Product Chat / several different questions about gamegur

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Bugsy
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Posted: 27th Aug 2015 03:53
can enemies in GG pathfind on entities? I want to create a map of buildings built in a cliffside, and plan to generally save combat for largely flat surfaces. but I would like to use large entities as flat surfaces instead of the terrain editor. is this doable at this point?

has anyone had any experience importing weaponry? I'm poor and dont have money to buy bsp's guns right now so I reanimated some FPSB guns on counterstrike hands to do for my game and want to know if its similar to FPSC. also, do guns need a firespot bone? and do they need lots of animations or can I get away with just the basic animations necessary for a gun in FPSC classic and not include all the sprinting/aiming lines in the fpe

is there anything available to convert old FPSC classic .fpe files to GG ones or a .fpe maker for gameguru of some type?

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Errant AI
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Posted: 27th Aug 2015 07:26 Edited at: 27th Aug 2015 07:40
Path finding is still pretty poor but it's very high on the voting list right now so what you need should be implemented relatively soon.

Weapon importing is almost exactly the same as in classic as far as basic requirements. There are a several new options but they are... well... optional (More or less on par with modded classic). There are a couple small differences in regards to player camera FOV and GG settings but they can be resolved via tweaking gunspec settings.

You will need a FIRESPOT if you want muzzleflash or SMOKE or BRASS (brass is much, much better in GG).

From a technical standpoint, the main difference is that you need to skin all meshes if you want lighting direction to be correct (it is essentially reversed if using an unskinned mesh). Skinning also helps to reduce draw calls which helps to decrease rendering load. You also need to have everything on one texture sheet but that's no different from classic if you were using shaders. Ah.. I suppose that's another point... Shaders maps are pretty much mandatory now for weapons.

FPEs are mostly the same still. It's scripting which is much different in GG since it uses .lua instead of .fpi.

If you are referring to gunspec.txt conversion it's pretty much just a matter of specifying weapon_basic.fx as the shader, tweaking screen position values and increasing simplezoommod=x setting (if it can ADS).
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Bored of the Rings
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Posted: 27th Aug 2015 07:33 Edited at: 27th Aug 2015 07:44
Quote: "can enemies in GG pathfind on entities? "

Yes, GG uses waypoints. Path finding can be scripted using LUA. it's quite basic at the moment.

Quote: "I would like to use large entities as flat surfaces instead of the terrain editor. is this doable at this point?"

If you are meaning that you want to add in your own terrain mesh. Yes this is possible, there is a thread somewhere on the forums where a forum member had made a cave mesh, but I not sure where top of my head, try searching on cave or mesh maybe?.

Quote: "has anyone had any experience importing weaponry? I'm poor and dont have money to buy bsp's guns right now so I reanimated some FPSB guns on counterstrike hands to do for my game and want to know if its similar to FPSC."


I'm in the middle of working on rigged/animated arm HUDs for first person at the moment and planning a tutorial at a later date. If you are meaning is FPSC weapon system same as GG, I'm not sure, maybe basic stuff is similar to FPSC [edit] actually opened a HUD.X file from FPSCX9 and they are similar.

Quote: "do guns need a firespot bone? and do they need lots of animations or can I get away with just the basic animations necessary for a gun in FPSC classic and not include all the sprinting/aiming lines in the fpe"


Yes. The amount of animations will vary depending on what you want to achieve.

Quote: "is there anything available to convert old FPSC classic .fpe files to GG ones or a .fpe maker for gameguru of some type?"

Not a complete converter as such as the engines are very different, there is a tool on the forums that does a basic conversion. I can't remember where it is, please do a search on "FPE" or "convert".
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Bored of the Rings
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Posted: 27th Aug 2015 17:39
Will be uploading to YT a video tutorial on how to import your FPSCX9 HUDS into GG.
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Bugsy
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Posted: 28th Aug 2015 05:34
so that is to say, the hands and guns have to be the same texture image? dag nabbit! and I had already re-animated 4 nice counterstrike guns!

is there a .bip of the default character animationset available? or at least a list of the animation numbers corresponding to the frames?
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Bored of the Rings
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Posted: 28th Aug 2015 06:48 Edited at: 28th Aug 2015 06:50
You can change textures in Blender or a paint program e.g. paint.net, Gimp or whatever your favourite tools is just output as a .dds file. The animation set for the HUDS are in the gunspec.txt.
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Errant AI
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Posted: 28th Aug 2015 08:15
Quote: "so that is to say, the hands and guns have to be the same texture image? dag nabbit! and I had already re-animated 4 nice counterstrike guns!"


It only takes about a minute to combine unless you have tons of little textures.

I pretty much just partition the maps on the master sheet, scale the UVs, shift them into place and done.
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Bugsy
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Posted: 29th Aug 2015 18:46
yeah, i already combined the tons of little gun textures and kept the hands separate thinking that's how it would be done lol

@bored of the rings I meant the character animationset default frame ranges. i remember classic came with a .bip of the stock animations as well as a text list in the files somewhere. does gameguru have a .bip of its stock animations for quick character creation?
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Gtox
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Posted: 29th Aug 2015 18:58
@bugsy - you can download an fbx file with the stock animations - https://forum.game-guru.com/thread/209329
Bugsy
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Posted: 31st Aug 2015 05:58
is there a .bip file available to work with 3ds max biped rigged characters? the only way i know to get a character on a set of .fbx animations is to painstakingly skin it to the bones-skeleton of the fbx which kinda sucks and is at very least ridiculously time consuming
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Pirate Myke
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Posted: 31st Aug 2015 07:47 Edited at: 31st Aug 2015 07:48
https://www.youtube.com/watch?v=g1D2zWMnI1M
https://www.youtube.com/watch?v=ypPBoSCY3BY
By Bond1 to get this ready for you.
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Teabone
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Posted: 1st Sep 2015 08:52
Hey Bugsy longtime no see from the old forums. Just bumped into a recent play through of one of the games you helped develop https://www.youtube.com/watch?v=9hAYZAYh11U

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Scene Commander
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Posted: 1st Sep 2015 09:04
For an AI to understand an entity, the FPE should include the command

forcesimpleobstacle=3

At present, they will only understand ground level obstacles (so no stairs), and in general should only have a thin floor as floors too deep can cause issues. As you'll see from the voting, vastly improved AI navigation is high on the list.

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