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FPSC Classic Models and Media / Are there any enitity equivalents of stock gantry segments out there?

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Burger
14
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Joined: 22nd Jun 2012
Location: New Zealand
Posted: 4th Sep 2012 11:57
While making my game (as people tend to do with FPSC) I came across a part where I want the platform to stop and for the player to be able to see the missing sections of it on the ground below. Giving the effect that the little bridge has collapsed. I'm using all the maintenance scifi segments. But the only problem is that they're segments, and so lack the control of the entities. Entities could be placed in such a way that it looks like the platforms have collapsed. That lead me to wonder if there were any entities out there identical to the stock segment that would be available for use in my game. And I'm sure others out there would find use for entity equivalents. I used the search bar but didn't really come up with anything . . . so I thought I'd post. Any help is welcome thanks.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Gamer X
18
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Joined: 1st Feb 2008
Location: Planet X
Posted: 4th Sep 2012 14:53 Edited at: 4th Sep 2012 14:53
I believe there is no entity equivalents to the segments currently, but you can create your own.

It is rather simple.

You already have the textures and meshes. Each Platform is just 1 to 3 meshes.

The Fastest way would be to copy a single FPE file in the entitybank.
Open it with Notepad or FPI Editpad

Now navigate over to your segments folder. locate the segment you want to make entities for. (example C:\Program Files\The Game Creators\FPS Creator\Files\segments\scifi\platforms) chose lets say Maintenance Gantry TJunction.fps then open that with one of the 2 programs.

In the fps file look for
meshname0 = meshbank\scifi\moonbase\gantries\gantry_2
\floor_tjunc_a.x

Copy the meshbank\scifi\moonbase\gantries\gantry_2
\floor_tjunc_a.x
portion and then go to the fpe file.

in it you need to find
model = itema.x

Select itema.x (or whatever the name is) and paste over it.

For the texture do the same process except look for lines that start with texture0 and textured in the fps and fpe files respectfully.

When done you can then do this.


Burger
14
Years of Service
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Joined: 22nd Jun 2012
Location: New Zealand
Posted: 5th Sep 2012 08:56
Thanks Gamer X, that's really helpful. Now I can achieve the effect I was looking for. Although I noticed there aren't any of those bars/rails. Where did they go?

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Gamer X
18
Years of Service
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Joined: 1st Feb 2008
Location: Planet X
Posted: 5th Sep 2012 19:51
The Rails are separate meshes. So you will need to create fpe files for them as well. Same process either way. You will usually find the rail information in the next 1-2 chunks of text in the fps files. The piece that gives the mesh location is typically giving the location of a mesh called wall_a.x

Burger
14
Years of Service
User Offline
Joined: 22nd Jun 2012
Location: New Zealand
Posted: 8th Sep 2012 07:39
I've been meaning to post back but only now I have. Thanks again, the rails worked fine. This is very useful for my game. I'm sure other people can find use for it too.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12

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