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Easy FPS Editor v1.6

Simple way to create an old-school First Person Shooter! · By JessicoChan

Workarounds

A topic by xxstyxx created May 22, 2022 Views: 2,271 Replies: 28
Viewing posts 1 to 14
(1 edit)

So, i thought about how to make simple things that are not possible in EFPSE and how to make them work anyways.

Back in the DOOM and/or Wolfenstein 3D Days they had to use some tricks to get the visuals they wanted. They had to use old tech to get stuff to the screen that looked much more advanced as it was.

But the great thing today with THIS engine is, we can work "backwards".

As example:

I needed a none rotating sprite of razorwire. Sprites allways rotate at the moment and transparency gives more than just a bunch of problems. But we can import 3D models....why not make full 3D razorwires as a mesh, import it as a 3d model and use it like the Sprite in need?


Any Tips from you Guys/Gals?

I ended up with somethin, most People (i shoed it) thought its a sprite, but is really completly 3d:


So, any tips like this from you guys/Gals?


(BtW if there any typos, i´m drunk as hell right now and not a native english speaker. So yeah.... ^^)

that is cool. feel free to contribute to the wiki https://ragnarrandom.com/uefpsew/index.php/Tips_%26_Tricks noone but me has been contributing and i got other shit to do so have been slacking on it.

I will look into the wiki.

I dont have much free time but i think i can write something for it. ^^

Deleted 1 year ago
(1 edit)

I exported a bunch ob boxes and tried them in game.

It was allot of guesswork, but i saved the one closest to one Block as a template.

Its not a 100% the right size but very close.

I have a .blend file and can upload it somewhere if it helps.

You can adjust scale right in the editor or create a simple cube with 64x64x64 size.

64x64x64 in blender units?

Developer

OpenGL units. They should be the same in Blender

Thanks man!

Deleted 1 year ago

I think i used this one:

https://mb.srb2.org/addons/srb2k-blender-only-md3-model-tutorial.3241/


You have to convert all faces to triangles before exporting!

i use Maverick Model 3D

i dont think it can import .x but it can import .obj and convert to .md3

Deleted 1 year ago

i am pretty n00bish when it comes to 3d modelling. i did the same path though, misfit didnt work, and some research popped up maverick as a fork, and it works for me. but i also haven't used it for complex stuff. i don't know anything about merging meshes, wrapping/unwrapping uvs or any of that stuff. i know that those are things, that's the limit of my knowledge :)

Deleted 1 year ago

With blender and the plugin it works all fine. Even if you dont know blender its easy. Import your model, press TAB (to get into edit mode), press F3 and search for "triangulate mesh". After this, just press TAB again to get into object mode and export the model.

you have to put your uv.png inside the models folder of your project with the same name of the entity inside the game

example:

entity name --> house

in the model folder it appears as house.md3

you have  to name your uv as house.png and put inside the model folder

So, to add everything together:

  • Model has to be Triangles
  • Only one Texture per Model
  • Model has to be MD3 and Texture has to be PNG
  • Model and Texture must have the same name
  • There has to be a Decoration with the same Name
  • In the Free Version you have to modify the Models.dat
  • for example: Name Name 0 0 0 0 0 1 1 1 1 500 1 1

Is there a way to make the player start from higher level than level one? I would like to start from level 8 (on top of huge stairs)

Not in the stable version. You can try the experimental Build. But it has a bunch of issues.

Hello!

How feasible is it to create an elevator in the form I am about to describe? I was imagining this as an alternative option: So, if you could make a solid body 3d sprite that just moves up and down continuously, you could use that instead of stairs to get to certain floors... How would you implement this? 

I´m not really sure you can make animations for the 3d models in this engine.

I think the better option is a using the teleport command in scripting.

Make a small room for your elevator cabin, a terminal on the backside that plays a "ping" sound and teleports you one floor up , into a "elevator" that looks exactly the same.

Maybe someone else has a better idea?

Good idea, thank you! 

I had a similar problem, I wanted to make curtains in a doorway. A sprite decoration was out of the question, as it rotated towards the player. I tried to make a single plane with texture and import it as a model, but for some reason it made decoration entities (like the barrels on my screenshot) on the other side invisible, whether the transparency option in model configurator was used or not. After a LOT of trial and error, I came up with a way that seems to work. Can be used for things like fences, perhaps even wall decals.

So, here's the weird procedure, maybe someone will find it useful for their projects:


1) I made an image of the curtains, 64x64pix png with transparency.

2) Used a voxelizer tool on this site https://drububu.com to convert it to 64x64x1 voxel image, then save it as .vox file (MagicaVoxel format)

3) Open it in MagicaVoxel (it's a free software), export it as .obj file.

4) Open the .obj file in Maverick Model 3D (another free software), export it to .md3 - it's important to DO NOT touch anything, don't move, don't scale, nothing - otherwise texture will be corrupt.

5) Import the .md3 file to EasyFPS, set Y offset to 3, scale to 4. Do not merge with level geometry, because it will be halfway in the ground and the offset won't work for some reason.


And yeah, there's an ingame model with pixel-perfect texture to the original png and working transparency. Offset is tiny bit off, but the engine does not take inputs with decimals like 3.1 in offset field for some reason.


Deleted 1 year ago

I don't know, but I found 720p is best for this instead of 1080p. The cutscenes are 720p and if you use pixel art in them it will get scaled badly in 1080p.

 

Hello!

I want to use grenades in my game. How would you solve the delayed explosion of the grenade after throwing it? 

I don´t thing you can make grenades.

I am thinking that I could at least make dynamite by first creating an enemy that self-destructs a few seconds after it appears, providing a weapon state machine, and setting it to summon that enemy using the SPAWN command during an attack.

Hello!

Is the editor able to change the step sound effects per texture? For example, if my player steps on a sand or metal texture, it will play the corresponding or appropriate sound!

Huhh, hope you know what I mean, my English is a bit bad! :D

Probably not possible. You can make individual sounds by laying the enemies all over the floor, but then there is no room for other enemies.

Show post...

when i tried to import png images made from piskel to the editor it causes errors such as when i load a project with the piskel images imported it says something went horribly wrong and an unhandled exception has been caught and it happens when i have png exported from piskel

Have you tried them in another software? Do they open? And are they the same size as before?

I have not played around with FPS Editor for a while but i think i had an error like this once. I opened a sprite or texture i had imported, edited it and (i think) saved it in a different size.

most likely because filename has non-alphanumeric characters

dont import any files that have spaces, special characters, or any letters other than a to z and 0 to 9

also dont use non-alphanumeric characters in project folder names or anywhere in the editor.