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

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masterchief 193
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Posted: 20th Dec 2006 02:28
looks freakin awsome.

FPSC ROCKS!!
DarkFact
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Posted: 20th Dec 2006 03:28 Edited at: 20th Dec 2006 03:51
Quote: "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?"


RGB 0,0,0 and Overall is 12 and only a few lights. But, now I'm using RC7 and things have changed. I can only get shadows to work with full light maps in test mode. So the video in this post was done with soft light maps and many lights.

@Masterchief: Thanks dude.

RC7 Soft Shadows:





WMV Movie - 12MB

http://www.fpscgames.com/movies/df2_waiting10.wmv

EDIT: Downloading RC8 now!

EDIT:

Full Light Maps - RC8





AaronG
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Posted: 20th Dec 2006 03:57
what the hell is RC7 and RC8 because whatever it is, I want it.

DarkFact
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Posted: 20th Dec 2006 04:10
Quote: "what the hell is RC7 and RC8 because whatever it is, I want it."


Get it here.

http://forum.thegamecreators.com/?m=forum_view&t=96001&b=21

$ Mike $
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Posted: 20th Dec 2006 04:26
That Video Was Pretty Good...But I've Seen Better From You

Also How'd You Make That Sewer Thing Move

THAT WAS AMAZING !

FPSC = Favored Phucken Sweetest coolest [ Game ]
Bloodeath 6 6 6
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Posted: 20th Dec 2006 04:29
I wish i could model like you, so i can make my games look as well



Awesome game. you should make basic modelling tuts or something

You'll Know When You See It.

Death has no end
DarkFact
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Posted: 20th Dec 2006 07:11
Quote: "I wish i could model like you, so i can make my games look as well. Awesome game. you should make basic modelling tuts or something"


Thanks man. If you go to my website, Max Realms, you can get lots of basic tutorials for 3ds Max.

Update:

RC8 Images: Did some new entities to add color.







Bloodeath 6 6 6
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Posted: 20th Dec 2006 07:23
what makes you think i can afford 3ds max? lmao. nice screems light maps look great

You'll Know When You See It.

Death has no end
Inverted
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Posted: 20th Dec 2006 19:18
Bloodeath, you can afford it, get the student version for 500 bux i got max 8 for 500 and they send max 9 for free

Opposites are different, not wrong
$ Mike $
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Posted: 20th Dec 2006 22:20
Quote: "Bloodeath, you can afford it, get the student version for 500 bux i got max 8 for 500 and they send max 9 for free"


Really ? Didn't Know That !

Dark I Like The Lighting You Did, U Seem To Be Progressing Very Fast ! Will You Be Done Before Easter Maybe ?

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$ Mike $
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Posted: 20th Dec 2006 22:21
I Mean Easter In The Us For People Who Arent American

I Mean Like Will You Be Done Before 5-6 Months ?

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drew4663
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Posted: 22nd Dec 2006 04:14
Wow, really great work. Reminds me of the game F.E.A.R! You did a great job. Grade A
DarkFact
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Posted: 22nd Dec 2006 04:52
Quote: "I Mean Like Will You Be Done Before 5-6 Months ?
"


I have no idea. I'm not going to rush it. Almost everything will be custom made and the music will be paid for. We'll see.

Quote: "Wow, really great work. Reminds me of the game F.E.A.R! You did a great job. Grade A"


Thanks, drew4663! Haven't played F.E.A.R. yet, but see the commercials every night.

DarkFact
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Posted: 22nd Dec 2006 07:24
UPDATE:

Making the first part of level 1. I think each level will have 5-6 sub-levels. This one is pretty nice in size, but only takes 25 seconds to load on my computer and the FPS is 30. I will add more stuff later and maybe an enemy or two, but this is the first level so there'll be few enemies yet.



WMV Movie - 20MB This movie is large, but long... around 4 minutes.

http://www.fpscgames.com/movies/level1a.wmv

Avenging Eagle
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Posted: 22nd Dec 2006 09:53
Wow, that's incredible!

I love the lighting (just wish RC8 would work as well for me).

I love the way everything is logically placed, however, i doubt i would have ever found that lever, tucked away behind those filing cabnets. I would put it in a little more obvious place, personally.

I'm really looking foward to this game...genuinely!

AE

bdgbdg
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Posted: 22nd Dec 2006 11:28
How many levels are you planing to have?

Project FPS - 71%
DarkFact
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Posted: 22nd Dec 2006 17:31
@Avenging Eagle: Thanks man. I agree about the lever. I'm working on some entities, scripts and segments that make puzzles in FPSC more engaging than just finding a lever or key.

@bdgbdg: I plan on 8-10 missions with 5-6 levels per mission. I'm going to let the storyline drive the length though or else it will seem either pushed or like a rail game.

bdgbdg
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Posted: 22nd Dec 2006 17:35
I asked because 8 x 5 = 40 = max. levels on one build of FPSC...
Are you planning on having more than one build?

Project FPS - 71%
DarkFact
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Posted: 22nd Dec 2006 17:42
Quote: "I asked because 8 x 5 = 40 = max. levels on one build of FPSC...
Are you planning on having more than one build?"


I thought the max was 50. Did that change since V1? Anyway, I will contain the game within the engine limits. Some missions may have 5 levels while some have 3 and most have 4., etc.

bdgbdg
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Posted: 22nd Dec 2006 17:45
Yes, my mistake, it's 50 levels... but won't you get bored making so many levels?

Project FPS - 71%
DarkFact
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Posted: 22nd Dec 2006 17:49
I don't know if I'll get bored making them or if you guys will get bored playing too many. LOL

I have a storyline, but not a game script at this point. The plot will determine the length. I do think though that a short, yet exciting and fun game is better than a long, repetitive one. (I made that mistake on DFI)

So, I'm taking my time and not rushing DFII. I never get bored making levels though.

$ Mike $
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Posted: 22nd Dec 2006 21:59
I Couldn't Agree More To That Comment Dark

Quote: "I never get bored making levels though. "


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DarkFact
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Posted: 22nd Dec 2006 22:27
Tech Test:

Here's some new entities and their scripts for better interactivity. The movie's not quite so large this time.



WMV Movie - 4MB

http://www.fpscgames.com/movies/df2_range.wmv

tj990
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Posted: 22nd Dec 2006 22:36
Keep up the good work dark fact!
Locrian
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Posted: 23rd Dec 2006 17:44
Hmm, the last entry I actually expected better from ya. The scripts are OK. Most people, that can, have a script where damage/enter animates a mesh, so its nothing new, but cool to show guys what's capable. The textures in that test facility are the problem though. They scream "indie developer".

Using the TGC segments textures to piece together that health deal on the wall(which is great it self..very HL2) is just cheesy.

Hope that block texture isn't going to be used in the game. It to just looks off. If it's supposed to be brick the "bricks" are way to large. If it's supposed to be concrete or cinder block being the burnt orange color wouldn't happen without paint. And there's no paint in the mortor joints making it look like a photo shop tutorial for making a brick texture. Also the walls start and end with a half course of block which would never ever happen in real life. No mason is going to cut a row of block for his first course. Again this just makes it look off...though the player may not realize why....they just know it isn't right.
If your going to say this is just a test, you know as well as I to always put your best foot forward and make things as nice as possible for demonstration. Using a "spare" texture for a vid would be a bad choice.

Just honest crits to help the development man.
Good luck
Loc
DarkFact
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Posted: 23rd Dec 2006 17:58
Quote: "If your going to say this is just a test, you know as well as I to always put your best foot forward and make things as nice as possible for demonstration. Using a "spare" texture for a vid would be a bad choice.
"


Good point. Yes, it was just a test and the textures for that segment are "thrown on". I haven't made new textures for the shooting range yet. The automed textures will also be re-done later. When I learn how to do something new, I get all excited and want to show the mechanics without thinking of the asthetics.

** Character Tests: (not final textures, loc! )



DarkFact
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Posted: 23rd Dec 2006 23:00
UPDATE:

There's a new thread for playable demos in the showcase.

$ Mike $
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Posted: 24th Dec 2006 01:16
Ok Video Be4

Thanks For The Update

Keep Going dark

2 Days Till Christmas In America !

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DarkFact
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Posted: 24th Dec 2006 05:33 Edited at: 24th Dec 2006 08:27
Here's the mech, re-textured.



In-Game:



$ Mike $
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Posted: 24th Dec 2006 19:22
Please Make Another Video 0.0

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If Only I had one
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Posted: 25th Dec 2006 06:39
Hey DarkFact,

are you working on this as a one-person project?

If not, I would be glad to lend you a hand, just drop me an e-mail:
tylerscouts143@aol.com
DarkFact
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Posted: 25th Dec 2006 07:06 Edited at: 25th Dec 2006 07:32
Quote: "are you working on this as a one-person project?
"


Yes, I am. Aren't you Tyler?

DarkFact
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Posted: 25th Dec 2006 07:33 Edited at: 25th Dec 2006 07:34
Working on the textures and segments for the shooting range. Walls only. The floors and ceilings come next.

]

Critiques?

Locrian
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Posted: 25th Dec 2006 08:48 Edited at: 25th Dec 2006 09:11
I think I like the "test" textures on the Mech more then the revised. To me the second set looks to busy like to many matterials were used in its constrution.

Parts I've high lighted the textures just don't seem to work well together. It feels like a pieced together texture to me.



What should normaly have ware does not. The edges, you'd think, would show a little ware. I know our styles are nothing alike and I'm not at all trying to say I'm any better casue I'm only trying to point out stuff. This mechs texture was done in a rush but it more closely shows what im talking about.



Now my model is beat to poop and maybe that much ware isnt your bag...thats fine...but mechs would be mainly the same metal(only mines been painted dif colors) and it would have some ware on the edges, and welds.

Take this model thats my ceiling turret. The section where the gun arm connects to the clyindrical hub shows a dark edge around it. Knowing the light would make this look all one piecce I had to add definition to get it to pop and say...."Were just connected but 2 seperat pieces". Also I added ware to every edge.



IN CLOSING:
I love the design of your mech, and like it better then mine actually. But I think you can do alot better on the texture...no matter what your style is, it's just looking to pieced. I like the wall texture for your shooting gallery,looks like stainless steel and I'd certainly use that somewhere. I think concrete would be a better choice for a shooting range though...and maybe some chips and dings in the concrete to boot.

Break a leg, DF
Loc

PS: After I see ya post I'll take my images down out of your thread.
Benjamin A
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Posted: 25th Dec 2006 10:02
Quote: "Quote: "are you working on this as a one-person project?
"

Yes, I am. Aren't you Tyler?"


Looks like this Tyler back on a different account.... be careful to let him help you if he really is Tyler.

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
DarkFact
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Posted: 25th Dec 2006 21:46
@Locrian:

No, please leave them up if you like. I'm brand new to texturing for the most part, so your advice is priceless to me. I'm trying to learn more about uvw mapping cause that where most of my issues lie. Do you use texporter or something similar to create your texure templates?

Thanks for the detailed help. I really do appreciate it.

KeithC
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Posted: 25th Dec 2006 22:33
Tyler, you were already banned once. You're ban is now extended for both accounts. I wouldn't suggest making another.

Locrian
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Posted: 25th Dec 2006 22:54 Edited at: 25th Dec 2006 22:54
I do use the "texporter" plugin for max, though this dosen't really help with the texturing, but more of the output of the map. Somewhere around here Bond has a pretty decent Max uv mapping tut on a vid. If you haven't, I strongly suggest viewing that. I wouldn't go as far as priceless, but sure, if you can get anything from having something to referance and to make your own and even do one better I'll leave um up. I just didn't want to hijack the Dark thread with my bullcrap.

If your interested in that beat up look of texturing take a look at this tutorial entitled "Hard surface texture painting"

http://forums.cgsociety.org/showthread.php?t=373024

Although there speaking mainly about high poly/high resolution rendered items, I've found these techniques priceless.

Good luck
Loc
DarkFact
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Posted: 26th Dec 2006 06:32 Edited at: 26th Dec 2006 06:39
Thanks Loc,

I can't follow that tut very well, but I did manage to work out something similar using layers in Paint Shop Pro and the Unwrap UVW templates.

Here's a progression. My "painting" sux, but at least the mapping uvw mapping is accurate.

Original:


Next Try:


Last Try for Today:


masterchief 193
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Posted: 27th Dec 2006 02:35
OH MY GOSH!!! Sweet

FPSC ROCKS!!
Airslide
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Posted: 27th Dec 2006 02:37
Much better

DarkFact
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Posted: 27th Dec 2006 05:38
Thanks guys! Here's some in-game shots from Level1b





Movie from Level1b to come later...

Locrian
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Posted: 27th Dec 2006 05:52
Mech looks alot better then the version I made all the highlights on. Looks like the same metals were being used and the edges line up better not having so many dramatic pattern changes.

Best
Loc
DarkFact
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Posted: 27th Dec 2006 06:02 Edited at: 27th Dec 2006 06:03
Thanks, Loc

Learning how to mix layers in an image editor is probably the most important first step in texture making...after getting the uvw template down.

Thanks for putting me on the right track. Any more tips or tutorials would be appreciated!

DarkFact
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Posted: 27th Dec 2006 06:30 Edited at: 27th Dec 2006 06:31
UPDATE:

Level1b is mostly complete:



WMV Movie - 5 Minutes - 26MB

http://www.fpscgames.com/movies/level1b.wmv

$ Mike $
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Posted: 29th Dec 2006 18:19
That tyler guy is an idiot! Giving his e-mail out like that!

psh...if your going to make a new account from your banning

[ With precaution ]

dont get caught!Of course i've never been banned!

but that tyler is just an idiot!

GREAT LEVEL 1 DARK!

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Airslide
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Posted: 29th Dec 2006 20:17
You'd think if he made an alternate account he'd use a diffrent e-mail...

And calling someone an idiot is, even if it doesn't seem like much, is often grounds for a noob-slap.

$ Mike $
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Posted: 31st Dec 2006 03:48
Quote: " is often grounds for a noob-slap."


....................What shall I call him? Smart?

......................noob-slap? I'm not really a noob anymore, and calling people noobs, Pretty much makes you look like a noob. I'm not technically calling you one, but can you keep the comments more positive, k, thx!

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$ Mike $
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Posted: 31st Dec 2006 03:51
Plus, noob sounds nerdy. Say newcomer, sounds way better

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Airslide
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Posted: 31st Dec 2006 06:37
It's generaly refered to as a noob slap. It's when the moderators have to approve your posts before they appear, not exactly a fun thing to have.

While I'm not sure if 'idiot' is considered inappropriate and/or a direct attack in this context, there are many things that are, so I'd be careful using any such word.

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