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FPSC Classic Models and Media / FPSC Animation Files Released

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Cellbloc Studios
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 11th Oct 2005 22:15 Edited at: 11th Oct 2005 22:15
Quote: "old dude trying to keep up with you kids"


Nice try. I still remember watching the moon landings...

Richard, once again thanks for releasing the BIP files as well as the FPSC Source Code. Soon you will see by doing that what "take the ball and run" with actually means by what I will be bringing to the table because of you and your company.

Thanks!

-This...is my boomstick!
The Hitman
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Location: usa
Posted: 12th Oct 2005 07:57
hey whats up with the milkshape skeleton has anybody had any luck using it ?

If you dont have what it takes to create "Spend Alot Of Money"
Jtbullet
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Location: greenville, sc usa
Posted: 13th Oct 2005 15:04
How about a fragmotion file?
Dovonob
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Posted: 13th Oct 2005 17:38
quick question

i have 3ds max 7 but have never even installed it, i do have maya and have have used that a couple of times, built a lovely little temple i did.

i can't be bothered to trawl through all these posts about software piracy so basically can i use maya instead of 3ds max and it will be the same in principle?
transient
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Location: Australia Zoo
Posted: 14th Oct 2005 02:50
Admitting to being a warez user is a silly thing to do on these forums.

instinct is more valuable than intelligence.....
Zero #43
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Location: ** in your head **
Posted: 17th Oct 2005 21:59
wow, rich does something nice for us.... and we shuv it in his face...... saddd,,,,,,,,,,i got Cinema 4D, how do i use the animation for it?

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI RADEON™ 9550 256MB DDR(<<soon ), 80GB Hard Drive
transient
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Location: Australia Zoo
Posted: 18th Oct 2005 03:20
TGC did something nice for 3Dsmax users. And I don't think anyone shoved it in his face, people were just wondering if this was relevant to them (mostly not, unfortunately).

In any case the bones are in MS3D format now so if you can use that your apples.

Or you can buy Fragmotion which imports models fine.

I'm not sure about C4D but it should import/export dx already. If not, here's an exporter which might work.
http://213.239.195.198/~philipp/index.php

You can go here ans ask Psionic about it. He uses C4D for games.
http://www.psionic3d.co.uk/forums/index.php

instinct is more valuable than intelligence.....
Zero #43
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Posted: 18th Oct 2005 03:48
ya, i got C4D and milkshape

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI RADEON™ 9550 256MB DDR(<<soon ), 80GB Hard Drive
Mr Love
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 24th Oct 2005 00:15
Character FX cant load x-files Im afraid...


Trust everyone...
SkyCubes
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Joined: 16th Nov 2004
Location: Vancouver, Washington
Posted: 30th Oct 2005 17:42
It seems to me too much time and energy is being spent discussing the issue of creating and animating new characters by FPSC users. I mean, let's face it folks, the majority of FPSC users are not going to spend the time learning how to use 3DS Max or any other 3D character creation/animation software. Have we forgotten what FPSC is? It's a drag-n-drop FPS game maker. The reason you make a product like this is for people who don't want to, can't afford to, or don't have the time to learn a programming language or to model and animate from scratch. My hats off to those extremely limited few FPSC users who can do all those things, but the cold hard reality is that they represent .001 of the total FPSC user base.

What we need is more pre-made packs of animated characters and objects. Period. It's not rocket science for god's sake. The majority of FPSC users want more resources for their games. What are their choices? 1. Spend $3000 on 3DS Max and spend a year learning how to use the damn thing ---or--- 2. Send $50 to TGC for a new pack of characters and models that they simply have to drag-n-drop into their game levels, which is exactly why they bought the damn software in the beginning!

My point? Simple. Releasing the animation files and the source, and all that other bullcrap does absolutely nothing for the majority of FPSC users. It's useless. It's my opinion that TGC needs to spend less time catering to the elite few around here and start providing what the majority of users want...easy to use, drag-n-drop resources at a reasonable price.

--formally FPSCreators--

"Trust no one" --Deepthroat (X-Files)
redstormx
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Joined: 3rd Nov 2005
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Posted: 3rd Nov 2005 18:01
Rich, how do you load the bip into character studio? I am a novice user with character studio and I'm having a problem figuring out how to use the files provided. I have 3d studio max 7
Richard Davey
Retired Moderator
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Posted: 3rd Nov 2005 23:18
redstormx:

Create a skeleton: command tab panel>create tab>systems>biped
select a bone, go to command tab panel>motion tab>Biped rollout
Make sure figure mode is inactive (stick-man icon should not be
illuminated), click load file (yellow folder icon), choose the bip file from
its location and click OK.
Thats it.
When figure mode is active .fig files can be loaded in the same way.

People don't quit playing because they grow old. They grow old because they quit playing.

http://www.corephp.co.uk
=ChrisB=
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Location: starring into a viewfinder
Posted: 4th Nov 2005 18:41
Hey, a very rich friend of mine just got me Max 7 AND charichter shop (were talking $5.7 millionare), and I had the idea that it would be REALY cool if you guys relesed standard weapon sceletons. Just basics so we could make them specific.

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

bond1
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Posted: 5th Nov 2005 10:17
I do have experience animating in 3ds max, but I have a few questions about using this biped file.

1. Can I attach a character mesh using the "skin" or "physique" modifier, or will both work?

Does the biped and mesh need to be grouped before export? This X format is new to me and I'm not sure of the requirements for getting it to export correctly.
redstormx
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Posted: 8th Nov 2005 21:44
Thanks rich. Ok I was able to load the bip file into character studio. But I still don't understand what the fig. file is supposed to be used for. Any input would be appreciated.
DrewG
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Posted: 14th Nov 2005 02:13
Lol that's funny keygen omg...

Gpbdkj
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Joined: 15th Nov 2005
Location: Palm Springs Ca
Posted: 16th Nov 2005 06:53
well here it is I have a charactor that I created in Motion builder and imported it into 3DSMax7.0 I would like to add a BIP file to the scene in 3DS but cant figure it out.I do have Character Studio 4.0 do I need to install it as well It came with my 3DSMax 5. What do I do.

is there any doc's that I can download to learn more or any other programs that I should buy that would help me out?

Thanks a gain and let me know E-mail me.

Thanks
Matt
Gpbdkj
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Location: Palm Springs Ca
Posted: 16th Nov 2005 07:08
Most companies have Betas or demos of their software if you want the software download the beta that the company offers and if you like it go out and buy it. try to stay honest
[email]
Brain Trepaning
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Joined: 23rd Nov 2005
Location: Vancouver Canada
Posted: 25th Nov 2005 01:14
for 3ds Max:

Create a BIPED. Open the FIG to make the BIPED skeleton the same size and shape as the skeleton used for FPSC characters. Throw the BIP file onto the resized skeleton.

OR

Making a fighter character: Make a mesh. Make a bone. Add PHYSIQUE to the mesh. Select the BONE as the NODE for PHYSIQUE. Add a FIRESPOT polygon and attach it to your where the character holds a gun. Using PHYSIQUE allows you to export with PANDA, though that is some finicky crash-a-lot software IMO. I am using 3ds Max 8 and Quest3D's .X exporter for MAx 6, installed in Max 8 plug-in folder. Seems to work fine, allowed me to get The Postman and Duck Nukem in the game as enemies so far...


http://trepaning.com
Brain Trepaning
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Location: Vancouver Canada
Posted: 25th Nov 2005 01:16
go to my site, http://trepaning.com, there are video tutorials for characters for Unreal 2004 and Doom 3/Quake 4, the vids are VERY BASIC character building and are for 3ds Max, including using Physique and Skin.


http://trepaning.com
uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 20th Dec 2005 05:49 Edited at: 20th Dec 2005 05:51
Quote: "After reading Rich's post I actually don't think it will be too long before we know one way or the other whether non-max users will be okay."


They are now :

If you are a non Max user you could get some help here :
following the content of the post in : FPSC Media/ Character Help, Fragmotion, DirectXtool

http://forum.thegamecreators.com/?m=forum_view&t=66517&b=24

Person99
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Joined: 15th Dec 2005
Location: Good question
Posted: 5th Jan 2006 04:10
Thankyou, I appreciate that you guys uploaded this... Now when I buy this, considering I already have character studio + 3ds max (messing up, but can be fixed), I can create my own characters with ease!

1. Is it possible to change character models AND animations that have already been made?

(Not related to this, but still).

Misewell ask now...

2. Ermm, is it easy to change the sounds for the guns? The pre-models look great, but the sounds are... slow... Is this just the demo, and can it easily be changed?

I wish I was only 3400 years old...
bond1
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Posted: 5th Jan 2006 16:17
If you know how to use Character Studio, you can change anything you want. For my game, I've made custom animations inluding crawling, limping, being blown up by a grenade, and being hurtled backwards 25 feet. And also LOTS of death sequences.
Person99
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Location: Good question
Posted: 5th Jan 2006 21:52
great! Now that should fix the 1 death animation.

I wish I was only 3400 years old...
Danninator x 2006
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Location: My Room
Posted: 19th Jan 2006 07:21
Just quicly wat program can actually open FPSC models?
SoulMan
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Location: In a house somewhere on the planet earth
Posted: 19th Jan 2006 19:48
If I'm not mistaken I thought Milkshape would import or a utility had been written to import Character Studio files into Milkshape?
Am I wrong?
SoulMan

This is as backwards as is This
JimB
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Location: UK
Posted: 20th Jan 2006 23:58
Quote: "Just quicly wat program can actually open FPSC models?"


Fragmotion.
http://www.fragmosoft.com/
moogal
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Joined: 28th Dec 2005
Location: Iacon City
Posted: 29th Jan 2006 00:40
SkyCubes:

I agree too much time is spent discussing how to create original characters. It seems to me that that just underscores the difficulty of actually doing it. I think most people would make their own characters if they could. I'm hoping EZCharacter is released eventually, but I don't think that's an animation tool really. I'd really like to try out FPSC or Riker9, but not until I see more original models and characters from the average user. I could've learned to program, but I learned to model. If I can't get my own models into an engine then what good does it do me?
Disturbing 13
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Posted: 15th Feb 2006 02:07 Edited at: 15th Feb 2006 02:08
Just a quick clarification on the topics title. When you say "released" is it just for use within TGC projects, or could we make a sellable model pack useing the animations? If we did would royalties need be paid to TGC or would this have to be sold strictly on TGC's site? Sorry for the bother, I just kinda need to know. I just don't want to break any TGC legal guidlines.Thanks.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Pulsar Coder
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Posted: 17th Feb 2006 16:48
Quote: "Just a quick clarification on the topics title. When you say "released" is it just for use within TGC projects, or could we make a sellable model pack useing the animations? If we did would royalties need be paid to TGC or would this have to be sold strictly on TGC's site? Sorry for the bother, I just kinda need to know. I just don't want to break any TGC legal guidlines.Thanks."


Good questions since a license agreement was not included within the zip file to download.
Disturbing 13
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Posted: 24th Feb 2006 02:30
bump

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
=ChrisB=
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Posted: 24th Feb 2006 04:50
..... ITS A STICKEY! IT DOESNT NEED BUMPING! noob
Disturbing 13
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Posted: 1st Mar 2006 03:24 Edited at: 1st Mar 2006 18:26
Um, I asked a friggin question a few post ago that did not get answered yet by the devs, and I've been waiting quite a long time, NOOB! Learn to read before posting kid. Once again , ChrisB my sig is for you! You truely make this forum a piece of crap. Let's give ChrisB a big hand for stinking up the forum with his trashy attitude.
Edit-I've been involved in game creation and forum usage since DOS, so really, who's the noob?

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
=ChrisB=
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Posted: 1st Mar 2006 08:33
...oh.
Van B
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Location: Sunnyvale
Posted: 1st Mar 2006 19:07
TBH I don't see how they could or would stop you using the animations freely with your own media - it'd be counter-productive to stop people in any way from contributing perfectly working media to FPSC. TGC simply wouldn't have released the files if they didn't want you to use them fully, like they're uploaded to make media creation a lot more straightforward, that's all. TGC are on the ball when it comes to legallities, really, if they expected any sort of royalty, then they would have stated that.


Van-B

Put away, those fiery biscuits!
Disturbing 13
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Posted: 1st Mar 2006 21:13 Edited at: 1st Mar 2006 21:14
OK cool, I am officially stateing that I will create my own models, and rig them to the FPSC skeleton, and sell them.(I'll still do freebies from time to time just to be cool). So if TGC has a problem with that, PLEASE speak up now. AS I said I don't want any legal issues in the future, and I'd be more than willing to give royalties if need be to TGC or even sell them on TGC if nessecary.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
bootvog
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Posted: 6th Mar 2006 03:25
i have 3ds max 8 and when i export to .x into fpsc it is facing the
ground,can anyone help?
Disturbing 13
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Posted: 12th Mar 2006 18:27 Edited at: 13th Mar 2006 06:56
adjusts the fpe file in one of these sections to 180.
rotx0 = 0
roty0 = 0
rotz0 = 0
this is fairly common in 3ds files. More than likely it will be rotx0.
EDIT- accually get fragmotion, its cheap and you can alter the model before putting it in FPSC.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
ReNZor
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Posted: 21st May 2006 19:43 Edited at: 21st May 2006 19:43
Is there a chance for a cinema 4d plugin?
or do i have to downl.. buy 3ds max
KeithC
Senior Moderator
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Location: Michigan
Posted: 10th Jun 2006 19:01
Quote: "Is there a chance for a cinema 4d plugin?
or do i have to downl.. buy 3ds max "


Please be careful with the "discreet" references to downloading pirated software.


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