Product Chat (Early Access) / Previous FPS Creator Assets

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bbacle
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Posted: 6th Apr 2022 21:47
I am wondering if there is a way to import the previous FPS Creator assets because I have all of them & I can't seem to find a way to import them into GameGuruMAX.
Can someone direct me on how to do this?
Thanks.

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ThomasG81
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Posted: 7th Apr 2022 02:44
I would like to know this as well. I've been trying to import FPSC characters into GG classic but they are spawning in classic with inappropriate weapons.
For example German WW2 infantry are equipped with uzis (!)
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synchromesh
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Posted: 7th Apr 2022 08:44
Quote: "I would like to know this as well. I've been trying to import FPSC characters into GG classic but they are spawning in classic with inappropriate weapons.
For example German WW2 infantry are equipped with uzis (!)"

You would need to ask in the classic section for that.
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synchromesh
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Posted: 7th Apr 2022 08:55
Quote: "I am wondering if there is a way to import the previous FPS Creator assets because I have all of them & I can't seem to find a way to import them into GameGuruMAX."

These are really old some 15 years and although not impossible would require a lot of effort.
The texture formats are different etc. Never worth the time involved.
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Wolf
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Posted: 7th Apr 2022 15:25 Edited at: 7th Apr 2022 15:27
Quote: "These are really old some 15 years and although not impossible would require a lot of effort.
The texture formats are different etc. Never worth the time involved."


Ouch, sorry Synchro, but I have to strongly disagree with you here.
The old fpsc assets hold up extremely well and all they need are a few shader maps and maybe higher res textures to shine again.
In fact, all of my game projects us a lot of these old assets. Here is an overview, former fpsc users can spot props from that era in virtually all of these projects.

Quote: "The texture formats are different etc."


No, the texture formats are usually .dds, the mesh formats are .x. They are barely different than max or classic. In fact a good chunk of classics DLC library are simply fpsc MP props (unfortunately, left as is and not updated which would have spared us many complaints back in the day)

All you need to do is make sure a proper shader is assigned and you can use the old FPSC assets. If you have a bit of time to spare and the necessary skill you can upgrade them to the PBR rendering pipeline for best results.

Quote: "For example German WW2 infantry are equipped with uzis (!)"


Its set in the .fpe file. Here you can choose the weapon you want them to have and what shader you want to assign.
Importing from FPSC to GG should be done manually, do not use the importer. You can always make a thread here if you have questions.
synchromesh
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Posted: 7th Apr 2022 16:43 Edited at: 7th Apr 2022 21:09
Quote: "All you need to do is make sure a proper shader is assigned and you can use the old FPSC assets. If you have a bit of time to spare and the necessary skill you can upgrade them to the PBR rendering pipeline for best results."

Ones i tried did not look good.

But when i said not worth the effort i meant what was involved for thousands of assets if you want to do it properly
First match the textures with the models that are in separate folders.
some have textures like metal_d1.dds and metal_d2.dds .. Does max even understand that
Then create the ao, normal, gloss and metalness ( many do not even have normals )
Then once you sort all that then import then into max via the importer.
Maybe the odd ones you really like maybe worth it but other than that personally not worth the effort for thousands.

We are talking Max here not classic where they pretty much work out of the box.
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synchromesh
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Posted: 7th Apr 2022 16:52
I do however see a really good use for many of the seamless textures.
Make up the rest of the PBR set and there could be some nice ones there
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Wolf
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Posted: 8th Apr 2022 16:06 Edited at: 8th Apr 2022 16:14
Quote: "some have textures like metal_d1.dds and metal_d2.dds .. Does max even understand that "


No, you'd have to go through these manually. Then again, it wouldn't be game design if it where plug and play.

Quote: "We are talking Max here not classic where they pretty much work out of the box."


Oh no. Without a shader line in the .fpe, they would not react to any light and always be full bright.
Besides, classic has the same PBR system as max, texture wise. And even if you don't use it you would still have to at least make DNS maps. (I mean, you would not have to, but it would be recommended.)

As for the time investment. Well, I don't think anyone would sit down and port/convert every singe thing but there are some real treasures in the lot as well that are well worth the few minutes to make the PBR maps.

I give you an example: This is an FPSCreator modelpack:



I think these would look splendid in max. And its just too much good free content like this in those packs
synchromesh
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Posted: 8th Apr 2022 20:01 Edited at: 8th Apr 2022 20:01
Quote: "I think these would look splendid in max. And its just too much good free content like this in those packs"

Deffo your right on this one ... That was a stunning level and have had it in classic,

So we are not crossing wires here i had imported a few as a test and they looked pretty bad but i agree there are some good ones.
Not to sure if you can get all the fpsc modules in though even BOTR's converter did it in pieces unless you imported the whole level
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