Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Work In Progress / [LOCKED] DarkFaction II (Images)

Author
Message
DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 7th Dec 2006 06:18
Quote: "This is very impressive. I'm in awe of your new half height walls. It really does make a difference.

Would it be ok to display some of these pics on fpsFREE.com?
"


Thanks so much! Sure, you can post any images you like. Just credit each image please.

uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 7th Dec 2006 09:46 Edited at: 7th Dec 2006 10:13
It is my scripts you are using. The problem referred then to seems to be universal with similar techniques. Originally the scipts were never designed to be usd with Characters but with all the other very many dynamic entities I had in levels such as barrels and boxes so the issue was not apparent. You can use them to optimise almost every entity in a level and doing so can increase fps dramatically loading and unloading the many entities you might see FPSC loads in a level even far away from the player when it should not. Looking in wireframe you can see if this happens and if necessary turn static entities too into dynamic ones and remove their poly counts from your levels increasing fps.

Only later did I look at using them for Characters when RF had fps issues with them - they are after all by far the biggest drain on the engine. I had never looked at updating the scripts as I had finished my own experiments with the optimisation technique to reduce level polys. Using the scripts enemies wherether seen internally by the engine or not whilst the are "Unspawned or removed" they should have no influence on fps. While they cannot be seen by the player they should have no impact at all on fps their AI calculations not being considered by the engine.

Currently using V1.04RC2 would be the best choice for designing complex levels with many Characters in view at any one time as it does not suffer from the same influence of engine drain from AI think time (Characters), The code Lee has used in V1.04RC2 is really different from other versions and its the best you will get to date. Dynamic entities - Characters especially have very little impact on fps. You should still use spawning techniches as an aid to optimisation wherever you can and you should be able to keep fps almost continually consistant throughout any level relative to your machine spec not and far less so influenced by the level content.

You wont get big fluctuations using V1.04RC2 though you should know that the Serious Lagg Issue still exists and exists for entirely different reasons unrealated to Character AI think time or their engine calculations.



"I am and forever will be your friend"
DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 7th Dec 2006 15:52 Edited at: 7th Dec 2006 16:16
@uman

I haven't tried spawning with RC2 yet. But, I've created test levels and played them each with and without Character entities. There is still lag while they exists in the scene.

However, I don't think it's AI causing the lag. I think it's dynamic polygons from the characters. When you get close to them, you occupy a certain space where they seem act as collision polys as an influence on your character. You can see the collision rate increase in test mode.

I'm going to try to convert the biped to bones to lower the poly count. Or at least change the biped structure to "Classic". That alone will cut the extra polys by 75%.

Thanks for all the input. I'm using all this data for my own tests to get the best optimization.

xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 7th Dec 2006 16:53
DarkFact,

I featured your work as this months Featured Artist. Thanks again for letting me post it. It makes a great addition to the site.

Best.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 7th Dec 2006 17:08
Quote: "I featured your work as this months Featured Artist. Thanks again for letting me post it. It makes a great addition to the site.
"


Hey thanks!

This is quite an honor and the page looks great. Nice site, man.

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 10th Dec 2006 22:20
Hi everyone,

I cannot get any .dds or .tga images I create in PSP or PhotoShop CS to show in the segment editor's browser. Does anyone know the proper format for export so they so up??

Locrian
19
Years of Service
User Offline
Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 11th Dec 2006 00:54
DarkFact,
This really should have been posted in Models and Media, but to answer your question.

(And I know this is really stupid)
Rename your texture files with the same naming as the TGC suplied. I use signsIV any more but I remember working with the editor, and using their naming scheme seemed to make the textures visible. I can't remember but they were like a "F_a-whatever.tga"
Inverted
18
Years of Service
User Offline
Joined: 19th Nov 2006
Location: Oregon
Posted: 11th Dec 2006 16:25
No,
You have to have _d2 after the name!

So like "BrickTexture_d2.tga"
That will show up

Opposites are different, not wrong
Spudling
19
Years of Service
User Offline
Joined: 5th Apr 2006
Location: In a chair in front of computer
Posted: 11th Dec 2006 18:02
Very nice game i have not played it yet but im sure i will because im on my dads computer.

Once i go back on mine i will make sure i will download it.

Looks a great game :d wicked sick stuff dude :d

Was Hi! but Hi! Was gettin a little iritating
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 11th Dec 2006 20:17
Looks good just need to turn the ambience level up a notch.One or two textures doesn't fit... the wooden ceiling and the half brick plaster texture.

Add entities to your light sources because some of them looks like they fell from the sky.
AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 11th Dec 2006 23:33 Edited at: 11th Dec 2006 23:34
wizard of id,
I am here to inform you that THIS IS THE MASTER OF FREAKIN GAME MAKING YOU'RE TALKIN TO HERE. lol. j/k

Darkfact,
I am working on the site as negotiated.
QUESTION- I could possibly make/sell Darkfaction hoodies, shirts, hats and mugs too through zazzle.com . You (or I) won't make money off of it only zazzle will, but I think itll be a good time spender. Just to sit down...for 3 hours..and make 30 different hoodies and shirts. Lol.

I would like to know what other people think of this idea.
Darkfact, please e-mail me as to what you would like the site's looks, etc. to be.

-AaronG
(i know, people-it says I joined october somethin, but I had 2 previous accounts and ACTUALLY joined on november of last year. I AM NO NOOB!!!)

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 14th Dec 2006 06:11
Been making some custom segments, textures and animated entities. Still not making actual levels, just these tests. Here's the latest. Not much, but getting there.



WMV Video (4MB)


http://www.fpscgames.com/movies/df2-spikes.wmv

bfx arena 2008
18
Years of Service
User Offline
Joined: 14th Dec 2006
Location:
Posted: 15th Dec 2006 18:14
is there a game website?
DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 16th Dec 2006 06:55 Edited at: 16th Dec 2006 06:57
Quote: "is there a game website?"


There's one in the works.

Here's the latest images and a wmv movie. Almost all is custom.



















WMV Movie: 7MB
http://www.fpscgames.com/movies/bank/df2_bank.wmv

MR elevetor
19
Years of Service
User Offline
Joined: 4th Sep 2005
Location: you wouldn\'t belive me if I told you
Posted: 16th Dec 2006 11:14
HOLY S***! THIS IS ONE OF THE BEST GAMES MADE HERE EVER!!

I dont want you to die....I just dont want you to live anymore....BTW: I´ve xbox 360 and probably dont nyah nyah nyaah!!!
KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 16th Dec 2006 14:16
Curse you and your excellent level design!

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 16th Dec 2006 15:44
Quote: "HOLY S***! THIS IS ONE OF THE BEST GAMES MADE HERE EVER!!"


Thanks dude. I'm trying to make this the best I can.

Quote: "Curse you and your excellent level design!"


LOL..Thanks Keith. DarkFaction took 6 months to make. At the rate I'm going on this, DFII will take 2 years. But I won't settle for less than perfection on this go. Still a lot of work to do cause I want everything to be custom.

KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 16th Dec 2006 15:56
I'd like to embark on my own project someday.

xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 16th Dec 2006 16:46
Your custom media really makes this amazing. I enjoyed the movie and can't wait to play it. Please let me know when the website is up so I can link to it.

Best.

I'm sorry, my answers are limited. You must ask the right question.

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 16th Dec 2006 18:47
Hmm, DarkFact, the first game you didn't want to do custom media because you wanted it to be an FPSC game, and now it's almost entirely custom media? Are we sure we have the right person?!

Great job, looks really nice!

Accoun
19
Years of Service
User Offline
Joined: 9th Jan 2006
Location: The other end of the galaxy...
Posted: 16th Dec 2006 18:59
DarkFact, what PC you have? On mine I had ~5fps. Does it matters, that I started it from pendrive?

"Now handle your emerald sword!"
DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 16th Dec 2006 22:30 Edited at: 16th Dec 2006 22:33
Quote: "Your custom media really makes this amazing. I enjoyed the movie and can't wait to play it. Please let me know when the website is up so I can link to it."


Will do! and thanks,

Quote: "Hmm, DarkFact, the first game you didn't want to do custom media because you wanted it to be an FPSC game, and now it's almost entirely custom media? Are we sure we have the right person?!

Great job, looks really nice!"


Thanks dude. I just want to make this one unique.
Quote: "DarkFact, what PC you have? On mine I had ~5fps. Does it matters, that I started it from pendrive?"


Using a pendrive may slow it down some, but shouldn't much. I have a Pentium IV @ 3.2Ghz, 2GB PC3200 Ram, 512MB Nvidia AGP Video Card, etc. It's not "high end" but higher than some.

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 16th Dec 2006 22:32
UPDATE:

Hmmm...to bake textures or not to bake. Overall, the baked will probaly look better and lights won't be needed much (if at all). What do you guys think?

Normal Maps - No lights


Baked Maps - No Lights


Baking takes a LONG time as the level has to be entirely contructed in 3ds Max, each segment baked, then created as a new segment and then re-constructed in FPSC. Whew!

AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 16th Dec 2006 23:22
wow...just screw it and do un-baked.

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 17th Dec 2006 02:01
Hmm...baked looks really nice, but you might want to just wait till 1.04 RC7 (will have DarkLights, which should do shadows and stuff for you easily.)

Ludford
18
Years of Service
User Offline
Joined: 15th Dec 2006
Location:
Posted: 17th Dec 2006 02:52
when I press new game it gets to abotu 75% then crashes
DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 17th Dec 2006 03:04 Edited at: 17th Dec 2006 04:47
Quote: "wow...just screw it and do un-baked."


I'm trying to decide. I want to bake, not just for the looks, but for the speed of compiling and gameplay. Thanks

Quote: "Hmm...baked looks really nice, but you might want to just wait till 1.04 RC7 (will have DarkLights, which should do shadows and stuff for you easily.)"


Yeah, but the main issue is game speed. Will DarkLights be just as fast as having no lights at all?

**Here's something missing from Model Pack 2. Been wanting to make a roll for a while



**I will probably not bake all textures, but more of a compromise. The textures on the entities are baked, but not the segments. Using "pre-lit" wall textures, I got away with only 1 light in this room.



AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 17th Dec 2006 06:23
only 1 light for that? whats the range? I usually just evenly space out lights with 75 as range. It looks beautiful. I liked the custom animation of the 2 guys talking in the video.


DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 17th Dec 2006 09:15
Quote: "only 1 light for that? whats the range? I usually just evenly space out lights with 75 as range. It looks beautiful. I liked the custom animation of the 2 guys talking in the video."


Thanks dude!

The range is 400. That's why some walls are near black.

**Here's some new segments, signs, etc.





Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 17th Dec 2006 10:18
Curse you and your devilishly good level design.

However, on your most recent video, the fps is a little slow in places; i hope this doesn't hinder you in the game.

AE

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 17th Dec 2006 15:43
Quote: "Curse you and your devilishly good level design.

However, on your most recent video, the fps is a little slow in places; i hope this doesn't hinder you in the game."


LOL. That's my second curse in a week, AE!

Thanks and the FPS drop in those places was due to the higher poly character and too much stuff in a small place. I still have a lot of optimizing to do, such as deleting all faces that are never seen. The interior walls for example will just be planes, not boxes. The floors are already planes, so the poly count on the floors (for collision) went from 12 to 2.

$ Mike $
18
Years of Service
User Offline
Joined: 17th Dec 2006
Location:
Posted: 17th Dec 2006 18:15
Good Job Dude !

[img]C:\Documents and Settings\Owner\My Documents\My Pictures\tp.jpg[/img]

Is That Poop In The Toilet

FPSC = Favored Phucken Sweetest coolest [ Game ]
gate crasher
18
Years of Service
User Offline
Joined: 28th Nov 2006
Location: England
Posted: 17th Dec 2006 22:43
theres always 'poop' in the toilet. no one ever seems to flush the loo in games, theres always a 'turd' in there. Nice work on the toilet roll, at least now people will be able to wipe their bum rather than walking out with a, well, erm, dirty bum! lol overall, nice work on everything, looks good


$ Mike $
18
Years of Service
User Offline
Joined: 17th Dec 2006
Location:
Posted: 18th Dec 2006 00:39
Quote: "theres always 'poop' in the toilet. no one ever seems to flush the loo in games"


And You Know This How ? You Play Games And Look In The Toilet...Lol Thats Disguisting...Did You Say Loo ??? That Reminds Me Of Habbo Hotel ...... Lol Englands Say Loo ? I Did Not Know that !

FPSC = Favored Phucken Sweetest coolest [ Game ]
$ Mike $
18
Years of Service
User Offline
Joined: 17th Dec 2006
Location:
Posted: 18th Dec 2006 01:04
DarkFact Can You Make Another Movie In Your Game I Like Seeing The Sweet Movies

FPSC = Favored Phucken Sweetest coolest [ Game ]
Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 18th Dec 2006 02:00
DarkFact - The new DarkLights is so fast that for simple levels it can render in real-time with little speed loss. Of course, FPSC won't be rendering it real time (just that one first time) so it should run really fast It also does lighting a diffrent way I think, which should make it faster than the current lightmapping (ingame)

Jon Fletcher
20
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 18th Dec 2006 02:06
also, much alike 3DWS, i think it bakes a nice ambient occlusion look

... just thought I'd poke my nose in there


DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 18th Dec 2006 07:09
Quote: "DarkFact Can You Make Another Movie In Your Game I Like Seeing The Sweet Movies"


There's one coming up shortly.

@Airslide: Thanks for the info. I don't get any insider stuff from TGC, so that's good to know.

Quote: "also, much alike 3DWS, i think it bakes a nice ambient occlusion look"


What's 3DWS? 3d World Studio? I may have heard of that, but I'm not sure.

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 18th Dec 2006 07:15 Edited at: 18th Dec 2006 07:18
Update:

Here's some more new segments, dynamic entities and a new way to die. The new way to die took the longest to do. The model/character took minutes, but to make it work from behind a door took a while because the "character" couldn't see the player correctly.







WMV Movie - 10MB

Still not completely optimised, but this mini-level loads in 10 seconds on my PC. I hit tab while using Fraps to show the FPS. When not recording the screen, the level runs at 32-33 FPS and drops in high collision areas to 29-30 for a hit in time. Of course, with Fraps recording, the overall FPS drops about 1-3 FPS due to it's own usage of the video card and processor.

http://www.fpscgames.com/movies/waiting5.wmv

Inverted
18
Years of Service
User Offline
Joined: 19th Nov 2006
Location: Oregon
Posted: 18th Dec 2006 16:34
WOW!
Very very impressive man, just loving it

Opposites are different, not wrong
Locrian
19
Years of Service
User Offline
Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 18th Dec 2006 18:03
Yes really nice. And seems to run much faster then your last game.

Good work
Loc
$ Mike $
18
Years of Service
User Offline
Joined: 17th Dec 2006
Location:
Posted: 19th Dec 2006 01:00
YOU MAKE ME VERY HAPPY DARK!!!IM AMAZED ! = ] ! THAT VIDEO MADE ME WANNA PRETEND I WAS THE GUY IN THERE !

Very Impressivie

3 Thumbs Up Because I Grabbed My Friends Hand And Made Him Do Thumbs Up !

Cant wait Till The Next 1 !

FPSC = Favored Phucken Sweetest coolest [ Game ]
$ Mike $
18
Years of Service
User Offline
Joined: 17th Dec 2006
Location:
Posted: 19th Dec 2006 01:17
Quote: "And seems to run much faster then your last game."


I Couldn't Agree More

----> You Said Earlier Dark The Game Could Take You 2 Years...Sheesh I Dont Wanna Wait That Long...Haha !

But I Will

--- Noob $ Mike $

FPSC = Favored Phucken Sweetest coolest [ Game ]
DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 19th Dec 2006 07:03
@Inverted: Thanks, dude!

@Locrian: It will run WAY faster after it's fully optimized, Thanks for the comments.

@$ Mike $: Thanks again. I'm happy you're liking it. I hope I don't let you guys down.

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 19th Dec 2006 07:17
UPDATE:

Ever wish you could drop through a vent? I always hated that you couldn't do it in FPSC-in-the-box. Here's some new entities and segments:





WMV Movie: 8MB

http://www.fpscgames.com/movies/waiting6.wmv

Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 19th Dec 2006 09:05
Nice!

I like the new vent segment.

I would very much like that static gun script. Is it the one Butters made?

AE

DarkFact
19
Years of Service
User Offline
Joined: 18th Feb 2006
Location:
Posted: 19th Dec 2006 15:18
Quote: "I would very much like that static gun script. Is it the one Butters made?
"


I'm not sure what you mean. Are you talking about the turret? If so, it's not a special script, just a mesh assigned as a character with static.fpi for the main and snipe.fpi for shoot.

Jon Fletcher
20
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 19th Dec 2006 22:13
DarkFact, have you tried lightmapping with RC7 yet? i want to see how these awesome level designs work with DarkLights and the newer and faster full lightmapping


$ Mike $
18
Years of Service
User Offline
Joined: 17th Dec 2006
Location:
Posted: 19th Dec 2006 22:46
INSANE VIDEO DARK ! Keep Up The Good Work

This So Far Was One Of The Most Interseting Videos

Gr8 Job !

FPSC = Favored Phucken Sweetest coolest [ Game ]
AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 19th Dec 2006 22:53
Dark Fact,
What is your level's Ambience (red, blue, green-and overall) because It looks like your graphics are better than the average FPSC game. Or, is it all that baking?
-AaronG

(you're sure cookin up us a storm wih this game )
no pun intended. (cookin-bake) w/e. lol.

Login to post a reply

Server time is: 2025-06-28 19:32:03
Your offset time is: 2025-06-28 19:32:03