Product Chat / Task Force 341 (Model Pack 53) - The Definitive Yes/No

Author
Message
Avenging Eagle
18
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 10th May 2017 20:17
I'm sure we can all agree that Model Pack 53 (otherwise known as Task Force 341) was one of the best FPS Creator model packs ever released. I'm annoyed I missed it the first time round but, alas, it came too late to catch my final FPSC days. However, the pack is still available to buy here, so I'm thinking of getting it. However, I've heard there are some limitations / compatibility issues so I want to be sure the TF341 characters will work in certain ways before I buy.

1. How easy is it to implement the characters to GG? Do I literally just need the model pack and the modified fpe file found in [href=https://forum.game-guru.com/thread/215230 ]this thread here[/href]?

2. Do they work with GG weapons? For example, could I copy the source files but edit the fpe to make new instances holding different weapons?

3. Can they sit?

4. Can they converse (as in play the talking animations advertised in FPSC)

5. Can they ragdoll?

6. Waypoints - yay or nay?

7. Is there anything else I should know about the limitations of these characters and what they can and can't do?

Ideally I'd buy one character and test all this out, but since that's not an option, I'm turning to the community for help!

AE
Errant AI
Forum Support
17
Years of Service
User Offline
Joined: 24th Aug 2006
Location: [REDACTED]
Posted: 10th May 2017 20:38 Edited at: 10th May 2017 20:44
Heya,

There was an evaluation sample available but the link broke when dropbox changed things around. Here's the new link.

There are reports that they spaz out with the MXS conversion in the latest builds that changed the AI but I haven't confirmed it.

They have animations for sitting and fake talking and loads of other things. I believe they are able to ragdoll OK but haven't tested extensively to check for oddities.

All AI behaviors are dependent on the scripting and independent of the character pack itself. So, for the most part, the limiting factor is how well the characters are converted and scripted. Personally, I couldn't .lua myself out of a paper bag so I haven't made any conversion attempts myself.

Feel free to give it a try. Included in the sample is a full animation list to assist in hooking up animations. (anims can be cross referenced with this video)
Gigabyte P67A-UD4-B3, Intel Core i7 2600K (passmark 8555), 16GB Corsair DDR3, EVGA GTX 970 SC (passmark 8637), Win10 Pro 64-bit, Primary monitor @ 1920x1080, secondary monitor @ 1280x1024
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 11th May 2017 08:12 Edited at: 11th May 2017 08:18
Quote: "There are reports that they spaz out with the MXS conversion in the latest builds that changed the AI but I haven't confirmed it."


I don't think it's because they're broken or anything like that, it's probably because the animation list in the .fpe isn't set up properly fr the new system, i'm fairly sure they should work fine with some adjusting of the animation list. I might give it a try this weekend and see if i can get one of them working.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.

Login to post a reply

Server time is: 2024-04-27 01:56:00
Your offset time is: 2024-04-27 01:56:00