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FPSC Classic Models and Media / FPSC Environments (TGC Store)

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Marc Steene
FPSC Master
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Posted: 20th Apr 2010 06:05
Quote: "would be nice to get detail or normal mapping, suppose even a mix of shaders so certain areas could use different ones. "


*Drools* Now THAT would be the cherry on the cake


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Marc Steene
FPSC Master
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Posted: 24th Apr 2010 13:14
Any updates rolfy? This is my second most watched thread, and we haven't heard much for a few days


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
rolfy
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Posted: 24th Apr 2010 23:36
Just working on making FPSC ready Marc, its a long and tedious job as you can imagine as each mesh has to be inspected after slicing to ensure there are no additional verts been created and all faces are attached before welding, then they each have to be moved to zero axis and reset xform before export, even using Max macro recorder it takes time. Next step is to make each one an individual segment, with 1600 segment/meshes its a lot to do, but its getting there, in between times I set up new environments and scenes, and the detail in those takes time also, beginning to wish I had just decided to create a normal model pack now lol, but I guess the end result is worth it, even if the segment terrains are made reduntant in the future the skyboxes and matching ground textures will still be very usable.
lazerus
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Posted: 24th Apr 2010 23:50
Over kill is the first thing to come to mind. Why are you slicing into 1600 though?

Im not following the idea here unless each have a 'set' such as upper middle lower or something, where each group is seamless with each other, otherwsie are they not locked into a certain place like a jigsaw?

Looks amazing anyway.

Shadowtroid
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Posted: 24th Apr 2010 23:53
@Laz:

If you want proper collision with entities you must cut it up into segments. Which have to be 100x100. And since the whole workspace is 40x40 of those 100x100 tiles, that's 1600 parts he has to cut up for proper collision and such.

Ugh. Remind me never to get into modeling terrain.

lazerus
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Posted: 24th Apr 2010 23:59
Ouch, so by that it is a jigsaw with one outcome.

tschwarz
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Posted: 25th Apr 2010 00:17
But, the end result is characters (enemies) walk perfectly on uneven terrain. From what I have seen lots of work equals beautiful landscapes in fpsc. Please continue

Shall we play a game?” - Joshua
rolfy
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Posted: 25th Apr 2010 00:34 Edited at: 25th Apr 2010 00:55
Yep, the idea is to use the whole grid, two reasons, first is to use as much space as available, second it prevents the player walking off the terrain. When user places his own segments and entities those not seen will be removed as they are not then needed. The terrain texture is 4096x4096 to keep high level of detail, series 6 graphics cards and above will be able to handle this size of texture, anything previous will simply reduce the res but will still have better detail than say a 1024x1024.
Mostly the terrain models themselves are simply uneven and not too specific to the environment/skyboxes the are created for so users can retexture them with their own, on a side note both terrain models and textures are seamless.
Conjured Entertainment
AGK Developer
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Posted: 25th Apr 2010 03:23 Edited at: 25th Apr 2010 03:38
Quote: "once Lee gets a chance to test them they will either be store or model pack, not decided yet, "

Make it a model pack please, because I want them all.
Modular is good too though, so you could put up each in store for those who only want/need less than all.
The prices could make the pack a bargain vs. buying individually, yet still make it affordable if someone chooses to only buy 1.

Quote: "Yep, the idea is to use the whole grid,"

I had an idea about these Rolfy. (see youtube comment)

Quote: "But, the end result is characters (enemies) walk perfectly on uneven terrain. From what I have seen lots of work equals beautiful landscapes in fpsc. Please continue"

Yes, please, this work is an essential addition to FPSC.

   Conjured Entertainment

 WARNING: Intense Madness
rolfy
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Posted: 25th Apr 2010 03:39 Edited at: 25th Apr 2010 03:43
Quote: "I had an idea about these Rolfy."

Yep any ideas are for sure taken on board I do like the idea of modular it would be very difficult to ensure all parts were seamless and textured in a way that they fit together whenever different textures are used, for instance when dirt meets grass etc, but dont think it would be impossible I am creating these with a plan in mind but maybe your modular idea will fit right in with this too
Still...might be good to have an individual modular set for users that have a single texture that could be painted over with paths or whatever to suit their needs.
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 25th Apr 2010 03:43 Edited at: 25th Apr 2010 03:46
EDIT: Never mind, didn't see the new pages.

Would you consider making normal and specular maps for these? It would really make them shine with some good shaders.
rolfy
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Posted: 25th Apr 2010 03:58 Edited at: 25th Apr 2010 04:06
Quote: "Theres still a lttle touching up to be done on the terrain texture."

I did say this earlier, so you are quite right
But still..the ice textures are in fact cracked surfaces and deliberate not ice but dirt or clay which has been blasted and dried out over eons so maybe I failed in what I was attempting, also that particular texture was only 1024x1024 and intially for testing, as said new textures are 4096x4096 and much more detailed they look very good in game compared to any textures I have ever used before and all terrains will be redone with these.
Also when first creating these although they were planar I made each mesh only two poly's, I reckon on using eight poly's for each from now on (which is still less than basic floor mesh at twelve poly's) to get more detail into the models so they dont rely so much on the texture for everything.
As I go along these are getting better and the appearance is being improved, just have to make sure quality is balanced by usabilty through optimisation (sometimes you cant have it all especially where FPSC is concerned... ).
Conjured Entertainment
AGK Developer
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Posted: 25th Apr 2010 04:00 Edited at: 25th Apr 2010 04:02
Quote: "Still...might be good to have an individual modular set for users that have a single texture that could be painted over with paths or whatever to suit their needs"

If the edges of a 10 x 10 were designed like a seamless texture so that the opposite edges match then the other 8x8 inside part of the section could contain variations.
If each sections edges matched where the prefabs could be rotated, then the possibilities for terrain variation would be even greater.
Yet, all with the ease of placing 16 (or less) prefabs.

The terrain itself could have gullies for sectional matches for rivers, etc.
While those sections would require placement next to a like section, it could still offer straight or turn variations for placement.
Think about it as the river sections all meet in the middle of the edge but run differently through the middle. (varied widths and depths except at edges)
The water itself could be external of the terrain and done with trigger zones and decals I guess, but anyway...
...it was just a thought.
Don't let a crazy idea get you side tracked on this great work though.
I love what you have going on here.

   Conjured Entertainment

 WARNING: Intense Madness
rolfy
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Posted: 25th Apr 2010 04:10
Yep as I said these terrains are already created using seamless heightmaps (with a lttle tweaking of the verts of course) so not impossible the way you suggest, I will look more closely at the idea and thanks for the suggestion.

Best, rolfy.
CapnBuzz
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Posted: 12th May 2010 04:08
Some might not like the bumping of this thread, but I think your "environment" creation is just as big a step forward for FPSC as the migration. Illusion is a huge aspect of game making and film making -- the illusion of strange environments, free will, and open space. Very nice work.

BTW, wouldn't happen to be working on a Wild West themed environment would you? HA. A guy can hope can't he?
Deevos Cranium
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Posted: 12th May 2010 10:17
impressive......most impressive,one day fpsc will become the most wanted game creator ever due to people like rolfy and a tonne of others who contribute to make it that little bit better,fpsc will be going for a long time due to everyones commitment,just think 5yrs down the line we will be making games like hl2
mgarand
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Posted: 12th May 2010 10:37
good work mate! you got my cash ofcourse, i loved your previous pack (weather pack with terrein) and this looks truly awesome.

good luck with it, and keep up the good work!



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
BeauPratten
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Location: Newy, Australia
Posted: 13th May 2010 15:23
These are incredible!!! You are an artist

I suppose that this is where I'm supposed to put some witty one liner. Well...sorry to disappoint.
Marc Steene
FPSC Master
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Posted: 27th May 2010 11:22
Bump.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
rolfy
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Posted: 27th May 2010 22:59 Edited at: 27th May 2010 23:01
Thanks Marc, was gonna post, will be releasing the 20x20 segment terrains soon enough, just finishing up with new detailed 4096x4096 textures, its all down to your graphics card with these, any post 2006 graphics cards should display large textures no problem previous cards will simply reduce the scale but they will still look better as created at much larger res (been experimenting with bond's new normal shader too) also created an additional single segment edge mesh which will take terrain right out to map boundary. Of course this additional segment wont have the collision for enemies that the sliced centre has and is just to tidy up and add that extra surface for appearance sake, but at least character wont walk off the edge of the terrain without having to place invisible walls barriers etc.
I am still working on the 40x40 full map terrains its just that 1600 segments is a lot of work so those will be released at a later date.
BeauPratten
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Posted: 12th Jun 2010 11:25
Any news on a release date?

I suppose that this is where I'm supposed to put some witty one liner. Well...sorry to disappoint.

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