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