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Master Shake
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Posted: 14th Dec 2005 19:53
can you add a dumpster and a chain-link fence? that would be great!

Your eraser has been moderated by a signature
carlito
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Posted: 15th Dec 2005 02:32
yep no problem, iv just worked out how to add charaters so i might add a few, not sure yet. any other requests would be good
=ChrisB=
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Posted: 15th Dec 2005 03:14
Erm... Playground/school stuff... uhh, stuff from like back ally's, stuff like that.

Are you about to rock?

Then [b]I SALUTE YOU!!!
carlito
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Posted: 16th Dec 2005 15:23
hi,

still working away i should have a re-styled gunmart today with about 5 new guns + one large turret gun where the top section comes off and can be used in-game.

at the mo im still texturing it but is dose work, yau can change the damage but as standard it can blow a tank to bits with one shot,but has the same in-game ploys, scripts ect as a pistol.. screens soon
Avenging Eagle
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Posted: 16th Dec 2005 17:56
The only problem with this is that FPSC doesn't really have a big enough grid to make a town in, at least not a believably sized one.

Even so, these are great. Are you charging for this?
AE
PureEvil
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Posted: 17th Dec 2005 04:23
um... 2 questions. (they are knda stupid) 1. Will I be able to go in buldings? 2. how much will it cost?

?¨®´´?ˆ¬
ˆ† µ´å˜ß ?¨®´´?ˆ¬
Bet you didn't understand that. btw, ROCK ON, Resident Evil!!!
carlito
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Posted: 17th Dec 2005 14:37
@pureevil,

1) yes all buildings can be entered
2) ? dont know yet. once im done i will knock up a website with pics of all included media then i was thinking of asking how muck people woolud pay. i might have two packs one will be free and the other might at this time have a charge, it all depends on how it turns out
himynameisali
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Posted: 17th Dec 2005 16:24 Edited at: 17th Dec 2005 16:26
This is excellent work, carlito!

When will this be released?

[ EDIT ]
Quote: "When will this be released?"


woops ...


[i]" You laugh at me because I'm different, I laugh at you because you're all the same "[i]
Rockdrala
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Posted: 18th Dec 2005 01:41
what did you use for your design... and let me ask you something, i bought the newest Autodesk Version 8.0 and I think I f*cked myself becuase 3d studio max 8 doesnt work with the latest character studio 4.1, does anyone know of a hack to make the character studio 4.1 take to the tit of 3d studio max 8?

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 19th Dec 2005 06:13
Gentlemen, i dont believe carlito will be releasing this, why have i deducted this? Have you ever been to a strip club? they tease you, rub, you can look at the eye candy all you want... but in the end all end up with is a big boner and no money, but you never really got the real thing... i believe it will be a while before carlitos releases this wonderful eye candy... it will be probably when hes retired or doesnt care about game making anymore...

Those who fly low hurt least when they fall...
carlito
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Posted: 19th Dec 2005 07:38
hi all,

just to clarify things i should be releasing this lot within two weeks, i have been busy making new models and lots of extra stuff, just finnished modeling a new truck, is not textured yet but his a few shots anyway.

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Rockdrala
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Posted: 19th Dec 2005 08:22
well i hope you do man... are you running version 8? cause character studio 4.1 wont install on max 8...

Those who fly low hurt least when they fall...
=ChrisB=
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Posted: 19th Dec 2005 10:56
Rockdrala: WTFING HELL??!! Sorry, had to get that out, you little social outcast. I mean, why would we listen to someone who has to pay to get even close to something like sex?

Are you about to rock?

Then [b]I SALUTE YOU!!!
Rockdrala
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Posted: 19th Dec 2005 11:42
Well Chris... thats a fairly quick assumption on little knowledge... dont mistake down to earth analogies for twisted lifestyles... have i been to titie club? well hell yeah I have.. What real MAN would look down on that... seems to be a question im starting to ponder on your character.

As for paying sex... i guess you didnt even read the analogy where i said you dont even get it there. Never have i said i have paid for sex, do i have friends who have? Thats there business... but i aint going make fun of em if they did need a lil nookie from somewhere...

As for being a Social Outcast, do a google on Rockdrala, the results speak for themselves....

http://www.google.com/search?q=Rockdrala&hl=en&lr=&filter=0

I have done work on device emualtion with microsoft ce, created php technology to be super threaded by ISAPI making fast communication and dns technology, and could hack your girls panties faster than you can brute force a simple FTP account... I do "LEGAL" hacking for Gov, State, DOD, Business and other clients that need to retake systems, data recovery, networking, web secure interfaces, and little tiny gadgets you see in movies like James Bond. I offer techincal solutions on a wide scale. I have recently come across FPS as a hobby, its faster, less time consuming, then putting it together individually source by source and calling librarys and hiearchays, and then compiling...

Amongst my repetoire are
C++
MCP
MCSE
VB 6.0
VS.net 6.0
Networking
TX Frame Engineering
Web Design of Interfaces you probably never heard of that are high security.



A Systems Engineer, Web Developer, Programmer, 3d Designer, Technical Analysts, Computer Technician, and even an A**hole I will admit I am... but ive never have been a "social outcast"

~Smiles maliciously~

Why should anybody listen to me? Did I ask Them or YOU too?

Since when you should care if I have an opinion wether this guy is teasing us or not.

Owner of Area 51 I.T. Soutions
A Established Advanced Techical Consulting Company Of Nashville TN
http://area51portal.com
http://support.studio505.net

Those who fly low hurt least when they fall...
carlito
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Posted: 19th Dec 2005 23:00
right then, this ones is bugginh me, and i dont have the time. here is a free truck model, it is not textured but hay. if any one wants to texture it that would be cool, if not happy christmas.

i have decided that all the media that comes with the pack will be fully "ready to go" in FPSC, but also there will be a copy of all the blank uv texture maps (labled) so you can customize the final look.

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=ChrisB=
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Posted: 20th Dec 2005 04:50
I meant a real social life. Sorry, I was in a terrible mood.

Chris: Oh god it feels good to be outta the F**king shoos!
Sterling: I know! It feels good to be outta these cloths too!
BatVink
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Posted: 20th Dec 2005 23:06
Looks really nice. One word of warning though...you need to think about how you would implement this stuff in FPSC without killing the framerate. FPSC uses a node tree to optimise the culling, and it relies on enclosed spaces. So, in an indoor sceario, it can create a highly optimised node tree, and bump up the frame rate dramatically. In an outdoor scene, it's going to struggle to do the same thing, because there is very little in the way of enclosed spaces.

Good Luck!

carlito
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Posted: 20th Dec 2005 23:21
yep thats why its taking so long to get the media right, so far all the models have been poly reduced and optermized so that they run at about 30fps.

still thanks as its a major issue but with a bit of good engine scripting it will work well, to date all the maps i have made have worked at 27fps +

i do know what you mean, and thanks for the input.

carlito
BatVink
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Posted: 21st Dec 2005 00:29
I think if you design your city UK style, rather than US style, it would work better. By that, I mean DON'T use a block system, where your roads run from one end of the map to the other in a straight line. Put Buildings at irregular intervals, so they cut up the map.

I have been messing around to see how the culling system copes with corridors. Even though there are no doors, it still manages to hide corridors that are out of sight. BUT...my corridors have ceilings, which may help.

I guess the other thing to consider is tall buildings behind short buildings. If distant buildings are visible because they are taller, it would prevent them from being culled.

carlito
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Posted: 21st Dec 2005 13:41
the idea is to use,as you say a irregular uk style maps system and have the tallest buildings on the outter edge of the map
Nigezu
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Posted: 21st Dec 2005 21:20
Is this city pack coming in 2005?

Intel Pentium 4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
BIG computer geek
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Posted: 21st Dec 2005 23:07
one thing, a bit picky but the tarmac is to zoomed in

If you dont know 'big computer geek', you should'nt know what TGC stands for
carlito
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Posted: 24th Dec 2005 12:51
HI ALL, happy xmas to all,

finally got round to finnishing the road signs section and have now started on the internal furniture bit.

here is a quick screenie of the road signs, again this is a in-game shot.

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carlito
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Posted: 24th Dec 2005 12:52
and one of a tv + surround sound system

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gamemaker
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Posted: 24th Dec 2005 15:20
Hey this looks great keep up the good work

I have always wanted to do this for my own games can anyone give me a detailed step by step of how to make models and texture them and make them appear in FPS Creator. Can you tell me what programs I need to do it as well

Sorry for being so stupid but i'm new to this and it has always been my dream to make my own models for games
bond1
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Posted: 24th Dec 2005 20:37 Edited at: 24th Dec 2005 20:43
Quote: "well i hope you do man... are you running version 8? cause character studio 4.1 wont install on max 8...
"


Rockdrola, lol, do you even know what Character Studio is? It's just biped, physique, and crowd. And its already included in version 8, there is no separate intall. And you can load files from any previous version of CS, such as .bip or .fig.
Rockdrala
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Posted: 25th Dec 2005 03:12
Well its different... when i load max, i didnt see anything that said character studio, however there is a character option in the top, but no option to load skeletons... or bips, thats why i figured character shop shipped seperatley

(screenshot attached)

ps switching from maya to max isnt easy...

Those who fly low hurt least when they fall...

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bond1
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Posted: 25th Dec 2005 04:51 Edited at: 25th Dec 2005 04:54
Yeah you won't see anything that says Character Studio, it is a collection of 3 utilities that are integrated seamlessly into 3ds max. Biped, physique, and crowd. That's all it is. See screenies.

Biped creates a human skeleton for animation. Physique is a modifier for attaching the character mesh to the biped. And crowd is for simulating crowd behaviors and interactions.

Rockdrala
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Posted: 25th Dec 2005 08:52
bond1 I appreciate that..I have been looking for those options for ages... now here is token of my appreciation...

Of course I know how to do this.. but if you will write a complete tutorial for new people on how to take a model like that in max and how to export a model to .x and then how to texture it, (we know that FPS wont sniff out direct x colors on the model, I have 36 more ground Segments of this with your name on em,

I will also release it as a free pack.. and my ground looks gooooood...

Those who fly low hurt least when they fall...

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Rockdrala
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Posted: 25th Dec 2005 08:54
and heres a screenie

Those who fly low hurt least when they fall...

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Rockdrala
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Posted: 25th Dec 2005 08:55
All my ground is seamless of course

Those who fly low hurt least when they fall...
bond1
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Posted: 25th Dec 2005 15:09
Quote: "Of course I know how to do this.. but if you will write a complete tutorial for new people on how to take a model like that in max and how to export a model to .x and then how to texture it, (we know that FPS wont sniff out direct x colors on the model, I have 36 more ground Segments of this with your name on em,
"


I could write a tutorial I guess. But just so I get you straight, a tutorial on texturing/UV Mapping, or one on character rigging? Or both?

Nice grass
Rockdrala
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Posted: 26th Dec 2005 14:47
Both bond1 ince your good at explaining stuff and know to take screenshots your good clear and down to earth... i would start a new thread for it, the moderators would surely make a stciky out of it.. and you get ground, ground is gooood. lol

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 26th Dec 2005 14:54
Oh yeah bond, someone told me when i made that grass its not possible for me to use a 1024 by 1024 res texture like that, i told them to kiss my a**, I get tired of people telling me what i CANT do.

Those who fly low hurt least when they fall...
bond1
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Posted: 26th Dec 2005 15:04 Edited at: 26th Dec 2005 15:38
FPSC resizes all textures to a maximum of 512x512, depending on your build game settings, that's as high as you can go.

So there's really no point in using anything larger, its gonna get resized anyway.



Oh and about those tutorials, it would be REALLY difficult to write a concise tutorial on these subjects. I rarely use the same apporach twice. There are entire college courses on UV mapping and character rigging. I will try and point you in the right direction to get you started though.

First, familiarize yourself with the Unwrap UVW modifier, there are a TON of options in this tool. I would primarily be concerned with the "flatten UVW" tool and the "planar mapping" tool for FPSC modeling.

And character rigging is a whole other beast. First learn how to create a biped and fit it to your character by scaling the bones. Then learn how to attach it using physique. Everything is explained well in max's manual or help file. And there are some great tutorials included with max on these subjects.

And if this sounds overhwelming then you really need to start with the basics. I HIGHLY recommend the book "3ds max Visual Quickstart Guide" by Michelle Matossian. Even though its written for version 6, it still applies to version 8 because it explains the fundamantals better than anything out there IMO. You should be able to find it for under $20.

Sorry for highjacking the thread.
Rockdrala
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Posted: 26th Dec 2005 17:01
hey bond1 i understand what your saying about doing just this one...

a quick and dirty walk though of animation a model and putting him in FPSC...

later on when you got time you could

a quick dirty walkthrough of textuing a model and puttin him FPSC... does that sound cool? I would email rich and beg him to sticky it, becuse it wouldbe super useful the noobs,... I will still release the ground segments, you gotta admint thought, resizing a 1024 to 512 still makes the texture more real, because its design is more detailed... its like this...

you create 1 512 texture, you can only utilize the the 512, you create a 1024 texture you can utilize the full 1024,

but the when the 1024 is shrunk to 512 all the wonderful detail is made smaller... more intricate... and more high res... and realistic...

I think it looks better..

Those who fly low hurt least when they fall...
KeithC
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Posted: 26th Dec 2005 17:12
There's an easy solution to the 1024 V 512 debate. Make a texture for an object rendered in both settings, then import them both and see.

-Keith

"Some people are only alive because it's illegal to kill them".
Rockdrala
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Posted: 26th Dec 2005 17:33
lol i dont htink he ws debating it was better keith, he was just saying i wouldnt be able to use the full 1024 of it, I was just saying you can get more detail shrunk into the 512 chunks...

Those who fly low hurt least when they fall...
bond1
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Posted: 26th Dec 2005 17:37 Edited at: 26th Dec 2005 17:39
Yes I agree that you want to start out with as much detail as possible. But realize that you're wonderful 1024 texture is getting resized to 512 in FPSC.

The APPARENT detail might be there, but the fact is that you're losing 3/4 of your resolution when going from 1024 to 512. (Four 512x512 textures make up one 1024x1024 texture.)

For proof of this, texture something using a small font TEXT at 1024x1024. Import into FPSC and it will be hard to read, detail IS being lost. But for something like grass, it just isn't as noticeable, and the apparent detail is there.

Do whatever looks best to you, and having that 1024 texture will probably come in useful in the long run if FPSC has a long lifespan and is updated to take advantage of better hardware.
bond1
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Posted: 26th Dec 2005 17:48
Ok, Rockdrala, I'll try and do a quick and dirty tutorial sometime. But it is going to assume basic understanding of 3ds max, how to navigate the interface, and how to apply modifiers and transforms.
Rockdrala
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Posted: 26th Dec 2005 17:52
thats cool bond1 you are truly a cool dude...

Those who fly low hurt least when they fall...
Rockdrala
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Posted: 26th Dec 2005 17:54
IF there are some small things they dont know like whats a modifier, I'l post em after your tutorial like

Modifer= a small stick or something you use to grab or select an object to modify with selected from the modifer drop down box...

Those who fly low hurt least when they fall...
bond1
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Posted: 26th Dec 2005 18:28
Ok then, it'll will be a narrated video tutorial. That will be easier for me to make rather than taking a ton of screenshots and writing everything out.

Any further information about this will be posted in the models forum, so we don't sidetrack this thread any further.
Rockdrala
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Posted: 26th Dec 2005 18:33
yeah I agree, sorry carlito

Those who fly low hurt least when they fall...
carlito
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Posted: 27th Dec 2005 14:17
no worriers
carlito
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Posted: 27th Dec 2005 22:13
hi all, i trust you all had a good christmas,

anyway back to it now and to date this pack contains 73 fully mapped entities 37 fully mapped segments with more to come. so if you have any requests please let me knownow. i am hoping to release this on, or aroung new years day.

the next pack i will produce will be a character pack but more on that later.

i will sort out a complete list with screenies prior to release.

cheers
Halo Man
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Posted: 27th Dec 2005 22:24 Edited at: 27th Dec 2005 22:24
very good!

Current Project: Fireworks Creator
carlito
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Posted: 29th Dec 2005 02:43
okay a few new, and as requested re-worked petrol station screenies

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carlito
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Posted: 29th Dec 2005 02:44
now one i'm very proud of a really good newspaper stand

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carlito
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Posted: 29th Dec 2005 02:45
all together now!!!!

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