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FPSC Classic Product Chat / Just an idea.

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arrojar entidad y que explote
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Posted: 12th Mar 2017 13:56
@seppgirty

Hi, the problem is that I do not know how to modify the characters. I'm using c4d, but when it comes to exporting it does not take well the textures of the modifications. The other problem and more important, is how to re-animate or use the animation by default. Some models that I have, are without animation. In the afternoon I pass them to the folder of the hotel level. Thank you.
seppgirty
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Posted: 12th Mar 2017 14:25
make sure the models are in the .obj or .x format. I don't have c4d.
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ncmako
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Posted: 12th Mar 2017 15:08
@ arrojar entidad What do you need help with? Models or Shaders? I'll try and help.

@ seppgirty Been working on my level & doing test builds to try and optimize.
Ran into a (maybe serious) problem with BI V10.1 After a build, none of my "waypoints"
seem to work/register with my entities? (characters,vehicles and such) My "thug" characters also
don't chase the player? Trying to pin-point the problem, to no avail. Could someone do a quick
test build using V10.1 with "waypoints' & use a thug with the scripts "chase or chase10" and verify
if it works or not?
My games never have bugs. They just develop random features..
Lots and lots of random features...
ncmako
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Posted: 12th Mar 2017 15:39
@ seppgirty Uploaded a test build to Google drive in my "Level 4" folder. If you want
download (about 450mgs) and try it out so you can see my problem.
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
FPSC Developer
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Posted: 12th Mar 2017 18:05
Quote: "@ seppgirty Uploaded a test build to Google drive in my "Level 4" folder. If you want
download (about 450mgs) and try it out so you can see my problem."


Gave the level a play and it is full of bugs as you said. Can you revert back to BI 10.0. I personally have not upgraded to 10.1.

the level is awesome by the way. Really good job on it. You have given me hope for this game.
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ncmako
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Posted: 12th Mar 2017 18:13 Edited at: 12th Mar 2017 18:45
@ seppgirty Glad you played it so you could see some of the problems.
Most of the effects didn't trigger? Trying out V10.0 now and I'll
see how the build goes?

Edit: same results with V10.0
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
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Posted: 12th Mar 2017 18:20 Edited at: 12th Mar 2017 19:53
I did a quick test level in BI 10.0 with way points and it seemed to work. Hope that it works for you.

Just uploaded skinheads to google drive. Over all models
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arrojar entidad y que explote
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Posted: 12th Mar 2017 22:40 Edited at: 12th Mar 2017 22:53
I went up the models I need to animate and add the syringe. They are models to which I am changing the textures. I especially need the models of women. If someone can help with the animation and adding the syringe would be great. If not, please guide me as I encourage it for myself. This is the file in the folder level 2 hotel. Thank you

By the way the level of the docks looks great
ncmako
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Posted: 12th Mar 2017 23:09
@ arrojar entidad
Quote: "the level of the docks looks great"

Thank you, now have to get it to work
I made a syringe for Mr Love awhile back, let me ask him if it's ok to share?
I still have a backup copy.

@seppgirty Thank you for testing. Now I know it's on my end.
I will back track and see what I can do. Everything works perfectly
in a test run. It's just the builds.
My games never have bugs. They just develop random features..
Lots and lots of random features...
arrojar entidad y que explote
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Posted: 12th Mar 2017 23:18
@ncmako
There add a syringe model in the same rar
ncmako
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Posted: 12th Mar 2017 23:56
@ arrojar entidad Ok, will check it out now.

@ seppgirty Finally, found out my problem, and anyone else who
might use the "Floor Segments" from MP#3. That/those were my problem.
Did a test build with common floor segments and all works fine. It seem's
those from MP#3 have a problem with it's .fps file settings?
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
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Posted: 13th Mar 2017 02:35
@ arrojar
will take a look at models as soon as i get a chance.

@ncmako
glad you solved the problem. hope it's not too much of a hassle to redo the floor.
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Mriganka
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Posted: 13th Mar 2017 05:40
@ncmako I tried the build. And thank you.... for that awesome Chuck Norris joke. On the design I would recommend streamlining a few things. Because, the office can be reached in a lot of ways. You can jump over the crates or not use the main docs at all. You could just use the freight storage area. Perhaps the player could use the dock and then enter the freight area and then enter Eddie's main office area. Otherwise, I really like how big the area is. Great job!
ncmako
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Posted: 13th Mar 2017 11:18
@ seppgirty Yeh,me too Hope to have floors redone this eve and I'll try
another build with V10.1 and see.

@ Mriganka Thank you, will try and stream line lay out and block off
area's so player is forced in one direction. Hope to post another build
tonight as soon as I get floors done.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Madcow02
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Posted: 13th Mar 2017 11:44 Edited at: 13th Mar 2017 11:45
Update, I will not be able to make a map sorry, AGAIN. You might think i'm screwing with all of you (which I can understand), but I'm as annoyed AF than you, mostly that's because the project doesn't interest me very much (I'm not really into "film noir" settings). But if you need advices regarding shaders and lighting, I will be pleased to help !

Sorry, AGAIN
arrojar entidad y que explote
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Posted: 13th Mar 2017 21:18 Edited at: 13th Mar 2017 21:22
people! In the folder over all scripts, I added a script for all the characters with weapons. Can you test it and tell me how it works? IA Character
Data: add the waypoint route
seppgirty
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Posted: 13th Mar 2017 23:00
@arrojar

Those are nice character models but they are zombies. There are no zombies in this game. Also, some of those models are 6500 poly. way to big for classic.
gamer, lover, filmmaker
Mr Love
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Posted: 13th Mar 2017 23:39
6500 polys is no problem in classic, with modern graphic cards(!) I have used models around 10000 polys without slowdowns...

arrojar entidad y que explote
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Posted: 14th Mar 2017 00:52
@seppgirty

yes. That's why I'm working on the textures of these models. The idea of these models is to put a stroke and syringe animation. They do not have to look like zombies. I know what the theme of the game is.
Rachael
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Posted: 14th Mar 2017 21:19 Edited at: 14th Mar 2017 21:23
Mods, please delete this comment. It was a response to something on page one.
"I set fire to the rain..."
seppgirty
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Posted: 14th Mar 2017 23:28
@arrojar
sorry, i didn't kow you were making different textures for the models. Do you want them rigged to the stock fpsc skeleon or keep the origanal animations?
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arrojar entidad y que explote
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Posted: 15th Mar 2017 02:11
@seppgirty
The idea of these models. Is to make only one animation of running and combing body to body with the syringe. If you can. I would appreciate it, since those women models come perfect for the hotel. Now I'm using the skin head models that came up. are fabulous. Thank you who uploaded it.
Mriganka
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Posted: 15th Mar 2017 13:11
@ncmako Don't forget to have branched off paths for the player to find additional ammo and healthpacks or guns!
seppgirty
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Posted: 15th Mar 2017 22:44
Quote: "The idea of these models. Is to make only one animation of running and combing body to body with the syringe. If you can. I would appreciate it, since those women models come perfect for the hotel. Now I'm using the skin head models that came up. are fabulous. Thank you who uploaded it.
"


I'll see what i can do.
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ncmako
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Posted: 16th Mar 2017 10:40
@ Mriganka Ah yes, thank you for reminding me.
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
FPSC Developer
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Posted: 16th Mar 2017 22:52
Quote: "@ncmako Don't forget to have branched off paths for the player to find additional ammo and healthpacks or guns!"


Also, remember to put a save point or 2 in your levels guys.
gamer, lover, filmmaker
Pain
FPSC Reloaded TGC Backer
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Posted: 18th Mar 2017 05:12
Happy St. P Day.

I just wanted to add a note around the progress you guys have made. It is very impressive. Nice team work and communication. Keep it up. I really wish I had more time to donate towards this project.

PAIN!
Me = noob
seppgirty
FPSC Developer
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Posted: 18th Mar 2017 13:06
Quote: "I just wanted to add a note around the progress you guys have made. It is very impressive. Nice team work and communication. Keep it up. I really wish I had more time to donate towards this project.

PAIN!"


Thanks Pain. and thank you for setting up our command central. makes communication much easier. I am REALLY GLAD we are not trying to make a 20 level game like originally proposed. It's a struggle just trying to get 5 done. I think we will make it though.
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ncmako
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Posted: 18th Mar 2017 15:37
Quote: "Also, remember to put a save point or 2 in your levels guys"

Got it
Had some problems after switching out floor segments. Getting things sorted out now.
Yeah, the floor segments from MP#3 caused a lot of problems. I don't know why?
Hope to do a test build this eve. and see how it goes.
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
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Posted: 18th Mar 2017 16:00 Edited at: 18th Mar 2017 17:24
Quote: "Hope to do a test build this eve. and see how it goes."


Looking forward to testing it. Also, i just loaded in your level folder static models for the mayor, his wife, Eddie. put them around a desk like they are looking at some papers. As soon as you open the door and see them it will go into a cut scene. I am working on 2 dock workers for your level. hope to have them rigged this weekend.
I noticed you only used 1 voice i did for you. Did you not like them? Do i need to redo them?
.........................................EDIT..................................... just added 2 dock workers

@ arrojar

I am working on your models. just having problems with my fragmotion right now.
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ncmako
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Posted: 18th Mar 2017 21:56
@ seppgirty
Quote: " just added 2 dock workers"

Got them and the static characters, will plug them in now and test
Quote: " you only used 1 voice i did for you. Did you not like them?"

No, they work great! Before adding more sound files I started having those segments problems
and had to stop to sort it out. Adding more detail & stuff now. Fingers crossed.
My games never have bugs. They just develop random features..
Lots and lots of random features...
arrojar entidad y que explote
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Posted: 18th Mar 2017 22:17
@ seppgirty

Thanks, these days I'm uploading a demo of the level. For them to try.
seppgirty
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Posted: 19th Mar 2017 02:12
@arrojar
looking forward to seeing your level.
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ncmako
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Posted: 20th Mar 2017 02:29
@ seppgirty Just uploaded my second Level4 build. Much better now after the floor
segment overhaul. Putting final touches on everything, sound, music, hud's..ect
Attach a pic of "Eddie's Office" on the WIP thread. Let me know how it looks for you.
I know you want a "cut scene" right after door opens.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mriganka
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Posted: 20th Mar 2017 13:51
@ncmako I played the beta. I have some remarks. Firstly I think all of the playable areas should be covered so that the player doesn't see the underside of the skybox and such similar issues. The water does't seem to work on the docs. And that Chuck Norris segment I got stuck and was unable to move or shoot and that biker dude was whoopin' my a...butt...ocks (mod alert!). The gameplay doesn't seem to be refined (as I don't think you have changed any stock stuff). But I enjoyed the hyper pace of the level. Personally I wish there was a bit of exploration filled with easter eggs from the forum and some more from pop culture. Also, where is the key to the door in the office?

As you have seen some stuff is just some personal nitpicks, I overall thought it was a nice level. Some suggestions are, the forklifts can be made into entities and the dockworkers can have the coward10.fpi script to give the situation a bit of chaos. Don't forget my player hitback script (uploaded in cloud) and changing the iteration of the Colt45 to 0 in the gunspec. Also, don't forget to give a global light to stimulate the sun and if not then place some streetlamps (as the lightmap seems to be very minimum). Another thing is you could give some fog in the level to get some atmospheric effects (this maybe just a personal opinion).
ncmako
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Posted: 20th Mar 2017 21:01 Edited at: 20th Mar 2017 21:23
@ Mriganka Thank you for testing it out. That's what I wanted to know/hear for feedback.
First, what do you mean by "so that the player doesn't see the underside of the skybox " You mean cover everything?

Yes, there is no water in this level. It really hit performance. I will block off areas so player can't reach them next build.

I also had a feeling the "Chuck Norris" biker/character might get stuck? Will work on it some more.

No, I didn't change any of the stock stuff. I thought that's what we were trying to do. Make a game with only
stock stuff from a few model packs?

As for more exploration of the level, again I thought we were going for a "run and gun" type of game.

As for a sunny day time effect, since the next level is set at night with rain, I tried to give it an "evening" feel
to lead-up to the next level. Can change it easily

As for a "Fog" atmosphere, with the "sin-city" effect, it doesn't really look to good? What do you think?

As for the "locked door", just shoot it
My games never have bugs. They just develop random features..
Lots and lots of random features...
seppgirty
FPSC Developer
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Posted: 20th Mar 2017 23:39 Edited at: 20th Mar 2017 23:44
Quote: "As for the "locked door", just shoot it "


Why didn't i think of that.

I posted some comments in the "comments from sepp" page. Can we use some sort of static water texture around the boats? Great job on the level though. Just a few tweeks.

Quote: "No, I didn't change any of the stock stuff. I thought that's what we were trying to do. Make a game with only
stock stuff from a few model packs?"


That is correct

@arrojar
almost got nana2 working. just having trouble with the hands for some reason. I will need ncmako to help with the player script if i can't figure it out.

Keep up the good work guys. Awesome job.
gamer, lover, filmmaker

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arrojar entidad y que explote
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Posted: 21st Mar 2017 11:43
@seppgirty
Great! Thank you! I'm having some problems with the lightmaper. It takes a lot of time lately to create the lights or directly give error. Since installing the beta 10 of black ice. When charging, there is no problem.
Pain
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Posted: 21st Mar 2017 19:22
@ arrojar entidad y que explote
Maybe Nomad Soul can help with the Light Map issue? The post was on page 4 of this thread where you can find his email and PM.

PAIN!
Me = noob
seppgirty
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Posted: 21st Mar 2017 23:26
@ arrojar
I uploaded the nana model to your level folder. I included the crusader 4 fast fpi file. make sure you put it in the script/people folder. Let me know if it works for you. i'll work on more when i get a chance.
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ncmako
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Posted: 22nd Mar 2017 10:00
@ seppgirty Wrote back a few comments @g drive. The "water" shader really kills frames rates.
Will try a water segment and see how it looks? The rest is no problem to add

My bad on the character voice looping, I didn't intend to add that
Yeah, need to use sound triggers or redo the script?
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mriganka
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Posted: 22nd Mar 2017 14:30
@seppgirty I'm trying this layout for a prototype for the prison level. Please tell me what you think? Based on your opinion I will try to design the level. I tried making a 4 level prison but it didn't quite turn out that well. But for this I am fairly confident.

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arrojar entidad y que explote
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Posted: 22nd Mar 2017 18:53
@seppgirty
Hi, it works great. Here is a sample. Thank you!! I'm going to have to do it on two separate levels. For the moment I can not find a solution to the lightmapper error


https://youtu.be/XixjVfV1vCU
seppgirty
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Posted: 22nd Mar 2017 22:09
Quote: " seppgirty Wrote back a few comments @g drive"


Read them.
Quote: "@seppgirty I'm trying this layout for a prototype for the prison level. Please tell me what you think? Based on your opinion I will try to design the level. I tried making a 4 level prison but it didn't quite turn out that well. But for this I am fairly confident."


Are you back on the project? If so, then go for this design. Remember a few things. Test your level lighting with the sin city shader active. Use a cinder block type look for the walls and tile floors. Use industrial lights in the level. Use the comments from sepp in the levels folder for questions and stuff.


Quote: "Hi, it works great. Here is a sample. Thank you!! I'm going to have to do it on two separate levels. For the moment I can not find a solution to the lightmapper error"


Glad the model works for you. I'll work on the other ones this week. Remember to turn on the sin city shader when planning your level lighting. That's fine to do your level in 2 parts. The players main weapon is the colt 45.
gamer, lover, filmmaker
Mriganka
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Posted: 23rd Mar 2017 07:15
@arrojar entidad y que explote This is one of the most awesome levels I have seen here. Great job!
arrojar entidad y que explote
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Posted: 23rd Mar 2017 11:08
@seppgirty
How do I make the shader of sin city appear by default?

@Mriganka
Thank you very much!!!
seppgirty
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Posted: 23rd Mar 2017 22:57
Quote: "How do I make the shader of sin city appear by default?
"


This is what i was told by madcow but i haven't tried it yet.

Quote: "You can either place it in a trigger zone or use it as a replacement for post-bloom.fx shader file"


Do you want all of the characters you sent me to use the needle as a weapon? I could put a butcher's knife on the hunter if you want.
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arrojar entidad y que explote
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Posted: 24th Mar 2017 00:03
@seppgirty
In fact the needles are for some prostitutes and especially for the addicts of the first floor. All other characters use firearms.
ncmako
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Posted: 24th Mar 2017 10:05 Edited at: 24th Mar 2017 10:25
@ arrojar entidad Fantastic, the hotel level looks great
Yes, would love to see it with the shader on.

@ seppgirty Will try madcow's suggestion to trigger the shader?
Not sure how this will work out?

Also, got a reflect shader to work on a flat "plane" entity to look as water. Looks good
without killing performance like a waterzone. Has ripples & moves slowly.
My games never have bugs. They just develop random features..
Lots and lots of random features...

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Mriganka
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Posted: 24th Mar 2017 13:29
@ncmako You could use a bit of fog to hide the world area limit.

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