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FPS Creator X10 / Jingle Fett's New Custom Segment

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Jingle Fett
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Posted: 1st May 2010 04:16 Edited at: 1st May 2010 04:21
Howdy everyone, it's been a while since I've started a topic. Some of you may remember me back from the days of the Community Forum...

Anyways, I don't really use FPSC X10 too much anymore since I'm now using the Unity Game Engine. For my WIP game I finished a texture and it looked sweet so I decided to see how it'd look in FPSC X10, for old times' sake.
I'd made a similar texture a long time ago, but frankly it stunk and I always wanted to pull it off the "right way". I also didn't have a good workflow at the time...

Anyhow this texture is inspired by the game Prey and I've applied it to a regular room segment in FPSC X10. I'm posting these screenshots to hopefully inspire others by showing what X10's capable of, and also to hopefully get more people interested in modding X10..


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Jingle Fett
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Posted: 1st May 2010 04:17 Edited at: 1st May 2010 04:19
Screenshot #2..


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Nilloc
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Posted: 1st May 2010 04:25
nice what did you use?

Wat a signature?
science boy
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Posted: 1st May 2010 19:03
looks like some nice normal and spec mapping. must of taken a while to get that right, im a bit slap happy at the moment but it is because too much imput ideas and experiments are going on so i will go back to it. have you ever come across block shading problems i do around the light sometimes it makes all the floor segments blocky shades but only sometimes. do you get that or am i doing something wrong?

if want a pic will have to wait until it decides to do it again.

an unquenchable thirst for knowledge of game creation!!!
Jingle Fett
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Posted: 1st May 2010 20:50
I don't think I've encountered block shading problems; I might have but I'm not entirely sure what you mean. X10 does sometimes have small shading issues around the corners of segments where they appear darker when they shouldn't though


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science boy
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Posted: 2nd May 2010 16:57
yes its at the edges, when you have a nice blended shaded segment when you give it light it all reflects etc. and looks great, the engine then makes some of the segments darker than others and thus no nice smooth seamless textures. only happens when using the bump fx or illuminate.

an unquenchable thirst for knowledge of game creation!!!
Nomad Soul
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Posted: 4th May 2010 00:56
Jingle

Nice texture! good work.

Seriously though wait for X9 V1.17 then forget about X10. Your textures will look much better with the new normal / specular segment shaders bond1 is releasing. They don't have that issue with the corners.

Jingle Fett
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Posted: 4th May 2010 02:18 Edited at: 4th May 2010 03:50
Hey Nomad, long time!

I'm not really using FPSC anymore, X9 or X10, I just threw it in for old times . You'd think that bond's shaders would be compatible with X10 considering X10 is more "advanced". But oh well, that's life..

Here's a screenshot of the same texture in Unity. I think in X10 it actually has a slight edge in terms of shading quality...but then, in Unity you can adjust the specular level, glossiness, make color variations, adjust the parallax height, etc. without leaving the editor or having to make new textures so it's a tradeoff I guess.


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science boy
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Posted: 4th May 2010 16:16
@ nomad, i have both x9 and x10 running on my system, but i hope x9's update will be good, for when i run x9 it looks extremely basic compared to x10, and i have learnt my way around x10, it has a lot to better. if it fails i will stay x10, but also you dont have anything to go on as in shading errors,can only speculate.

but while im on the subject when you update x9 dya need to upgrade in a numeric order? like x10, or dya just need the latest?

anyway if x9 is to better x10 it will need a lot of work.

main thing is gamepad control would love that for x10

an unquenchable thirst for knowledge of game creation!!!
Nomad Soul
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Posted: 4th May 2010 19:25
Quote: "Hey Nomad, long time!"


Yeah, I kinda miss the frontier days of X10 in some ways.

I checked out the Unity free edition and the way you can edit textures and have them automatically update in the editor is really good. Might look you up for some guidance on Unity sometime if thats ok.

@science boy

Don't get me wrong, if you take a scene done in X9 then render it with X10 it looks better. My issue with X10 is that for all its benefits some things have taken a backwards step from X9 and its only recently any of those things have been put right. In my opinion there were only a few things X10 needed to take it from promising to fantastic which are mainly around customisation. Anytime you take away the developers ability to change or control something the more you have to fight against the engine and throw away good ideas which is detremental to the development process.

You don't need to updated X9 incramentally. You can just install the latest version.

I got a couple of years use out of X10 which is more than a lot of games I've purchased for the same price so I'm not complaining. I've just personally decided X9 is going to meet a lot more of my development requirements than X10.

science boy
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Posted: 4th May 2010 19:55
thats a just and fair point,

i reckon if anything it will be a close call. and budokaiman is slowly doing a great job. and so again x9 will gain heaps but x10 is there minus a few features but budokaiman is on the case,

so both should fair well, but the textures problem is a pain in the arse.

so maybe i should do an ident game for both and see which is the best. only way to be sure.

an unquenchable thirst for knowledge of game creation!!!
Jingle Fett
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Posted: 5th May 2010 22:05
@ Nomad

Sure definitely, just send me an email any time.

I think part of the problem is that while budokaiman's mod is a step in the right direction, there aren't enough modders. If more people were working on the mod, then it could definitely leave X9 in the dust. One great feature that should be added i think would be to unlock it somehow so X10 can run on X9 hardware...a lot of people who otherwise wouldn't go after X10 would give it a shot i think


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