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FPSC Classic Models and Media / Outdoor Terrains with almost 100% no problems

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alimpo83
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Posted: 17th Oct 2007 00:44 Edited at: 17th Oct 2007 00:46
Hi,

after some trial and error, I've managed to get outdoor terrains with no collision issues (or minor) between the terrains and the enemies, one of the greatest problems to get cool results.
I've managed this using adaptative triangulation(triangles in the mesh are of different sizes, resulting not only in lowest poly count on meshes as well as good results when it comes to entity collision). The mesh in the video (there are 2) is about 700 polys. It can be the same model scaled bigger with a bigger texture(up to 2048x2048), to achieve the same results, but getting a larger game area without losing detail.
The video seems to have a low FPS count, but that's because of FRAPS recording at the same time FPSC runs. With no video recording,it's always at 33 frames.

Check the screen or the small - but efective - Youtube video.

Tell me what you think of it. I think the video shows effective results.



http://www.youtube.com/watch?v=_T3lJojlGGU

Enjoy!

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Drapes#10
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Posted: 17th Oct 2007 00:47
Looks awsome how did you do it?

James Bomb

alimpo83
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Posted: 17th Oct 2007 00:50
It seems, as I say on my previous post, that adaptative triangulation instead of the normal type mesh- where all the triangle are the same size - gets much better results on FPSC.

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Luke314pi
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Location: Minneapolis, MN
Posted: 17th Oct 2007 00:52
These are some nice results!

Avid
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Posted: 17th Oct 2007 00:54
What I do is make my terrain however I like, then bolt on a low poly collision mesh in the fps file, and give it a 32x32 transparent texture (for low memory use) has excellent results from what I've seen.
alimpo83
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Posted: 17th Oct 2007 00:55
But that way doesn't you and the enemies "enter" parts of the terrain, because of the low poly collision mesh?

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Ross tra damus
3D Media Maker
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Posted: 17th Oct 2007 01:20
You have come up with great results but will all this change if you 'dice n slice' your terrain into segments?

Good work so far and it's nice to see the enemy reacting with uneven terrain.

All the best of luck.
Colon
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Posted: 17th Oct 2007 06:22
dude, awsome work, when will you release the download?
alimpo83
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Posted: 17th Oct 2007 09:56 Edited at: 17th Oct 2007 10:05
Ross tra damus these are entities, haven't tried transforming them into segments, I'll try it later.But when you use different types of terrain entities, you'll get the same results you would when using segments. I think the best way to get cool terrain and good gameplay is to use both terrain entities and plane segments, so that the engine doesn't get overloaded in large open areas. When both are used, a large map will seem seamless between one and other.
I think when the enemy reacts like that to uneven terrain, it seems more realistic and more intelligent, when it isn't!

And Colon there's nothing to release right now, these are tests!

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Cheese Cake
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Posted: 17th Oct 2007 12:28
Rolfy already had some terrains that worked excellent.
And i saw some previous threads about some games where i saw
terrains in it.

And entities react better on a segment then they do on a entity.


Cheers,
Cheese Cake.


alimpo83
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Posted: 17th Oct 2007 17:20
My entity terrains work very well on enemy entities, with no probs as you see on the video, it's better to have more than one solution to a problem.

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Orrion Carn
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Location: Sandpoint, Idaho
Posted: 19th Oct 2007 05:05
Anyway to make a terran that doesn't let you fall out of the level? Like a rock segment that is great for a cave... Gray, grass etc... I'll post a screenshot of what I mean soon.


Cheese Cake
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Posted: 19th Oct 2007 10:40
Orrian.
I made some while ago grass, and trees etc...
Not that they where good, but just showing that it is possible
to create more interactive forest scenes in FPSC.
As for rock segments, cave(i created a cave segment try to look for it)
even a whole desert level...
All is possible you just have to create it in the right way.
Save it as a segment, and make it so that its correct for the player.
And not that when he walks towards a cliff that he can walk on it.


Cheers,
Cheese Cake.


Orrion Carn
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Posted: 19th Oct 2007 18:38
Thanks. On that last part... I mean't a high wall... Sorry... Maybe a Invisible wall that lines the cliff, not allowing the player to jump off the level...

I'll look for your stuff.


Orrion Carn
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Posted: 19th Oct 2007 18:49
Edit: Here's what I was talking about before:


Cheese Cake
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Posted: 19th Oct 2007 19:04
Can be possible in FPSC, as for the shadows hmm yeah...but!
Do it like Rolfy did in his game.

But grass, trees, bushes...etc etc... yeah its all possible.
You only have to create good looking textures, and good models for them to look like that.

Cheers,
Cheese Cake.


Orrion Carn
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Posted: 19th Oct 2007 20:34
Yeah, thanks for all the help.


Troy Chambers
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Posted: 20th Oct 2007 17:18
Awesome dude, fantastic work.

"You say goodbye, I say HALO."
olliday
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Posted: 20th Oct 2007 22:01 Edited at: 20th Oct 2007 22:02
That's the best enemy terrain collision I've seen in fpsc.
Quote: "adaptative triangulation"

I don't have a clue what that means, but its looking great.
alimpo83
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Posted: 21st Oct 2007 00:39
A new screen, a large area (the size of all the FPSC Map editor area). Don't mind the texture, it's my default one. I'll make one with a large size in order to look good, later.



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Orrion Carn
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Posted: 21st Oct 2007 00:43
Not bad...

Edit: REALLY NICE!!!


Dr Parsnips
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Posted: 21st Oct 2007 01:11
wow! this is great! is it going to be up for download? or have you already stated this somewhere?

HMMMMMMM
alimpo83
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Posted: 21st Oct 2007 01:15
I've posted before, this is not for download, these are just my personal tests. Maybe in the future I'll make a pack or something.
thanks.

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Dr Parsnips
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Posted: 21st Oct 2007 01:17
cool stuff just checking lol looks good

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Deathead
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Posted: 21st Oct 2007 01:25
@Alimpo83:Things I hate with this its too lumpy if you catch my drift. I'd smooth it down a touch.

Dr Parsnips
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Posted: 21st Oct 2007 01:26 Edited at: 21st Oct 2007 01:28
that would cause more colision issues, i think

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Deathead
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Posted: 21st Oct 2007 01:29
Nope.

Dr Parsnips
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Posted: 21st Oct 2007 01:35
fair enough, i have tried this and have had too many collision issues so i gave up, also my frame rate was horrendous with enemies in the game a as well, but this seems to have neither problems! i suggest keeping it that way

HMMMMMMM
alimpo83
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Posted: 21st Oct 2007 11:08
Deathead this one was for testing even more irregular terrain, and it looks good with a desert texture or so. It can be done with less lumps of course.Or more.

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