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Mike Johnson
TGC Developer
23
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Joined: 13th Sep 2002
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Posted: 31st May 2012 14:27
Model Pack 63 has been released today. The pack contains everything neccessary to create any exploding wall situation with explosion decals and sounds to compliment the effect.



View more details here: http://www.thegamecreators.com/?m=view_product&id=2320
baxslash
Valued Member
Bronze Codemaster
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Posted: 31st May 2012 14:52
Nice

Metal Devil123
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Posted: 31st May 2012 15:13
Awesome! Just watched the video and it looks really good. Very nice animation. Gonna have to get this (sooner or later)

sic1ne
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Posted: 31st May 2012 16:55 Edited at: 31st May 2012 18:22
looks cool

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 31st May 2012 17:12
Quote: "but it uses stock rooms from ww2 pack and its a $20 pack id say its a little overpriced"


Perhaps you'd rather pay the price for taking the time to build and put together. It is worth the price- if anything, it is underpriced for the amount of media and effort put into it.

Going to get this. Great work!!


Twitter: @NFoxMedia
King Fluffs
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Location: Telford
Posted: 31st May 2012 17:46
I'll be getting this soon...

Swift Beta Studios
That Guy John
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Posted: 31st May 2012 19:05 Edited at: 31st May 2012 22:27
Guess I should have asked before ordering:

What FPSC versions is this compatible with?

Adding to:
It is already in "My Products"!
Just a couple hours wait, that is the fastest "dispatch" I have gotten from TGC yet.
Thanks!

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
Disturbing 13
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Posted: 31st May 2012 23:03
I am so getting this!

Disturbing13
Dev Forum Store
rolfy
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Posted: 1st Jun 2012 02:25 Edited at: 1st Jun 2012 03:29
Just a little extra info on this pack.
Each blast simulation has been physically created in the areas they would take place in such as corners, T-junctions etc. The debris is thrown out and bounces off opposite walls or flies out into open areas.
The reason it was designed to use stock textures is so users can get the absolute most out of it, instead of having a few differently shaped and textured models you have a full set which will sit perfectly with existing stock media, thats 72 corridor segments (not all required this such as open 4 corner) and you dont have to worry about matching up surrounding corridors. If you re-textured any existing corridors it would be a simple case of dropping your own texture on to these to match things up.
The meshes for these have been created and uv mapped from scratch and are exactly the same as stock so they fit right in. There are also generic wall entities for use anywhere in the game which have different debris spread widths so you shouldnt have debris flying through walls and disappearing spoiling the effect,these are very simply uv mapped so using your own textures is a breeze.

The pack has been designed to make it easy for new users to simply drop them in and its there, all the fidgeting with placement (these parts have to be matched up perfectly or it doesnt look solid) have been done for you for every single wall you would require, the work has already been done.

It adds a lot to gameplay when you can make the player hunt down hidden areas and they have to find and bring back something explosive to blow the wall out.

Awesome! Its one of those threads.
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 1st Jun 2012 03:41
Rolfy, I assume this is yours.

Well done. Our cash flow is going to be cut in half so I hope I can get this. Should probably get it sooner than later.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
JLMoondog
Moderator
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Location: Paradox
Posted: 1st Jun 2012 03:44
Hah! So that's what happened to your exploding media, does this come with the roads and truck from your original vids?

rolfy
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Posted: 1st Jun 2012 04:06
Quote: "does this come with the roads and truck from your original vids?"

Unfortunately this pack wont have any of that stuff in it, I wanted to create something most users would benefit from first. There will be more packs with specific themes in future

Awesome! Its one of those threads.
Cosmic Prophet
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Posted: 1st Jun 2012 05:16 Edited at: 1st Jun 2012 05:17
Awesome work Rolfy!! You can can count on a purchase from me of course.

Back from the Wasteland.
maho76
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Posted: 1st Jun 2012 17:08 Edited at: 1st Jun 2012 18:58
i am curious if this works with my visoverlay-trick (i suppose that the segments have visoverlay=0?). would be nice to know if it works when set visoverlay to 1 (after build, right before testing), doesnt make sense for me atm if not.

but great work, rolfy. i am so happy you finally released this.
will you bring a set with floors and ceilings, too? would be even more interesting, i remember the exploding street in your wip.

Ertlov
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Location: Austria
Posted: 1st Jun 2012 17:19 Edited at: 1st Jun 2012 17:24
Can I apply custom textures and Bonds Segment shader or will I have to use a shader for dynamic entities?

EDIT: Forget my question, I already hit the "buy" button...

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 1st Jun 2012 20:35
Ertlov, bond1 provided a dynamic version of the wall spec illumination shader for the scifi segments, it comes with the pack.
I matched the uv's of the stock segments so you should find it as easy to re-texture these.

Awesome! Its one of those threads.
Ertlov
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Posted: 1st Jun 2012 21:23
Got it. I expect that I`ll have to be careful about the static lights near the explosive walls, as descirbed in the video.

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 1st Jun 2012 22:02 Edited at: 1st Jun 2012 22:03
Yes its the same as any dynamic entity's such as doors, the entity can appear brighter if static lights are placed too close. I would just spill some light around it and adjust the ambience to suit.

Awesome! Its one of those threads.
Ertlov
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Posted: 2nd Jun 2012 12:17
First Test Run: This.Is.Awesome.

Of course I`ll have to edit textures and sound heavily, but it is an extremely valuable Model Pack. Congratulations!

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 3rd Jun 2012 02:52
Thank you, I hope you get a lot of use out of it.

Awesome! Its one of those threads.
elbow
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Posted: 5th Jun 2012 19:15
Hi Rolfy

Bought and downoaded - looking forward to testing it.

Regards

Eugene
rolfy
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Posted: 6th Jun 2012 01:32
Thank you

Awesome! Its one of those threads.
maho76
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Posted: 6th Jun 2012 13:50
ordered. thanks for this, rolfy, and i hope you release floor/roof explos in the future.

Ertlov
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Posted: 6th Jun 2012 14:44
Quote: " and i hope you release floor/roof explos in the future."


You can make them yourself on base of the included stuff. needs some tinkering, but is possible.

Come to where the madness is:http://www.homegrowngames.at
maho76
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Posted: 6th Jun 2012 15:32
thanks for info, ivan. i will check this out when pack is installed.

Ertlov
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Posted: 6th Jun 2012 15:53
Short instruction:

Open the included fps for the bunker wall, re-assign the X Files for static meshes and the dynamic destructible part, make a decent retexture job and you got it. Needs some hours of work, but it shouldnt be a too heavy job for you.

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 6th Jun 2012 22:35
Thanks Maho,
I think you will find that these segments will work with your visoverlay technique no problem.

Awesome! Its one of those threads.
Fuzz
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Location: Tasmania, Australia
Posted: 7th Jun 2012 09:43
This looks awesome! Any chance we could get a demo?

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 7th Jun 2012 09:47
Main Demo

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
maho76
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Posted: 8th Jun 2012 11:07
thx for info, rolfy, and ertlov too. hadnt time to test this stuff, but maybe sunday.

Lance
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Location: Third planet from Sun
Posted: 9th Jun 2012 14:37
I am having trouble . The trigger zone does not set off
the wall explosion . I followed the example in the video .
Renamed the dynamic wall segment ( Wall 1 ) ,set the 'If used 'in trigger
zone to (Wall 1 ) and I get nothing . I am using the Rolfy
pack 63 .. I must be missing something .

I tried out an entity wall from the Si Fi folder
and a trigger zone sets it off ..

Lance
jmtmew
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Posted: 9th Jun 2012 15:27
@Lance Try changing the main script of the trigger zone to "plrinzoneactivateifused.fpi"

mickeyb
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Posted: 9th Jun 2012 18:31
Got the same problem as Lance The Trigger zone is
not working.

If i place an item and give it the hitbox.fpi it will
explode.
Lance
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Posted: 9th Jun 2012 18:46
jmtmew
Thanks , that worked . I don't think that it was stated in the
video to change the script .

Lance
rolfy
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Posted: 9th Jun 2012 22:12
The default trigger zone script 'plrinzone.fpi' works fine for me straight out of the box, so I wouldn't have noticed that, thanks for that jmtmew.

Awesome! Its one of those threads.
Lance
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Posted: 10th Jun 2012 16:59
Why would the standard 'plrinzone.fpi' work for some people
and not others ?

Lance
rolfy
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Posted: 10th Jun 2012 22:24 Edited at: 10th Jun 2012 22:38
Looking closer at it, it appears I may have written over the default at some time in the past, I have had FPSC for a long time, so I have no way of knowing what action is triggered by default without a clean install. None of the testers reported any problems with it so it was assumed that all worked fine.
The folks I had test were very FPSC savvy and may not have thought much about simply swapping out the trigger script

Still...it does appear to work for some as you found.
Quote: "I tried out an entity wall from the Si Fi folder
and a trigger zone sets it off ..."

So it may be that when built into the segment for some people it stops it triggering

Awesome! Its one of those threads.
DarthBasicVader
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Location: Cyberspace
Posted: 11th Jun 2012 19:13
Really really impressive and amazing Rolfy... you surprise me every time something of yours comes out
And you're getting better and better ... I'm wondering what the next thing will be

Tx again for your effort!!

Riccardo

Riccardo
Multiverse Productions
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Posted: 17th Jun 2012 16:59
And just when I think I've gotten all the material needed for my V.I.P game, Rolfy comes out with something that would ramp the game up that much more.
JB Willers
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Posted: 1st Jul 2012 21:09
@ Rolfy
Man...I very impressed! Love the Add-on.

I can't seem to get an entity to interact with the explosion. Ie. if a guard is standing next to explosive barrel, noting will happen to it when barrel exploded?

Any ideas?

THanks
JB

JB Willers
rolfy
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Posted: 2nd Jul 2012 04:21
In the barrel properties make sure its set to explodable? =yes and increase the explode damage if required

Awesome! Its one of those threads.
GreenDixy
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Posted: 10th Jul 2012 10:03
ordered and awaiting approval keep up the good work

======================================
My software never has bugs. It just develops random features.
GreenDixy
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Location: Toronto
Posted: 10th Jul 2012 21:04
Having fun with it but was wondering how i could change them into normal segment walls instead of just the corridors. could i just load them into blender and remove the surounding walls?

======================================
My software never has bugs. It just develops random features.
rolfy
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Posted: 10th Jul 2012 23:53 Edited at: 11th Jul 2012 00:09
You will find that the WW2 corridors use two meshes one static and one dynamic, the Sci-fi corridors are a single dynamic entity for destructive wall, these are built into the segment .fps.
Open the segments in TGC segment creator and you could remove the surrounding walls, or alternatively you could use the generic entity wall provided (which would be easy to retexture), if you want this entity wall to be a segment you can load it into segment creator and save as segment.

Might be of help to open a segment fps from WW2 and the corresponding file from the destructive pack to get an idea of how they are constructed.

Awesome! Its one of those threads.
Zwarte Piet
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Posted: 11th Jul 2012 01:53
I must get this pack Rolfy is king off COOL STUFF.

GREAT WORK.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
GreenDixy
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Posted: 11th Jul 2012 08:15
@rolfy

Thank you great work.

@Zwarte Piet

Well worth it even if it was 40+ it would still be worth it.

======================================
My software never has bugs. It just develops random features.
Shadowfita
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Location: Australia
Posted: 20th Jul 2012 15:27
i was so looking forward to this pack but when i walk over the trigger it just makes the click sound nothing happens to the wall at all.
rolfy
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Posted: 20th Jul 2012 23:47
@Shadowfita, change the main script of the trigger zone to "plrinzoneactivateifused.fpi"

Awesome! Its one of those threads.
Shadowfita
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Posted: 21st Jul 2012 04:18
@Rolfy thank you so much, amazing pack but i can't find where the explosion sounds are at? i need to change it :L
Shadowfita
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Posted: 21st Jul 2012 04:21
never mind found.

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