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Joined: 11th May 2019
Location: Manchester
Posted: 14th Jun 2023 07:50
Just a quick question? Would fpsc creator models work in GGM?
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MK83
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Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 14th Jun 2023 12:42
most assets that are static will work, at least for me they do.
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Posted: 14th Jun 2023 13:10
Cheers MK83 - But What about weapons and characters?
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MK83
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Posted: 14th Jun 2023 16:19
I can't get either of them to work.
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bond1
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Location: Knoxville, TN
Posted: 14th Jun 2023 17:05 Edited at: 14th Jun 2023 17:11
Weapons, sort of. Characters, no.

For characters, all the FPSC stock and model pack characters rely on FPI scripts for their behaviors. GGMAX uses a totally different system. So even if you do import them into GGMAX, they won't work the same as they do in FPSC.

FPSC weapons will work in GGMAX, since the weapons system has remain virtually unchanged since the FPSC days! Except for the projectile weapons, for some reason GGMAX doesn't support projectiles, which is an odd decision from TGC. I had to change some of the texture names to match the GGMAX conventions, but here I basically copied over the Blaster weapon from FPSC to GGMAX:
MK83
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Posted: 14th Jun 2023 22:19
Hey sweet, bond1. I didn't know this
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synchromesh
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Posted: 14th Jun 2023 23:34 Edited at: 14th Jun 2023 23:36
@bond1
Does that include using the npc_control behaviour ?
I have managed to get a majority of your Viral Outbreak characters running from GameGuru into Max pretty well when testing,
or is it not the same process from the ones in fpsc ?
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bond1
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Posted: 15th Jun 2023 01:07
At least once I week I get an email from someone who has seen my old model pack videos on youtube, and want to use them for FPSC/GG/GGM. The GG/GGM users are always disappointed that the characters don't work the same as in the video. When TGC took these old characters and shoehorned them into GG, they lost a lot of functionality that they had in FPSC. That's why I'm hesitant to recommend using the NPC control behavior, most people are disappointed that they can't replicate what is seen in the FPSC videos.

Here is the Viral Outbreak video, I get questions about this one a lot:


These characters use scriptable shader variables to control some gameplay elements. For example one of the characters is nearly invincible and has regenerating health, but if you can shoot him when his eyes turn yellow, it will result in an instant kill. Other characters have randomized attacks and knockdowns, and will randomly switch between walking and running to keep the player uneasy. The final Medusa character, has animated tentacles and a fiery death. None of this is possible in GG/GGM.

This zombie pack is another one I get asked about a lot. FPSC has limb-hit detection! So you could target the character's arms,legs, torso, and head. You could even shoot at the legs to make them fall to the ground and start crawling. A great way to slow down an onslaught of enemies! Again, most are disappointed that none of this works in GG/GGM, so I always warn them. Why all this functionality was removed for the GameGuru products is beyond me, but there must have been a good reason is all I can think.



synchromesh
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Posted: 15th Jun 2023 09:45
Oh for sure the npc_control is nothing like the original and yes the limb detection was totally amazing !!
I always thought the limb detection did not work because GameGuru was not capable of using them and did not realise they were totally cut down versions
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bond1
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Posted: 17th Jun 2023 19:24
Necrym's NPC control script is a really great addition for GGM , don't get me wrong. He did a great job with it. Especially for getting melee characters into GGM that otherwise wouldn't be possible.

I just don't really advocate using it for these old FPSC characters, unless of course users don't mind losing the functionality they had in FPSC.

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