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FPSC Classic Models and Media / Signs IV is Now Available

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tschwarz
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Posted: 12th Nov 2006 03:23
s4real - I'm using loc's arch and I think filya's wall (when no options are chosen), the walkthru and ismoble option walls are the ones I created.

I got beat up a little with the sound scripts so, I just haven't gone back to straigtening out the mesh mess. But, yeah they do look really good huh?
Candle_
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Posted: 12th Nov 2006 04:43
yes only thing I could see it needs is having a check box for to loop the sound or not.
Other was it works great. see lots of use for that one.

tschwarz
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Posted: 12th Nov 2006 09:36
Candle - Thanks, I've received about 5 emails and a few posts here saying the sound recorder is working. Nobody has reported it not working yet,

You will get 3 options so far
loop = will continue playing while withindestance
suspend = will play once
destroy = will play once and then destroy the item (Picture)

Anything else you guy want for the scripts?
Bloodeath 6 6 6
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tschwarz
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Posted: 12th Nov 2006 18:49
Bloodeath 6 6 6 - That looks bloody awesome.
Candle_
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Posted: 12th Nov 2006 22:10
How can you get the wall thickness in the walls to be the same as the rooms?

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SpyDaniel
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Posted: 13th Nov 2006 01:49
tschwarz, when I made a segment, I found that part of the bottom line of pixels had been placed at the top to form an unsightly line. Why did this happen?

tschwarz
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Posted: 13th Nov 2006 02:03 Edited at: 13th Nov 2006 02:11
Candle - Soon you will be able to add custom media to Signs, this will allow you to create walls to the thickness of your choice.

I just finished up the sound / text script portion. I will be posting a new version in about an hour. Then I am going to start going back through the wall meshes. But, the standard thickness for walls in Signs is going to be the thickness of the Arch locrian sent me.

Back to the scripts . . Been testing the different combinations and everything seems to work properly. My favorite is when you create a Sign, and then set distance to 60, set keypress to L (for Listen) and set to continuious play. The player then walks up to the Sign and has to press the L key to hear the message. Would be good for Notes and things like that.

Edit: Higgins - which segment did you create, Arch, Wall, Walk Through or IsMobile. My best guess would be that the mesh is not wrapping the texture correctly and is probably one of the meshes I did. Will be sorted out though.
SpyDaniel
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Posted: 13th Nov 2006 02:18
It was a wall segment, as I made a room.

FredP
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Posted: 13th Nov 2006 02:21
Quote: " set keypress to L (for Listen)"

Do we have the option of changing the key in question?
The reason I am asking is I use the L key to turn on/off switches...
using the light switch script that I posted in the Scripts section.
I know...more shameless self-promotion...got sick of opening doors and having the lights go on/off at the same time...
And are you going to have an option where you can display a text script where it will display the hud on the screen until you press a key?
I don't mean to be annoying.
It's just one of the many personality traits I have that make me so lovable.

tschwarz
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Posted: 13th Nov 2006 02:35 Edited at: 13th Nov 2006 02:42
Yes, There is a dropdown list of Keys that you can use. I went through and only added the Keys that aren't already in use by fpsc. Meaning "R" is not listed because it's the Reload key. I liked R for Read but, it would show the text and reload my weapon..

I have it opposite of what you are asking. The text hud only displays while you hold down the key. I did add the destroy action you requested and also suspend. They both only display the text hud once but, destroy destroys the Sign and Suspend does not. The options work for both sound and text huds. The alignment only works with text though.

Anyway..I'll have this update on fpscOnline shortly as 4.0.3 My goal when releasing Signs IV unofficially was to get all the input and get as much as I can in and working properly before the official release date...so keep it coming.

Edit - Higgins, you created a room? not a wall is that correct? Meaning in signs did you select Wall or Room. Sorry if I seem confused, I just want to make sure what I'm going to be testing.
FredP
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Posted: 13th Nov 2006 02:37
Cool.
Signs is getting better all the time.

MK83
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Posted: 13th Nov 2006 03:01 Edited at: 13th Nov 2006 03:02
Hey tschwarz , I tried the recording thing and it worked perfectly. Thanks.


http://www.mk83productions.com http://www.freewebs.com/mk83
SpyDaniel
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Posted: 13th Nov 2006 03:13 Edited at: 13th Nov 2006 03:14
I selected room, and I used a texture like this:



You may like to use it to recreate what I got.

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tschwarz
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Posted: 13th Nov 2006 04:25 Edited at: 13th Nov 2006 05:00
Thanks Higgins I'm going to have to look at something and then get back with you on this. But, the texture will help me check it out pretty quickly.

For those wanting to test out the newest scripting options, I just put 4.0.3 up on fpscOnline.com If you have any suggestions for scripts along the lines that I'm doing in Signs let me know. I think the current options cover most things users would want to do with a picture.

The installer seems to have problems overwriting files on some systems. I found it works on my development pc fine but, I have a another PC that it won't update the files properly. If you install and the version on the menu is not correct you will need to uninstall first.

Higgins - That room segment I use in Signs is from FPSC. It's the chateau study room. I just went in and retextured a couple of walls directly in the fpsc fps file and here is a pic of the results.

Knowing only enough about modelling to be dangerous, it's the mesh that holds the texture coordinates, right? Using the fpsc room segment mesh is probably ok for most users and textures. And at one time I thought about trying to hire a modeller to create new walls and corner pieces etc.... But, I shifted away from that idea and have been working on putting in a system that will allow users that want more to add their own custom meshes. So, they still get the speed of having all the files placed and fpsc ready but, with their own meshes. Hope this helps, the bottom line is those are fpsc's meshes and Signs just allows users to re-texture them.

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Locrian
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Posted: 13th Nov 2006 05:22
I know why thats doing that....lol...that models uv map has the very bottom thats not normally seen switched with the top edge or both the top and bottom are placed at the bottom of the map with the top section just barely catching the texture. It needs to remapped correctly and re-imported.
SpyDaniel
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Posted: 13th Nov 2006 19:32 Edited at: 13th Nov 2006 19:33
I could do the meshes for you, tschwarz, if it would speed up the little bug I had, being fixxed.. I would do it for free too, its not worth paying for, when its just making a box.

tschwarz
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Posted: 14th Nov 2006 01:40
higgens - here is what I am willing to do in the short term. If you create new internal, external walls and internal, external corner pieces a floor and ceiling, Put them through the tgc segment editor and create a room that aligns properly in fpsc. Send me the meshes and fps file, I'll take a test run with it in fpsc. If the room appears to look good at that point. I will compile a new version with your meshes and fps settings in. I'll put it up so others can check it out and comment on it. If I decide to use them in Signs you will get credit for the room meshes, if I decide not to use them, you still have a version of Signs with your meshes.

I am working on the ability to allow users to add their own meshes but, it's not going to happen over night. So, higgins if it helps you and helps other Signs users I'm all for it.
MK83
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Posted: 14th Nov 2006 01:58 Edited at: 14th Nov 2006 02:01
tschwarz, I have tried to install 4.0.3 and got the following message. See attachment. What should I do? yes or no? I already uninstalled the previous version and get the same message.

Thanks again for such an awesome product.

EDIT: the jpg shows up better if you actually download it and then open. to click view, one can't really read the message.


http://www.mk83productions.com http://www.freewebs.com/mk83

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tschwarz
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Posted: 14th Nov 2006 02:10
The install is now fixed, a new install is on fpsconline.com. I just put it up about an hour ago. It should now install properly as new install or over a previous version of IV.
MK83
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Posted: 14th Nov 2006 02:12 Edited at: 14th Nov 2006 02:19
Thanks Yep that worked out just fine.


http://www.mk83productions.com http://www.freewebs.com/mk83
Candle_
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Posted: 14th Nov 2006 03:08
Everything working fine tschwarz.
I just wrote a program that starts the install copys my ini file runs the install and then copys my ini file back.

tschwarz
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Posted: 14th Nov 2006 04:11 Edited at: 14th Nov 2006 04:12
Hopefully, you won't need to do that anymore. When installing just say "no to all" and it won't mess with the config files.

Make sure the main menu says 4.0.3 and the script features should be available to you. Good job though Candle, if the install causes me anymore problems I might need to borrow your program.
tschwarz
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Posted: 15th Nov 2006 07:35 Edited at: 15th Nov 2006 08:03
Ok, Just had to show my new wall to go with locarins Arch . . I hope I made ya proud man. Have you ever seen anything fit that tight lately?.....ok the mesh weights in at 7kb (5kb) before I added .4 in the y coord. . . . . . BUT, It lines up when you use the "B" key,

Does "Happy Dance" for about five minutes.


How is the voice and text scripes working out???

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Candle_
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Posted: 15th Nov 2006 08:07 Edited at: 15th Nov 2006 08:07
Looks good Terry.
Quote: "How is the voice and text scripes working out???"

Working good.
is this ready to download?

tschwarz
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Posted: 15th Nov 2006 08:27
The voice scipts are ready and are on fpscOnline.com. I'm still cleaning up the .x files...but soon.
Locrian
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Posted: 15th Nov 2006 13:56
Good news Terry. Still don't understand why you guys stuff is so much bigger in file size though. I mean you'd think that arch would have much more stored information then your wall. But none the less, glad you got it straightened out. Great job on this new version man. You've really outdone yourself.

Loc
tschwarz
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Posted: 15th Nov 2006 19:17
Locrian - I think alot has to do with the exporter used. For example I just loaded your arch 3kb in to 3DCanvas. Did no changes, just exported it back out as TestArchSize.x and the size is now 19 kb. I'll post something over on their forum and see if it's maybe a setting like bloat = off or SaveSameAs = true
FredP
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Posted: 15th Nov 2006 19:33
I'm guessing it's 3DCanvas that's doing it.
it is funny how every modeling program exports a different .x file even though it's techincally the same model.

Locrian
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Posted: 15th Nov 2006 19:56
Yeah but that kinda sucks. So basically panda/max keeps a school girls figure and the rest make trailor park trash
SpyDaniel
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Posted: 15th Nov 2006 20:03
tschwarz, I just wanted to let you know that I did tests with my own wall segments, but even though I UVW mapped the mesh correctly in 3D MAX, it came out with the orange line at the top again. It must just be a fpsc thing :\

filya
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Posted: 15th Nov 2006 20:34
Have you ever tried opening the FPSC default .x files with notepad?? You will see all kinds of ASCII gibberish and its a loooooooooong file.

Just make a model with Milkshape and export and .x (with animations and textures and everything!). Now open that .x file with notepad. Its a small simple file in 'English' with vertex co-ords etc.

-- n00b at playing games...and now at making em too :p --
tschwarz
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Posted: 17th Nov 2006 23:18
I have just uploaded 4.0.4 of Signs IV on to http://fpscOnline.com I changed the 3d Preview code to use DBPro. I was hoping to use DGDK.net to do some more 3d stuff in Signs before the release but, http://forum.thegamecreators.com/?m=forum_view&t=93390&b=22 So, I'll just have to use .net for another application.

Anyway, The 3d Preview currently only rotates the wall because I want to make sure it works first. Although, that might be good enough since it's basically just so you can see how the texture looks.

Also, I added an entity wall that lines up with the arch Locrian created. The walk through and ismobile wall still use the single wall thickness. You can use the "B" key to line up the arch and plain entity wall which really helps.

I am going to add a new script command that was suggested by FredP and this should pretty much be the offical released version unless some bugs appear. So let me know how it works for you.
FredP
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Posted: 17th Nov 2006 23:29 Edited at: 17th Nov 2006 23:40
Downloading it now...
Thanks for the honorable mention.

Edit:
The 3D preview works great!

tschwarz
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Posted: 17th Nov 2006 23:49
I mentioned you and locrian in the about box and readme file too, so let me know if I need to change anything before the 20th. I think lots of folks will like the player health addition, when I get it in.

Thanks for letting me know the preview works for you.
Locrian
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Posted: 18th Nov 2006 00:17
OK, noted.
I don't really have time tonight to get it and play with it but I will confirm before the 20th on the information you wanted, one way or the other, right or wrong. It wasn't needed but thanks for the mention anyways.

Loc
stormboy
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Posted: 18th Nov 2006 00:41
I think good work on this version, archway works well.

On my system the preview window rotates
the archway continuously,
is this by design?

Adding the scripting and recorder is a real nice
move and it will be interesting what else
you come up with in the future.
Candle_
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Posted: 18th Nov 2006 00:58 Edited at: 18th Nov 2006 01:35
Quote: "Adding the scripting and recorder is a real nice
move and it will be interesting what else
you come up with in the future."


Xxxxx..................

tschwarz
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Posted: 18th Nov 2006 01:32
stormboy - yes, it just auto rotates right now and when you save a wall it will show the captured image for a second. It's still in a testing mode until I know it works on other systems.

candle - shhhhhhh
Candle_
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Posted: 18th Nov 2006 01:36
tschwarz
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Posted: 18th Nov 2006 06:57
Sorry for the double updates in one day but, I'm trying to get as much in for testing before the official release on the 22nd.

Anyway, Signs 4.0.5 adds plraddhealth options to the script window. Now easily add or take away the players health. Works in multiple configurations. Walk up to a picture and press a key and have your health increment, or make an invisible floor sign and take away 100 health points and destroy the sign. Like I said many combinations to play around with. This one was FredP's idea and it was a good one.
MK83
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Posted: 18th Nov 2006 07:07
Thank you, can't wait to try it out. It just keeps getting better.


http://www.mk83productions.com http://www.freewebs.com/mk83
FredP
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Posted: 18th Nov 2006 07:08
Better watch where you walk when you play my games.

Candle_
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Posted: 18th Nov 2006 07:30
Hey not fair, I was going to suggest that one.

tschwarz
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Posted: 18th Nov 2006 07:34 Edited at: 18th Nov 2006 07:40
Yeah Fred somebody need to create a bag of rocks so, we can throw them in front of us to see what floors you made explode. Or an ally script so we can make them walk about 5 feet in front.

Let me know if the new script features works. I did not try every combination.

Candle - I also played around with playing a video, well not playing it but, making one. After you suggested that I thought about the video routine I have in Signs which allows me to make an avi video. It's do-able and is pretty cool if you set the contrast way up it looks like static. Problem is that a 10 second video with sound was 26 megs. I know about as much about creating AVI files as I do about modelling. So, what is the average size of an avi file you are using, what codec is best and is on everyone computer...just to name a few questions.
FredP
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Posted: 18th Nov 2006 07:45
Looks like I'll have to add some kind of timer...or maybe make it so the player picks up something and that triggers the bang.
If you play around with video you might need to include some kind of video compression as well.
I don't know any more about video than you do.

tschwarz
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Posted: 18th Nov 2006 08:04
Fred - If you are talking about adding an exposion sound when the health goes away. I played around with a no smoking sign and when I waked up to it a coughing sound played while removing health and it seemed to work ok. If you can improve on the script that is generated let me know. As you probably figured, I slammed that one in pretty fast so, I know it can be better. Or maybe an option to open the script file while creating it so people that wanted to could customize it.
Candle_
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Posted: 18th Nov 2006 08:17
I would let the users pick the video and not use signs to make the video that way they can have the compression on the video already.
If you need more help just email me.

tschwarz
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Posted: 18th Nov 2006 08:22
Just for my knowledge how many second and how big are you avi files?

Well, that is a possibilty but, how many people are creating avi files? Probably more than I think but, just wondering. If you are creating avi files post here.
Candle_
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Posted: 18th Nov 2006 08:44
You can use this one for a testing it is real small file.

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