Product Chat / FPSCR BASIC TUTORIAL FOR THE NEW PLAYERS - Advanced Tutorials to come.

Author
Message
BioDragonlord
10
Years of Service
User Offline
Joined: 17th Dec 2013
Location: Australia
Posted: 13th Jan 2014 10:23 Edited at: 24th Jan 2014 09:49
Play List



http://www.youtube.com/playlist?list=PLgy6nrXtm09L6bmbBBhG7yZuxadIoaIpS





INSTALLATION PROCESS







BASIC TERRAIN EDITING







BASIC TERRAIN PAINTING







ADDING A CHARRATER AND WAYPOINTS







ADDING ENTITES







ADDING MODELS FROM PAKS AND STORE





SPUDNICK'S WATER TINT. HOW TO

Special Thank goes to spudnick and AUGamer(first demo video's)

for more details please follow the link here

http://fpscrforum.thegamecreators.com/?m=forum_view&t=207299&b=8









3D EDITOR





MORE 3D EDITING / DAY NIGHT SEQ / PYISICS ENG





UNITY MADE DAY / NIGHT SCRIPT BIODRAGONLORD





More Game Physics

[/u]

Bring It On

Defy
17
Years of Service
User Offline
Joined: 20th Aug 2007
Location:
Posted: 13th Jan 2014 10:53
Good videos Bio. Keep up the good work. Sub'd also

PM
almightyhood
11
Years of Service
User Offline
Joined: 9th Oct 2013
Location:
Posted: 13th Jan 2014 14:44
these are great vids m8 welldone and thanks

have fun stay safe

hood
PM
BioDragonlord
10
Years of Service
User Offline
Joined: 17th Dec 2013
Location: Australia
Posted: 14th Jan 2014 12:48
cheers guys I will keep adding to the list above as I create them..

thanks.

Bring It On

almightyhood
11
Years of Service
User Offline
Joined: 9th Oct 2013
Location:
Posted: 14th Jan 2014 12:54
ok m8, I tried the waypoints tutorial, been successful aswell thanks..

just 1 problem I ran into, when I placed the way points for my guard others joined the route and was not ment to how to stop this from happening please m8?. I tried to set them as static and immobile but nothing changed they still went out of their way to follow the way points for the guard sadly even when I placed the other soldiers on roofs thanks in advance.

have fun stay safe

hood
PM
BioDragonlord
10
Years of Service
User Offline
Joined: 17th Dec 2013
Location: Australia
Posted: 14th Jan 2014 16:52
at this moment its not quite possible because they goto the nearest

way point to there location but I think that if you have a separate waypoint

that runs lose to the first it might be possible.. I am hoping that they

setup waypoint allocation to the entity's so that objects and characters

can be set to a specific waypoint.

will test this for you tomorrow

Bring It On

smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 17th Jan 2014 13:50
thanks!

these have been really useful for getting the hang of fps creator really fast, please keep going as they add new features



this seems like a really stupid question but is it possible to freely rotate the camera in edit mode? (adjust the angle i mean)

as it's very difficult to see how high up an entity is in the default top-down view - i notice u didnt do this in your videos either

(or maybe a link to some standard key commands as they don't seem to be covered anywhere?)

life's one big game

spec= 2.6ghz, 1gb ram, 512mb gpu, directx 9.0c, dbpro and classic
almightyhood
11
Years of Service
User Offline
Joined: 9th Oct 2013
Location:
Posted: 17th Jan 2014 21:03
top down only until next beta this month or the alpha tonight at which point we get test game mode editing . should make it a lot easier to do stuff

have fun stay safe

hood
PM
BioDragonlord
10
Years of Service
User Offline
Joined: 17th Dec 2013
Location: Australia
Posted: 19th Jan 2014 15:29
3 New Vids. up top

Bring It On

almightyhood
11
Years of Service
User Offline
Joined: 9th Oct 2013
Location:
Posted: 19th Jan 2014 15:54
cool, will give them a watch m8, as soon as I figure out how to loop a sound with lua lol...

have fun stay safe

hood
PM
smallg
Community Leader
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 19th Jan 2014 18:17 Edited at: 19th Jan 2014 18:25
thanks hood, i saw in the newsletter the update, typically i only posted that a few hours before it arrived but it'll be nice when it gets here



like that day/night script

life's one big game

spec= 2.6ghz, 1gb ram, 512mb gpu, directx 9.0c, dbpro and classic
AuShadow
GameGuru TGC Backer
10
Years of Service
User Offline
Joined: 2nd Dec 2013
Location: Australia
Posted: 19th Jan 2014 22:10
Good work on the water tutorial was hoping I didn't have to make one as I'm not so good at tutorials

Just a hobbyist but hey putting together a FPSC Reloaded wiki with links to mods, effects and tutorials, made it fully public so anyone can edit it if anyone wants to help out anyway, here's the link,,,, very basic atm



http://fpscrresource.wikispaces.com/home
madwarren
10
Years of Service
User Offline
Joined: 27th Jan 2014
Location: Texas
Posted: 30th Jan 2014 04:54
Thanks for these. Helped a lot.
PM
Jushi85
10
Years of Service
User Offline
Joined: 13th Feb 2014
Location:
Posted: 13th Feb 2014 08:43
Thanks alot for these tutorials, helped quite a bit!
PM
Lumpy Pottybiscuits
19
Years of Service
User Offline
Joined: 28th Jun 2005
Location: Eastern United States
Posted: 12th Apr 2014 05:20 Edited at: 12th Apr 2014 22:37
Regarding the tutorial for "ADDING MODELS FROM PAKS AND STORE", I'm actually using that exact same pack (50) and importing it with the exact method shown.

After importing, the content is viewable when browsing entities and will populate the right hand side toolbar.

But the only thing I've ever seen placed in the scene are white dots.



Is any of the content in the model packs useable in the Reloaded version?



Like most people, I have a fair amount of currency invested in the various model packs and would like to use them.

Thanks!
PM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 12th Apr 2014 13:31
If you're only seeing dots, it's because the .x is missing. You should check that the path is correct and that the .x file is present.



SC

i7-4770s 3.10ghz - Geforce GTX 650ti
Lumpy Pottybiscuits
19
Years of Service
User Offline
Joined: 28th Jun 2005
Location: Eastern United States
Posted: 12th Apr 2014 22:50
Thanks Scene Commander for pointing me to checking the path, etc.



Installing per the instructions in the tutorial, "ADDING MODELS FROM PAKS AND STORE".

It states select stand alone install and use the path, C:\Program Files (x86)\The Game Creators\FPS Creator Reloaded\Files\entitybank\



Doing so, leaves some recursive folder information that FPSC Reloaded can't use.

So, the .x files are not found, but no error is given. FPSC loads the data and you can see the models in the entity preview window, but selecting the actual model results in white dots.



I uninstalled and tinkered a bit.



In addendum to the BioDragonLord tutorial, select standalone install as described, then insert the path as C:\Program Files (x86)\The Game Creators\FPS Creator Reloaded.



This places the various content into the expected and correct folders.



I've used this method and path on a few model pack installs, this seems to be working consistently as FPSC Reloaded finds the various files and loads the correct entities.

Kind Regards.
PM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 13th Apr 2014 08:25
No problem, glad you've got things working. In general most static entites from the legacy packs will work.



SC

i7-4770s 3.10ghz - Geforce GTX 650ti
UNIRD12B
GameGuru TGC Backer
10
Years of Service
User Offline
Joined: 2nd May 2014
Location: Canada
Posted: 3rd May 2014 21:47
wow ,

what a great visual tool to help newbies to progress quickly in using this engine..

keep up the great work with this I hope.

Look forward to seeing more and more excellent learning tools.



Thx



Unird12b

Let's actually make something happen with this one !

Login to post a reply

Server time is: 2024-11-24 22:23:42
Your offset time is: 2024-11-24 22:23:42