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FPSC Classic Models and Media / How to import weapon assets to use?

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fufps
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Joined: 8th Sep 2018
Location: Somerset, NJ
Posted: 13th Sep 2018 00:58
I want to use this https://forum.thegamecreators.com/thread/186545 ? It just says decal? How do I use that hand and electricity?
ncmako
6
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 14th Sep 2018 10:35
Fufps That thread is titled "Electric Spell for EAI's Spellcasting Kit"
It's an extra decal for EAI's Spellcast which you can still get here...https://eaimedia.com/ Scroll down to "Fantasy" section,
It's only a dollar I think, very much worth it for what you get. Decals for weapons are either the muzzle flash or for the flak.
They are setup in the weapons gunspec file. Again the community guide in your doc's folder is very helpful in this.
Quote: "How do I use that hand and electricity?"

Once you have a "hand" weapon/hud with proper animation you can set it's muzzleflash (electricity) decal
in it's gunspec.
My games never have bugs. They just develop random features..
Lots and lots of random features...
fufps
User Offline
Joined: 8th Sep 2018
Location: Somerset, NJ
Posted: 15th Sep 2018 01:04 Edited at: 15th Sep 2018 02:25
Decided the electricity wasn't that great... EAI released free files.
https://forum.thegamecreators.com/thread/151097

The above referenced versions https://forum.thegamecreators.com/thread/186545
use a version of the hands with gauntlets but could be made to look like the screenshot you linked with a combination of texture swaps (unarmed/unarmored e02 hand map or any mp9/10 classic EAI compatible hand map) and editing (make the armor texture pure alpha to hide it).

I have no idea how to swap textures and edit armor to pure alpha.
ncmako
6
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Sep 2018 00:19
fufps
Quote: "I have no idea how to swap textures and edit armor to pure alpha"

If you open the weapons gunspec file you'll see the "Texture=" add the new texture file
or leave blank to use the default texture file ( look at other gunspec files to see how they are setup )
If you use Paint.net or Gimp you can easily add an "alpha" mask. Do you use either of these ?
My games never have bugs. They just develop random features..
Lots and lots of random features...
fufps
User Offline
Joined: 8th Sep 2018
Location: Somerset, NJ
Posted: 16th Sep 2018 01:49
I figured it out with paint.net. Now I want to change the muzzle flash color to blue and take out the bullet smoke/holes effect. Do I change those in the .X file? or the gunspec script attached?

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ncmako
6
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Sep 2018 12:56
Fufps To change the muzzleflash open your gunspec and change the line "muzzleflash = 91" to the new texture flash# you want.
In your folder gamecore\muzzleflash\ you will see all of your muzzleflash textures labled flash1, flash2 flash3...ect
Quote: "and take out the bullet smoke/holes effect"

To remove smoke effect, open a weapons gunspec, look for the line smoke=x and remove it ( no smoke )
To remove a weapons "bullethole" decal look for the line "scorchtype =x" also in the gunspec. Scorchtype
refers to a texture in your gamecore\bulletholes\ folder. Again this is where your Syntax list is handy.
Here's a link to the gunspec command list...https://forum.thegamecreators.com/thread/180924?page=2
Scroll down to "29th Jan 2012 06:16" posting and download the .pdf I believe scorchtype=16 is a blank decalslot.

Another work around if it is an entity is to use the "nobulletcol" command ?



My games never have bugs. They just develop random features..
Lots and lots of random features...
fufps
User Offline
Joined: 8th Sep 2018
Location: Somerset, NJ
Posted: 16th Sep 2018 15:57
I'm confused... Can you edit the gunspec.txt I linked to make blue flash, no smoke, no bullet holes?
ncmako
6
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Sep 2018 16:05
Fufps
Quote: "Can you edit the gunspec.txt"

Yes, I do it all the time. Again....the "Gunspec Syntax" list clearly details what commands
can be changed in a weapons gunspec file. Changing a muzzleflash is easy. Just change the number
to which muzzleflash it points to in the muzzleflash folder.
Quote: "no smoke, no bullet holes?"

For no smoke use the command "smokedecal=x" and have it point to a blank texture in your decal folder.
For no scorch use the command "norscorch = 1" ...simple. No bullet holes
Its all in the syntax list.
My games never have bugs. They just develop random features..
Lots and lots of random features...

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