Free Models and Media / Classic FPSC Classic Content (Converted) Archive

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devlin
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Posted: 8th Feb 2019 13:47
antigrav platforms pbr

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Super Clark
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Posted: 8th Feb 2019 14:21 Edited at: 8th Feb 2019 14:22
@ devlin ...Very nice work m8 they look cool, can you do the grey lift plate slot sticking out edges with black and red stripes ?
also can you upload the Maintenance Gantry as zip not Rar for some reason my 64bit Rar will not open the one you uploaded.

Thanks
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devlin
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Posted: 8th Feb 2019 15:46
@ Super Clark
uploaded as zip same post
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Super Clark
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Posted: 8th Feb 2019 15:53 Edited at: 8th Feb 2019 16:04
@ devlin .... Maintenance Gantry Some very nice work m8 indeed well done. they look coll for a sci-fi game


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devlin
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Posted: 8th Feb 2019 16:26
Ok black and red stripes attached.

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Super Clark
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Posted: 8th Feb 2019 17:42
@ devlin , sorry did not explain the well before, I meant like this mock up below



I like that waht you have done also ....
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devlin
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Posted: 8th Feb 2019 18:17
@ Super Clark done download again.
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Super Clark
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Posted: 8th Feb 2019 18:26
@ devlin....Perfect!!!! just what I wanted m8 Thank you.
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devlin
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Posted: 8th Feb 2019 18:39
No problem thanks for all your work,
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devlin
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Posted: 9th Feb 2019 10:02
Custom full corner for Maintenance Gantry.

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Super Clark
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Posted: 9th Feb 2019 13:14
@ devlin.... nice custom job m8 great work...

I will be adding all the Prefabs once i finish the doors.
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devlin
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Posted: 9th Feb 2019 13:40
custom stairs for maintenance gantry.
have to align up with move widget then snap as in screen shot.
unless someone can get them snapping.

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MK83
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Posted: 9th Feb 2019 14:04
these are great, thanks for your time and effort.
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Super Clark
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Posted: 9th Feb 2019 14:53 Edited at: 9th Feb 2019 15:52
Quote: "custom stairs for maintenance gantry.
have to align up with move widget then snap as in screen shot.
unless someone can get them snapping."



Nice addition devlin m8....


Fpe settings for snap to...
Maintenance Gantry Straight (01) fpe
default height setting

defaultheight = 117

stairs default height setting

Staircase Titanium (Full) defaultheight = 20


Place stairs first, then snap gantry to stairs

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devlin
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Posted: 9th Feb 2019 15:37
great,
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Pirate Myke
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Posted: 9th Feb 2019 17:43
Great stuff. Thank you.
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devlin
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Posted: 9th Feb 2019 18:41 Edited at: 9th Feb 2019 20:51
Quick test limb painting in substance nothing fancy just a test.
very limited on textures at the moment. but at least they load
as separate meshes.

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Super Clark
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Posted: 9th Feb 2019 19:57
Yea! does not look that good at the moments, will wait to see what you come up with...

If anyone can animate I have a set of double doors from the Chateau that need animating, any offers
let me know....
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Super Clark
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Posted: 10th Feb 2019 16:53
The New Pic looks better than the last versions you uploaded so you are on the right track.
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Super Clark
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Posted: 12th Feb 2019 14:28 Edited at: 14th Feb 2019 16:43


Ok the big one... 28 original FPSC Classic 9 Prefab Building, They come with door frames only no doors at the moment,
I'm halfway through sorting the doors and will post them when I have tested them all.

Notes.... The prefabs have 360• Rotation, If you accidentally raise them off the floor press Enter on keyboard,
drop to ground is set. Scale is ok up to a point, but textures will become stretched scaling too large.

I have compressed the .x files that are with the Prefabs, but I have also included the originals recreated
by me with textures path for folders I created. DO NOT merge textures into one folder, has some textures
have the same names in ww2 & Sci-fi textures folders, you will only screw up the prefabs.

There is also a folder called 01_Textures Limb Assignments, there is a text document for each prefab
that lists what texture is assigned to what limb . This is in case you wish to make changes to the
textures assigned to that particular limb number, please check with Lee for permission to swap
textures don't take it for granted that you can just do it.

This has taken a lot of effort on my behalf so if I can thank others for their stuff they have given away
for free, the least you can do is thank me for my efforts converting the content for you to use.

One final note anyone who downloaded the windows in walls segments I will be fixing them
correctly now I worked out how to. I will updated the original post with the fixed segments
once done.

If you have any queries or questions or comments just reply to this thread.

Have Fun with these classics more stuff will follow once I have done them.

That's it for now, Regards SuperClark

UPDATE 14.02.19 There was an issue with Pre-bake modes.. Now fixed, If you already downloaded
the prefabs change '' effectbank\reloaded\entity_basic.fx '' in the FPE file of all prefabs to
'' effectbank\reloaded\character_basic.fx '' without the '' colons,
I have updated the FPE Files & Re-Upped the Files.

files attached Download below

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bluemeenie195
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Posted: 12th Feb 2019 16:18
They look great Super Clark.
Thanks for your hard work.
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Blacknyt46
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Posted: 13th Feb 2019 03:06
Thank you Super Clark. They look good.
Jim C
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Posted: 13th Feb 2019 08:13
Big Thanks Super Clark!
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Super Clark
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Posted: 13th Feb 2019 16:07 Edited at: 14th Feb 2019 18:05
As promised the complete set of FPSC Classic WW2 Doors




FPSC Classic 9 WW2 DOORS Setting Positions & Information.

There is issues with doors, when door is opened you can walk through them, but when it is
closed it is blocked as it should be. This is either down to the original animation or as I was
informed by a mod on the forum also down to GameGuru setting that can not be changed.

Doors will work provided you overlay the door frame of the door on the prefab door frame
of the buildings, align the door correctly and that will work. You just have to make sure that
the door is positioned correctly.

I Have gave 5 versions for each door of the 7 various door types,
1 x Fake Door/s
1 x Key Door/s
1 x Open Door/s
1 x Remote Door/s
1 x Use Door/s

I have also included with the set the 'Remote Switch' one for each door type, the FPE is set up
for each door and they work fine. You can swap the remote switch with another if you so wish
just remember to change the name of the new switch in the FPE of The Switch with %before
the name of the door to be opened. like below
;AIUsed
ifused = %Iron Door (Remote) Anim

The Key Doors Have all been set up also, again if you want to swap the key just change the
name of the key here,
;AIUsed
usekey = Key?
ifused =
ifusednear =

I have compressed the .x files that are with the Doors, but I have also included the originals
recreated by me with textures path for folders I created.

Regarding the Sci-Fi doors most have already been done in the fixtures section of GameGuru
but the animations do not match the sound effects. So I will do the Sci-fi doors collection
and post the ones I can get working, Then you have a choice of what doors to use.

Well that's about it hope you find these items useful, as usual if you download at least say
thank you for my efforts converting the content to GameGuru.


UPDATE 14.02.19 There was an issue with Pre-bake modes.. Now fixed, If you already downloaded
the the doors change '' effectbank\reloaded\entity_basic.fx '' in the FPE file of all Doors to
'' effectbank\reloaded\character_basic.fx '' without the '' colons,
I have updated the FPE Files & Re-Upped the Files.

Best Regards SuperClark

Files Attached... Download Below

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JPH-GAMES
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Posted: 13th Feb 2019 19:51
Superb works it.
Thanks Super Clark.

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Posted: 13th Feb 2019 21:09
Super Clark,, these FPSC Classic WW2 Doors are fantastic
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Super Clark
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Posted: 13th Feb 2019 21:40 Edited at: 14th Feb 2019 13:26
The Demo Prefab is now fixed for them who want it on page 1....

UPDATED 13.02.19

Placement in GameGuru fixed,
Drop to ground height fixed,
360 Rotation set now.

Regards Superclark
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synchromesh
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Posted: 13th Feb 2019 23:27
The doors are great thanks … Very handy for the EBE also .
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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granada
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Posted: 14th Feb 2019 10:10
Great work on these Super Clark,I have not downloaded yet but I definitely will thank you

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devlin
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Posted: 14th Feb 2019 12:23 Edited at: 14th Feb 2019 12:25
These are great .
i could never understand why the punch system was removed
or not implemented. would and could resolve a lot of modelling
issues. it should be implemented into the EBE editor.
or GG build for prefab buildings. i cant see any use of the EBE
until the the clipping issues are sorted. but with the amount of
bugs showing in git hub, i see things running away from lee
and not being able to get GG in a stable state soon. if the
punch system was still here we would not require the building editor.
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Super Clark
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Posted: 14th Feb 2019 13:41
Glad you all like the converted content.....

I am reworking the windows in wall today, so anyone who downloaded the old versions delete them
and when I have fixed the placement & correct the rotation and clipping issue in GG I will re-up
to the original threads.

Regards Superclark
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Tomik18
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Posted: 14th Feb 2019 15:01
Stairs collection have issue. Is invisible in PREBAKE lighting
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Super Clark
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Posted: 14th Feb 2019 15:05
@Tomik18 .. Thanks for informing me of this issue

There is an issue with the converted items not just stairs but most of the stuff I have done in pre-bake mode, they are invisible
. I did not test in pre-bake mode before I posted. Not sure why this is but I will try figure what the issue is..
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Super Clark
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Posted: 14th Feb 2019 15:45 Edited at: 14th Feb 2019 16:02
Done some testing not sure why but >
effectbank\reloaded\entity_basic.fx - does not work on the converted static models,
so I changed them to > effectbank\reloaded\character_basic.fx - and all static models now work in
all prebake modes F1 / F2 / F3/ F4

Its an easy fix so long as you can use the models I guess swapping a effects type will be good enough
for the old classics. Please swap the setting in the FPE files on all static models to
effectbank\reloaded\character_basic.fx

Hope this fix is good enough for you all.
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devlin
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Posted: 15th Feb 2019 01:18 Edited at: 15th Feb 2019 12:49
Couple of more PBR tests from substance painter.

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Super Clark
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Posted: 15th Feb 2019 02:04
Looking Good m8 well done
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GraPhiX
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Posted: 15th Feb 2019 18:57
Nice devlin, try a couple of cube maps on you internal walls and floor it would look brilliant
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Posted: 16th Feb 2019 00:40
W H A T ! @ doors. That's Super. Radical Clark thanks- really!
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J_C
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Posted: 1st Mar 2019 12:16
Thank You Super Clark and devlin for this great work..
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