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FPSC Classic Models and Media / how do you make a gun (not animation)

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Phill Nash
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Joined: 11th Jun 2011
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Posted: 24th Jun 2011 02:25
i was wondering how to make the gun work in fpsc. i have the 3d model and i dont really know how to make the reload animation, but i want to know how to make the vwep, gunspec(not to much the gunspec),hud and what not for the weapon. im done with the 3d model what next?
thanks
Vent
FPSC Master
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Posted: 24th Jun 2011 02:38
Err... Wrong section.

You need to texture then animate it.

For the reload animation, you just animate the gun reloading, just as you would shooting.

For the gunspec you can copy one of the existing gunspecs and change it to suit your needs, like changing the animation keyframes and settings. The VWEAP is just a model you export as VWEAP.x. The HUD and cross hairs are just images in the same folder.



Phill Nash
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Posted: 24th Jun 2011 02:47
btw im using anim8or
Vent
FPSC Master
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Posted: 24th Jun 2011 02:51
You can't use anim8or's animation for FPSC, you'll need to use another program. I recommend FragMotion.



Phill Nash
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Posted: 24th Jun 2011 02:58
yeah i have that for animation but i do 3d models in anim8or, can you go into a tad bit more detail if its not to much trouble, like how to get the hud and cross hairs, also do i rename the exported file to vweap.x because i did that now it wond let me import it into fragmotion. i had the file name and a extention name of dbo i think? also i dont quite understand keyframes and dont really know how to animate the shooting and reloading.
Phill Nash
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Joined: 11th Jun 2011
Location: Under your bed
Posted: 24th Jun 2011 03:01
ill find some tutorials tho i hope
Phill Nash
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Joined: 11th Jun 2011
Location: Under your bed
Posted: 24th Jun 2011 03:44 Edited at: 24th Jun 2011 03:49
i found this is it right?

1 model the weapon in any 3d program that can export to .x format

2 uvw map your model

3 export the uv map to a 2d art program ( photoshop gimp etc )& paint the texture for your weapon.

4 apply your texture to your model then animate the model in your 3d program

5 when all modeling texturing & animating are done export your finished model to .x format

6 edit an existing models files to use your model texture & animations & save in the correct fpsc folders.

7 play with your new weapon .

i dont really understand septs 2 and 6 and i dont know how to do step 3, 5 and 6
Vent
FPSC Master
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Posted: 24th Jun 2011 03:48
Yes. You don't have to export it to .x to begin with though, it can be whatever your UV mapping tool uses.



Design Runner
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Posted: 29th Jun 2011 04:13
Here is a useful link: http://fpsc.wikia.com/wiki/Pipeline

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