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FPSC Classic Models and Media / Will FPSC allow custom FLAK projectiles to be used?

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Ross tra damus
3D Media Maker
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Posted: 14th Jun 2012 22:28
Hello All
I've taken a look at this subject through the search function and have still not seen a 'straight' answer to this question.

Is it possible to use a custom projectile?
If Yes, could you point me in the right direction to solving this.

Please reply, only if you have some information on this subject.

Thanks
Ross
Errant AI
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Posted: 14th Jun 2012 23:14
Not sure I know exactly what you're after but custom flak projectiles are easy. Just navigate to gamecore\flak\whatever\blabla and it's the projectile.x and uses projectile_d2.dds.

If you are making a new kind of flak, it's best to nest them inside the scifi, modernday or ww2 parent directories. Depending on version, FPSC can be flakey if you make your own category in gamecore\flak. References in entity FPEs and gunspecs also are sometimes case-sensitive so keep that in mind as well. FPSC will often need to be restarted before it can properly recognize a new flak or changes to a flakspec. The most common sign that you've done something wrong is the famous "floating flak" bug.

Ross, let me know if you need more info about any flak specifics.
Ross tra damus
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Posted: 15th Jun 2012 00:15
Errant AI

Thanks Errant I will try using one of the FPSC folder directories and see what happens and will post my results.

Thanks again.
The Storyteller 01
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Posted: 15th Jun 2012 04:27 Edited at: 15th Jun 2012 04:30
Actually I've done that with bond1s Staff (from the store) turned into a flak weapon ---> this thread:http://forum.thegamecreators.com/?m=forum_view&t=187770&b=24
The download link still works.

I used a small sphere made with Entity Workshop as the projectile.One problem I could not overcome though, is that every projectile gets its colour "blackened" and seems to be immune to shaders. I made my own /flak folder btw and it worked flawlessly - at least with 1.18

In case you find my grammar and spelling weird ---> native German speaker ^^
Ross tra damus
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Posted: 15th Jun 2012 23:38
Sorry for the delay with this reply (loads of testing was done).

Errant AI
(Tested in FPSC v-1.09)
I managed to get my custom projectile working by placing my projectile folder in the existing 'WW2' folder in the main FPSC 'FLAK' folder. I tried it in the 'Modernday' folder but it did not want to work in that folder.
Thank you 'Very' much for the information about this because I would never ever thought about doing that and would have given up for a workaround.
I could not change the 'explosion' when the projectile hits something but I settled to leave it in anyway.
Thank you again.

The Storyteller 01

Thank you for taking the time to reply with the link to this post but I had already read this when I did a search on this subject (great stuff you did there).
The problem was that I realy wanted to have a texture with shader FX (Illumination) attached to the projectile which with Errants help I managed to do but your work on the subject certainly opens up my eyes to the many new possibilties.
Thank you again.

NOTE- I can not supply a screen shot of my results because this weapon model is an 'exclusive' model for someone.
Errant AI
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Posted: 16th Jun 2012 15:13
How were you able to hook up the illumination.fx to the flak projectile, Ross? Did you just add the shader detail/path to the flakspec? I've yet to try it but have been curious if it would work.

I run my custom flaks out of modernday without hassles. Did you use lowercase "m" in the path detail? I wonder why it didn't work for you but happy you got it working none the less.

Yes. In stock FPSC you're stuck with the default explosion graphics. You can use brute force and overwrite the source textures but it will change all the explosions in the game. Ply's Mod/PB allowed for per-weapon overriding of the raycast splash decals and also for overriding flak explosion with a specified decal (though it could look sort of poor because it was not a 3D effect). I find myself missing some features from the older mods now and then.
Scene Commander
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Posted: 16th Jun 2012 15:51
Quote: "In stock FPSC you're stuck with the default explosion graphics"


V1.20 fixes this issue and now plays whatever flak explosion is set in the flakspec, and works for expinair and exponfloor
Errant AI
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Posted: 16th Jun 2012 16:17
That's great news, Scene! Looking forward to beta3
Ross tra damus
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Posted: 16th Jun 2012 16:54 Edited at: 16th Jun 2012 17:01
Errant AI

The 'illumination' effect does not seem to work very well (unless the _I map texture is 'ultra' bright) but it does work for me slightly in darkness.
I just added my projectile _D2 texture along with my projectile _I map texture in the 'Flak' folder and did nothing else. I first created a quick dynamic entity model of the projectile (with .FPE file)and opened it in FPSC just to create both my .DDS files of my textures for the projectile and then just put those .DDS files in my projectiles flak folder.
(Tracer Fire maybe)

As mentioned before I tested in FPSC v-1.09 so maybe this is a possible reason for it not working in the 'modernday' folder but I did check to make sure 'lower case' letters were used.
FPSC seems to have a mind of its own sometimes.

I thought about creating my own explosion decal to replace the FPSC one but decided against it for the reason you have given.

Again, thank you for your help and advise on this subject.

Scene Commander
Great to hear that those changes are being made in the v-1.20 and thanks for the heads up with this.

All the best of luck.

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