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FPSC Work In Progress / Pointless Assault

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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 4th Oct 2006 13:46           | link | toggle

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






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xplosys

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Joined: Thu Jan 5th 2006
Location: Atlanta, GA
Posted: 4th Oct 2006 13:49           | link | toggle

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.

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fpsFREE
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Stamina

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Joined: Tue May 30th 2006
Location: Cyberspace
Posted: 4th Oct 2006 13:57           | link | toggle

I see some of my stuff,,kewl.
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 4th Oct 2006 14:04           | link | toggle

@Stamina

Yip like them the billboard came in handy.


@xplosys
Yes about 345mb
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Opposing force

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Joined: Wed Aug 10th 2005
Location: England
Posted: 4th Oct 2006 15:10           | link | toggle

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
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Butter fingers

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Joined: Mon Mar 20th 2006
Location: Mecca
Posted: 4th Oct 2006 16:03           | link | toggle

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

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Prince

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Joined: Wed Aug 23rd 2006
Location: Cyberspace
Posted: 4th Oct 2006 16:04           | link | toggle

good work wizard. I liked the lighting effects especially.. any tips?
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 4th Oct 2006 17:32           | link | toggle

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.
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NIK

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Joined: Sat Feb 4th 2006
Location: Texas
Posted: 4th Oct 2006 18:03           | link | toggle

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)
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 4th Oct 2006 18:13     Edited: 4th Oct 2006 18:40     | link | toggle

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.

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Jams38

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Joined: Tue Aug 29th 2006
Location: Cyberspace
Posted: 4th Oct 2006 20:48           | link | toggle

Nice job, looks good.

Jams38
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Airslide

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Joined: Mon Oct 18th 2004
Location: Cyberspace
Posted: 5th Oct 2006 17:41           | link | toggle

Since lighmaps are pre-rendered, they shouldn't effect framerate all that much.

May I suggest this for AI scripts?

Want FPSC content? Click Here!
Want to get your content there? Send us an e-mail!
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 11th Oct 2006 12:25           | link | toggle

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.









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KeithC

FPSC Moderator


Joined: Thu Oct 27th 2005
Location: Michigan
Posted: 11th Oct 2006 12:44           | link | toggle

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


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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 11th Oct 2006 13:02           | link | toggle

@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......
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flashing snall

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Joined: Sat Oct 8th 2005
Location: Boston
Posted: 11th Oct 2006 14:29           | link | toggle

lol

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SGP
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G4fan

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Joined: Sat Oct 21st 2006
Location: in my car, driving on and on. . .
Posted: 21st Oct 2006 17:02           | link | toggle

Looks good.

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

Thanks

Sean
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 22nd Oct 2006 01:37     Edited: 22nd Oct 2006 02:12     | link | toggle

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.
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_oLiWen_

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Joined: Sun Oct 22nd 2006
Location: Cyberspace
Posted: 23rd Oct 2006 11:23           | link | toggle

I like screen nr.4... mostly becuse i love the M4 weapon!

Creator of "Bullet Time Studios".
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 24th Oct 2006 13:58           | link | toggle

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.?
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Godrich13

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Joined: Wed Jun 28th 2006
Location: In your Mind...
Posted: 25th Oct 2006 01:43           | link | toggle

Pretty Tricky.

This seems to remind me of FEAR. Anyone else?

Providing Music and Logos for the community and at rock bottom prices!
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Nigezu

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Joined: Fri Nov 25th 2005
Location: Oulu, Finland
Posted: 25th Oct 2006 05:54           | link | toggle

Looks very interesting so far. Looking forward for playing this.

Intel P4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
My site: http://www.freewebs.com/nigezu
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Opposing force

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Joined: Wed Aug 10th 2005
Location: England
Posted: 25th Oct 2006 07:42           | link | toggle

I like those new screenshots.

Sign up on this forum, please...
http://teammegabasic.proboards59.com
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iGd

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Joined: Mon Dec 5th 2005
Location: Cyberspace
Posted: 25th Oct 2006 19:49           | link | toggle

looking really good

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Jonno

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Joined: Thu Apr 20th 2006
Location: Cyberspace
Posted: 26th Oct 2006 01:15           | link | toggle

yeah....reminds me of FEAR as well.

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

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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 4th Nov 2006 05:31           | link | toggle

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.
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Nigezu

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Joined: Fri Nov 25th 2005
Location: Oulu, Finland
Posted: 4th Nov 2006 07:49           | link | toggle

Man, that looks great!

Intel P4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
My site: http://www.freewebs.com/nigezu
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flashing snall

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Joined: Sat Oct 8th 2005
Location: Boston
Posted: 4th Nov 2006 21:33           | link | toggle

cool. I hope it doesnt flunk when you put in guys.

http://smallgroup.be/
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SGP
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 5th Nov 2006 05:58           | link | toggle

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?
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 8th Nov 2006 17:51     Edited: 8th Nov 2006 17:53     | link | toggle

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.





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filya

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Joined: Wed Aug 23rd 2006
Location: USA
Posted: 8th Nov 2006 18:30           | link | toggle

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 --
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PS Studios Entertainment Games

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Joined: Sun Apr 9th 2006
Location: Ohio, PSSE Studio
Posted: 8th Nov 2006 19:46           | link | toggle

nice lighting, looks intresting!

Ramsay
PSSE

P.S. Studios Entertainment
New owner of PSSE...Ramsay
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 18th Nov 2006 23:51           | link | toggle

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.





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iGd

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Joined: Mon Dec 5th 2005
Location: Cyberspace
Posted: 19th Nov 2006 00:52           | link | toggle

Looking pretty good
Keep it up

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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 19th Nov 2006 09:56     Edited: 19th Nov 2006 09:59     | link | toggle

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.






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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 20th Nov 2006 11:25           | link | toggle

Part of the level layout.
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Reality Forgotten

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Joined: Wed Dec 28th 2005
Location: Phoenix AZ
Posted: 20th Nov 2006 21:03           | link | toggle

Very nice man!

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Nigezu

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Joined: Fri Nov 25th 2005
Location: Oulu, Finland
Posted: 21st Nov 2006 01:53           | link | toggle

Very good work. Level desingn looks really complicated. Keep it up.

Intel P4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
My site: http://www.freewebs.com/nigezu
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Nickydude

FPSC Moderator


Joined: Sat Nov 4th 2006
Location: Look outside...
Posted: 21st Nov 2006 02:07           | link | toggle

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
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wizard of id

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Joined: Mon Jan 16th 2006
Location: ID
Posted: 21st Nov 2006 11:28     Edited: 21st Nov 2006 12:22     | link | toggle

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.

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