FPSC Work In Progress / Pointless Assault |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
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
User ![]() Joined: Thu Jan 5th 2006 Location: Atlanta, GA |
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Stamina
User Joined: Tue May 30th 2006 Location: Cyberspace |
I see some of my stuff,,kewl. |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
@Stamina Yip like them @xplosys Yes about 345mb |
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Opposing force
User Joined: Wed Aug 10th 2005 Location: England |
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
BOTB Developer ![]() Joined: Mon Mar 20th 2006 Location: Mecca |
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
User Joined: Wed Aug 23rd 2006 Location: Cyberspace |
good work wizard. I liked the lighting effects especially.. any tips? |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
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
User Joined: Sat Feb 4th 2006 Location: Texas |
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
User Joined: Mon Jan 16th 2006 Location: ID |
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
User Joined: Tue Aug 29th 2006 Location: Cyberspace |
Nice job, looks good. Jams38 |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
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
User Joined: Mon Jan 16th 2006 Location: ID |
A lot of people said they like the custom content.Well I edited the textures a little. ![]() ![]() ![]() ![]() ![]() |
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KeithC
FPSC Moderator ![]() ![]() Joined: Thu Oct 27th 2005 Location: Michigan |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
@KeithC Yes. |
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flashing snall
User ![]() Joined: Sat Oct 8th 2005 Location: Boston |
lol ![]() |
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G4fan
User Joined: Sat Oct 21st 2006 Location: in my car, driving on and on. . . |
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
User Joined: Mon Jan 16th 2006 Location: ID |
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_
User Joined: Sun Oct 22nd 2006 Location: Cyberspace |
I like screen nr.4... mostly becuse i love the M4 weapon! Creator of "Bullet Time Studios". |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
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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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Godrich13
User Joined: Wed Jun 28th 2006 Location: In your Mind... |
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
User ![]() Joined: Fri Nov 25th 2005 Location: Oulu, Finland |
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
User Joined: Wed Aug 10th 2005 Location: England |
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iGd
User Joined: Mon Dec 5th 2005 Location: Cyberspace |
looking really good ----------------------------------------------------------------- ![]() ----------------------- Coming 2008 ------------------------ |
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Jonno
User Joined: Thu Apr 20th 2006 Location: Cyberspace |
yeah....reminds me of FEAR as well. Nice game! But...were is the challenge? |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
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
User ![]() Joined: Fri Nov 25th 2005 Location: Oulu, Finland |
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
User ![]() Joined: Sat Oct 8th 2005 Location: Boston |
cool. I hope it doesnt flunk when you put in guys. http://smallgroup.be/ |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
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
User Joined: Mon Jan 16th 2006 Location: ID |
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
User Joined: Wed Aug 23rd 2006 Location: USA |
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
User Joined: Sun Apr 9th 2006 Location: Ohio, PSSE Studio |
nice lighting, looks intresting! Ramsay PSSE P.S. Studios Entertainment New owner of PSSE...Ramsay |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
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
User Joined: Mon Dec 5th 2005 Location: Cyberspace |
Looking pretty good Keep it up ----------------------------------------------------------------- ![]() ----------------------- Coming 2008 ------------------------ |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
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
User Joined: Mon Jan 16th 2006 Location: ID |
Part of the level layout. |
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Reality Forgotten
User Joined: Wed Dec 28th 2005 Location: Phoenix AZ |
Very nice man! ![]() |
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Nigezu
User ![]() Joined: Fri Nov 25th 2005 Location: Oulu, Finland |
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... |
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 |
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wizard of id
User Joined: Mon Jan 16th 2006 Location: ID |
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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