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Dark GDK / FPSC Level Usage

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xix psycho xix
16
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Joined: 15th Sep 2008
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Posted: 26th Jan 2012 16:49
Ok so I am at the point where I want to start making a few test maps for my game and I plan to use maps from FPS Creator. I have licensed copy of this BTW lol. So I know how to use the maps from FPS Creator in my game but I need some information on FPSC Map dynamic objects such as doors. I was wondering how exactly I can locate these objects when I load the level so that I can make them work. Say that I put a door in FPSC and then I want to make it work in DarkGDK code. How would I locate the door? I know how to make it work once I have the object but I'm not sure how to locate the objects. Info is greatly appreciated! Thanks!!!
WickedX
15
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 26th Jan 2012 18:28
First open the file map.ent in Notepad. This file is an indexed list of all entity fpe files used by the level. Unless you’re planning on the whole nine yards and using fpi scripts and all, you should only need the mesh information from the entity files. There could be a tad more needed so don’t quote me on that. The file universe.ele list all the information needed to load and position all the entities used, except for the meshes which are referenced by the index to map.ent.

The process of loading these entire files is a little in depth. So I will point you to the FPSC source code. Search the code for the processes to load these files. The code is a little lengthy but it’s not too hard to understand.
xix psycho xix
16
Years of Service
User Offline
Joined: 15th Sep 2008
Location:
Posted: 26th Jan 2012 19:07
Allright, so would it be easier to just load and position my own doors? Where can I get the FPSC source code, and one last thing. The game world gets stored as universe.dbo, correct? Why is it asking for a password when I try to copy the file???

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