EAI's work has been massively popular among the FPSC community for years. They where so high quality at the time that I refused to use them, feeling that they where too "good" for my work at the time and therefore looked out of place. Other users didn't feel that way regardless of how terribly embarrassing some of their level and visual design was and used them right away. I first used them in "The Escape from Reaper Harbour" as I have felt that my own quality reached a point where they would actually fit in the overall look of the game. This was also my first release on the TGC forums.
After the success of the Task Force 341 Pack and his recent legacy sales I am quite surprised that so few games actually use his models. They look gorgeous with GG's shader effects and I don't even have to apply my usual texture edits with which I have tried to compromise for FPSC's shading and lighting system.
I can only assume that a lot of you don't know how to get these working in GG so you are not using them? Well, if that is the case for you, my little red riding hood, fear not! For the big bad Wolf is here to help you!
This is the Beretta 92 from the TF341 pack as you'll get it out of the box.
I have added nothing to it, it ships with all the shaders necessary.
Most of these work out of the box in GG and require very little gunspec tweaking. This does of course depend on personal preference and the amount of functions and quality you want to go for. EAI's weapons have a ton of additional functions, some even hidden animations, that can allow you to have quite high quality weaponry. While the hand rig can look a little dated, the guns do not and with some know how can easily pass for a mid-budget release. They are also delightfully accurate to the real deal! You won't get tacticool
guns with a ton of juvenile gadgets or inverted AK's. You will also get a whopping amount of AR15 derivatives in all of their glory. You don't need my background in psychology to see a certain...affinity towards these.
Some of you probably loaded these into GG and anded up with nothing but a floating hand and an invisible weapon. This is where some technical tweaks are needed.
I will do this in fragmotion but any 3D tool that has the necessary export options will do!
The crux of many problems are the heap of materials in the guns mesh file. We will remove these now.
See image for reference.
The first thing you do is, you click "Edit" and then "Select all -all"
The second thing you do is, you select the "gun_d" texture, left click and then you create a material from texture.
Now you remove all the materials except for the one you just created. You will now apply your new material on the entire weapon.
Make sure that your weapon has the correct framerate in its animation and export it as .x! You are done.
Add the GG shader .fx file to your weapons gunspec if you haven't already.
What you have just done is all you need for the TF341 weapons as they all have their entire maps on a single texture. MP9 & 10 weapons require advanced prep work that might sound scary but really is not. This is however fodder for a different tutorial as I aim to keep these short and digestable.
You will notice magazine, hand and gun have their own texture maps in MP9 & 10 maps. You will need to create a new map (either 2048*² or 4096*² in size) and apply all the maps on it. How you put them next to each other is of no consequence and of your personal preference.
In fragmotion: If you click on "texture" and then "uvmapper" you will find the fastest and most convenient UVmapper in the known universe...according to me that is. Load your texture and reapply the UV's from the weapon to your new map. Its extremely fast if you use the materials (right click, select assigned faces), to select the UV clusters. Keep this in mind and delete the unnecessary materials after
you are done with UVmapping.
Export and run a quick test!
Generate and edit the necessary shader maps.
This should get you going with converting your favorite weapons!
Lemme know what you think and if I have missed something.
Step by Step video: