I'm starting this thread so it can be a place of enlightenment for n00bs and pros alike. The most commonly asked questions will appear here along with all the answers. I will add a new tutorial once a week so that the list can grow and grow until, eventually, we will have a one-stop-shop for all your FPSC needs. Perhaps that doesn\'t make sense so i\'ll just begin:
How to do just about anything for FPSC
PART 1: MAKING GUNS
Many, many people have been asking how do i get custom guns into FPSC so i thought this would be a good topic to get us started...
Step 1: Concept
Its also best to plan ahead. When modelling a gun, its difficult to do unless you either have a great imagination or a concept sketch. The artists among us will think i mean a detailed, shaded drawing of the gun from several angles...wrong. Concept art can be as simple as drawing a rough outline or a basic shape. As long as it\'s a starting point where you can get your ideas down, its fine.
Step 2: Modelling
So, you have your sketch but now you need to get it into FPSC. This can only be done by modelling it in 3D. I know it sounds daunting but there are lots of easy programs the model in and memebers of the community rarely offer their services for free you\'ll have to download one of these modelling programs:
Free
Anim8or
Milkshape
Blender
3D Canvas
Others (some are industry standard)
3DS MAX
Lightwave
Canvas pro
Maya
Once you got a modeller, there\'s no point in continuing unless you spent some time learning it. This is vital because you want your guns and entities to look good. After all this, you should model your gun.
Step 3: Texturing
I gun in FPSC uses a single image, known as texture, to give detail to the gun that can\'t be added when modelling because of the poly-limit (1000-2000 polies). In the simplest terms, a texture file \"colours in\" the gun. DO NOT BE FOOLED BY MATERIAL SETTINGS IN MODELLERS THAT ALLOW YOU TO CHANGE THE DIFFUSE COLOUR, THIS WILL NOT SHOWN UP IN THE GAME.
Making a texture is difficult and something i\'m not very experienced at but i can tell you this: To make a texture, you will need a PROPER paint program. Windows Paint will not do, it simply can\'t do all the things needed to make a texture look realistic. For that, you will need something similar to these:
Photoshop
Paint Shop pro
The GIMP
Using a single image to texture an entire object will stretch the texture in places if its not aplied correctly. It needs to be \"mapped and wrapped\". This means that FPSC \"folds\" parts of the picture to get rid of stretching and texture everything. As i said, i don\'t know much about this but i will say that the follow programs can be used to wrap textures:
LithUnwrap
I think that
Milkshape can also do this too.
Once you\'ve learnt how to wrap textures and you\'ve done so for your gun, it needs to be animated...
Step 4: Animating
Watch any of the guns in FPSC and they move when reloading, firing and moving. This is not done by FPSC but is infact all animated. Your modelling package may not be able to export animations so you\'ll need to get your self something that can. Popular choices in this forum are:
FragMotion
Milkshape
Many of the modelling packages can animate stuff but when it comes to exporting it, they fail. FPSC requires all objects to be .X files, it then make a .dbo copy of the file which is smaller. However, very few applications export as .dbo files so you need either i piece of software that can or...
DBconverter
This converts .3ds objects (which are probably the most commonly known format of 3D model in existance) into .X with no hassle. Remember that
Milkshape can also do this.
Step 5: Creating Attributes
This part has to be done in steps:
1) Go to \\FPSC\\Files\\gamecore\\guns.
2) Navigate one of the folders to find, for example, a folder called: \"tavor\"
3) Copy it and paste it into \\FPSC\\Files\\gamecore\\guns\\My Guns (you may need to create it. Then re-name it with the name of your gun (i will use the name \"G1\")
4) Go to \\Files\\gamecore\\entitybank and select the folder that corresponds closest to the folder you copied. In this case it is \\entitybank\\scifi\\items (because the tavor is a scifi gun).
5) Paste your textured, animated model into this directory.
6) Copy, paste and rename (with the same name as your gun) and .fpe file. This can be opens in notepad.
7) Copy and paste the texture file (G1_d2.tga, in this example) into the \\Files\\gamecore\\guns\\MyGuns\\G1 folder
8) Open the .fpe and edit it until it all the diretcories and names match. Eg:
;Header
desc = tavor
;AI
aiinit = appear2.fpi
aimain = weaponglow.fpi
aidestroy = disappear2.fpi
;Spawn
spawnmax = 1
spawndelay = 3000
spawnqty = 1
;Itemproperties
defaultstatic = 0
materialindex = 3
collisionmode = 0
debrisshape = 0
explodable = 0
;Orientation
model = tavor.X
scale = 100
rotx = 0
texturepath = gamecore\\guns\\scifi\\tavor\\
textured = gun_D2.tga
reducetexture = -1
transparency = 1
isimmobile = 1
;Identity Details
isweapon = scifi\\tavor
quantity = 1
speed = 100
;Decals
decalmax = 1
decal0 = glowzone
Will become this:
;Header
desc = G1
;AI
aiinit = appear2.fpi
aimain = weaponglow.fpi
aidestroy = disappear2.fpi
;Spawn
spawnmax = 1
spawndelay = 3000
spawnqty = 1
;Itemproperties
defaultstatic = 0
materialindex = 3
collisionmode = 0
debrisshape = 0
explodable = 0
;Orientation
model = G1.X
scale = 100
rotx = 0
texturepath = gamecore\\guns\\MyGuns\\G1\\
textured = G1_D2.tga
reducetexture = -1
transparency = 1
isimmobile = 1
;Identity Details
isweapon = MyGuns\\G1
quantity = 1
speed = 100
;Decals
decalmax = 1
decal0 = glowzone
9) You may also like to add a small 64x64 bitmap thumbnail of the gun (it must be named after the game, eg: \"G1.bmp\" corresponds to the entity \"G1\"
10) In the \\Files\\gamecore\\guns\\Myguns\\G1 folder, you need to edit the \"gunspec.txt\" file so that it all matches up. This includes editing what frame an animation starts and ends, the muzzle flash, sounds that will be play etc.
Thats it. You may need to tweak some things like scale and orientation but that all depends on your gun so i can\'t really say what you should do; it will vary from gun to gun.
Step 6: Sounds (optional)
You may wish the change the sounds that get played. You can copy and paste sounds that come with FPSC or you can make your own. You can edit sounds with a variety of applications:
Wavepad
Audacity
Goldwave
...and those are just the free ones, more can be found on the game creators website.
Remember that when saving a sound for a gun in FPSC, it must be saved in the following format:
.wav 22,050 KHZ 16bit mono PCM
That\'s it for the first tutorial. Even after all that, this only really covers the basics but hopefully it will be of some help.
If this gets stickied, i\'ll eat my hat...
AE