted: 13th Mar 2011 21:13
hi all, i have a question about using 2 game engine for my game,

ok in my other game engine i can right a script to run another .EXE
But can FPS Creator run another .EXE

i know you can have upto 50 levles that link to each other that are all made with FPS Creator and compiled in the build proccess,

So what i need is to have a level made with fpsc and when completed it needs to shut down and then run the next .EXE thats been made from my other game engine,
i can do this in my other game engine at the present.

The reason for this idea is my other game engine has unlimited terrain and also i can have fully rigged vehicles that can be used,

But with fps creator it is quicker to make buidings and so on.
Anyway i hope some one can help me thx
Cheese Cake
19
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 13th Mar 2011 23:04 Edited at: 13th Mar 2011 23:05
I dont think its possible. but maybe with a triggerzone or something like that.

But why would you want that?
You would have 2 whole different engines, both of them with different graphics. One better than the other.
And not to mention AI and player movement/speed.
Also you would have to export FPSC weapons to the other engine, or import those weapons to FPSC.
Same goes with: weapons, static objects, dynamic objects and characters.

And you would probably have killer loading time between every level.

"Fromage Cake"
spudnick
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Posted: 14th Mar 2011 22:21 Edited at: 16th Mar 2011 00:12
Yep your right about what you say cheese cake, but FPSC is basicly a tile terrain editor, i need to have proper water in ditches and ponds at different levels, ulike the poor attemp of water effect of FPSC, im not saying FPSC is poor but its limited.

Also need rain and vehicles you can drive & Fly and many many more advanced features, As for characters and weapons it easy to port over, and as for speed i can bring the other game engine to same frame rate, but the Task is to hop from one game .EXE to another and not to keep going back and forth upon every completed map.

just need to change a few times,
The reason for this is because FpsC will be used for multiplayer maps, that also can be edited realy quickly fo later map updates
Like a map of the battle of Bastogne starting from the woodlands then onto the town of Bastogne,
So the woodland map will have about two thousand trees that can explode from artillery fire and bobming raids,
and so you see FPSC cant handle large maps like this but my other game engine can handle ullimited terrain size.

At least if i pull this off then i will have the best of both engines.

i will try doing somthing with the trigger zone idea

if i can get both to work then i will post a quick sample of a game that swaps from one to another.
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 15th Mar 2011 00:39
I tried this at one point as well using 3D Rad. I never got it work. To the best of my knowledge FPSC cannot call an .exe. You would be looking at maybe changing the source code and adding your own command line so the engine can activate an .exe.
Cheese Cake
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Location: At the bakery
Posted: 15th Mar 2011 00:39
It would be pretty hard to do i guess, so best of luck.

Maybe other members could shed some light on this question?

"Fromage Cake"
spudnick
15
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Posted: 16th Mar 2011 00:04
thx raymondlee306 and cheese cake.

what i have found out from my other game engine forum is that is i need some how when the game level ends Fpsc then quits and open a shell with command to run the new .EXE

i cando this in other game engine but stuck in howto with fpsc
oh the other game engine is called DX-Studio, i did not mention it before as i didn't wan't to say or advertise non Fpsc products.

but may shed more light on where and from what game engine im using, if makes sense!

So basicly i need to run shell after finishing a level and the game in Fpsc ends and the other game engine starts ups.

As for items in each game engine ,they will be the same guns and the same characters and also the GUI is the same ans so the only change in game will be the actual map
spudnick
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Posted: 19th Mar 2011 03:42 Edited at: 19th Mar 2011 03:43
well after a bit of medaling around i can have now a completed level quit to a folder instead of ending back to a menue screen,

so 1 step closer to my goal, just need to make an AI script that gets called upon from end game to run an .EXE
biohazardNL
16
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Joined: 26th Oct 2009
Location: netherlands
Posted: 27th Mar 2011 00:33
it is possible. just download the fpsc modkit, and mod it, it isn't too hard but you need the knowledge

[href]http://tbhproductions.com[/href]
Dark Evenger
16
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Posted: 27th Mar 2011 02:30
and something like make a prefab with fpsc and export to other engine is possible?
RelMayer
18
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Joined: 14th Apr 2008
Location: France
Posted: 27th Mar 2011 03:04
Theorically, yes.
You can export a FPM file to DBPro, so...

Please apologize my bad english, I'm French.

ELDORA Rocks !
SH4773R
16
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 27th Mar 2011 12:08
Or export the whole fpsc level into your engine...


My software never has bugs, it just develops random features.
spudnick
15
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Posted: 14th Apr 2011 20:50 Edited at: 15th Apr 2011 00:12
Thx guys,
Doing just that is what I have been doing for the last month, exporting and importing to other game engine, and having to redo Anims to make work in other engine, its hard work

But hey if one wants a commercial game then one must put the effort in,
Last week i created a beach attack with a real working Mine field with muddy puddles and sloshy mud, i have show a friend and was verry impresed.

Here is a Big tip to help people edit files for Fpsc and that is install GIMP and install the directX Plugin and also DDS
As a free software it is a must Tool to use

And also Fragmotion Anim and model editor for only $50 £32

These are a must have tools that is making my work possibles.
And so don't splash out on expsive software to edit fpsc files.

And now im working on artillery fire to import from other game engine to Fpsc but im strugling with animations to import as im a bit new at doing this.

Well i will keep all updated soon
anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 17th Apr 2011 05:45
Quote: "And also Fragmotion Anim and model editor for only $50 £32
"


Not to bump this, but you do realize Fragmotion is free now right?

Cheers,
Anayar


For KeithC
Le Shorte
17
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Joined: 6th Apr 2009
Location: Wisconsin
Posted: 17th Apr 2011 08:01
Quote: "Not to bump this, but you do realize Fragmotion is free now right?"

Nope. Still $50.

Cheesehead for life.
Design Runner
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Location: In my own little world.
Posted: 17th Apr 2011 19:40
Nope, free http://forum.thegamecreators.com/?m=forum_view&t=183766&b=3

The quick brown fox jumps over the lazy dog
spudnick
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Posted: 9th May 2011 18:32
well would be nice to get it for free, but hey one will have to pay for it!

Unlless you run a crack/patch

Anyway don't be tight and pay for full version, as its cost practually nothing anyway.
spudnick
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Posted: 9th May 2011 18:52 Edited at: 17th May 2011 00:50
i have things working now
spudnick
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Posted: 9th May 2011 19:15 Edited at: 9th May 2011 19:15
Ooh what a brucy bonus, by using my new idea i can also have or use other maps in multiplayer. well as many multiplayer maps as one needs.

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