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FPSC Classic Work In Progress / The Shaft: Mod Contest entry

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Toasty Fresh
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Posted: 21st Mar 2009 07:51 Edited at: 24th Mar 2009 23:45
Here's some WIP screens of my Mod Comp entry game, The Shaft. I'm using some modified EAI weaponry, which you can look at some screens of them at his thread in models and media.





I would really appreciate some constructive crit.
Plystire
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Posted: 21st Mar 2009 11:02
The only constructive crit I can come up with is that your lights aren't quite positioned at the same height as the entity lights on the wall. The shadows produced from said lights should be more symmetrical.

The screens look nice, but it's hard to critique any more than that.


The one and only,


Errant AI
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Posted: 21st Mar 2009 11:03 Edited at: 21st Mar 2009 11:06
Looks good so far- can't wait to see more. Lighting and gentle bloom look great other than what Ply mentioned about the 3rd pic.

The damaged hole looking too clean is my only crit at this point but I realize this is quite early on. I guess in the 2nd pic, there should be some sort of small outcropping or something to seperate the two material types at the top.
Toasty Fresh
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Posted: 21st Mar 2009 11:05
Quote: "The damaged hole looking too clean is my only crit at this point but I realize this is quite early on. "


Yeah, I know. It was the only working cutter I could find on this forum suited for that part.

@Ply; FPSC sucks when it comes to that. I think I should just try positioning it farther from the lights source.
Plystire
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Posted: 21st Mar 2009 11:09
To position lights correctly, i find it helpful to go into "Property View" mode (when you right click the entity) and use PgUP and PgDown from there... that way you have a better angle to see where far up and down the light is.

Here's a tip for light placing when you're trying to be precise. The light ACTUALLY comes from the very top of the light bulb model, not the center.


The one and only,


Toasty Fresh
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Posted: 21st Mar 2009 11:22
Quote: "The light ACTUALLY comes from the very top of the light bulb model, not the center."




I've been thinking that it came from the center since I began using FPSC...
Toasty Fresh
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Posted: 21st Mar 2009 14:30 Edited at: 21st Mar 2009 14:31
Alright, two screens for now and then I'm off to bed. First level is done, I'm pretty sure, I'll build it tomorrow. Because of my...

1337 L1GHTING!!!111

the level takes a boatload of time to test the game, sometimes I get an error. Once I get this error I clean out the .bin/.dbo files and then it both loads quicker and works. I've no idea how this'll get fixed, but I'll just have to hope that I don't get the same issue with built games.

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Toasty Fresh
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Posted: 21st Mar 2009 14:31 Edited at: 21st Mar 2009 14:32

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KeithC
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Posted: 21st Mar 2009 16:52
Looks good; keep it up!

Crusader2
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Posted: 21st Mar 2009 19:47
Well... I'm finished...
Looks good; I'm gonna have to come up with something absolutely awesome.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Mr Bigglesworth
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Posted: 21st Mar 2009 22:04
Looks great, there is a lot of nice lighting, agreeing with everyone else the light in the 3rd pic is a little high, but other than that great job.

Plystire
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Posted: 21st Mar 2009 23:29
In the mossy area of your first new pic, I see the lights in the opening suffer from the same bad light positioning as I've mentioned before.

If you can get those positioned better, you really will have "1337 LIGHTING"


On a further note, I'm interested to see what kind of game you'll be turning this into. As in, what the player is supposed to be doing.


The one and only,


Toasty Fresh
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Posted: 21st Mar 2009 23:53 Edited at: 22nd Mar 2009 00:11
Quote: "If you can get those positioned better, you really will have "1337 LIGHTING""


Lol, I guess I spoke too soon...

Quote: "On a further note, I'm interested to see what kind of game you'll be turning this into. As in, what the player is supposed to be doing.
"


I've not been working on the story a great deal, but I've got something along the lines that there is a terrorist that has taken over the Avinax Water Purification facility. There is a huge tunnel system positioned nearby the facility, and this terrorist leader is attemting to flood the tunnels. You, the player, have to stop him before he does.

I tried to build the game, but I just got the usual debug crap. I seriously have no idea what the bloody hell is going on, although I'm pretty sure it's got something to do with my edited guns. Which I find strange; they work fine (as you can see in those pics) but I think they're causing the issue. I can only get the test game to work occasionnally when I clear all of the bin/dbo files. I'm gonna have to get this sorted out before I can do anything. I'll probably post some more details in product chat.

Thanks for the crit people, keep it comin'!

EDIT: Here's the thread.
Toasty Fresh
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Posted: 22nd Mar 2009 05:29
Alright then. I've now constructed the first level from the ground up AGAIN. It's practically identical to the first, except I have no enemies, trigger zones, sound zones or hurt zones. I'll be backing this one up in case the next one retards itself.
Errant AI
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Posted: 22nd Mar 2009 10:49
Quote: "pretty sure it's got something to do with my edited guns. Which I find strange; they work fine (as you can see in those pics) but I think they're causing the issue. I can only get the test game to work occasionnally when I clear all of the bin/dbo files. "


Only entities, generate bin and dbo files. HUD weapons don't generate any prior to v1.13 or something like that. Did you give strange pathnames or something in the entity .FPEs?

If you think it something odd with the edited HUD files, you can probabily build with simple placeholders and then dump your real assets into the proper directories after the game is built.
Toasty Fresh
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Posted: 22nd Mar 2009 11:20
Quote: "HUD weapons don't generate any prior to v1.13 or something like that."


Remember, mods need to be 107-109 to work.

I'll try using different ones and then replace when built.
Errant AI
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Posted: 22nd Mar 2009 11:55
Quote: "Remember, mods need to be 107-109 to work."


Exactly. That's why I'm saying it can't be a BIN or DBO problem from your edited HUD weapons.
Dude232
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Posted: 24th Mar 2009 02:18
this looks a little like Half Life 2
keep going and nice lighting

Zay333
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Posted: 25th Mar 2009 12:02
Wait,wait,wait,wait,...This is done in a moded FPSC X9 ?!?
Wow just wow...

What you see isn't always real....
Juicy Fruit
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Posted: 26th Mar 2009 01:19
Question: Is any of that scenery custom? Or did you get all of it out of the packs/base install?

"In Space, their is freedom" -Epsilon
Well at least there's SOMETHING up there...
Toasty Fresh
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Posted: 26th Mar 2009 09:21
All of the media in the screens is either model pack 1, stock, the jail kit by Befun (an absolute bargain at two bucks, might I add) or free media found from around the forums. The mossy pit area is a custom retexture by me.
CoffeeGrunt
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Posted: 26th Mar 2009 14:36
Sweet, what mod is this? I quite like the visuals, is it EFX?

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
AaronG
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Posted: 26th Mar 2009 23:25
This looks simply outstanding!


Click above to sign up for the Axifer Designs Dev-Team!
Toasty Fresh
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Posted: 28th Mar 2009 11:17
Cheers.

@Coffee; it's Ply's mod as well as that Omega guy's coversion of ENB Series.

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