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FPSC Classic Models and Media / How do I create my own weapons in FPS Creator?

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emark4
13
Years of Service
User Offline
Joined: 14th Mar 2012
Location:
Posted: 14th Mar 2012 21:00
Hey guys, I'm new to using FPS Creator and I have been playing around with it recently.

I was wondering however if there is a way to create your own weapons for your player. For instance, I plan to create a couple of melee weapons and have them function like Halo's energy sword. Is this done by some 3rd party program?

Thanks for the help.
Brendy boy
19
Years of Service
User Offline
Joined: 17th Jul 2005
Location: Croatia
Posted: 14th Mar 2012 23:50
Quote: "Is this done by some 3rd party program?"

yes, in programs like Blender, 3D Studio Max, Maya, Milkshape, Fragmotion, Wings 3D, Deled

anayar
15
Years of Service
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 16th Mar 2012 02:44
Please use the search function at the bottom of the page

Cheers,
Anayar


For KeithC
007
13
Years of Service
User Offline
Joined: 22nd Aug 2011
Location:
Posted: 16th Mar 2012 12:47
Hello folk,

Welcome to FPS Creator,

To create a weapon you need follow those steps:

1- Model your weapon (and model also the hands) in a 3d Software with the guns, textures, and with all the animations (fire, reload, putaway, select, ...)

2- After you have this weapon animated, you must export it to directx format (*.x file) and name it HUD.x. This will be what the player will see on screen, the hand with the gun.

3- Then you must have a model to be used for the weapon pick, world model, the "object" that the player will see to pickup, to colect a gun. And you must export it also using the directx format (*.x file) and name it something like mygun.x

4- Then you must get a already made weapon in fpsc, the weapon that seems more close to what you are creating, in example, if you are creating a pistol, you should open the folder of the ww2 pistol (gamecore/guns/ww2/colt45), and copy the gunspec.txt to the folder of your weapon (you must follow the same logic of the folders of already made fpsc guns).

5- Now you must edit the gunspec.txt to fit your weapon (damage, accuracy,...) and also you must specify the range of the animations. Like reload=150,190 it means that the reload animation you made on your 3d software begins in frame 150 and ends at 190. And the same for the other animations.

6- Now you must open the folder entitybank/ww2/items and see the colt45.fpe. This file is the entity (the object) that the player will collect, so you see, in example, 2 files for the ww2 pistol, which are the colt45.x and colt45.fpe. So following this logic, you must have 2 files on the entitybank, i.e, mygun.fpe and mygun.x. Mygun.x is the model that you created in step 3 , and you must edit mygun.fpe to match your gun.

For more info, use the search function on forum.

Cheers,

007.

Goldenye 007 N64

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