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FPSC Classic Work In Progress / Different levels of interest

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Mr Game
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Location: Under Your Skin
Posted: 24th Jul 2012 12:32
Hi Rolfy,

I sent you message via email, please check it.

cheers
Mr Game



The Nerevar
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Posted: 25th Jul 2012 09:48
truely this can't be FPSC! this is unbelievably beautiful!

I'm familiar with this, but I'm still learning!
rolfy
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Posted: 13th Aug 2012 04:59
Talking with someone they mentioned doing 'Ship in a bottle' models and how folks always ask how its done.This is a shipwreck in a cave no point asking how I got it in there.
Its at a very early stage and just sitting things in there and seeing how it might work out, daylight pours into the scene from a hole in the cave ceiling and the cave floor needs a lot more sculpted detail.
Once I port all this to FPSC I expect to use a lot of water effects.



Awesome! Its one of those threads.
Braden 713
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Posted: 13th Aug 2012 05:43
I'm speechless! You are so very talented sir, the scene looks great! It inspires a lot of fascination and questions of a rich, dark history. To be completely honest, although we haven't seen it in FPSC nor with the use of water effects anywhere, I almost feel as though it works better just the way it is. Water would add a sense of life and motion, and I just can't help but love it as is - dead and forgotten about, hiding who knows what for centuries.

Life would be much easier if I had the source code.
Marc Steene
FPSC Master
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Posted: 13th Aug 2012 13:25
Looks good rolfy, you're the master of immersion


Slenderman's Shadow - Sanatorium
http://forum.thegamecreators.com/?m=forum_view&t=199408&b=35
The Nerevar
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Posted: 13th Aug 2012 16:04
There are no words that describe the beauty of this marvelous masterpiece!

I'm familiar with this, but I'm still learning!
rolfy
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Posted: 13th Aug 2012 18:16 Edited at: 13th Aug 2012 18:23
Thanks a lot I appreciate the comments guy's
It may seem finished but it is far from it, though from the comments it appears I have the essence of the scene atmosphere, I do have further ideas for how a level like this should look and will be putting a lot more in there to keep the players interest as he walks through it, when you get down to ground level you always find you need those smaller details.
You can already see the platforms going into it for the player to jump around trying to find a way over to the wreck, that top platform in centre isn't as close to the ship as it appears in the screenshot so it wont be as easy as it looks. Rope bridges etc seem ideal too for a scene like this as I could set some to collapse beneath you forcing you to look for another route. If you should fall I will use stairs to get you back up to the start point. Its an old style of gameplay but one seldom used in FPSC.

Awesome! Its one of those threads.
rolfy
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Posted: 25th Aug 2012 13:50 Edited at: 25th Aug 2012 13:54
Went back to the first level and changed things up a lot.
Moved and scaled the tree leaf canopies to allow more light to spill through where areas of interest will be. Added a few more models and improved some textures that were looking a bit flat.

These are Max renders.

Ivy covered ruins.


Sleeping stone figure.


Awesome! Its one of those threads.
Ertlov
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Posted: 25th Aug 2012 15:42
Simply awesome again.

Come to where the madness is:http://www.homegrowngames.at
The Nerevar
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Posted: 25th Aug 2012 20:52
Once again... Marvelous!

I'm familiar with this, but I'm still learning!
rolfy
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Posted: 26th Aug 2012 23:50 Edited at: 26th Aug 2012 23:54
Dryad.



Awesome! Its one of those threads.
BlackFox
FPSC Master
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Posted: 26th Aug 2012 23:56
Quote: "Talking with someone they mentioned doing 'Ship in a bottle' models and how folks always ask how its done."




Quote: "This is a shipwreck in a cave no point asking how I got it in there."


The same way as getting the ship into a bottle. First, you need a favorable wind...

This is looking very interesting.


Twitter: @NFoxMedia
rolfy
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Posted: 27th Aug 2012 00:02 Edited at: 27th Aug 2012 00:03
Quote: "First, you need a favorable wind..."


LOL....I seem to remember it being you and ya never said anything bout wind at the time...secret huh?

Awesome! Its one of those threads.
BlackFox
FPSC Master
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Posted: 27th Aug 2012 00:56 Edited at: 27th Aug 2012 00:56
Quote: "LOL....I seem to remember it being you and ya never said anything bout wind at the time...secret huh?"


Well how else do you think I get the ship in the bottle? Speaking of which, I am working on a few new ones and will have to send one your way. Would you prefer plastic or glass?


Twitter: @NFoxMedia
Wolf
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Posted: 28th Aug 2012 18:06
The title of the thread seemed nondescriptive enough for me to stay out of this thread... but hey! I've been missing the best work I have ever seen regarding artistic design in FPSC.

This is amazing work! I wonder why there are so little comments here.



-Wolf

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
JLMoondog
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Posted: 23rd Jan 2013 12:55
unlocked!

Inmortalis Nox
rolfy
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Posted: 24th Jan 2013 02:21 Edited at: 24th Jan 2013 02:23
Thanks Josh

This is a quick test video of Aegul's mod in use in this map level.
I have used the old map to to do this as I still have to bake textures for the scenes shown above. I am currently doing so as all lighting was changed and introduced global illumination which takes a lot longer to render out but hopefully will look a lot better than seen in this video.

I used bond1's Grendel character for third person and as can be seen the planar shadow's work a treat, adding a great deal to 3rd person use. The shadow gets clipped on hilly or uneven terrain but I can hide this by placing vegetation in offending areas.

Rather than baking all the vegetation I have created a hemispherical lighting shader which can be tweaked to suit whether in light or shade and it works just fine for this.

The scene contains only one light for the character, since character shaders will accept an average from the nearest light source, it falls on the character from the angle its placed wherever the character is in the level no matter the range its set at.

Ambience is set to zero and lightmapping is turned off.

Till I redo all lightmapping in Max, this is as I said, more a demo of third person in Aegul's mod and shows walking on terrain both segment and entity, it also shows climbing which would add greatly to gameplay should I decide to introduce any.



I don't trip over...I do random gravity checks.
SOLO DESIGN
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Posted: 24th Jan 2013 11:40 Edited at: 24th Jan 2013 11:41
wow!
SOLO DESIGN
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Posted: 24th Jan 2013 11:41 Edited at: 24th Jan 2013 11:43
Rolfy that is pretty cool! if the character can jump and use 100% collision with entity and segments (no passing through walls and floors etc) then this would be a great leap (sorry) forward for FPSC.

A third person adventure engine rather than First person?

Great stuff!

Sorry for the double post! could not believe my eyes hahahahahaha!
Corno_1
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Posted: 25th Jan 2013 20:52
Fantastic work! You are a great artist.
And this hole game is in contrast to my game! Very impressive

Corno_1


Flatlander
FPSC Tool Maker
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Posted: 28th Jan 2013 02:48
I just saw this. Really fantastic use of your talents. I can see where third person would go with these types of levels. You, my friend, are an artist.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
MrCrazyDude115
FPSC Reloaded TGC Backer
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Posted: 29th Mar 2013 23:43
Dude, THIS IS AMAZING! You sir are talented.
The Master D
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Posted: 30th Mar 2013 04:16
I am absolutely astonished by your work, this is proof of how remarkable an FPSC project can truly become.

AMD FX-6300 Vishera 3.5GHz, Radeon HD 7850 2GB, 8 GB RAM, Win 7 Pro 64 Bit
rolfy
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Posted: 30th Mar 2013 05:29
Thanks for comments, now I have a little more free time I will work a bit more on this

I don't trip over...I do random gravity checks.

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