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FPSC Classic Models and Media / Cave terrain in FPSC

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rolfy
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Posted: 21st Feb 2007 06:06 Edited at: 21st Feb 2007 06:57
A working cave terrain in FPSC,no collision problems for player or enemies.Video demo below.



http://www.youtube.com/watch?v=sCjF3VQXJBk
MonT
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Posted: 21st Feb 2007 06:16
Very nice rolfy, as usual

http://www.pyrogames.org
RedneckRambo
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Posted: 21st Feb 2007 06:23
You are too good at what you do!!!!!!!

tyrano man
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Posted: 21st Feb 2007 08:11 Edited at: 21st Feb 2007 08:13
Wow! Finaly I got to see all of it!

thats unbelievably amazing rolfy. Looks like a mine from Morrowind.

It would be really nice if after this, a big cave segment pack came out for sale

Woot Kingdom hearts owns!
migit matt man
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Posted: 21st Feb 2007 08:40
That's very nice rolfy, your models are so cool


I made this cool sig! Put it in yours if you like!
filya
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Posted: 21st Feb 2007 15:55
looks fantastic rolfy!!

Did you have to keep testing and keep making changes to the mesh to keep the terrain collision-problem-free? Lot of hard work in that then!

-- game dev is fun...but taking up too much time --
rolfy
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Posted: 21st Feb 2007 16:22 Edited at: 21st Feb 2007 16:42
Quote: "Did you have to keep testing and keep making changes to the mesh to keep the terrain collision-problem-free?"


The mesh is sliced and then imported to FPSC as a single segment,it's about 18x3x4.

Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 21st Feb 2007 16:49
seems the collision is not a problem unless you have large flat surfaces though.... i have yet to figure t out. it mightbe in part of how the engines calculates the collision based ont he type of media..segment..entity static/dynamic..soemthing worth looking in to


xplosys
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Playing: FPSC Multiplayer Games
Posted: 21st Feb 2007 17:04
rolfy, is there any end to your talents? The cave looks almost alive. Very nice.

Best.

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

tyrano man
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Posted: 21st Feb 2007 17:35
I have personaly found that If the model is ok, you get absulutely no colision if it is a segment, you just have to import it as 3X3X3 segments.

Woot Kingdom hearts owns!
filya
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Posted: 21st Feb 2007 18:25
I have tried using 3*3 segments without success. I had made sand dunes for my desert game, but my player would get stuck on invisible boundaries. Also, he would have to jump to get on top of it sometimes. Enemies could never make it to the top

So I guess it's not just size that matters! The shape, incline, complexity and such matters a lot! I have had my player walk through simple 12 poly wall segments if they were big. And I have had my player walk through a 40*40 uneven floor segment (he did get stuck on 4-5 places, but only those places...so I could have just placed stuff to make those spots inaccesible)

Rolfy, happy to see your cave work well. How many polys in that 18*3*4, may I ask? Just wondering how dense it is.

-- game dev is fun...but taking up too much time --
tyrano man
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Posted: 21st Feb 2007 18:30 Edited at: 21st Feb 2007 20:40
I seem to have full success using these criteria:

-make sure they all line up with a vertical surface at all four sides.
-use 3X3X1 segements.
-never have an incline greater than 40 degrees, you can make it up, but enemys sometimes can't.

Woot Kingdom hearts owns!
AlanC
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Posted: 21st Feb 2007 19:24
very awsome job!


rolfy
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Posted: 21st Feb 2007 22:30
A video of larger terrain area in FPSC,20x20.
No collision problems for player or enemies.



http://www.youtube.com/watch?v=Rmm6dvYQll4
filya
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Posted: 21st Feb 2007 22:57
nice one rolfy! very well done!!!!

please tell me you found a solution to make it work..and its not just luck

-- game dev is fun...but taking up too much time --
rolfy
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Posted: 21st Feb 2007 23:22
O.k. filya
The terrain as you probably know will only have working collision if the mesh is sliced into 3x3x3 parts. 300pix x 300pix.
The hard part was always getting the parts to line up properly without seams etc.Most folks seem to have taken their slices into FPSC seperately as entities or segments.
If you slice up your mesh in your modeling prog(I use Max as you know but it should work this way in any.)The pivot point should remain at centre axis for all parts when you export each individual slice,this means when you bring them into segment creator they will align at the position and distance from the same centre and position as in your modeler aligning all the slices perfectly.
I have found that segment creator will bring in up to 55 slices,which you can export to FPSC as one single segment.Anything over this and it will crash on you,in the case of a 20x20 mesh there were around 110 parts so I had to move half of them 100 pixels so the two finished segments would match but not conflict when placing.
This may seem like a lot of work,and I know it probably is but for me there seems to be no alternative,Butter fingers has said that Maya's .x exporter does not have any collision problems with a complete mesh,but I dont think I could afford the 7,000 dollars for that right now
Commander in Chief
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Posted: 21st Feb 2007 23:31
Can I have it? (noob-mode off) Lol just kidding... but seriously...

---PARANOID PRODUCTIONS---
Cheese Cake
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Posted: 21st Feb 2007 23:47
Sorry dont mean to highjack your thread (hope i spelled it well).
But i am also trying to create cave segments and i am having troubles with when i am placing larger rooms than FPSC wont allow it,
it just shows an error but when i am placing smaller rooms with the same segment of course than it works...(Its a custom made mesh).
But i was wondering if you had similar problems if not
maybe you could help the most of us....

Therapy has taught me that nothing is my fault.
rolfy
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Posted: 21st Feb 2007 23:55
@Cheese Cake,what's the error message,could you post a screenshot?
What are you using to create the segments?
rolfy
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Posted: 22nd Feb 2007 00:09 Edited at: 22nd Feb 2007 03:55
Here's the two segments which make up the terrain above,please note that this is at experimental stage, the slices were exported without compression and the texture is tga so it's a large file.Even so there is no apparent lag with the terrain four buildings and three enemies in the map.
Extract the files to your FPSC files folder and you should find the segments in your segments/hills folder.
These are two large segments which need to be placed correctly to align.See image below.
The untextured slices were a side effect of the segment creator.


Place the segment hill2 first,then place hill4 beside it,with a little trial and error you should get them to align easily.

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RedneckRambo
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Posted: 22nd Feb 2007 02:13
Wow, thanks rolfy. This is one of the few segments that actually work for me.

s4real
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Posted: 22nd Feb 2007 03:18
Nice work rolfy I have to have a mess with it.

Best s4

Im a wizz at texturing toilets
tschwarz
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Posted: 22nd Feb 2007 06:29
The Cave / Spider video is outstanding.
filya
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Posted: 22nd Feb 2007 07:01
that 3*3 thing did not work well for me Like I mentioned someplace earlier, I used simple sand dunes in a 3*3 floor segment. I had a lot of collision problems with it! So finally I got rid of it.

For my cave, ( http://www.ozarkgames.com/fpscfolder/october06/filya1/desert.zip ) I made the complete cave tunnel and main chamber as an entity and used the normal segment as floor. No getting stuck then

Good to see this 3*3 theory work for some atleast

And rolfy, thanks a lot for this download. I'll surely be fiddling with it

-- game dev is fun...but taking up too much time --
Cheese Cake
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Posted: 22nd Feb 2007 12:45
@Rolfy
I make my segments with segment creator from TGC.
And i make my meshes with 3dsMaxx .
I put them on the forums for download and i think its
only my computer because someone said that it works fine
on his...
So but still thank you for your time

Your landscape looks great i looked at youtube!
I can only say keep up the good work!

Therapy has taught me that nothing is my fault.
Locrian
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Posted: 22nd Feb 2007 15:06
Terrain works great, and I have to laugh knowing you tested and found that 55 slices works and 56 crashes..Only thing that would make this better is the ground texture not looking so weak. Thats the only thing that would keep me from using this technique in my games. No fault of yours of course. TGC needs to give the ability to run multi sub materials without having to trick the engine so the resolutions better on bigger objects.
rolfy
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Posted: 22nd Feb 2007 17:26
Quote: "I have to laugh knowing you tested and found that 55 slices works and 56 crashes."

He! yeah Loc' it was a hair puller,I got to 56 and suddenly no segment creator,cant bring them back into the prog either after saving.Also the final three slices dont take the texture.
As for the ground texture I am thinking of making slightly smaller segments from a larger terrain and use maybe three or four textures to get the quality up,but at least it works,it's just a lot of work.
It is a bummer not being able to simply export the entire mesh to FPSC.
Butters is a lucky man with Maya,being able to do this,and I assume it must be the .x export,will possibly try other methods of export to see if I cant get round this,and will post any results here.
best rolfy.
Veron
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Posted: 8th Mar 2007 00:47
Man, you should release the download for the cave segments!

Need web design help with PHP or XHTML? E-mail me!
http://veron.sitesled.com Visit Veron! Free games, programs and applications! Made in DBPRO, FPSC, and C++!
tyrano man
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Posted: 8th Mar 2007 08:04
he already has...

Yay I got FF XII, and it totally rocks! Love the new battle system
rolfy
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Posted: 8th Mar 2007 13:45
Actually haven't released this,your thinking of the terrain pack tyrano.
I wont be giving this away,just showed ir for demo purposes,I have to keep some stuff for my game in progress,sorry.
I may create some cave segments for free in the future.
best rolfy.
tyrano man
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Posted: 8th Mar 2007 18:08
oh right, I was looking at the thing above in this post.

Good luck with your project

Yay I got FF XII, and it totally rocks! Love the new battle system
Veron
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Posted: 9th Mar 2007 04:05
Quote: "I wont be giving this away,just showed ir for demo purposes,I have to keep some stuff for my game in progress,sorry.
"


Don't be sorry, you can't always give away your content, otherwise your games won't be any different to anyone else's!

Need web design help with PHP or XHTML? E-mail me!
http://veron.sitesled.com Visit Veron! Free games, programs and applications! Made in DBPRO, FPSC, and C++!

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