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FPSC Classic Work In Progress / Pointless Assault

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wizard of id
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Posted: 4th Oct 2006 21:46
As the name says pointless.However the point is to stay alive over 25 levels with limited health and ammo.

It\'s complete but I\'m still working on lightmapping and AI scripts.

Some random screenshots






xplosys
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Playing: FPSC Multiplayer Games
Posted: 4th Oct 2006 21:49
This looks interesting. Will there be a demo?

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

Stamina
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Posted: 4th Oct 2006 21:57
I see some of my stuff,,kewl.
wizard of id
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Posted: 4th Oct 2006 22:04
@Stamina

Yip like them the billboard came in handy.


@xplosys
Yes about 345mb
Opposing force
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Posted: 4th Oct 2006 23:10
I quite like the look of this. Stock media put to good use. Good job, wizard of id.

Sign up on this forum, please...
http://teammegabasic.proboards59.com
Butter fingers
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Posted: 5th Oct 2006 00:03
Yeah I agree, normally you see a stock media game and think "oh no." but this actually grabbed my attention. It looks really nice... No sign of any enemies tho....!

I look forward to seeing some more of your work dude.

butters

Prince
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Posted: 5th Oct 2006 00:04
good work wizard. I liked the lighting effects especially.. any tips?
wizard of id
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Posted: 5th Oct 2006 01:32
Well lets be honest I've been using FPSC for quite awhile and got use to the limited prefabs and the sucky light mapping.

The problem I have encounter while building my game is that most of the times it looks like light mapping fell out of the sky.It looks extremely bad.

And I see some people only tend to make use of only one or two lights and that's not a good idea.And then I learnt the wonders of using a few smaller ranged lights to brighten up the maps.which works wonders.

Red lights is a big no no.Stay away from them if you can this engine can not soften the light to exceptable levels.However they work good like the above screenshot if you have them ranged.This also depends on what textures you use them.

I also see people make use of only one layer to build a single floor don't...try and use two layers to build a single floor it looks better and objects in your level doesn't look so pressed in.

How I place objects in a level have a look for your self.I can't explain how I just do it.If any one disagree's with me please post a comment.

As for tips.Don't stare into the sun.

Oh and yes I do like my mini gun.


Here is a screen shot which shows How I do light mapping.
NIK
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Posted: 5th Oct 2006 02:03
Great use of stock media. Although, all those light markers are gonna kill your framerate. I would suggest using a few less.

-NIK

(Mod Edit)
wizard of id
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Posted: 5th Oct 2006 02:13 Edited at: 5th Oct 2006 02:40
Quote: "Great use of stock media. Although, all those light markers are gonna kill your framerate. I would suggest using a few less."
Nope frame rate never drops below 30.I do have a pretty nice system that copes extremely well FPSC.I hope that no one needs a macthed system to get the same framerates.

3.0Ghz Pentium Dual core
2 gig ram
6800 XT 256mb

Pitty full light mapping takes so loooooong the light mapping would have been much better.

*edit*
I resaved the level and added more objects/lights to see if the framerate will hold.It does so without any problems.Have a look.

Jams38
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Posted: 5th Oct 2006 04:48
Nice job, looks good.

Jams38
Airslide
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Posted: 6th Oct 2006 01:41
Since lighmaps are pre-rendered, they shouldn't effect framerate all that much.

May I suggest this for AI scripts?

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wizard of id
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Posted: 11th Oct 2006 20:25
A lot of people said they like the custom content.Well I edited the textures a little. There is also one new screenshot with old textures.









KeithC
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Posted: 11th Oct 2006 20:44
Excellent work! I have long said that you can do some oustanding work with the stock media only. From the edges of the gantry-work, it looks like you have shaders on full?

-Keith


wizard of id
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Posted: 11th Oct 2006 21:02
@KeithC

Yes.Not full lightmapping I would need a year to compile full lightmapping I tried it once it took 2 days only to bomb out in the end......
flashing snall
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Posted: 11th Oct 2006 22:29
lol

G4fan
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Posted: 22nd Oct 2006 01:02
Looks good.

I've got a question, Wizard of id. Did you use Magic FPS to create the textures in your screenshots?

Thanks

Sean
wizard of id
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Posted: 22nd Oct 2006 09:37 Edited at: 22nd Oct 2006 10:12
Nope I'm using paid for textures form a website.

*Update*

After getting extremely fustrated with default segements this project going back into development(WIP).

I came up with a little plan that works wonders.
While planning to enter the nvidia compo and drawing up plans for the design of the level for the compo.

All I can say without giving away any thing a have imported maps into FPSC.

Stay tuned screenshots to follow soon.
_oLiWen_
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Posted: 23rd Oct 2006 19:23
I like screen nr.4... mostly becuse i love the M4 weapon!

Creator of "Bullet Time Studios".
wizard of id
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Posted: 24th Oct 2006 21:58
Then again I dislike the M4.

So now your asking your self what are these maps I'm talking about.

Well to cut a long story short.After trying for a few weeks I finally got it right to import Maps into FPSC.It's a bit tricky and has to be done right to work correctly.

1.Build a map using any program like hammer SDK ect.
2.Convert it to BSP file format(you need to export the levels in sections in other words room by room)
3.Covert it to VRML format 1 or 2
4.Load it into 3dmax 6 or milkshape
5.The tricky part you have to take the level apart wall ceiling floor pillars ect.
6.Apply textures to the sections.
7.Export the "skin"
8.Fire up FPSC segment editor you know the rest.?
Godrich13
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Posted: 25th Oct 2006 09:43
Pretty Tricky.

This seems to remind me of FEAR. Anyone else?

Providing Music and Logos for the community and at rock bottom prices!
Nigezu
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Posted: 25th Oct 2006 13:54
Looks very interesting so far. Looking forward for playing this.

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Opposing force
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Posted: 25th Oct 2006 15:42
I like those new screenshots.

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iGd
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Posted: 26th Oct 2006 03:49
looking really good

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Jonno
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Posted: 26th Oct 2006 09:15
yeah....reminds me of FEAR as well.

Nice game! But...were is the challenge?

wizard of id
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Posted: 4th Nov 2006 12:31
I haven't done much lately still trying sort out some problems with the map importing.
I did however try and brighten up the levels a little with some colour.Looks good.but could still be tweaked a little.
Nigezu
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Posted: 4th Nov 2006 14:49
Man, that looks great!

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flashing snall
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Posted: 5th Nov 2006 04:33
cool. I hope it doesnt flunk when you put in guys.

http://smallgroup.be/
wizard of id
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Posted: 5th Nov 2006 12:58
Well I'm not sure what I should add a zombie or two mabye AI.And I have this funny idea I might enter this level into the nvidia compo this might end up as A bad idea but there is still enough time left if I change my mind this week.

But I'll upload the new segments screenshot later today found a easier way to do it via hammer SDK and exporting it to DXF format and loading that directly into milkshape...scaling is to be exact 0.224 pity I can't get the textures to map correctly.

Does any one know of software I could use for texture mapping?
wizard of id
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Posted: 9th Nov 2006 00:51 Edited at: 9th Nov 2006 00:53
Well I formated my pc so I'm still busy installing back ups.Also have to get a new mouse because my scroll button is buggered.So I won't be doing any thing new so instead I took a few more screenshots of the demo level.





filya
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Posted: 9th Nov 2006 01:30
The screenies look outstanding there. Just by looking at them, I seem to have learnt quite a lot.
Make the gameplay equaling the map design and you have a great game on your hands!

Will keep an eye -_- on this thread

-- n00b at playing games...and now at making em too :p --
PS Studios Entertainment Games
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Posted: 9th Nov 2006 02:46
nice lighting, looks intresting!

Ramsay
PSSE

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New owner of PSSE...Ramsay
wizard of id
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Posted: 19th Nov 2006 06:51
More of the same thinking of changing the wall textures.Still haven't added any NPC's I want to get the lightmapping just right.





iGd
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Posted: 19th Nov 2006 07:52
Looking pretty good
Keep it up

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wizard of id
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Posted: 19th Nov 2006 16:56 Edited at: 19th Nov 2006 16:59
Well some screenshots of the first section of the level some work is needed.Bare with me it's quite a few screenshots the first section is pretty big.






wizard of id
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Posted: 20th Nov 2006 18:25
Part of the level layout.
Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 21st Nov 2006 04:03
Very nice man!

Nigezu
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Posted: 21st Nov 2006 08:53
Very good work. Level desingn looks really complicated. Keep it up.

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Nickydude
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Posted: 21st Nov 2006 09:07
This will be a great incentive for beginners, as you not only show in game shots, but editor shots as well, I for one, never thought about using curved segments to shape a corridor or room. Fantastic work

FPSC Hint's and Tips Guide (pdf)
Best Regards,
Nickydude
wizard of id
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Posted: 21st Nov 2006 18:28 Edited at: 21st Nov 2006 19:22
I'm glad u guys like it mabye in a week or two I'll post a proper demo I'm not sure if I'll be adding NPC's just yet so it will be most likely be a showcase and level design demo.....
The map importing I was talking about here it is.

wizard of id
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Posted: 21st Nov 2006 19:20 Edited at: 3rd Jan 2007 11:10
Well might be a little late but this is what I have been working on lately this is the screenshot from a unanamed editor only a section of it I still have some texture mapping problems.

Again this is the best option to go if you want to improve on the default or add on segements it's pretty nice takes loads of time but it's so much better looking....scaling is not realy a problem,the problem is palcing your player marker correctly.

enjoy do you guys think it's worth going this route.
Inverted
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Posted: 22nd Nov 2006 04:01
Awesome work! wered you get the grates?

Opposites are different, not wrong
G4fan
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Posted: 23rd Nov 2006 17:14
Cool.

Sean
Sysdevja
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Posted: 24th Nov 2006 02:18
some one knows how to do proffesional level design. If you fancy working for a MMOFPS/RTS/RPG for xbox 360 and ps3 in united kingdom please give me a shout at jallsopp@awogame.com

- Solar System Studios - Developing games since 2001
wizard of id
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Posted: 24th Nov 2006 06:04
@Inverted It's a floor segment with a grate texture.
@Sysdevja Thanks for the offer but I'm in South Africa besides that I'm busy with a few other projects other than FPSC.That and writing a level design tutorial..

Some screenshots of the other projects just for the fun of it all.I hope the mods don't mind.



Nigezu
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Posted: 24th Nov 2006 11:51
Nice work. What program(s) did you use?

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Nickydude
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Posted: 24th Nov 2006 18:19
Quote: "That and writing a level design tutorial.."


Wow, I'm certainly looking forward to that!


wizard of id
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Posted: 24th Nov 2006 18:30
@Nickydude Yip it's going to take a while still.It's not just a level design tutorial but a full over all game design tutorial with the main section on level design as most people flunk here.

@Nigezu Source, Half-life 1 SDK....and the one I hate now 3D gamestudio pro.
Nickydude
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Posted: 27th Nov 2006 21:47
If at all possible, I would be honored if I could include it in my FPSC Hint's & Tips Guide?


wizard of id
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Posted: 28th Nov 2006 21:41
@Nickydude cool...

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