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FPSC Classic Models and Media / open doors like in Penumbra/Amnesia

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Lord Smith
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Posted: 25th Oct 2010 05:14
Is it possible to have models that can open like the lockers and drawers in Penumbra and Amnesia?

AceEvo
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Posted: 25th Oct 2010 06:01
Im not sure exactly what you mean, but it is probably possible. It just depends on if it's been made to animate in that way. If you are planning on making such a model, I recommend that the model looks as if it can open that way. For example, a sliding door shouldn't have the animation of a hinged one.
Marc Steene
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Posted: 25th Oct 2010 06:32
I'm not sure how the doors open in those games so I can't really help you with that.

Can't believe you still have the old Mind-Trix signature in place


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Wraith Staff
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Posted: 25th Oct 2010 07:28
Lol... I asked the same question on the Penumbra script pack thread. Awesome.

Lord Smith
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Posted: 27th Oct 2010 04:55
What I meant was, In the games when you came up to a door or cabinet or chest of drawers etc., the cross-hair changes indicating that the object can be manipulated with the mouse. If you click, the character will freeze and you will be able to slide open the drawer or open the door etc.

I was wondering if that requires a special animation, or if it can be accomplished with scripting.

Quote: "Can't believe you still have the old Mind-Trix signature in place"


Yeah I guess it is kind of old, should I drop it?

Wraith Staff
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Posted: 27th Oct 2010 07:49
More specifically, the door opens at the speed and direction of your mouse movement; it's so you can open/close them in real time! Like so:

http://www.youtube.com/watch?v=xniacWnj1TM

I'd really like to get something like this working myself as well. It may be easier for me, though, since I have PB

Lord Smith
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Posted: 28th Oct 2010 02:04
So would I need to get PB, or is it possible with vanilla FPSC x9?

Wraith Staff
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Posted: 28th Oct 2010 04:41
No clue I'm hoping someone will answer your question so I'll know too

AceEvo
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Posted: 28th Oct 2010 05:12
It sounds like it would be possible with the stock engine.
Cyborg ART
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Posted: 28th Oct 2010 22:26
I believe you would need the following commands:
setframe - so we can increase and decrease the objects animation
mouseY, or mousemoveY - so we can detect wether the mouse is moving up or down.

I dont really know how to do it in FPSC, but for Dark Basic it would probably be something like:

if mousemoveY > 0 then inc objectframe
if mousemoveY <0 then dec objectframe

if objectframe >maximum objectframe then objectframe = maximum objectframe
if objectframe < minimum objectframe then objectframe = minimum objectframe


No idea how to convert this to FPI, but maybe its usefull for someone

Lord Smith
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Posted: 30th Oct 2010 15:51
How would I implement that into a model's code?

Wraith Staff
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Posted: 30th Oct 2010 23:10
You wouldn't. It was an example of doing it in DBP, we need to do it in FPI. I'm working on a couple ideas, but nothing solid yet.

defiler
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Posted: 31st Oct 2010 00:22
is that game made in FPSC? i swear it looks like it was but with some awesome shaders, probably bonds doing.

Limitless Box studios current project: Lost Contact

AceEvo
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Posted: 31st Oct 2010 00:29
What game?
Wraith Staff
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Posted: 31st Oct 2010 01:17
No. Neither Penumbra nor Amnesia were made in FPSC. They have their own custom engine shown here:

http://www.indiedb.com/games/amnesia-the-dark-descent/videos/amnesia-the-dark-descent-level-editor-timelaps#imagebox

But if I have it my way, soon we'll have games that look as good, if not better than this in FPSC. But back to the doors...

Brunopark09
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Posted: 31st Oct 2010 06:00
Can be done in project blue with some scripting due the mouse movement variables

SCI FI MEDIA IS NEVER ENOUGH!
Lord Smith
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Posted: 3rd Nov 2010 04:35
Would the model require a custom animation?

Mr Bigglesworth
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Posted: 3rd Nov 2010 04:44 Edited at: 3rd Nov 2010 04:46
Fisrt of all, if you animated the model, it would defeat the purpose of having the door\drawer be a dynamic, intractable physics object. I doubt it is possible since in Penumbra\Amnesia doors and drawers and things are dynamic physics objects, and the mouse cursor acts as a "forcer" or controller of sorts to apply a physics force to the object. It would be very hard to achieve the same effect, although you may be able since you can pick up dynamic physics props in FPSC.
Lord Smith
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Posted: 3rd Nov 2010 23:47
Are you saying it is possible or impossible? I can't tell from your post, Mr Bigglesworth.

Wraith Staff
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Posted: 4th Nov 2010 03:09
It should be possible, at least with PB. It wouldn't be implemented the same way as Penumbra or Amnesia, but we could give a very convincing illusion using custom animations, variables and mouse movement controls. I'm still working on it, but I should be done relatively soon (ish). I still like someone to do it before me, so I can do other things. I want to concentrate on doing it with "real" doors as well, any ideas? Again, though, I'd like to see someone do it first.

Zwarte Piet
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Posted: 4th Nov 2010 03:27
Am I wrong or should this thread be in 3d chat, I notice there are no models or media, in it

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models"
Wraith Staff
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Posted: 4th Nov 2010 03:37
Yes you are (wrong that is). There might be models and/or media soon, but as of this juncture, it happens to be all theoretical. Though, being how this theory is script heavy and the implementation into the engine itself, it may also be suited for either the "Scripts" or "FPSC Chat" board as well. Certainly not the "3D Chat" board since this has nothing to do with modeling and everything to do with FPSC

Zwarte Piet
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Posted: 4th Nov 2010 04:37 Edited at: 4th Nov 2010 04:46
@Wraith Staff , So then this is the wrong board, for this, as it is theoretical. I was wrong on 3d Chat atleast, but an ingame screenshot is required to post here, I think. So maybe Scripts or FPSC chat, would be a better place for this. I just asked the question, sorry to offend. or maybe you could make a model and do an igame screenshot.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models"
AceEvo
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Posted: 4th Nov 2010 04:52
Zwarte, we cant post an in game screenshot yet because we are still looking into ways to get it to work.. I do have a suggestion though, wouldn't it make sense to have us all using the same door/drawer model so if we manage to get a similar effect working, we can all benefit from having the one example. If we all use different doors/drawers, the variables and such would be different, wouldn't they?
Zwarte Piet
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Posted: 4th Nov 2010 05:00
I can give you all a File cabinet to play with it it will help. animated or not, just tell me. I just want to see something, instead of read, well basically an idea. I do not wish to offend but someone try something and post results.PLEASE

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models"
Plystire
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Posted: 4th Nov 2010 06:25
Don't know how I ended up in the FPSC Models board, but I think I can help out with the theory of this thread.

I wouldn't put it past stock FPSC to get this accomplished. There are some commands in PB that will help to give a convincing illusion for this, though.

So, the problems we're facing here:
1) Make the door (or object in general) open through mouse movement, while the mouse button is held down.
2) Animation should be proportional to the speed of the mouse movement.

That doesn't sound too hard... but I've neglected to include the physics, which I won't be touching up on since doors in FPSC could hardly be considered physics objects, they simply lose their collision when opened and resume having collision when closed. For an "illusion", I think that should suffice.

The possible solutions:
1) When "mouseclick=2" (or 1 for left-click) capture the internal variable "$MMX" (or "$MMY" if you want vertical mouse movement) and apply a percentage to it (perhaps 20% or 30%) to lower the value.
2) Increase the object's (door's) frame by the calculated amount of mouse movement, assuming it wouldn't go past the object's max or min frame for the animation.

For dealing with removing or restoring collision to the door (to make it "open" or "closed"), I would go with something along the lines of, if the current frame is in the last 50% of animation frames, remove collision. If the current frame is within the first 50% frames, restore collision. (Of course, this is assuming the animation goes from closed to open)


Hope that all made sense. Maybe one of the PB scripters here can give it a go and let us know how it went.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Wraith Staff
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Posted: 4th Nov 2010 10:23
Wow, thanks Ply That's exactly what I was thinking, you just have a better way with words

Lord Smith
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Posted: 4th Nov 2010 23:57
Thanks Plystire, that helps a lot.

Plystire
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Posted: 5th Nov 2010 02:22
Oops, I forgot to mention that you may also want to use "pickobject" to ensure that the player is aiming at the door. You may also want to use "startmenu" (PB only command) to lock the player in place while they are opening the door, then use "stopmenu" to free them once they release the mouse button.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Lord Smith
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Posted: 6th Nov 2010 17:08
Thank you Plystire

Wraith Staff
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Posted: 16th Nov 2010 00:31
Anyone got anything working, yet?

opposite shadow
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Posted: 9th Jan 2011 20:05
<<BUMP>>
but if anyone cares ive got this partly working and will be uploading it to my thread soon.

here to help - oppshadow
walkmanik
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Posted: 9th Jan 2011 21:13
thanks
Seth Black
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Posted: 9th Jan 2011 22:03
...we care.

Eager to see what you've come up with, opposite shadow.

opposite shadow
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Posted: 9th Jan 2011 22:28
well im off to bed now (ive been working on this all day and my brains tank is onto empty) i should have a video up tommorow.


goon night


cheers

here to help - oppshadow
Wraith Staff
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Posted: 9th Jan 2011 22:29
Can't wait

Wraith Staff
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Dude, wake up... you've been asleep for nearly 2 months!

New sig in the process of being made
Cyborg ART
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Posted: 3rd Mar 2011 14:20
I did actually create a script that played an animation forward when moving the mouse up and played it backwards when moving the mouse down.

Sadly I did, for some reason, delete it...

Will see if I can recreate.

Cyborg ART
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Posted: 3rd Mar 2011 15:04
Double post....

It was easier then I first thought:



For some reason the door laggs out totaly and kills the player when checking if the door is open or closed, so I commented out this part.
For the moment you wont be able to go trough the door, only open it

If you need it reversed switch place with incframe=0 and decframe=0

Tell me if it works

Wolf
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Posted: 3rd Mar 2011 20:20
No

God Helps the Beast in Me!
Cyborg ART
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Posted: 4th Mar 2011 10:21
It doesn't?

You have to press enter first, then you can move the mouse left and right. When door is open you press enter again.

Should go in the doors main.

And you should use one of the later 1.18 betas.

opposite shadow
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Posted: 6th Mar 2011 04:01
hello everyone

i did mention in the thread i made for this that i was switching to the unity engine and if anyone wanted the work in progress files to email me. however now my computer has died so i replaced the hard-drive therefore loosing everything including a suprise modelpack i was working on (damn).

if i get round to it ill re-purchase fpscreator and do this for you but it isnt that hard.

(requires project blue (which i no longer have))

first you need to get fragmotion. this is very important if you want a good door.
then in fragmotion you need to extend the doors animations so that the animation is about 310 frames long. to get a nice performance.

then after that you need to set up the animations in the fpe. then if youve got this far, when you open the door it will open slowly over a long period of time.

then you need the script.

for the script you will need to email me because i am going to need to explain it to you .
sorry for the upset.
oppshadow.

here to help - oppshadow

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