Hello my dear friends and brothers in FPSC World.
I am here again with another of my crazyness things... Sometime before i have done some crazy and long scripts (level of difficulty screen, custom pause menus, for each levels, mission objectives,...) however many folks here found my work usefull, and i am very happy for being able to give something good to this beloved community which also helped me a lot to learn (and still helps me) FPSC.
I don`t want anyone think of me that i am promoting my ownself or showing off, no, i just want to share my thoughts with the community here and also i was asked by a member here, some time ago, to this .
As i have commented, i want to create a fan game for Goldeneye 007 (Nintendo Wii Version), but for this i decided that i need to study a lot, learn everything from modelling, animation, shaders programming, script and such. As i have a modest background on 3D, because i came from the merchandising industry (tv commercials, video editting and such), i have find easy to learn 3dsmax for games (i used Cinema 4D for almost 5 years).
And indeed, FPSC is very limited on the level design, if you work using the standard features of the map editor, however, as on this beloved community always we have some "very smart and intelligent folks", like Rolfy, we also can overcome FPSC limitations, and take it to another level.
When Rolfy created his little demo, Dark House, i found amazing how he could model all his level on 3dsmax, light the scene entirely in 3dsmax, bake the lights and shadows on the texture, then export it to FPSC, thus having the advantage of more freedom to build a level (using a 3d aplication), and also using all the features 3dsmax has with the lighting, which off course, is better than any lighting system from even some famous game engines (like UDK, Crysis, and such...)
But also i have seen some time before, an old FPSC user, Daarboven, who also had a tutorial on how export a level made on Google Sketchup to FPSC. So from those ideas i have thought a lot about, and decided that the best approach to create something unique in FPSC, is indeed to model the level in a 3d aplication then export to FPSC.
And whenever i begin a project, first of all i start to collect the resources, especially download a lot of plugins and scripts for 3dsmax which indeed help you to do some repetitive tasks, and even they allow you do some "professional" things in a "dumb" way.
While searching for a good lighting plugin for 3dsmax, i found VRAY, which is very know amongst the world of architects and visualizations. And indeed, VRAY allows you to use a system called Global Illumination, which is an algorithm (code) that simulates the real movement of the light. Whenever a light strikes on an object, it bounces to all the directions, so this primary light hits the object, then it is splitted on to inumerous secondary lights (bounces) which hits another objetcs sucessively, and whenever the secondary bounce hits an object, it ilumminates this objects (secondary ilumination).
And indeed, Global Illumination is the key to achieve a Photo Realistic Image.
So i am studying 3dsmax and Vray, i downloaded a lot of sample scenes for training, exercise. And the most amazing thing is that YES, it`s possible you have a "photo realistic" scene inside FPSC, like those photos you see of Architecture and Visualization which look so real that you even doubt that this is 3D!!!
I am coming here with a proof of concept of a new method of Designing Levels in FPSC, a new aproach to FPSC level design, and if we adopt this method (althougt it really needs a very good 3d skills), we can create games in FPSC that look like (or even better!!!) than games created on Unreal Engine, Crysis, and such.
Off course that only good graphics does not make a good game, and even for this method to work, you will need to assign custom shaders to those "props" and 3d object that compound the scene to you have a real "eye-candy" game.
As i said, i am still studying, i think i need more 3 or 4 months untill "get the thing", but i would like to share with my dear folks here what i am doing, maybe this will serve as an inspiration for you, and maybe you can adopt this new method.
And for those who don`t use 3dsmax, this plugin, VRAY, is also avaiable to Google Sketchup!
Those scenes below, they were not modelled by me (i respect the author`s copyrights), they are training scenes that i downloaded for free over the internet, however, all the Lighting thing was done by me.
I used "low" settings for rendering and low resolution baked shadow maps (768x768), to don`t take too much time to render, however, the quality is good, so you can have an idea of what i am doing.
All those scenes you see are in "real time", i mean, the lighting and the shadows are "baked" (painted) over the objects textures, so everything you see on those scenes inside 3dsmax they will look exactly the same thing inside FPSC.
The proof is that scene of the green spaceship, which i rendered using VRAY, then exported it to FPSC and run a teste game, so you can see that all the lighting and shadow thing looks inside FPSC exactly the same thing inside 3dsmax.
Hope you enjoy this W.I.P,
Cheers,
007.
Goldenye 007 N64