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FPSC Classic Models and Media / size problems in FPSC

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Blackburn
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Posted: 8th Mar 2006 01:33
ok so i made a glock 17c and when i use the enitity maker and put in in FPSC it is way too big. does anyone know how to resize the gun to regular size?

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KeithC
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Posted: 8th Mar 2006 02:37
Import the colt .45 from FPSCreator, then put your gun next to it, and size accordingly.

-Keith

Blackburn
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Posted: 8th Mar 2006 02:51
ok so i got it sized in the enitity creator but now when he picks up the gun nothing shows up. also it might help that the gun is in the shape of an L with the barrel sticking straight up in the are but its invisible when u pick it up

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Blackburn
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Posted: 8th Mar 2006 02:51 Edited at: 8th Mar 2006 02:54
here is the model in .max format

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Blackburn
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Posted: 8th Mar 2006 02:56
here it is in .3ds

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KeithC
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Posted: 8th Mar 2006 03:08
You may not have oriented the gun correctly in your modeler. The weapon is most likely there, but pointed in some obscure direction. Try copying the position of the FPSC Colt when you import it into your modeler. This will be saved as your HUD .X (in case you didn't know).

-Keith

Joh
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Posted: 8th Mar 2006 03:54 Edited at: 8th Mar 2006 03:54
Set max system unit and display unit to inches. Your weapon is currently 32 feet tall. Once scaled down, realign the weapon. Its almost there. Need to swing it around.


Since a weapon is exported from the world centre, I put a camera at 0,0,0 just get an idea how it looks ingame.

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Blackburn
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Posted: 8th Mar 2006 04:16
hey joh can you tell me how to scale and swing the gun or if you would do it for me

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Blackburn
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Posted: 8th Mar 2006 15:04 Edited at: 8th Mar 2006 21:21
ok so now i switched it around and scaled it but now i tried picking it up and another weapon up and it wont let me switch to the *glock* it only lets me use the FPSC weapon

* *=EDIT

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Joh
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Posted: 8th Mar 2006 16:40
Hey Blackburn sorry didnt get back to you on that. Was a little tied up. Hmmmm. Sounds like there might be a problem, beyond the max files. Are you following any tutorial? What are the steps you took. What files you are using for the weapon, entity, etc. It could be a simple line in an fpe thats missing .

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Blackburn
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Posted: 8th Mar 2006 20:58
i use 3ds max and i made the file in .max format transfered into .3ds then transfered to .X then i used Make Entities From .X Files available on the download screen from TGC

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Blackburn
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Posted: 9th Mar 2006 15:17
hello?

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Joh
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Posted: 9th Mar 2006 17:36
Hi. lol

I haven't used the Make Entities tool. Okay. What you made, is it a weapon or a weapon pickup entity?

Weapon pickup enitity is just that. This is normally in the entities folder. The actual weapon would be in gamecore/guns/yourweapon. Which one did you make?

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
Blackburn
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Posted: 9th Mar 2006 23:18
With The enitity maker it made it an entity let me check the gamecore

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Blackburn
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Posted: 11th Mar 2006 03:07
i switched and change some stuff in the gamecore folder of the gun but how do make it apply to the gun?

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Joh
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Posted: 11th Mar 2006 12:05
Ok. Im getting a little lost here. So lets start from the beginning.

What you need for player weapon.
1. Some folders in the gamcore/guns/. Make a "user" folder and then make a "glock" folder in there. So you end up with gamecore/guns/user/glock.
2. What you need in the glock folder:
a)HUD.x - This is the player weapon
b)VWEAP.x - This is the enemy weapon
c)Textures for the gun
d)gunspec.txt - This is for the guns specifications and parameters.

Easy quick way is to copy the contents of the "Colt" and paste them to the Glock folder and replace/edit those 4 items above.

Once you have that, run fpsc, open/create a map, assign the glock to the player marker and test. If you can't see the gun, make sure the alignment is correct in max (re: pic above)

Oh! I forgot...ooops sorry. I'm using the Pandasoft exporter for max. That might make a difference. I don't have the link on hand, google it. For export settings you can use the same one as characters. Link to online guide is on the download page on the fpsc website.

good luck

Blackburn
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Posted: 11th Mar 2006 17:00
yeah same here im using pandasoft plug-in for max for my .X files

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Joh
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Posted: 11th Mar 2006 17:40
So do you have the gun working?
The steps above are not for you to put the gun in the level and walk up and pick it up. Its to get a player gun and assign it to the player marker and run test game. Need to get this right first before moving on.

Blackburn
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Posted: 11th Mar 2006 17:51
ok so i put all the item in the gamecore folder
gamecore\guns\user\glock
then used make EnititiesFromXFiles.exe made an entity and still when i pick it up nothing happens. It says "Picked Up Weapon" but it makes no sound or shows up on the screen.

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Blackburn
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Posted: 11th Mar 2006 18:12
wow i think i found the problem view the pic below in the download

if someone could fix this it would be greatly appriciated

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Joh
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Posted: 11th Mar 2006 19:37
I think you're not understanding what I was saying. Don't worry about the pickup. Thats just an entity that tells the game what weapon you picked up. You need to get the gun working first. Worry about all the other stuff later.

Open FPSC. Layout some ground. Place a player marker. Right click on player marker. Under "Has Weapon" select your glock. Then test run level. Do you see your weapon? If you don't, then need to go back through the steps in max and the gunspec.

Don't bother with the pickup entity yet. Need to get the gun working proper first.

badger king
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Posted: 11th Mar 2006 20:05
ha blackburn are you going to realses the glock

XtS gaming company will rul the eath
Joh
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Posted: 11th Mar 2006 21:02
The setup for a weapon in max can be a bit finicky. Try this.

Setup your glock in max to look like the pic below. Also I suggest you collapse the mesh to editable mesh. Attach all non moving parts the base of the gun. The top, since you'll probably animate it, link it to the base. Don't forget to apply a reset xform after scaling.




Once that is done, do as I mentioned in my earlier posts copy colt folder, etc. Export from max as HUD.x. Setup test (as above) and you should get something like this.



Once you get that we can move on to the pickup entity.

Blackburn
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Posted: 11th Mar 2006 23:48
i dont know how to resize and yes i will be releasing the glock once i get it working

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Blackburn
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Posted: 11th Mar 2006 23:54
here is what it looks like

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Blackburn
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Posted: 12th Mar 2006 00:02
how do you resize? i have max 7 by the way

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Joh
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Posted: 12th Mar 2006 01:11
Select the object and scale. Just a suggestion. You might want to run through a few of the basic max tutorials before you proceed.

ak470000
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Posted: 12th Mar 2006 01:14
Sheesh Blackburn, two 3d programs, two downloading programs, paint, firefox and two explorer windows all at once? What are you trying to do, make your computer catch fire?
Blackburn
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Posted: 12th Mar 2006 04:28
no i built my computer its really fast it has no problem with them i also have Battlefield 2 Battlefield 1942, 3 Different Adobe Photoshops &a bunch of messenger services

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Blackburn
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Posted: 13th Mar 2006 23:49
ok i cant get this scaled joh will you please do it for me or give me the example you used of the glock here is the files by the way if you dont have it

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Joh
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Posted: 14th Mar 2006 11:52
Okay, but a bit tied up with things at the moment. You'll have to wait a couple of days. In the meantime, in max - help menu - tutorials.

Blackburn
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Posted: 15th Mar 2006 05:49
ok i got time to wait

lol,ok

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Blackburn
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Posted: 23rd Mar 2006 21:03
Joh any idea one when you will fix this for me?

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