Free Models and Media / FPSC Classic media converted for GameGuru

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Ravenous
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Posted: 15th Jul 2016 12:25
I bought classic FPS creator in 2010, with the Bonanza pack i remember. For different personal reasons I never used it. Then, when GG cames and I became pledger and still I have not use GG But I bought those programs because I believe that they are fantastic tools for gamemaking and I wanted to contribute to improve them. I love to see how the programs and the community have grown.

I hope to have enough time someday to make at least one humble level and show it here
nuncio
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Posted: 3rd Aug 2016 00:44
hi there!
i have a strange question, maybe there is an answer. i'm looking for charcter models and so i found lee bambers site where i can download all old FPSCR model packs (here is the link, this was in the forum here). i downloaded some stuff but it is all coded in the old FPSCR version and i learned that the structure has changed a lot since it was restarted as game guru. i have no idea about it but my question is: is there a way to convert (?) these wonderful characters for game guru, i could really need these in my game. i have some example screenshots. when i insert these guys no matter what script i attach, they all are deformed and looking like failed genetic experiments.
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Belidos
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Posted: 3rd Aug 2016 09:07
Yes there is a way, but to be honest it's not worth it at the moment. It's a long annoying process, and In 1.4 most of those characters are being converted and provided free for all GG users, so it's probably better just to wait and see which characters we are getting before making the effort.

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nuncio
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Posted: 3rd Aug 2016 12:06
okay, thanks for the information saves me a lot of work
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Teabone
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Posted: 22nd Aug 2016 00:41 Edited at: 4th Nov 2017 04:29
Big update today, which includes "Disturbed 13"'s Nighttime City Docks.

Latest Updates (8/21/2016)

- Night Time City Docks Collection Added
- Generator FPE Updated to use GG shader in Sci-Fi Collection
- Freight Container FPE Updated to use GG shader in Sci-Fi Collection
- DBO files removed from Sci-Fi Collection
- DBO files removed from Modern Day Collection

Will be including about 100 objects and structures to this collection during the week. Enjoy!
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Pirate Myke
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Posted: 22nd Aug 2016 05:18
Thread unlocked at OP's request
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Posted: 23rd Aug 2016 01:08
Thanks Myke. Will be dropping a new update either tonight or tomorrow for the Nighttime City Docks Collection.
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Posted: 23rd Aug 2016 05:39
Excellent. Thank you.
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Posted: 23rd Aug 2016 08:28 Edited at: 24th Aug 2016 00:27
Got even more assets for the Nighttime City Docks Collection converted:

Latest Updates (8/23/2016)

- 40 Environment Objects for Nighttime City Docks Collection
- 37 Building Structures for Nighttime City Docks Collection

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Teabone
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Posted: 24th Aug 2016 04:49 Edited at: 24th Aug 2016 04:50
Hey everyone, I've finally gotten the horse and cart to work with their original idle animation cycle. They do use multiple textures and thankfully for now they work even though two of the textures are not referenced in the FPE file. If interested I may make other variations of horse fur colors and maybe even add idle sounds.

They look pretty good from far away but if you intent to allow the player incredibly close you may notice the low detail in the original textures. They make for great scenery however!



Feel free to pick them up within the Medieval Collection.
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nuncio
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Posted: 25th Aug 2016 09:50
thank you, the new pack is wonderful i have a question: why do most of the objects have a gray camouflage pattern when i set the "entity shader" on "highest" in testgame?
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vrg
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Posted: 25th Aug 2016 16:40
Thanks, great work, Night City Docks is a great environment to create a zombiegame likes "The Fog from Wes Craven"
Teabone
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Posted: 25th Aug 2016 20:09
Quote: "thank you, the new pack is wonderful i have a question: why do most of the objects have a gray camouflage pattern when i set the "entity shader" on "highest" in testgame?
"


The original assets didn't come with any Specular nor Normal maps. This is actually quite common with FPSC assets. When I get some time I plan to actually create brand new spec and normal maps for most of the assets. GG uses a default normal map when none is present. Thats why it gives even flat surfaces a bumpy looking odd texture sometimes when you increase the entity shaders to highest.

Will take a lot of work to create the new additional textures for each asset. But I think it be great to improve the quality of all these awesome models from back in the day. So stay tuned for updates in that area.
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nuncio
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Posted: 25th Aug 2016 23:54
okay thanks, now i know. that's no problem, i don't need highest quality for this map.
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Teabone
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Posted: 26th Aug 2016 00:30 Edited at: 26th Aug 2016 01:08
Actually it looks like the Night Time City Docks does indeed have additional texture maps. Seems be another issue. Noticed that the original assets all have illumation maps as well as two different diffuse textures. Also unasigned shaders. I'll see what I can do. Hopefully its not too much work. Or else I have to update manually over 200 FPE files
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HarryWever
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Posted: 27th Aug 2016 17:41
Thats awesome and a lot of work Teabone.
many thanks for that.

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Belidos
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Posted: 27th Aug 2016 20:16 Edited at: 27th Aug 2016 20:42
You have done an awesome job on these Teabone, very impressive.

I feel a little guilty because originally I offered to help and habven't done a thing, so i'm going through them a pack at a time and making sure there's no mistakes for you.

Starting with the Sci-Fi pack, here's what I've found so far...

characters\AI - Robots Collection
All characters in this folder are pointing to the wrong place for the soundset

soundset = robotic
should be
soundset = character\robotic

props - crane
Missing .x file and textures

props - cylinderB
Wrong x file in FPE

model = mcylinder_B.x
should be
model = cylinder_B.x

props - sign10
Wrong .x file in FPE

model = msign10.x
should be
model = sign10.x

props - tech11_station
Wrong .x file in FPE

model = tech11sw.x
should be
model = tech11s.x

props - tech5_mining
Wrong .x file in FPE

model = tech5mm.x
should be
model = tech5m.x

props - tech8_ceiling_mining
Wrong .x file in FPE

model = tech8_ceilingm.x
should be
tech8m_ceiling.x

props - testubes
Missing .x file and texture files

structural - ALL
These are copies of the same objects in props


I've made a start on the modern pack, but that one's going to be a biggy, from what I can see almost nothing's ben converted in this pack, maybe you've uploaded the wrong files?

As I go through each packs I will list what I find, I hope it helps.

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Teabone
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Posted: 28th Aug 2016 01:46 Edited at: 28th Aug 2016 02:01
Thanks Belidos, I'm going to be going over the Sci-Fi pack soon to get all the characters in soon. So this actually helps out quite a bit with the static meshes I have yet to double check.

Does anyone know who the author of Model Pack 16 is? I need to get in touch with him or her around the possible release of these items and many more...
These items were made available on the GitHub link just waiting for approval to distribute their conversions to others for GG use.

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nuncio
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Posted: 1st Sep 2016 09:08 Edited at: 1st Sep 2016 21:17
Quote: "The original assets didn't come with any Specular nor Normal maps. This is actually quite common with FPSC assets. When I get some time I plan to actually create brand new spec and normal maps for most of the assets. GG uses a default normal map when none is present. Thats why it gives even flat surfaces a bumpy looking odd texture sometimes when you increase the entity shaders to highest. "

i tried to make lightmapping with a map that's using only these new objects from the nighttime dock city pack but it looks like it has no effect. i placed a light (static) next to the factory and after lightmapping there is just a bright spot on the ground but not at the factory wall itself. is this also because of this (above) problem?
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Teabone
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Posted: 13th Sep 2016 16:04
I really need to know what is going on with the future updates of GG before I press forward with these FPSC assets. Considering a great majority of them are said to be included in a future build. Not sure what is going on with a month and half of no news but its concerning.
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Belidos
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Posted: 13th Sep 2016 17:58
Led posted in product today that we will get the new models sooner than the update in an interim update before ebe is released so it won't be long now

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Teabone
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Posted: 14th Sep 2016 01:59
awesome man thanks for letting me know
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Posted: 14th Sep 2016 03:07
Quote: "Led posted in product today that we will get the new models sooner than the update in an interim update before ebe is released so it won't be long now"


That is excellent news.
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Posted: 14th Sep 2016 11:52
Awesome so can't wait for it to come out.
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Posted: 23rd Sep 2016 19:54
Question now is do I wait till Lee releases his assets or do I continue updating these until then. Lee has mentioned it will takes weeks till the next update comes out.

Wish I had more information.
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granada
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Posted: 23rd Sep 2016 23:47
Quote: "Wish I had more information. "

As do we all , this is very frustrating for us all.

Dave
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Teabone
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Posted: 26th Sep 2016 19:08
This is a big problem for me. Not knowing whats included in the next update from the FPSC assets.
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Posted: 26th Sep 2016 23:05 Edited at: 26th Sep 2016 23:09
Quote: "This is a big problem for me. Not knowing whats included in the next update from the FPSC assets."


a lot of them were shown in one of the videos from Lee. He shows all of the characters, but you can see the folders, so you'll know which model packs are going to be included. He says they're drawn from stuff that had been redone by them and the community.
Start at 21:32 https://www.youtube.com/watch?v=1sOB596eevE
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Posted: 26th Sep 2016 23:27
I would hold on Teabone ... There really is a lot of stuff ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 27th Sep 2016 00:34
If all that is in the next update i will feel guilty about moaning about the lack of news .

Dave
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Posted: 27th Sep 2016 00:42 Edited at: 27th Sep 2016 03:39
Quote: "If all that is in the next update i will feel guilty about moaning about the lack of news ."


What I can tell you is there is a "LOT" of free models and characters ...
It must have taken ages to do ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 27th Sep 2016 14:53
HI guys, I know this is a little of FPSC Classic Subject but just wanted to know something.

I'm new on here and to 3D modelling but wanted to know which software you guys would use to animate characters, etc.

Example would be, lets say I bought a animated character from somewhere on the net and wanted to add it to GG.
How would I go about it for the best compatibility?
Which formats to use, poly-count, software, etc?

Any help would be great, thanks guys
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Posted: 27th Sep 2016 17:31 Edited at: 27th Sep 2016 17:35
I did send Lee a lot of content a few months back that was requested. But it did include a lot of characters and objects. I can't really say much more than that. I also cannot express how much work that was to do in a short amount of time but I think the community will be pleased with the results.

I'm assuming since I've made the rest of the assets public that I've been working on, that some of them, if not almost all, are making their way into the core at some point. Would be good to know which ones (if from my resource) as I have some unfinished business with some of the assets that are missing improved textures such as spec and normal maps. Also some require unique sound associations.

I work at a rapid pace, so waiting is not something I'm used to

I'll probably just tackle the broken sci-fi static assets for now and provide an update this week.
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granada
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Posted: 27th Sep 2016 18:10
Quote: "HI guys, I know this is a little of FPSC Classic Subject but just wanted to know something.

I'm new on here and to 3D modelling but wanted to know which software you guys would use to animate characters, etc.
"


I use Fragmotion for animation,i an useless at animation and even i can use Fragmotion .

Dave
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gd
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Posted: 27th Sep 2016 19:38
Hi all,

Quote: " I use Fragmotion for animation,i an useless at animation and even i can use Fragmotion - granada"


Cool will give it a go thanks Dave.
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Teabone
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Posted: 28th Sep 2016 04:11 Edited at: 28th Sep 2016 05:22
Thanks Belidos for pointing out the found errors. Incredibly helpful! Here is a list of fixes I've been able to make today and added to the latest .ZIP

Latest Updates (9/27/2016)

- Crane Texture and Mesh Added to Sci-Fi Collection
- Test-tubes Texture and Mesh Added to Sci-Fi Collection
- Cylinder B Fixed in Sci-Fi Collection
- Sign 10 Fixed in Sci-Fi Collection
- Tech Station Fixed in Sci-Fi Collection
- Tech Mining Fixed in Sci-Fi Collection
- Tech Ceiling Mining Fixed in Sci-Fi Collection
- Structural Duplicate Objects Removed from Props in Sci-Fi Collection
- Some FPI references removed from FPE files in Sci-Fi Collection

Still tackling the Nighttime City Docks texture/shader issues
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Belidos
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Posted: 28th Sep 2016 08:49
Quote: "Thanks Belidos for pointing out the found errors. Incredibly helpful! "


No problem, i'm hapy to help. I'm off work next week so will probably go through some more of the packs and let you know what i find. There's one pack that whole folders look like they haven't been converted, maybe you added the unconverted folders into the zip instead of the converted ones by mistake. I'll let you know what i come across.

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Posted: 29th Sep 2016 03:33 Edited at: 30th Sep 2016 21:09
Unfortunately the Nighttime City Docks currently are not supported in highest quality entity shader settings. The models look fine in the editor but once you test them in-game with high entity shader settings, the textures/shaders appear messed up. Will have to come back to that Collection and go through the FPE files and textures and see what the issue is.
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Posted: 30th Sep 2016 21:00 Edited at: 30th Sep 2016 21:06
Some great news!

I was quietly hammering at converting a lot of the great work blond1 has done in FPSC, with the Freaks and Abomination creatures. as per Lee's request. Human characters as well. Additionally 100s of objects and static objects from his other packs. I sent them out to TGC and it looks like they are coming as a free DLC to Game Guru! Original talks included a possible cost association. I'm pleased to see that this is the not the case and that everyone can enjoy the wonderful work bond1 has created over the years for FPSC. Seriously great content there. Its a great feeling to see how that hard work is being made available to the public.

You can read more here:
https://www.game-guru.com/news-post/v1132-expansion-pack-released
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Posted: 4th Oct 2016 18:01 Edited at: 4th Oct 2016 18:08
The Expasion Pack DLC is missing a number of assets still. Hopefully at a later date they can be included. You can pick them up now over at my site:

Latest Updates (9/30/2016)

- 13 Signs Added to World War 2 Collection
- 6 Structures Added to World War 2 Collection
- 6 Crates Added to World War 2 Collection
- 4 Boxes Added to World War 2 Collection
- Guard Tower Added to World War 2 Collection
- Artillery Gun Added to World War 2 Collection



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granada
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Posted: 4th Oct 2016 22:58
Many thanks Teabone,Going to get this now .

Dave
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Posted: 5th Oct 2016 06:12
Thanks for you work, Teabone !
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Posted: 6th Oct 2016 00:02 Edited at: 6th Oct 2016 00:04
Hi Teabone, great work you are doing.
Will you be able to spilt the zip packs up into smaller packs, as some we have already download before?

Example:

Cave Collection

- Cave Props - 45 MB Zip
- Cave Items - 27 MB Zip
- Cave Segements - 119 MB Zip
- Full pack 191 MB Zip

Total :478 Files | 191 MB)

That way we can download the items as we need them instead of the whole zip. It will free up your server bandwidth too.
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nuncio
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Posted: 6th Oct 2016 20:02
great! thanks a lot!
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Posted: 7th Oct 2016 05:35 Edited at: 17th Oct 2016 04:43


EDIT: Spent weeks converting material that is already in Mega Pack 3 DLC
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Posted: 8th Oct 2016 00:10
Thanks Teabone
granada
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Posted: 8th Oct 2016 02:35
You are a very busy man Teabone,thank you.

Dave
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Teabone
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Posted: 17th Oct 2016 04:42 Edited at: 17th Oct 2016 06:15
Looks like most of what I have converted and previewed in the video above was already converted by TGC and added to Mega Pack 3 DLC on steam, quite a while ago.

Still 76 assets out of the 300 you can download under the Modern Day Collection completely free.

I'm really hoping I can get approval to add this awesome pack to GG, to compliment the modern day assets:

Twitter - Teabone3 | Youtube - Teabone3 | Twitch - Teabone3

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Isagabe
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Posted: 17th Oct 2016 05:24
That is a cool pack. and thanks for all your efforts Teabone.
Teabone
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Posted: 2nd Dec 2016 03:11 Edited at: 2nd Dec 2016 04:00
Quote: "thanks for all your efforts Teabone."


You're welcome

Now that I started working on converting all the FPSC Segments to GG, there are a lot of challenges included. So for now I will be just releasing the floor titles and work my way up to walls and ceilings. Then to more complex pieces. Since the floor models won't require much modifications, they should be safe to use. The walls however currently are going through constant adjustment so that I can get them working solid with the grid. Free free to join in the progress thread here.

Latest Updates

(12/1/2016)

- 1 Floor Segment added to Medieval Collection
- 1 Floor Segment added to Dungeons Collection
- 8 Floors Segments added to Modern Day Collection
- 23 Floor Segments added to World War 2 Collection

To use floor segments make sure to be in grid mode. To do this press "B" twice till you are in grid mode. You can see which snapping mode you are at the bottom right hand corner of Game-Guru's editing window.

Grass titles have been added for if you intend to make a map without terrain, but have a courtyard or outdoors visible.

http://freetoronto.org/gameguru/
Twitter - Teabone3 | Youtube - Teabone3 | Twitch - Teabone3 | TGC Assets - Store Link

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GT 740

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