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FPSC Classic Models and Media / STOP!!! Hammer time...*Dose lil dance*

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Locrian
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Posted: 17th Mar 2007 23:26 Edited at: 18th Mar 2007 01:13


Video Below:::::::::::::::::::::
Locrian
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Posted: 17th Mar 2007 23:26 Edited at: 17th Mar 2007 23:51
Here's a video in WMV format as I'd think most will be able to play it.
Link:
http://files.filefront.com/Hammer_Timerar/;6958946;;/fileinfo.html
AlanC
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Posted: 17th Mar 2007 23:32
Looks good



migit matt man
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Posted: 17th Mar 2007 23:38
Nice! But the only thing is that, I don't think the hands go with Model Pack 6, seeing as FPS is always men! Why? But very nice!

Well done!

Locrian
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Posted: 17th Mar 2007 23:40 Edited at: 17th Mar 2007 23:52
Those are M6 hands..all my hands look like that. I re textured and re rigged the M6 hands so all would match.



I'm not real dependent on having TGC made packs for the most part...
MK83
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Posted: 17th Mar 2007 23:43
Looks Great Loc.


[http://www.mk83productions.com] [http://www.freewebs.com/mk83]
rolfy
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Posted: 17th Mar 2007 23:59
@migit matt man,Loc and s4's game has a female lead character,hence the hands,plus the fact that most if not all of it custom.Check it out in the showcase forum.

Locrian,great job on the hammer,nice texture,are you sure its only a 28oz'r tho',looks like she knocked him clean through the wall,or is she just real mean
Strelok
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Posted: 18th Mar 2007 00:02
WHOOOT !! great work Loc , very good texture and animation!
very funny video and good music.
I wonder what software did you use to animate it.

bond1
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Posted: 18th Mar 2007 00:07
Looks like great fun! I like how she's using the deadly end of the hammer...

Can I ask a favor? Could I take a look at the gunspec you made for this? I'll be making melee weapons soon, and this would help me a lot. Just the gunspec is all I need.

----------------------------------------
"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
Locrian
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Posted: 18th Mar 2007 00:32
Bond I just copied the specs from one of the model 5 weapons. Bottom line is it was Jons or TGC's work and I just filled in what I needed.

Quote: "
;Hammer weapon spec

;GUN Model File Requirements

;GUN Settings

range = 50
muzzleflash = 0
muzzlesize = 0
brass = 0
smoke = 0
second = 0
damage = 30
damagetype = 1
scorchtype = 1
reloadqty = 0
iterate = 1
accuracy = 0



;GUN Visuals


effect =
weapontype = 1

;GUN Sounds

sound1 = pullpin.wav
sound2 = retrieve.wav
sound3 = retrieve.wav

;HUD muzzleflash position

horiz = 3
vert = -6
forward = 9
alignx = 4
aligny = -2
alignz = 25


;Decals
decalmax = 1
decal0 = glowzone

;HUD animation frames list

keyframe ratio = 1
select = 0,20
Idle = 21,80
Move = 81,100
start fire = 101,117
end fire = 118,125
putaway = 126,146

;HUD sound frames list

soundframes = 2
sframe0 = 0,1

"
FredP
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Posted: 18th Mar 2007 00:34
Nice hammer!You did a really good job with this.I really,really want to play this game.

Leaning Objects To The Side
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Posted: 18th Mar 2007 00:42
Thanks Locrian, You rock!! BTW...You do AWESOME work!!
Inspire
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Posted: 18th Mar 2007 00:57
Haha, nice job Loc.

Locrian
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Posted: 18th Mar 2007 01:02 Edited at: 18th Mar 2007 01:12
Rolfy I think your right. I believe that's a 32. My 28 wore out and I'd ordered the one I used as reference(Im retired now..'20' and out..got in the union at 17 though "friends"). The writings wore off it but I think I'd mislabel my flyer though habit of saying 28oz.

Oleg, I use 3DMax8 and the Panda plugin.

Fred one day man....were just trying to make a nice game...it's taking time. I never actually imagined how much stuff is in a game till your making a majority of it and optimizing the stuff that you didn't make...Big task.

Thanks to those that commented.
I don't really wanna show people stuff from the game so it don't become boring, but this was too funny....

Happy developing
Loc

PS: Big props go out to Errant and Jon and the guys that all talk shop over on Errants forum. So much gets discussed it's hard to say from whom you drew what knowledge. Errant is the Weapon god of all TGC.......
DOMRAY
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Posted: 18th Mar 2007 01:11
nice work looks dam good

It's better to Burn Out than to Fade away.Victor Kruger/The Kurgan
Leaning Objects To The Side
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Posted: 18th Mar 2007 02:15
Locrian, You do AWESOME work!! Do you have any model packs coming out for sale? if and when you do,,,I will be inline to buy your pack!!
4- sure..BTW...You Rock!!
Locrian
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Posted: 18th Mar 2007 02:37
@Leaning Objects To The Side,
I'm guessing you don't normally speak English and that's why you have a copied and pasted stock reply that you give when you like something.

That's fine.

No, I have no packs planed. I only model what my needs are. When the game is finally done it's media will be useable by those that purchase it, but that's about as much as I can promise. And more then likely once that game is done I'll move on to another engine(thought that could mean DBP, so I'd pop in from time to time)...But that's what happens as we develop not only games but our talents and aspirations...
bond1
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Posted: 18th Mar 2007 02:59
Thanks Locrian (Jon or whoever?). I'm actually surprised how well handheld weapons work, the hammer is a great example!

----------------------------------------
"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
Locrian
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Posted: 18th Mar 2007 03:31
Bond since you actually have a repore with Lee, you should ask him for a way to customize bullet holes. I mean wouldn't you rather have a slash then a hole where your sword hits?.

bullethole.tga, and bullethole2.tga like on the firespots would help a lot.
bond1
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Posted: 18th Mar 2007 06:31 Edited at: 18th Mar 2007 06:32
Quote: "Bond since you actually have a repore with Lee"


Hehe, not really (so much), although I like to think that I do because it makes me feel important.

Seriously though, once I get my pack closer to release I'll ask Lee again for some weapon enhancements; like new decals, non-exploding flak weapons, etc. I think he would be open to it especially if it's going to be sold as an official model pack.

----------------------------------------
"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
Venge
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Posted: 18th Mar 2007 06:58
Or you could just call it the magical hammer gun.
Like a nail gun, but It's got a pointy end.

a.k.a. me
formerly known as "i hate you"
Lightning Bolt Studios
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Posted: 18th Mar 2007 07:18
Nice Hammer Loc, I can wack some gansta's with my new hammer now!
filya
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Posted: 18th Mar 2007 10:21
Those look like in-movie shots from 'Saw' or 'The hills have eyes' or something....only the hammer hitting the head and blood fountaining out part though

Nice work on the hammer Loc. I still have one little complaint about your hand though...it's too bland. Looks more like a latex glove than a skin texture. I know FPSC tends to smooth out the texture, but you could always add more noise, or pores or something.

-- game dev is fun...but taking up too much time --
Locrian
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Posted: 18th Mar 2007 14:38 Edited at: 18th Mar 2007 15:01
If you seen the texture it has plenty of pours. Thats FPSC doing that to my work. Ticks me off. the color looks like mush to me. Only reason you see the M6 hands is the hair....and I'm not having a chick with hairy hands. When you try deepening any lines it makes the hands look like an 80 year old woman....She'll have to wait for better shaders. If you look at the hammer it self, it has lots of little details in the 3d max images. All that becomes mush in the game as well. You've pointed out the only thing I'm not happy with either. Weapons seem to be brighter as well. Same thing happens to Jon's gun. If you look on Errants forum the renders of it look beautiful, and in the game the chrome looks like mush..

Ticks me off badly with all the time I put into texturing that weapons don't seem to come out like entities and segments....But not much I can do other then move to another engine
Reality Forgotten
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Posted: 18th Mar 2007 15:52 Edited at: 18th Mar 2007 15:55
Hey Loc, good work man, did you sue any lighting effects when creating the textures? I have had the colros wash out pretty bad when I used lighting effects. There was another reason that fpsc washed the colors out but i can not remember it right off of the top of my head...when i remember it I'll post again.

I think it has somethign to do with the color combinations you chose to use, the skin looks like corpse skin. I would add a little more yellow or yellowish brown to the base texture and then add the lighter colours as a new layer and then the same for the dark colors...

Cheers,
RF


Locrian
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Posted: 18th Mar 2007 16:08 Edited at: 18th Mar 2007 16:15
No RF I didn't. Mostly because Errant said baking on textures was cheesy.....and well I'm a lil yes man to Errant(Just kidding, but I do really respect his work).

Same thing really happens to the M6 male hands. The only reason you see those differently is the hair on the arms and having deeper more pronounced lines for joints. When you look at sections where there's not hair, they look pretty mushy too. Female hands just don't have that character. I've tried other colors and that has little effect other then making mush out of those colors. And the corpse color(as you put it) was because as a real flesh tone the hands look really bright and really mushed together where you cant tell any variance at all. Look at my rendered hands and the renders for the M6 pack on the main site. Simon saturated his colors as well, probably because of the same reason.

Bout the only way to do anything to change it is put gloves on a hand. The contrast in colors seems to make this effect not so bad(case in point are Jons hands and Errants....and now, Bonds medieval pack). There just isn't enough contrast for FPSC to pick up on it. But I don't want gloves. And since the games not done, I'll just hope as time elapses, that changes are made to the way huds are seen by the engine.

I mentioned this before, but a real sad example of this is Jons Beretta. If you look at his images on Errants site, it absolutely gorgeous. In the game the chrome all just becomes mush.
Errant AI
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Posted: 20th Mar 2007 06:56
Looks nice, Loc! I'm DLing the video but its taking forever so, sadly, I can't give any praise or crits on the anims atm.

I've uploaded and will be posting soon some bullet hole stuff you might enjoy checking out.

You mention having probs with the hand maps. What format and bit depth are you saving as? Also, what is your anistropic filtering set to? Lastly, are you using/enabling shaders?
Locrian
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Posted: 20th Mar 2007 15:43 Edited at: 20th Mar 2007 15:49
Quote: "I've uploaded and will be posting soon some bullet hole stuff you might enjoy checking out."

Great looking forward to it.

Quote: "What format and bit depth are you saving as?"

tga 32-bit

Quote: "Also, what is your anistropic filtering set to?"

pixels per sample= 2x out of 16x on my card(which is outdated)

Quote: "Lastly, are you using/enabling shaders?"
No, I don't. My card can't see the FPSC shaders.

EDIT: Do you have internet yet at your residence? Or are you still checking in from other places?
Errant AI
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Posted: 20th Mar 2007 20:02
Give uncompresses .DDS a try. It's been my experience that 32bit TGA is nowhere near the quality of .DDS and you can use 24bit .dds if you don't need alpha. For me, TGAs turnes my dark, near-blacks green and funky stuff like that.

(I have internet here but it's only dialup and my fast machine has no modem so I'm checking from another PC when I come online for the time being.)
Locrian
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Posted: 26th Mar 2007 03:58
Hate bumping this but Errant there only like 39 versions of DDS. What version are you using.
CLiPs
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Posted: 26th Mar 2007 04:17
Locrian excellent work as always. I can see you been putting alot of time into your game and from each screen you have been showing us (not just on this thread but also on other threads) I see you just getting better and better. The thing is your already pretty good to start with...

Between you and S4 I am sure the game the both of you are working are will be a hit among the masses....

All my best to the both of you with this game your building



If you think education cost so much you should see how expensive ignorance can cost you
bond1
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Posted: 27th Mar 2007 00:45
Locrian, I came across this article a while back on dds formats, found it really useful and informative:

http://www.gamasutra.com/features/20051123/linde_01.shtml

----------------------------------------
"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
Locrian
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Posted: 27th Mar 2007 01:01
Well not to bump this again but:

Thanks Bond. I've been to this site before but havent read this. I appreciate you taking the time to post the addy for me.
Postal
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Posted: 28th Mar 2007 06:05
Locrian,
Looks like you have some good modelling/texturing and rigging/animating experience. It's a four step process.
I'm almost halfway there. LOL
Nice work, man. Not to hijack this thread but, i'm releasing a sampler to my horror pack in case you're interested.
-Postal

Loopydoo
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Posted: 28th Mar 2007 09:37
This is awsome! The model is great! The texture work is great! The only problem I have with it is the animation. Only because she would probably raise the hammer higher and swing faster, other than that it's great!
Postal
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Posted: 28th Mar 2007 10:35 Edited at: 28th Mar 2007 18:40
Oh, I forgot to ask in my last post, do you draw your textures yourself in an art program (The GIMP, maybe?) ,or do you use an image of the real thing, as so to make it feel more "real"? (As real as FPSC allows, anyway.)
I have to say, nice texturing job. Where did you learn to UV map like that? You have some serious skills, man.
Best luck on your game, it is turning out great from looks, just like Butters' "Fall of the Fireflies" Keep it up. I will continue to model, as much as I can, in hopes to get up to par with the rest of you.

Your signature has been erased by a mod because it was too big
Locrian
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Posted: 28th Mar 2007 18:34


Only going to say this once as it's kind of a dorky thing to have to say and do, but anytime I have to post pictures you can expect a flyer with a disclaimer on the end, as I recently found this to be a way to aid in identifying copyright infringement. Others may want to take a note from Errant, Redcore(Jon), and myself.

Ps: Postal your sig is way to big man. 120x60 max.
FredP
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Posted: 28th Mar 2007 18:42
I was hoping since I was miaking my stuff for free (up to this point) that I wouldn't need to do that but it seems people will pirate free stuff as well so I guess I have to add a disclaimer to everything as well...

Postal
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Posted: 28th Mar 2007 21:38 Edited at: 28th Mar 2007 21:43
Thank you for the explanation, Locrian. I have other things to be done on my agenda outside the "FPSC Universe" today, so I think i'll try to keep this short and sweet, Very nice job on keeping you're model looks almost ditto to your referance, If I saw your hammer model sitting on a desk, I couldn't tell it from a real hammer. (That is, if 3d models start jumping out of my computer screen, anyway) I actually think that making your own texture looks a lot better than using a real image, since real images tend to have unwanted light spots, or reflections on whatever it may be, if it's something shiny.
-Postal

P.S.
Good idea on the copy infringement protection disclaimer, there are some pepople that will steal pictures of things you made, and say that they made it themselves somewhere else for credit.
By the way, I resized my sig.


@Fred P:
Does it matter if the sig stretches across the screen? I was thinking that perhaps the only reason that it can not stretch down too far, is to save thread room, I don' think it would hurt if it went alll the way across, the screen, but then again, these forums have different rules than most, so I could be wrong.
-Postal

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