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FPSC Classic Product Chat / Sick of talking about problems lets talk about screenshots in gallery it's awesome

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GameBuilder
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Posted: 25th Jul 2011 06:24
Hey !!!

like what the title said enough problems all my problems are solved thank god because of you guys Thank you all

now let's talk about the gallery and screenshots in it i mean like this screenie



what is this ????? it's AWESOME is this really made by FPSC

And this one too is this really possible to make ??? to make a flooded cell like flooded to the legs of the player only ???? because every time i put a water zone it takes all over the map not the zone only



and how did he make that slope there in the right and that pillar in the middle i give 10 Stars for this screenie and the other screenie too

and this how did he create that road it's not straight how did he do it and that sand on the side how did he get some of the sand over the road ???? is this a stand alone segment or what ???



it is good anyway

and this summer night photo how did he create the water in this zone only :/ tried and didnt work with me :/



And if you really want to see a very very excellent work with the FPSC go and check [X9] Equinox Reborn it's awesome very nicely made game by someone who just started fpsc

Fpsc really gives much And We Give More

P.s : all what i said above about " how did he " sentences was questions ...

Bye !!! Enjoy FPSC it's The Best Drag And Drop Game Engine Ever

Am the original Game Builder ... Stop Looking At my Sig.

Shakleford
FPSC Reloaded TGC Backer
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Posted: 25th Jul 2011 06:43
As for the last photo, all he did was make the water height right below his ground segments. So when he removes the segments, he exposes the water thats in the pool. Same for the flooded cellar, he just adjusted the water height so it was only enough to reach that room.

I recently learned to sleep with my eyes open. ..... God am I tired
Kravenwolf
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Posted: 25th Jul 2011 06:43
The first screenshot was done in X10.

The second screenshot you can adjust the height of the water with the pg up/pg down keys so it stops at the player's legs, and the pillar and slope are most likely entities. To my knowledge, the water level is consistant throughout the entire map, and cannot be restricted to zones.

The third screenshot, the road could either be part of a terrain, or assembled segments with seamless texture work. The sand running over into the road looks like an overlay, but could also be done by making it part of the texture on that specific segment region.

The forth screenshot the water probably is the same level throughout the entire map, but the pool is the only open area that the player can view under the ground segments, which is why that's the only visible water in the screenshot.



Kravenwolf

GameBuilder
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Posted: 25th Jul 2011 06:49
@Shakleford

Can you Tell Me Please How To Adjust The Height ?

@Kravenwolf

First In X10 So is it possible To Make it in X9 Or no ?

3rd Overlay i see and what about the curved road in x9 it only creats straight roads not with a curve in that white line that's my question

Thanks for fast response guys

Am the original Game Builder ... Stop Looking At my Sig.

Shakleford
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Posted: 25th Jul 2011 08:29
You can sdjust the water in test game using "pageup" and "pagedown" keys. You can also change it in the actualy script for the water.

Like Kravenwolf said, the road could either be part of a terrain, or different segments pieces with seamless texture work. U could search the forumes for "Rolfy" and you will see some threads of his selling terrains and I believe he has road segments similar to that for sale as well.

I recently learned to sleep with my eyes open. ..... God am I tired
maho76
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Posted: 25th Jul 2011 11:30 Edited at: 25th Jul 2011 12:23
first one is for shure possible to made in x9, if its even not only a good skybox (but doesnt seem so the buildings ranging into the water in different ways). very much bloom, good skybox, nice designed buildings. there are a few (not so many) members here who can do this. look for the works of WOLF and some others in the WIP.

water is a good effect to get an "awesome!" nearly automatically
but it eats performance as hell, even in x10, and is at the moment only good for this "awesome screen"-moments or showcase levels with not much life in it when you think of more than 2-3 npcs in the same field of view, framerate will be between 5-15 . my opinion.
GameBuilder
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Posted: 25th Jul 2011 14:03
ok thanks everybody but i need to know how can i put acid zone with water zone and sewer zone ?

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science boy
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Posted: 25th Jul 2011 18:05
cheers for the buzz gamebuilder twinworlds is my project and they were made with x10 but can be done in x9 now as to the water it is adjusted onscreen in the editor as the others described, it is not zonal it will be the same plane through out the map, but can be altered as you walk through trigger zones, this makes it possible to give the illusions that some places are flooded and others are not.

hope this helps s.b.

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GameBuilder
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Posted: 26th Jul 2011 01:41
Science Boy

It Did Help Thanks

You Are Great Keep It Up

I Will Follow All Your Works

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rolfy
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Posted: 26th Jul 2011 02:07 Edited at: 26th Jul 2011 02:10
All x9.
Terrain and water.


Flooded basement.



Terrain and roads


Area water. (not a decal) x9 water


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GameBuilder
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Posted: 26th Jul 2011 03:27
Rolfy Well That is What i want How to do it the water zone and the curves in the road and the flooded basement ????? please you got me crazy about it now you have to handle me (H)

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GameBuilder
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Posted: 26th Jul 2011 03:34
BTW i tried your map from that thread it didnt work all the map was full of water :/

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rolfy
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Posted: 26th Jul 2011 03:46
Make sure you use the default shader and scripts from the V1.18 download, if you downloaded any scripts/shaders from the forums they dont have the shader code required to use WaterMask.

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GameBuilder
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Posted: 26th Jul 2011 04:33
i have doomstar water shader and the water scripts from the forums where is the default ones ? and how to remove the water shader ?

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Northern
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Posted: 26th Jul 2011 23:14
Hello GameBuilder,

I am the author of the screenshots and Summer Night Like Ventura Highway and I'm glad someone other than me has liked the images. Thank you very much

The reason I have decided to make this scene (Ventura Highway Like screenshot) because I was bored of just seeing the narrow streets and narrow corridors in FPSC. So I wondered why not try to making a wider game scene similar that ones seen in Ghost Recon Advanced Warfighter or Rainbow Six Vegas 2?

Similar to magician and special effects creators for movies, game developers also have their tricks, however when the secrets are revealed movies scenes, game scenes and magician shows acts lose a bit of their magic and enchantment. (my opinion though)

Having said that, let's go:

-Summer Night screnshot behind the scenes:

Very simple trick well explained by Kravenwolf:

Quote: ""...The forth screenshot the water probably is the same level throughout the entire map, but the pool is the only open area that the player can view under the ground segments, which is why that's the only visible water in the screenshot...""


That's it! Kravenwolf was right. Congratulations!

Below the floor area all are flooded as well as beyond the walls.


-Ventura Highway Like screenshot behind the scenes:


However this one is a lot more time-consuming and difficult task.
I had bad times that took me weeks to learn by myself how to do the correct texturing of the road (uvw map) in 3ds max.

Yes the "S" road was made fully in 3ds max. After that I converted it to x file using fragmotion software, great software to convert 3d models as well.

Unfortunately I can not teach 3ds max here. you will have to learn it by yourself if you don't know already, I'm sorry!

Regarding to the texture of the track with sand on beside was made using high resolution layers (sand and asphalt textures) in Adobe Photoshop so after the final track texture file was resized down to make it conform with the FPSC textures sizes.






http://i1109.photobucket.com/albums/h423/Northernbr/Road_sandy_picture.jpg



Trying to show how all it was done would require two tutorials, one for the road and another for texture track.

Here is a good exercise that is trying to figure out how the road and the texture were made in 3ds max and Photoshop.

If anyone can figure out how to do the thing maybe I can make the two tutorials showing how to make the road and track texture.

That's all!

Have fun!

Northern
Northern
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Posted: 26th Jul 2011 23:37
Hello all,

Sorry for the typos in previous post :


Where I wrote:

Summer Night Like Ventura Highway


The correct phrase is:

Summer Night and Ventura Highway Like



Where I wrote:

If Can anyone figured out how to do the thing maybe I can make the two tutorials showing how to make the road and track texture.


The correct phrase is:


If Can anyone figured out how to NOT to do the thing maybe I can make the two tutorials showing how to make the road and track texture.

Sorry again, it's very hard to me writing in English, because English language is very difficult, although many people may think the opposite.

Cheers.

Northern
Northern
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Posted: 26th Jul 2011 23:43
Hi all again,

Sorry wrong once again:

Where I wrote:

If Can anyone figured out how to NOT to do the thing maybe I can make the two tutorials showing how to make the road and track texture

The correct phrase is:

If [b]CAN NOT anyone figured out how to do the thing maybe I can make the two tutorials showing how to make the road and track texture.[/b]

What a mess, my God!

Sorry again.

Northern
maho76
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Posted: 26th Jul 2011 23:44 Edited at: 26th Jul 2011 23:46
end of the highway 2 posts above is some sort of surrealistic, very nice.

or planned by a roadworker on acid? dont know^^




(@northern: you can simply edit your posts on the left bottom of it )
GameBuilder
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Posted: 26th Jul 2011 23:59
@Northern

Oh Thanks Man You Are Good BTW

I'll Be Waiting For Those Tutorials

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science boy
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Posted: 27th Jul 2011 13:08
@maho 76 lol.

it does seem like the road architect has got the map directions wrong and the builders have lost the plot, lol

all the same, northern nice work

an unquenchable thirst for knowledge of game creation!!!
Northern
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Posted: 27th Jul 2011 16:42
Hello all,

@Maho 76

Actually I did not realize that final outcome of the desert road scene became so surrealistic. Great remark Maho 76. Thank you very much.

Thank you so by your tip about how to edit the post.

@GameBuilder

Thank you.

Maybe some skilled guy in this forum find out how the road and track texture were made before I have done my tutorials, who knows?


@Science boy

Thank you so much, great remark about the road architect as well Science boy.

By the way, your screenshot TwinWorlds is very nice also.

Regards.

Northern

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