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FPS Creator X10 / AoD Gaming Software

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Squalker
16
Years of Service
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Joined: 22nd Apr 2008
Location: Canada
Posted: 22nd Apr 2008 21:40
Just wanted to introduce myself and AoD Gaming Software.

Hi I am Squalker Dev Lead at AoD Gaming Software. We are group of gamers who are playing around with making some games ourselves I have recently picked up FPSC X10.

I have been reading the forums here now for more 3 months and have picked up a lot of info from everyone here and would like to say I find there are a lot of very helpful people here.

I would also like to let everyone know about our first game which we'll be releasing soon for Free as the game was mostly developed to get a feel for using FPSC X10.. The game well feature a developed storyline, using a custom story hud we have created and will take advantage of a lot of the X10 features available.

You can see the Official Teaser for the game on our Website.

Also if your interested in the Game you should sign up at the website to stay informed about its progress.

I have attached some early screenshots as well.





Okay thats all for now.. I hope to see you guys on our site soon and look forward to getting to know everyone in the FPSC community better.

Squalker
AoD Gaming
metalkill
16
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Joined: 22nd Dec 2007
Location:
Posted: 23rd Apr 2008 00:13 Edited at: 23rd Apr 2008 00:14
Well looking at the trailer it is all stock stuff... I would recommend you create some custom rooms and characters... Also noticed this:

Codename: Project AoD
Engine: DirectX 10 (should say FPSX10)

http://software.aodgaming.org/page.php?2

Lets give credit to TCG for making this possible. At least list the engine the right way or don't list it at all...

GL

TJ


darimc
17
Years of Service
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Joined: 19th Jan 2007
Location: Canada
Posted: 23rd Apr 2008 01:14
It has to say Fps Creator x10. That is in the license.
Quote: "Engine: DirectX 10 (should say FPSX10)"




Squalker
16
Years of Service
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Joined: 22nd Apr 2008
Location: Canada
Posted: 23rd Apr 2008 03:12
Quote: "Well looking at the trailer it is all stock stuff... I would recommend you create some custom rooms and characters..."


Like I said.. I have only had FPSC a little while now (2 weeks)... and there will be some custom stuff in the final game not shown in the teaser video.... but it will be in the full Trailer when its released... This release is more of test of the engine for us then anything...

Quote: "Codename: Project AoD
Engine: DirectX 10 (should say FPSX10)

http://software.aodgaming.org/page.php?2

Lets give credit to TCG for making this possible. At least list the engine the right way or don't list it at all...

GL

TJ"


Sorry about that forgot to update the projects page with the new Game info..

That info is actually for another release
Squalker
16
Years of Service
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Joined: 22nd Apr 2008
Location: Canada
Posted: 25th Apr 2008 18:49 Edited at: 25th Apr 2008 20:21
Here are 3 images from 1 of the 7 Custom Segments that will be in the game when it is released...





EDIT: just wanted to add one more image of the Finalized Segment with new corner textures...

Finalized Segment


Squalker
AoD Gaming
Swhale aka The FPS Creator
20
Years of Service
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 3rd May 2008 20:27
The walls you have created look great. How do you specify which texture is used for the walla and which one is used for the corners? Do you have it set up where FPSC puts them in like any other cornered segment or you you individually place them in yourself?

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Squalker
16
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Joined: 22nd Apr 2008
Location: Canada
Posted: 4th May 2008 16:14
When look at the .fps files you notice there is reference to the mesh.. exp corner.x wall.x etc...

just simply edit the path to texture associated with mesh to your own textures path.... and save it with a new name ... you'll then have a new segment with different textures for walls corners etc..

If you look through the .fps files you'll see there are 17 parts.

1 mesh for floor
8 meshes for walls
8 meshes for corners

Good luck
Squalker
Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 4th May 2008 18:32
Looks good, You guys may be the first to create a customised fpscx10 game. I dont know realy im not ofthen in fpscx10 chat.

Swhale aka The FPS Creator
20
Years of Service
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 4th May 2008 22:11 Edited at: 4th May 2008 22:23
@squalker

THX

Also, how did you set up the walls to project the light from the yellow strips on them?

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Squalker
16
Years of Service
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Joined: 22nd Apr 2008
Location: Canada
Posted: 5th May 2008 00:26
Quote: "@squalker

THX

Also, how did you set up the walls to project the light from the yellow strips on them?"


You just edit the area you want to be lit in the alpha channel of your specular texture file.

There are 4 texture files making up the wall texture...

examples

Tex_D.dds (Diffused)
Tex_D2.dds (copy of Diffused)
Tex_N.dds (Normal Map)
Tex_S.dds (Specular Map)

All tex files have alpha channels. The Tex_s.dds has an Alpha channel that is 50% opiate and the channel is completely black by default. If you select an of your regular image and then switch to the alpha channel the area is still selected. Once in the alpha channel you can then paint the selected area white or gray .. Changing how dark a gray it is changes how bright it well be in game. White being really bright ... charcoal gray being really dark(but still lightly lite).

Hope this helps
Squalker

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