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FPSC Classic Models and Media / [LOCKED] Project Upgrade Stock Media Part 2

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Soviet176
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Location: Volgograd
Posted: 23rd Nov 2009 21:29
Wow man, excellent work! these are awesome, can't wait to see what else you make

"Through knowledge I gain power, through power I gain enemy's"
Cosmic Prophet
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Posted: 23rd Nov 2009 23:06
Will this work for you?



In the Universe, nothing ever stays the same.
xplosys
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Playing: FPSC Multiplayer Games
Posted: 23rd Nov 2009 23:09
Cool!

wizard of id
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Posted: 24th Nov 2009 06:20
@Cosmic Prophet

That look seriously cool.You are indeed the master.

Thanks!

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 24th Nov 2009 06:55
In game added _S _D and _N maps

Pointless Assault video
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PW Productions
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Posted: 27th Nov 2009 04:57
Quote: "a)retexture for guns"


Yeah, that would be cool, not sure if he's allowed to though. But I love all the rest of your work wizard, I remember when I didn't trust model packs, I found your 1st upgrade and I freaked out in joy. I was such an idiot

Thanks for all the nice work, I hope you continue...

PWP

wizard of id
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Posted: 27th Nov 2009 23:02
Thanks for the feedback.

I haven't not gotten much done in the last few days as I teared the ligament in my right knee again so I got some x-rays and drained the fluid so I'm on highly potent drugs and can hardly see straight....

nah It's not that bad.

Here is a tutorial I posted awhile back that some how got ignored...in the mean time.



Quote: "This is not a tutorial but tweaking, tips and hints with regards to segments that can be used with X9 and X10, as well as discussing meshes and common problems found when importing your own custom segments into FPSC.

Any one wanting to create their own custom media for X9 or X10 has found numerous problems with certain segments simply refusing to work.

With the simple understanding of how the engine works with meshes you will be able to create segments without and limitations.

Let’s start.

Rooms segments are the basic building blocks of you level, and contain a floor, 4 inner walls and corners as well as 4 outer walls and corners. This is the default room segment you will find that all TGC stock room segments follows this segment blue print.

Now there is third party software that allows you to make your own room segment this software doesn’t follow the default segments blue print and in most cases only use a floor and 4 walls?

These segments do indeed work without any problems and looks great however complications do arise and I will discuss them in full detail.

Using this blue print has complications with regards to the following:
Using the stock blue print with this one together
CSG doesn’t display correctly or is doesn’t work at all.

Currently I don’t know of any work around that will allow you to use all default CSG 100% correctly with the third party blue prints. It is likely due to the blue print missing the outer walls. It may be possible to increase the thickness of walls that the third party software uses that is the same thickness of the default blue print inner and outer walls combined?

It is also possible that the third party software FPE files differ in some way subtle way that can cause a problem within the engine I can’t confirm this however.

I prefer to use the TGC software that is available as well as using the default blue prints for segments mostly due to lesser problems occur when making custom rooms for either X9 or X10.

I also try and closely follow wall floor and ceiling mesh thickness and size 90% of the time. When making wall ceiling and floor meshes I always take into account CSG that I will be using on the final room segment. I always make sure that the CSG sticks out by a fair bit EQUALLY on both sides of a room segment to make sure the engine does indeed punch the walls correctly as I don’t know the engine limitation of ignoring the CSG that has been placed.

CSG meshes made has to fit into the section 100% correctly overlapping the CSG a bit will cause problems most of the times. Making a segment that overlaps multiple wall segments will also cause problems so try and stick to only one segment wall at a time.

CSG meshes that touch will also cause problems with the one CSG mesh not being rendered correctly using full wall CSG meshes is not recommend as well as overlapping CSG meshes. The work around if your CSG needs to overlap more than one wall is to spilt up the CSG into parts and use it in such a way.

Using an entity and a CSG only will also cause problems so also try to in close the entity in a mesh that forms part of the CSG segment for example a window contains a window frame an entity and the CSG.


Room segment types have special culling flags assigned to them should you add a plain Doorframe and CSG and import the CSG as a default door segment that also falls under room segment mode as well, the area behind the door frame will not render due to culling it will only render once you enter the next section via the doorframe you have inserted.

The work around to this problem as well as segments that have transparent textures is to change the segment mode from room mode to straight mode as the mode doesn’t have the culling flag assigned to it.

As mentioned before you can use these on transparent textures as well, this mode doesn’t work on all segments. Segments that does have transparent textures like grates it is better to import the mesh as a entity and use a grate frame, grate and CSG method as well as applying the changed straight segment mode to avoid culling problems.


As said before CSG needs to fit into a single wall mesh, the same needs to be applied to walls ceilings and floors and should not overlap the next wall floor or ceiling segment.
The size needs to be 100% correct to avoid a dark line being render where 2 segments meet. To avoid this problem a default wall ceiling floor can be imported into your model editor and scaled correctly to the default segment. This can also be done to get the correct thickness of walls to enable a unified look.

One should also note that al segments that have been imported into X9 and X10 have a special flag that tells the engine how the segment should be rendered with regards to light mapping failure to use this flag or use the correct mode will result in the segment not even showing up with in the editor or not being rendered.

It is really hard to say which segments are the most effected by problems as even the best designed segment will have some sort of a rendering problem and due to the randomness of this one can only see this by trial and error.

To lessen the chance of this happening the meshes can be formatted correctly all segment meshes used within X9 and X10 should be triangulated. Un-triangulated meshes is likely to give errors even before you have had the chance to import the segment.


In conclusion third party software does indeed work however before using any CSG meshes on these third party segments make sure that they do indeed fit correctly onto the walls of the segment. CSG segments may need to be scaled to fit on the walls correctly.

Your welcome to asks more questions with regards to segments.
"


Pointless Assault video
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wizard of id
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Posted: 27th Nov 2009 23:15
I forgot about the new ceiling type. Still a minor mesh problem...

Pointless Assault video
http://w13.easy-share.com/1408971.html
The Storyteller 01
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Posted: 28th Nov 2009 18:33
I like the ceiling cause it enables to have light in the corridor without placing some kind of lamp. Excellent work, wizard!

In case you find my grammar and spelling weird ---> native German speaker ^^
wizard of id
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Posted: 29th Nov 2009 18:08
New support Bridge

Don't have textures for it yet...

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 30th Nov 2009 12:51
A new floor light 3 versions one just the light and the other with a glass panel

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 30th Nov 2009 19:00
Made a small floor light and by accident figured out away to fake grate shadows without baking them.

This needs more investigation and a tutorial thread to explain
how to get this effect for your games...

I did wonder how some game did it....

Pointless Assault video
http://w13.easy-share.com/1408971.html
Pain
FPSC Reloaded TGC Backer
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Posted: 1st Dec 2009 05:29
These Look Great!! they just keep getting better!!!

Pain

Me = noob

and i love The TGC : )
Blind Digger
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Posted: 1st Dec 2009 06:12
Pain said it(it just keeps getting better)

I'll keep an eye on this thread.
Great work wizard!!!


Best Digger
wizard of id
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Posted: 1st Dec 2009 14:27
A small video showcasing some of the new stuff ignore the low Q as always my internet access is not the best...

A Afrikaans Song enjoy a wee bit of my culture...

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 1st Dec 2009 18:20
Hi guys
some more segments I am working on

Pointless Assault video
http://w13.easy-share.com/1408971.html
Nickydude
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Posted: 1st Dec 2009 18:35
Did you receive my email WoI?

wizard of id
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Posted: 1st Dec 2009 19:18
@nickydude
Yeah I'll take you up on that offer but I still have 101 million things that have to be added or things I'm planning on adding...

Still have to get around to fixing some problems with part 1 and upgrade some meshes I didn't have time to do in the first round.That is going to be relative quick session tomorrow and then I'll re-upload part one again depending on the weather...It might be done by then.


I have tested the some of the segments so far and is looking pretty good...even with the new temp testing texture before making modifications to the meshes I will have to create a high res texture from the stock stuff which is relative painless...

Pointless Assault video
http://w13.easy-share.com/1408971.html
Scene Commander
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Posted: 1st Dec 2009 22:18
Nice work as always WOI... Looking forward to the end results.
A r e n a s
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Posted: 2nd Dec 2009 08:48
All this stuff is looking really good. I'll get it when it all comes out. Is it going to be free? And when will be the first download?

wizard of id
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Posted: 2nd Dec 2009 11:23
Quote: "Is it going to be free?"


The agreement I have with TGC is that it has to be free.
Sure donations will be allowed, so your welcome to make donations
to allow more time to be spent on this.

Have done the first texture test don't particular like the texture
theme so it will have to be reworked...

due to the mesh sizes I was forced to make each wall floor as a stand alone or there would have been numerous alignment issues.

This however allows me to try a lot of new things which would not have been possibly by using room segment format...

You will find that most of part 2 will contain stand alone segments
that you can build your levels with this will also mean a lot more variables can be added different ceiling heights wall sizes...
walls with light sources or one with a grate or small indented area
with pipes.

Will be expanding this theme with a few more walls.Which will likely take another few weeks at most.

However will be re-uploading the new segments some time later today
or tomorrow it will also contain some of the new segments that fits
part ones theme better and will make part 2 a different theme

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 2nd Dec 2009 18:13
Hi guys got a texture working.

Also fixed the stocks lights

Quite like the look will be much better in x10 with the better shaders

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 3rd Dec 2009 20:51
Yesterday my new XSI tutorial book arrived in the mail....I guess I got a "little" sidetracked.....

So while I was busy with the book I learned a few new tricks that does need some practice to perfect...

I was wondering how to get a wire or a cable meshes into Fpscreator.I have tried before and it sucked.The first one I made with the new trick still sucks I need to add a few more points and subdivision also need a bit of work....

At least I got it working and looks half decent uvmapping is now another problem I have to figure out to get it to correctly map...

*sigh*

So currently I am just mapping via Y planes which sort of looks okayish...

Sorry for the complete sidetrack Yesterday and Today.But like I said before this is something that I wanted a long long time ago...

So main focus will be at pipes, cables, wires and the new segments
for the next few days at least !!!

It wasn't a complete sidetrack still got around to replacing the one 45 degree angle window with something a little better also added a few more doors for both quarter and half floor segments...

Here is a pic of the cable on the floor like I said it's fairly crude...

Pointless Assault video
http://w13.easy-share.com/1408971.html
AaronG
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Posted: 3rd Dec 2009 21:00
This media is all so good and professional! I honestly can't believe you're not just selling the static meshes on their own or something.

wizard of id
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Posted: 3rd Dec 2009 22:34
Quote: "This media is all so good and professional! I honestly can't believe you're not just selling the static meshes on their own or something."


I don't think so, not nearly half as good as some of the models on this forum.Besides my uvmapping skills are limited to cube mapping that and texturing which I completely suck at.No tutorials is going to fix that I'm afraid....

Decided to try my hand at some pipe formations well at 9000 polys...Not too bad barely choked the frame rate....4 frame drop which I consider to be fairly good for some thing this size...

This will not make it into the upgrade but I will be be uploading the pipes for you to use as you please normal rules still apply....

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 3rd Dec 2009 22:35
the pipes

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 3rd Dec 2009 23:11
Last one for the day I'm off to game dev dream land.

A new wall that fits the current theme..

Pointless Assault video
http://w13.easy-share.com/1408971.html
Leaning Objects To The Side
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Posted: 4th Dec 2009 02:01
WOW..wizard of id, again, you have done another Fantastic Job!! Thanks for the download. Keep up the good work. I hope you have a great day.

Cheers,
Tanya.
wizard of id
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Posted: 4th Dec 2009 09:41
Some more Pipes

Pointless Assault video
http://w13.easy-share.com/1408971.html
wizard of id
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Posted: 4th Dec 2009 09:42
The download for the pipes

Pointless Assault video
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Illuminati is Real
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Posted: 4th Dec 2009 18:45
You first pack was a must for my Space Station and Moon Base Levels, you have to have it and Cosmic Prophets pack to use my Spacestation Prefab Kit. XD if you do like most Addicts to fpsc this Prefab is a must have for you.



I will not spam you post with any more pics just a sample for you guys if your interested. FPSC is one powerful Game Building Engine!
Random Squirrel
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Posted: 6th Dec 2009 03:41
I can't wait for this to come out, it's gonna help me so much on Operation Dawning Moon. I just hope it comes out soon so i can start working on the ship part, cause i've been waiting for quality like this. Pack one was amazing, and this one blows pack one away! Can't wait till it's done, and THANK YOU!!!!!!!
wizard of id
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Posted: 9th Dec 2009 09:04
Hi guys

You would have noticed that I have neglected my baby this week..either way I needed a short break from it and decided to complete the first part today.

I have added a few new things like this Tri window/grate
and some of the stuff from the wire request thread

Sex is hereditary. If your parents never had it, chances are you won't either.
wizard of id
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Posted: 6th Jan 2010 14:03
Hi guys I have been keeping it quite but I have some wip stuff for WW2 stuff that I am working on.

Also if you are wondering when the next upgrade will be released I decided to to release any thing till it's 100% complete...

So I have completed the scifi sections onto the WWII stuff

I decided to make a WWII bunker tunnel system to use...

Here is one of the first sections.Now before I waste any more time would you guys like to see more of this...

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
wizard of id
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Posted: 6th Jan 2010 21:30
Hi guys another tunnel section

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
loler
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Posted: 6th Jan 2010 22:15
i like your stock upgrades they are really good.

its not a bug its a feature
wizard of id
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Posted: 7th Jan 2010 17:50
Started importing the cave segments

So far so good...

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
The Storyteller 01
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Posted: 9th Jan 2010 00:32 Edited at: 9th Jan 2010 00:33
The new picture is very dark but as far as I can see (), the modelling looks very good.

In case you find my grammar and spelling weird ---> native German speaker ^^
wizard of id
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Posted: 9th Jan 2010 08:00
okay here is a better screenshot have added a cross junction as well

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
Armageddon Games
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Posted: 9th Jan 2010 08:50 Edited at: 9th Jan 2010 08:58
hey -- how do i do this i keep getting the really annoying ERROR- illegal mesh at line so and so bullcrap.

any way you could put this in an installer--

talkin about the tunnels on the first page

i have placed each specified folder in the rar in the folders in FPSC folder.

and even dug into the files and placed each file in its respective place-- it still gives me the same freakin error. i hate it-- i can never get custom segments to work

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wizard of id
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Posted: 9th Jan 2010 09:08 Edited at: 9th Jan 2010 09:09
This one?

https://forumfiles.thegamecreators.com/download/1890101

I checked it now with a clean FPSC install works 100% make sure you place every thing in the correct folders.


Any ways speaking about underground tunnels, I have been testing out large meshes to use for the tunnels and so far there are no problems...

This one however will only contain straight and T-junctions and some smaller CSG type sections

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
Armageddon Games
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Posted: 9th Jan 2010 11:53
yeah thats the one.

i love them but the same problem happens when any type of pack with the same folder setup is presented to me-- only with segments tho.

so if you could make a short installer for us to use it would be much appreciated man. thanks

- Roger

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The Storyteller 01
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Posted: 9th Jan 2010 12:16 Edited at: 9th Jan 2010 12:18
The newer pics show much more and the segments look very natural -good work!

PS:
Working with the ORIGINAL WWII "cellar" segments i realized that when used as rooms the walls are quite straight while they become much rounder when used as a 1 segment wide corridor.

Or did I fall for an optical illusion?

In case you find my grammar and spelling weird ---> native German speaker ^^
wizard of id
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Posted: 9th Jan 2010 13:05
@Armageddon Games which are you using X9 or X10 ? Most of meshes are not supported by X10.

A installer will make no difference..but I will see what I can do.

You will also notice that just the meshes can be found on the same
page.Try them with your own textures see if that helps.

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
Armageddon Games
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Posted: 9th Jan 2010 18:32 Edited at: 9th Jan 2010 18:34
I use x9 with Fenix Mod and v1.16 update. but even before that i have tried this with different segment packs i saw here on the forums and had the same result - i have x10 but i am currently building the PC to use it on.

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wizard of id
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Posted: 9th Jan 2010 19:59
Using 1.16 vanilla so if your are having segment problems with other segments as well Fenix is at fault

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
wizard of id
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Posted: 9th Jan 2010 23:09
Here is some thing you guys might like.

Working on dirt models looks pretty good as well very realistic and it is also possible to apply a water texture and shader as well

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
wizard of id
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Posted: 10th Jan 2010 16:01
Some segments to test out and report problems.

the new double segment tunnel.

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
wizard of id
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Posted: 11th Jan 2010 12:38
I presume since I didn't get any replies that the concrete tunnel didn't have any problems or no one downloaded it.

Well onto the next mesh set decided to increase the size of the bunker tunnel for two to three segments in size as well as a smaller csg Section that allows using the stock room segments as well

I like this one better as it gives the option to add gantry segments as well which will assist.

BTW please let me know if you have found any thing in this thread for download useful or am I wasting my time to continue this project?

The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The problem with taking the easy way out is that the enemy has already mined it.
Scene Commander
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Posted: 11th Jan 2010 14:04
Quote: "I presume since I didn't get any replies that the concrete tunnel didn't have any problems or no one downloaded it.
"


I've downloaded it this morning and I have not problems, extremely good work as always and very much appreciated. Thanks and really looking forward to the release of the pack, I use many of you models in my games and can't wait to see the new pack.

Thanks again for your hard work.

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