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FPSC Classic Models and Media / Getting new hand weapons ingame

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Megaraptor
19
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Joined: 8th Nov 2005
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Posted: 9th Nov 2005 23:16
Hi.

I'm Megaraptor, the head of the Battlefield: 1942 mod Who Dares Wins for the past 2 years. I'm considering moving the mod to FPS creator, so I downloaded the demo to see if it was worth purchasing the full version.

It's an amazing piece of software, but I can't figure out how to get a new hand weapon ingame. And before you say search the forums, i've been searching these boards for 2 days.

I have this uzi model. It's skinned and unwrapped. But i'm not trying to get it ingame yet, that's not my problem.

First I tried setting up a new weapon, using the existing uzi meshes. I followed all coding tuts on these forums, made the correct entitybank changes, named everything that needs to be named "WDWuzi". Also did the GameCore directory stuff.

It shows up in the entity library when I open that up FPSC, but when I select it and click OK it comes up with this error message:

Runtime Error 7008 - Object does not exist at line 13349

And then the application crashes with a "This application has encountered a problem and needs to close" message.

Who Dares Wins
wdc studios
19
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Joined: 15th Oct 2005
Location: mass usa
Posted: 9th Nov 2005 23:36
That happened to me a few time when I was trying to modify a shot gun to shoot rockets I think it happened because I had miss match .x files but I'm not sure.
Shawn
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Joined: 22nd Jan 2005
Location: New York
Posted: 9th Nov 2005 23:56 Edited at: 9th Nov 2005 23:57
Quote: "Runtime Error 7008 - Object does not exist at line 13349"

I encountered this error when the .fpe file could not locate the .x model and/or skin file. Make sure the name/location of your model and texture are listed in the fpe(and spelled correctly) and in the same folder, unless the path is given.
BULLSHOCK 2
Retired Moderator
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 10th Nov 2005 00:48
what shawn said...and make sure its a valid x file.

Megaraptor
19
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Joined: 8th Nov 2005
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Posted: 10th Nov 2005 02:35
I got spaces in my file paths...i'll try replacing them with _'s

Who Dares Wins
Megaraptor
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Joined: 8th Nov 2005
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Posted: 10th Nov 2005 03:30
OK I had the file paths wrong. I used a statics tutorial and I had the paths as "C:\program files\...". It works now (with the FPSC model).

Now it's time to get my Uzi model ingame. Could someone please tell me what the conventions are for weapons models? I know I need a 1p model, a 3p model and a clip model. I also know that the model should be in binary compressed format but am unsure how to save it this way with Gmax.

What I need to know is how the hand weapon animations work.

Are they simple keyframe animations saved with the model? If so, what order do the different animations (running, firing, reloading etc) need to be animated?

What is the "HUD animation frames list" in the gunspec.txt file?

Is there a parent-child heirarchy between model groups or is everything on the same level heirachy-wise?

What are the "blank" groups for? You know, the ones that are just a tiny triangle and are named "blank".

How do I animate the shell casings?

Who Dares Wins
dpharaoh
19
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Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 11th Nov 2005 16:37
this is what I have figured out:

Gun Animations:
The frames ranges for different weapons are listed in gunspec.txt for the weapon

Example:
In \Files\gamecore\guns\ww2\mp40\gunspec.txt:

;HUD animation frames list

keyframe ratio = 1
select = 0,9
Idle = 10,38
Move = 39,53
Start fire = 54,56
automatic fire = 57,64
end fire = 65,70
reload = 71,99
cock = 100,115
putaway = 116,124


Casing Animations:
The .x files are in folders in gamecore\brass, with a corresponding entry I believe in again, the gunspec.txt I think maybe brass=1 means to use the brass1 folder in gamecore\brass.

I am guessing that muzzleflash and flak work the same way, with an entry of 0 in gunspec.txt meaning 'none'

In theory, modifying the gunspec.txt is where you put all the glue in place.

Let us know how it progresses, I have several hand weapon models in progress, I haven't tried to simulate the meleee damage yet, not sure how.
dpharaoh
19
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Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 16th Nov 2005 11:51
As a followup, I have successfully got a hand weapon ingame, now I need to tweak some of the gunspec settings.

I used the stick grenade tutorial and the weapon tutorial to study the use of required fps files. The screencaps from Milkshape about he export settings needed for the player's model vs. the ingame model were very handy!

As many ppl have said, it seems to be easier to use another similar weapon as a base, and then modify the .x, textures, and settings files to get it to work the way you need.

Runtime errors when you try to add the new item to a map are usually caused by missing files, either a texture, model file, brass or flak setting in the fpe or gunspec that is not where it should be.

I will post more details when I can dig up the original posts.
KeithC
Senior Moderator
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Joined: 27th Oct 2005
Location: Michigan
Posted: 16th Nov 2005 12:43
Do you know where those tutorials are, dpharaoh? This is something that is still holding me up.

-Keith

"Some people are only alive because it's illegal to kill them".
dpharaoh
19
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Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 16th Nov 2005 12:57
here are the 2 I found most useful, in studying the layout and the handy included screencaps of the Milkshape DirectX(JT) Exporter settings. One note is that the Player Model export settings screencap shows an Animation Time Factor of 2, but I found that a factor of 1 lets my use the exact keyframes I used for animations. For example, if in gunspec.txt I have fire= 54,63, and in Milkshape I start the Fire animation in frame 54, it will not work correctly unless time factor is 1, which makes sense


Grenade Tute: http://forum.thegamecreators.com/?m=forum_view&t=64213&b=24

Gun Tutorial: http://forum.thegamecreators.com/?m=forum_view&t=60205&b=24

sorry about the nolinks, there is a js error on the forum page when I try to click on the button. Please keep asking questions, I am working my way through this as well, we can help eachother learn I'm sure.
foleypro
19
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Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 23rd Nov 2005 15:06
Sweet...

As Always B3D....www.fnggames.com

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