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FPSC Classic Product Chat / Small Island test

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Defy
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Posted: 10th Oct 2007 06:15 Edited at: 10th Oct 2007 18:56
*Mods please move this thread if need be.

Needed a bit of a break on the level design entry for the PGPS contest.
So I thought i'd try some island design. I cant remember the size of the grid used, yet it was kinda small. I enclosed the grid and was sitting on 32-33fps. Some how i lost a light in there and messed up the lighting a bit. If a water decal was used instead of a segment the player should be able to walk in the water. Just thought I would put it up to show what the end result was.
Im not sure if anyone would want one, let me know. The island model in photos X.file size is 473 KB.

Would like to thank Sinistar/uberdroid.com for the wicked palm tree and tschwarz for use of a rock and plant from the Landscape Kit @ fpsfree.









Suicidal Sledder
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Posted: 10th Oct 2007 07:55
Dude man thats nice... So did you render the landscape as .x and then import it into fpsc as an entity? Dude if thats what you did then can you hook me up with whatever you used to do it? I've been thinking about trying to do exactly that for some outdoor landscaping stuff... that would be AWESOME thanks man.

Veron
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Posted: 10th Oct 2007 09:17
That is very nice deca! Yeah, it'd be awesome if I could get the .X file, but only if you want to.

Thanks again, and that looks awesome!


Nickydude
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Posted: 10th Oct 2007 10:18
Hmm... Far Cry III? Looks very nice.

"he is coming!..." - WIP in 'Showcase'
Plystire
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Posted: 10th Oct 2007 11:18
Man, that's awesome looking especially for FPSC. Didn't know it was capable of that kinda landscaping, lol. Nice work!


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Ross tra damus
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Posted: 10th Oct 2007 13:24
This would look great as an 'oasis' in a desert scene where you park your camel up and have a drink from the poisoned water hole.

Good looking stuff and nicely put together, keep up the good work.

All the best of luck with this.
valid
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Posted: 10th Oct 2007 14:32
cool i want it please i like it 10/10 rating


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Storm 6000
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Posted: 10th Oct 2007 15:13
generally look good but whats the collision like on this ect

Thanks
Adam
TGPEG
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Posted: 10th Oct 2007 17:40
I think you might need to subdivide the landscaping a bit more, I can see polys!

I'm assuming that it doesn't matter if one thing is slighty more high-poly because the framerate's at 32-32, so, it runs okay and a few more polys won't hurt performance too much.

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Defy
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Posted: 10th Oct 2007 17:44 Edited at: 10th Oct 2007 17:57
@Suicidal Sledder - Thanks for the comments. Yes its a entity. I mainly use Anim8or and MagicFPS. I'll see if I have time after the PGPS contest to do a how to on what i did maybe.


@Veron - Thanks also for your comments. Yeah if all went to plan, I was going to make one for the forum. Not the one pictured. But after your post. I thought thats fine I'll release that too. Went in to do some final tests walking around, and found 3 problems, explained below.
Depending on the bugs, I will try to get it sorted out and do a custom one for you Veron. After my recent tests, i might have another way of doing this.
Thanks again.


@Nickydude - haha, Cheers!


@Plystire - Yeah thanks, Im kinda a novice here, scripts are over my head, but im keen to learn. The island was a bit of a demo, and i've found a couple of bugs, little bit of work and it should be operational, i hope.


@Ross tra damus - Haha, thats a great idea. And i think thats even more possible depending on the scale. If you dont mind, i might try it. If its works out, people could add their own texture to match their backgrounds.
Just an idea.
Thankyou for your comments also. Ive been having some fun with outdoors.


@valid - Thanks, Im working on it.


@Storm 6000 - Thanks. Im not sure i fully understand everything about collision, however i will try and answer below. Let me know if you meant something else, as I would be happy to test anything out.


After I read the first comment, I went in and ran around a bit on the level. Running around the island, water, hills. Everything was fine. good frame rate.
However these are the things i noticed to be problems.

The square crate you can see on the 2nd and 3rd shot, falls over at the start. However I havnt done full tests with crates. So Im not sure if I placed it wrong when stacking it on top of the flat crate's on the sand.
*my theory is the island is not letting the square crate fall through the floor, so it falls over. I could be wrong.

The small green plants i made are static and not set to imovable. So if i placed them on any of the slopes they would slide off either into the water or the centre of the island. I wasnt too worried about this....yet.
I could set them as imovable, however then the player can walk over them, which i think looks a bit odd. I will have to look into this one.

Anyway my reason for not testing the square box yet. Because in the centre of the island i came across 3 areas that locked up the player either bad or down to 15fps.

After fixing the lights, which wasnt a hidden light after all, and was the boarder to the grid. Once adjusted, it fixed the lighting on the side not lite up in pics.

I moved the player start in the centre of the problem area. and on start up, was sitting on 33fps, walked out of the problem area fine, however same error as before walking back in. I have now pin pointed the areas effecting the player. And apart from excess areas of detail that were not needed. the main factor is the inward sloping that are either too close to each other or too many faces. Or it cant handle any inward sloping faces, facing towards the centre of the grid. The inward sloping ares on the outer limits worked fine on all tests. Picture below of areas in question.



Well, that was long hey.

After running more tests. I think i have found a good solution. It will take me a few days to fully test it, and run a few different models.
However I will still try a make a island like the one pictured above at the same size. Nothing promised, as it has to be bug free if i plan to release it. And i will make it free.

New screens below. Of the new tests in place, as you can see this island is a bit larger. So far so good. more screens soon.






@TGPEG - Yes, good call. you are correct in one of the problems i discovered causing lock up and frame rate issues. Currently working on it and shall keep you posted.

Veron
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Posted: 10th Oct 2007 20:32
Quote: "@Veron - Thanks also for your comments. Yeah if all went to plan, I was going to make one for the forum. Not the one pictured. But after your post. I thought thats fine I'll release that too. Went in to do some final tests walking around, and found 3 problems, explained below.
Depending on the bugs, I will try to get it sorted out and do a custom one for you Veron. After my recent tests, i might have another way of doing this.
Thanks again."


Thanks a lot mate, it's very much appreciated. The new screens are looking really nice as well.

If there's anything you need help with, drop me a line, i'd be more than happy to help.


TGPEG
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Posted: 10th Oct 2007 20:45
Thanks! I like your breakwaters. I always love to see something evolve from being a basic concept to something brilliant. I took inspiration from this and started creating some similar stuff in Milkshape, but I'm having trouble getting the texture to work in FPSC.*
I also see what you mean about the framerate as well. I put a tent and a light on my terrain, and as I approached, the framerate hit 2 fps!

* the texture on the model is basically a block colour, similar to the one on the actual texture that I'm using, so for instance if I put sand on, it comes out yellowy-grey but not my exact texture I wonder why...

[center]
Avid
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Posted: 10th Oct 2007 20:52
It still looks kind of blocky. I made one a while back and It had no facets on it whatsoever. You may want to try adding some smoothing groups.
Defy
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Posted: 11th Oct 2007 05:20 Edited at: 11th Oct 2007 06:28
@Veron - Thanks. yeah it would be good to chat to another user of fpsc, Cheers. Im in Aus also.


@TGPEG - Yeah thanks for your comments. Yeah it took me a few weeks of different tests, and i thought the small island was on the money, yet i guess i tried to push it to far. But thats cool, as im allready impressed with whats possible with fpsc, just working out the factors to make everything work is fun enough.
So far ive not experienced low frame rate with lights or entitys. Im not real sure about your problem, if i find the same problem i'll let you know.
Also about the texture error, dont know about that one either sorry.
Good luck.


@Avid - Yes I agree, The lighting really shows up the faces. I might try and make a few different versions when I have time. Thanks for your comment, a smooth version will be added to the list.


Back to the update. I have elimated the lock up areas, I couldnt find one going over the new island pictured above and below. So that im happy about. Might have just been something new i discovered making the small island, and will help future tests and design.

Tested:
Enemy - Picks up player, follows or runs towards player.
*bad note, enemys can not run over island model. WIP.

Explosion - Works and looks the same effect as indoors.

Entity interaction - I placed a barrel on top of the highest hill, and pushed it of one side. Worked well.
*bad note, pushing a barrel up a slight hill was not easy or not possible and the player was not strong enough id say, or kinda walks over it.

Frame rate - Was good all over, however the more entitys placed in the main area of the island, showed a little bit of lag when turning and facing some areas with more detail in scenery than other areas. however it was only minor, yet it would depend on the user's pc of course.

This next picture shows some new designs of Island test2. I tried to take the picture in the middle of a explosion to show how it looks.
I have another idea i thought of recently that would take my work a bit further. And involve more custom design for the user making a level.

I also have a few mountains i made in various sizes, i will check them out and see if any are usable. Thanks again for the comments people.




Mr Makealotofsmoke
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Posted: 11th Oct 2007 06:03
it would be good if FPSC has a bigger map so u couldnt see the edges of the map

otherwise, looks cool, just need more polys so its not so boxy

Defy
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Posted: 11th Oct 2007 06:21
@Mr Makealotofsmoke -

yeah i know what you mean, i first thought that also. After trying some 15 x 15 grids, i have found 50 x 50 works well for me. I once made a effect with various ideas where the end of the grid was not so noticable, i'll see if i can do it again.
Yeah i will see how i go with a smooth version. I kinda have been thinking about other factors before i work on the island's shape itself.
Thanks for your comments, im not sure how, yet you have given me a new idea.
Cool Cool, thanks.

Claws
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Posted: 11th Oct 2007 06:29
That's a great work, deca. Congratulations. That would be great if FPSC supported some good "water action" or something.
Defy
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Posted: 11th Oct 2007 13:55 Edited at: 11th Oct 2007 14:02
@Claws - Thanks. Your comment is appreciated.
Yeah for sure, it would be nice. However I think i have a simple solution after seeing some peoples work involving water (thanks to those people for your great work ive seen). I hope the player will be able to walk into the water, say up to the players knees or waist. And then you could add into the story that you cant swim , maybe. Enclosing the grid would stop the player going into the water too far though. So the test is on my list.


Just to let eveyone know reading this thread, I have since had some good results with some recent tests. And everything apart from enemys not being able to run over the full island layout (good placement needed), everything else looks to be running fine. However I need to buy a few model packs before i can put these through full tests. Yet I do have someone in mind I will send a island entity to, to run a test on their machine concerning frame rate.

Also, concerning my last 2 ideas i mentioned for these island entitys, both ideas worked with no problems from what i could find when running tests. And im very happy with the results. If its released after final tests, it will allow users to customise their island (it will be limited, but hey its a island )
However after these level ideas were tested the new island design will now be included in the PGPS contest entry.
Sorry for the lack of info, I will release pictures soon of what im talking about. I still plan to release a couple of island's (i hope) at a later date when i have time.

Thanks again to all the people that have made comments.
Here's a shot with out so much heavy lighting effects.


Veron
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Posted: 11th Oct 2007 14:28
Wow, the new shot looks very nice! Keep up the good work!


Goodman84
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Posted: 13th Oct 2007 21:15
nice work!

hey
Defy
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Posted: 15th Oct 2007 03:09
Thanks Veron, cheers man.

@Goodman84, Thanks, glad you ike the shots.

I hope i have more time soon to put into it, however I plan to continue the work after the PGPS contest if not sooner. I have more shots also, but no real need to post them up, until something can be tested or released.


Thanks again to all the people following and commenting in this thread.


Will da gamr
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Posted: 15th Oct 2007 05:56
1 month into fpsc and you're making nice model! . I can see polies but that's okay. I made an island not to long ago and this one is much better!

I find your lack of faith disturbing.
Defy
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Posted: 15th Oct 2007 16:39
@ Will da gamr
Thanks.
Yeah, well i guess i could say i like to attack things a bit different maybe. I first set a weekend aside just to read. started testing, and then go back to reading.
Thanks for the comment, i do agree though about the polys. And thanks, but im sure yours was good also.

Defy
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Posted: 3rd Dec 2007 10:30 Edited at: 3rd Dec 2007 10:42
As the PSGC is no over. I have had time to check out what I did earlier.
As the first island model had a error. I have since tested the island in the last few screens. And have now made it available to download.

Free to use commercial or non-commercial.
*I forgot to add a license, and will do apon request.

.X File size: 496kb
.Zip file size (download): 294kb

--Unzip folder, drag folder (freeisl) to your Files/entitybank/user folder. And thats it. Also its allready been adjusted to sit at a good height, however use your PageUp/PageDown to correct if need.


I will also explain some things I found while making these.

Please excuse the polys you can see in the 2nd photo. It's still something Im workink on, yet in this pic, using no direct lights, there is no polys showing. Also in the background there is the same model, using building segments. (maybe use dirt/sand on the outer area to creat a desert/jungle area)


In this pic, its shows how I have used a water segment floor (sometimes its best to cover inside a bit to fill the full area. And then use a Sand/Grass etc segment floor for the inside.


*As this is my first main file upload (did it via forum as the size was small) I scanned the file before upload, and scan was clean. Ready to use.

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Fluffy
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Posted: 3rd Dec 2007 19:38
WOW!!!thanks WOW brilliant WOW sry for all the wowing

You just wasted a few seconds of your life reading this signature!
Seth Black
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Posted: 3rd Dec 2007 21:20
...nice contribution, Deca.

Thanks,

Seth Black


Own It, Or Get Owned...
Defy
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Posted: 3rd Dec 2007 23:37 Edited at: 24th Dec 2007 13:34
@Fluffy & Seth Black - No problem guys, hope its something users can use.


Also I forgot to mention, if someone is wanting to make a island as I did, but concerned about the skybox, here is something I thought might work well.
I was going to make one for the forum, yet as we all use different textures etc. I decided that it wouldnt really work doing 1, and that the user could make their own to match.

Example:
1.Make your island scene.
2.Place your Water Segment or Decal around the island.
3.Place some clear white lights on the edge (above) of the sand, where it meets the water (maybe a bit closer in depending on how shallow you want your water to be). so that you get a lighter/darker lighting areas.

*to add a darker effect in the distance, use invisable walls to close the area in. (make sure to do this somewhere that works, like out to sea a bit, or on the sands edge) whatever really. (hurt zones can work also to make the player not want to go into the water).

4.Now, get yourself in a good position to take a picture of the water you have created.
5. Use a sample of the far dark blue colour in photoshop etc (check photos above) and then make your own skybox, using the colour sample of the water.
I suggest to make the skybox have less land in the background, as you are on a island.

Either way, I hope people can understand that. And Im sure it would work to hide the skybox, and blend it all together.

Enjoy.

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