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FPSC Classic Product Chat / custom segments?

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SOLO DESIGN
17
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Joined: 30th Jul 2008
Location:
Posted: 28th Sep 2011 13:34
Hi,
I have read alot on the forums regarding circular tunnels and such that are not the usual 'box' segments, I wish to do custom segments that have more detail to the segment, can this be done? or do we have to stick to square looking levels?

I know you can make entities that add details to box shaped levels but I am talking about segment details (like ledges and holes etc) not entities.

If it can be done, an idea on the process and what tools were used would be very helpful. I have used the official SEGKIT but this is very clunky but OK for default box segments!!
I have also used the copy a box segment FPS file and alter for textures etc, again this works well for box segments but not for detailed ones.

Many thanks
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 28th Sep 2011 19:15 Edited at: 28th Sep 2011 19:19
Needed:
Model program and export plugin for xfile output.
Blender, milkshape 3D, fragmotion, wings 3d for a few of the cheaper or free ones. There is Maya and Max. they are expensive and over kill for what you need to accomplish.

Import a wall segment into the model program. Its size is 8'4" x 8'4" x 2.5". Once you have that wou can add meshes to it to make it as you like. draw wall profile and extrude them. Make a mesh and do a booleen operation to add or subtract geometry from that mesh.

Have a great texture and a lot of detail is not needed. you will need a texture anyway to do UV mapping for the mesh.

Things to make you life easier in the game when using.
Low segments or full walled segments:
Have any extrusions coming out of the wall to be not more then 5 - 10" from the wall or you will have no roon for the player to walk thru. Keep the ceiling trim ones above the players head.

Circular segments: Keep low deatail on bottom part and arch it towards the top. Watch were the corners come together and see how the collision works.

Mid or upper segements: or anywhere that their is plenty of room to get around, you can do what you like.

For custom wall segment parts other then the floor use polygon collision. Floor and ceilings use box collision.

Sketch out segment walls for straight, 45 degree walls and curved walls. to see how the edges are going to fit together when painted in the map editor.

Test, Test, Test for collision issues in tight places. (1 x 1 segment area or hall, corners)

If these are going to be small levels with maybe 36 - 50 segments in it you can do as you feel in detail. But watch the poly count in a test game to determine if you have gone over board.

That should get you going.


SOLO DESIGN
17
Years of Service
User Offline
Joined: 30th Jul 2008
Location:
Posted: 29th Sep 2011 12:57
Pirate Myke, many thanks, I have the programs you listed and the details you have posted are a great help, many thanks!

Will give it a go!
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 29th Sep 2011 16:26
You are welcome.


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