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FPSC Classic Product Chat / Input for next GUI

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xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 18th Mar 2011 22:30 Edited at: 18th Mar 2011 22:33
This is a working image of the next GUI. I think you can guess what it does. If you have any ideas that I can incorporate I will give them a shot.



I have included so far these main types of mesh's for this.
1. 1 plane or flat - distance or border where the players view is limited to straight on. This can provide anything from tree lines, fences, hills, cabins, etc.
2. 2 planes - far or medium distance viewable from 180 degrees, invisible from rear.
3. 4 planes - medium distance viewable 360 degrees.
4. 8 planes - near distance viewable 360 degrees.
5. Low mesh for plants and grass in both 2 and 4 plane (180 and 360 viewable - single mesh and multi-mesh.

Scale meshes from 10% - 300% in both height and width

I'm currently working on a viewable representation of the mesh size in comparison to the player.... not sure which direction to go with that.

It will also have some configurable FPE settings.

At the moment the plan is to provide a number of included textures, enough to make a good variety of trees, plants, grasses, objects of all different sizes. If it works out well it could also be a media pack and level FPM. Any help with that would also be appreciated.

Any input is appreciated.

Brian.

... and the band played on.
Seth Black
FPSC Reloaded TGC Backer
21
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 18th Mar 2011 22:36
...Ch...Ch...Ch...Chia Pet!

Seriously, a billboard vegetation creator would be a huge must-have.

Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 18th Mar 2011 22:57
Ok, now this is AWESOME!


Sig image by 3bit.
EGG HEAD OF DOOM
17
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Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 18th Mar 2011 23:21
good work. one thing I would add, is collision control.

xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 18th Mar 2011 23:24
Quote: "one thing I would add, is collision control."


Definitely. Thanks.

... and the band played on.
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 18th Mar 2011 23:55
The scaling is great, but you need to how big it was to start with. Am I scaling 50% of 100 inches or 50% of 20 inches. Maybe even just a 6 ft human figure next to the plant so you can see how big it would be in the game world.
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 19th Mar 2011 14:26 Edited at: 19th Mar 2011 14:31
A viewable scaling representation is tricky because I want to have at least 300% for larger trees, and still be able to get plants and grass down to 10%. There is only so much room on a form so while this solution may be a little small, it works. I'd be happy to hear any other solutions.



The instructions/help file will explain, but what you are always scaling is the model, and not the texture. The full tree models are one full grid on the map, while the plant models are only one quarter grid and one quarter x one respectively.

Brian.

... and the band played on.
Conjured Entertainment
AGK Developer
20
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 19th Mar 2011 16:52 Edited at: 19th Mar 2011 17:03
Dang it xplosys!
This is exactly what I was working on awhile back and meant to finish when my classes ended. (my last class just ended)
You beat me to it!

I have been harping about billboard trees for a long time now, and the ones I sent TGC for approval for the store were rejected. (they wanted tree models, not billboards)
That is why I wanted to make a utility for creating them instead.

Oh well, now I have to think of something else to do.
Maybe I will go back and modify my ceSky program so it is easier to use, but I wanted to do something original.

Anyay, this looks really nice and has all the basic features it needs, so congratulations on a well thought out design.
I'm sure this will be a big hit.

P.S.
I like the load texture button over by the other ones (like the first pic) better than having it over the image of the tree.
I think it looks better organized, but that is just me.
I also like the icon's icon but maybe the top corner would be better for bushes and grass. (just a thought)
If it were in the upper left corner it wouldn't crowd the buttons either.

Quote: "Seriously, a billboard vegetation creator would be a huge must-have."



xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 19th Mar 2011 17:36
Thanks CE,

I moved the button onto the texture to make more room on the right side of the form. After I create more textures and run a variety through it, I'll see where the button and icon fit best without blocking anything else.

Brian.

... and the band played on.
defiler
17
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Joined: 4th Apr 2009
Location: Canada
Posted: 20th Mar 2011 01:00
Looking great so far, maybe add in the ability to choose if the plane rotates with the player or does not.

Looking forward to this programs release.

Current Project: Lost Contact: Chapter 1
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 21st Mar 2011 14:46
Quote: "if the plane rotates with the player or does not"


Isn't that a decal setting? I'll look into it.

Most of the coding is done and the program is working. Just some tweaking to do with the meshes, help file to write, and content to add.





Brian.

... and the band played on.
henry ham
18
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 21st Mar 2011 22:21
great work as usual mate

cheers henry

Scurvy Lobster
20
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Joined: 3rd Mar 2006
Location: Denmark
Posted: 21st Mar 2011 23:06
Jaw droppingly sweet xplosys!

This might get me back to my old copy of TreeMagik and see how I can export some tree planes.

xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 22nd Mar 2011 15:04
Thanks for the support. The program is going out to testers today.

Brian.

... and the band played on.
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 22nd Mar 2011 23:00
I like billboards. Well over 100 trees, bushes and grass with no FPS drop.



Brian.

... and the band played on.
Tombsville
16
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Joined: 10th May 2010
Location: Tombsville
Posted: 22nd Mar 2011 23:14


WOW.

With no FPS drop?

That's amazing!

Windows XP Home, AMD Athlon 64x2 Dual Core Processor, NVIDIA GeForce GT 240
Flatlander
FPSC Tool Maker
19
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 23rd Mar 2011 00:37
Thanks xplosys for this great app. Now we can do outdoor scenes and not have to worry about drop in fps and I assume not having to worry about going over the edge.



Terry
Nickydude
Retired Moderator
19
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 23rd Mar 2011 01:05 Edited at: 23rd Mar 2011 01:06
Seems to work fine, no problems on my Windows 7, 32bit, 4gb mem, 3ghz dual core, 8800GTS graphic card machine. Did take me a short while to figure out why I couldn't pass within 10 feet of a billboard tree I placed till I realised that with collision on its the width of the billboard itself which you can't pass, not the small tree trunk decal placed on it, lol!

RelMayer
18
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Joined: 14th Apr 2008
Location: France
Posted: 23rd Mar 2011 01:24
Beautiful, just beautiful... especially the pink leaved tree !

Please apologize my bad english, I'm French.

ELDORA Rocks !
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 23rd Mar 2011 02:52
Pink-leaved trees are lovely this time of year

Nice work, Brian. Another excellent application.

- BlackFox

The function of good software is to make the complex appear to be simple.
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 23rd Mar 2011 14:29
@F l a t l a n d e r,
Thanks. Good to hear from you.


Quote: " with collision on its the width of the billboard itself which you can't pass, not the small tree trunk decal placed on it, lol!"

Yeah, it's weird even when you know about it. As with everything else, planning and placement are important. So far I've found that using smaller trees and shrubs/grass inside the larger ones to outline and guide the path works well and looks good. I would think that our old friend - the invisible wall - would play a part.

This was developed on a 64bit Windows 7 system and works without a hitch, but I'm still waiting to hear from my 64bit tester in the field. I'll make an official thread today.

Thanks for all your support.

Brian.

... and the band played on.

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