Product Chat / Old Classic FPSC Sprites / Decals

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Super Clark
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Posted: 8th Mar 2015 01:07
I have tried to get these to work in reloaded & GG but they will not
work is there a way to get them working or can we expect new
versions in the very near future?
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Jerry Tremble
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Posted: 8th Mar 2015 02:13
I've never messed with the Classic decals, but there are a few in the TGC City Pack under Scenery. I would take a look at them and see how they work and go from there. I can't imagine converting them would be too difficult.
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synchromesh
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Posted: 8th Mar 2015 02:34
@Super Clark..

I also have never looked into this but as jerry says ...if you compare with whats in GameGuru I bet you could work it out without to much of a problem.
No doubt there will be new versions ( there are some on the store ) that could guide you also ..

http://en.tgcstore.net/?md=search&q=blood
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Super Clark
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Posted: 8th Mar 2015 08:31
Hi, they are all static decals, i mean the animated Fire, Transporter Bean, ect
I got some in to GG but they are not working just either blank black square
or a moving blue ripple effect.
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JC LEON
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Posted: 8th Mar 2015 10:30
I'm searchin for the same thing too..
somenone made progress with this??
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Jerry Tremble
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Posted: 8th Mar 2015 12:32 Edited at: 8th Mar 2015 13:34
I don't currently have Classic installed on any of my machines so I can't investigate at this moment (never had it on this machine in the first place). Perhaps today I will install it along with the 30-40 models packs I own and see what's up with them. I had a major crash a while back and spent 3 days reinstalling stuff, and I ignored Classic altogether! I'll get back to you unless someone else figures it out in the meantime!


EDIT: Okay, this is what I know: Classic won't run on this computer! LOL. (and I'm not going to bother trying to fix it) However, I looked into the files, and it appears that decals in GG are more like "overlays" in Classic at this time. The "decals" in Classic are actually particles and would therefore be associated with the particle emitter in GG, which isn't fully developed yet. It's pretty much just smoke at this time, unless there is a way to change that, which I'm not aware of. I will look further into it and get back to you if time allows! It's Sunday!
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Jerry Tremble
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Posted: 8th Mar 2015 14:29
Okay, I did it! It's a shame we can't select the particles yet, but it was rather easy. The image below is just a still, but I can't record the screen on this laptop. It's animated, really! Brief tutorial, hopefully, later!


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Super Clark
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Posted: 8th Mar 2015 14:35
That's just what I need Jerry, looking forward to getting this in my game

Thanks for your efforts.
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Jerry Tremble
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Posted: 8th Mar 2015 15:04 Edited at: 8th Mar 2015 16:05
Okay, it's still too chilly out for yard work so here it goes:

First thing is to find the Classic decal you want to use: The Game Creators\FPS Creator\Files\gamecore\decals\

I used the fire decal. It's pretty big, but there are two smaller ones. If you're putting it in a barrel, try one of those!
The decal is a 16 frame sprite sheet. The one in GG is 64 frame. I didn't try just using the 16 frame sprite. It may or may not work. Might be worth a try, though. I copied and pasted the 16 frames from the Classic decal into a 2048x2048 image 4 times to make it 64 frames.

Open the GG directory for particles: Steam\steamapps\common\Game Guru\Files\effectbank\particles\.

Rename the 64smoke2.dds to something else. I called mine 64smoke2(1).dds (Just my renaming convention when I am preserving originals).

Save your newly created sprite sheet in the Guru particle directory as 64smoke2.dds

Now from this point you have some options that you will have to figure out for yourself. I did the quick and easy method.

I simply placed a trigger zone and assigned it's script to particlesinzone.lua

I increased the zone size, launched and walked into the zone and voila! FIRE! Note: The fire will display where the "target" is in the zone, and you can move this target outside the zone while in the property editor.

That's pretty much it, good luck!



EDIT: The 16 frame sprite sheet does work in GG particles, so you can skip the image editing step! Please make sure to preserve the original particle sprite sheet, though!


UPDATE: After further messing around with this, it appears GG doesn't like all the sprite sheets from Classic. I tried the mushroom sheet, and GG wouldn't even start! Do these at your own risk, and make note of which ones are failing please! It also appears that GG just grabs the first image in the folder regardless of the name. I could be wrong, but so far it seems that way!
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Jerry Tremble
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Posted: 8th Mar 2015 16:24 Edited at: 8th Mar 2015 16:52
I would like to know how to reference the actual decals in GG, though. This would actually solve this problem. I'm assuming that's what you were trying originally, Super Clark? I was originally looking at the decals in the TGC City Pack, that's why I was equating them to overlays originally! I can only find one reference to decals and that's in the gunspecs. I'll keep working on it. My solution above is incomplete, and although it works, it is not the correct method!
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Super Clark
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Posted: 8th Mar 2015 17:06
yep that the issue, If you change , 64smoke2.dds

to 64fire2.dds GG will not start just crashes

I have tried 10 different ways all result in same thing very strange if you can not call
the correct decal to load, I would have thought it would be a simple thing.

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Jerry Tremble
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Posted: 8th Mar 2015 17:28 Edited at: 8th Mar 2015 17:41
Quote: "yep that the issue, If you change , 64smoke2 to 64fire2.dds "


Change 64smoke2 (the original) to 64smoke(1) That's only to preserve the original. Name your NEW decal 64smoke2! Hope that helps!
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Super Clark
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Posted: 8th Mar 2015 17:46
Quote: "Quote: "yep that the issue, If you change , 64smoke2 to 64fire2.dds "

Change 64smoke2 (the original) to 64smoke(1). Name your NEW decal 64smoke2! Hope that helps!"


No, I can get it to work but I meant if you want to say have fire and transporter at the same time it wont work
as you can only have 64smoke2 in the folder in order for that current decal to work.

I wanted to add all old decals so you can select the one you wanted like in old FPSC.
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Jerry Tremble
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Posted: 8th Mar 2015 18:09
I see what you're saying. Yeah, I started running into problems when I tried a fourth decal in that folder. I didn't go any further than that because I started trying to figure out how the actual, REAL decals are being called! LOL, I'd never messed with them before, so now you have me really curious. I can't seem to find anything outside muzzleflash being called from any file that is accessible to us. There is a decalmax property in SOME fpes, but it is set to 0. I'm kinda of the opinion that we just don't have access to these things yet. I only used Classic to create levels for DBPro, so I'm not really experienced with the whole thing. It's nice that the fire decal works with the particle emitter, though, and I wish we had a way of selecting specific particles wherever we choose.
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Jerry Tremble
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Posted: 8th Mar 2015 19:54
I switched mine back to the original smoke. The fire made a strange (but kinda cool) effect on the RPG projectile trail.
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Pirate Myke
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Posted: 8th Mar 2015 19:58
That is apparently hard coded for now. Don't kill yourself over it. there is only one able to be called, and it is that file name.

This will be changed in the future, as far as when I don't know.

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Jerry Tremble
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Posted: 8th Mar 2015 20:09
Thanks, Myke! I took a time out from it anyway, got yard work to do. I won't go back to it then. Thanks for the info!
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Super Clark
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Posted: 8th Mar 2015 20:12
Ok played around with the old transporter decal and the result is?

See Video Below



Not as good as it was in original
FPS Creator Classic but thats how it goes i guess.
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Jerry Tremble
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Posted: 8th Mar 2015 20:17
Looks better than it looked when I tried it! I'm laying off it for now, though. We'll get more options in the future, it's just a question of when.
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Super Clark
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Posted: 8th Mar 2015 20:19
me too, just wanted to have ago see if it could be done but pointless if you can on have
1 option of particles in GG at the current time.
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Pirate Myke
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Posted: 9th Mar 2015 00:55
Who knows, might be an easy add for them, never know.
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