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FPSC Classic Product Chat / New tunnel system.

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unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 10th Nov 2013 00:48 Edited at: 10th Nov 2013 00:50
Not sure where this should be posted!

As a group of models, it is work in progress, as a game it is work in progress, but, there isn't enough to keep up the pace of a WIP thread! I am merely posting this here to get some good old honest feedback!

Whether its positive or negative, please feel free to put down your ideas. I am still learning and need to know what I am doing right and what I am doing wrong.

Cheers

Jay.



Burger
13
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Location: New Zealand
Posted: 10th Nov 2013 04:29
I really like it! Its the perfect kind of media for me

- An Instinctive Fear IndieDB page, download the demo today!
unfamillia
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Location: Preston, Lancashire
Posted: 10th Nov 2013 15:48
Thanks for the kind words Burger. Is there anything you change? Or maybe something you would add? I have had a couple of comments on Disgracebook, telling me that I should add crawling space above and below, giving the player a different way to get past the enemies.

Cheers

Jay

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 11th Nov 2013 01:28
Quote: "I have had a couple of comments on Disgracebook, telling me that I should add crawling space above and below, giving the player a different way to get past the enemies. "


You could make the floor segments see-through grate panels so you could see a crawl space below, similar to what my wife did with her SciFi Segment pack. Otherwise I like it as it is.


There's no problem that can't be solved without applying a little scripting.
Burger
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Location: New Zealand
Posted: 11th Nov 2013 01:48
When it comes to segments, to me variation is key. The idea of a crawling space above or below is absolutely cool, that should definitely be added in my mind. It needs to seamlessly fit in with the other segments of course. Which means there has to be a segment that offers the entrance/exit as well. For the floor it could be as simple as the same design of the standard segments except a floor panel has been removed and put the side, for example.

I don't think anything needs to be changed, only added to. Variations of the same kind of segment that come to mind are:

-some walls have panels, scifi-ish things
-arch's or miscellaneous designs that cover walls, maybe two segments across?
-different pipe layouts (cross over, some go up/down/into the wall)
-different floor textures (scratched up, messy)
-maintenance types (eg. floor panel removed, maintenance styled designs)

Also vertical areas are cool to think about as well. Its scifi, does everything have to be flat?

Just some thoughts from my opinion. Also, will you be releasing this media once its finished? I'm very interested in it.

Thanks,
Burger

- An Instinctive Fear IndieDB page, download the demo today!
The Next
Web Engineer
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Joined: 3rd Dec 2007
Location: United Kingdom
Posted: 11th Nov 2013 12:23
Very nice media, however I would try to get the floor tiles matching a bit more they seem to vary between segment types and the grids don't line up/ match in design.

Apart from that this is very high quality stuff.

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked
unfamillia
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 11th Nov 2013 13:29
@Blackfox,

That is a good idea. I think after seeing what The Next has said, I will tie this in when replacing the grate floor texture.

@Burger,

I hadn't thought about the subtle variances in with the pipes. I will be sure to add a few different version. Thanks for that. With regards to the floor panels. i was going to leave the hole open, then model an animated entity that will slot over the top. That way, the player can interact with it, rather than it always being open.

@The Next,

Thanks for the comment. I hadn't noticed the floor texture not matching up properly. I will change that and I think I will tie it in nicely with Blackfox's idea, giving the texture some transparency, so the player can see through to the crawl space.

Thanks to everyone that has commented, there has been some really great feedback.

Cheers

Jay.

Oh, Burger, these won't be for distribution. They are for the remake of ToF. I have learnt a lot over the years and I really want to make something of that game!

If you do need anything like that modelled for you, I might start a pack for the community; but, I wouldn't want to step on Wizard's toes. Unless of course, you wanted some made for you personally, I could start a project just for you if you would be interested? You can shoot me an email if you want? [email protected]


Burger
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Posted: 11th Nov 2013 23:41
Quote: "Oh, Burger, these won't be for distribution"


Ok

Quote: "you wanted some made for you personally, I could start a project just for you if you would be interested?"


This wont really be necessary. I was wondering if they would be released at some stage (paid or free) because I would pick them up. Just like several scifi packs that have been released and the free community scifi packs released, I pick them all up for my use.

Thanks anyway,
Burger

- An Instinctive Fear IndieDB page, download the demo today!
Kingius Returns
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Joined: 17th Oct 2013
Location: UK
Posted: 12th Nov 2013 09:13
Looks awesome
unfamillia
15
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Location: Preston, Lancashire
Posted: 12th Nov 2013 13:15
Quote: "This wont really be necessary. I was wondering if they would be released at some stage (paid or free) because I would pick them up. Just like several scifi packs that have been released and the free community scifi packs released, I pick them all up for my use.
"


I see. Well, after the official release of the game, I will probably release all the media that I have created for it as a SciFi pack.

I am modelling fully custom weapons, characters, static and dynamic entities galore.

Quote: "Looks awesome"


Thanks.

Jay.

unfamillia
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Location: Preston, Lancashire
Posted: 13th Nov 2013 00:27
I have made a few change to the tunnel system.





I have changed the floor texture, hopefully making it 'sync' together better. However, I am struggling to make the grate texture transparent, so the player can see through. I understand that if you use pure 100% Black (0,0,0) FPSC will see this as transparency. But, it isn't working for me this time. Anyone have any ideas?

I have added the lower crawl space, which is pretty cool. I am a bit worried about how the AI is going to respond when the player is directly below them.

i was curious to see how the I could light the crawl space, so, for now, I am using glowsticks. It seemed like a quick and dirty fix that didn't need explaining.





rolfy
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Posted: 13th Nov 2013 01:33 Edited at: 13th Nov 2013 01:33
Quote: "I am struggling to make the grate texture transparent, so the player can see through. I understand that if you use pure 100% Black (0,0,0) FPSC will see this as transparency. But, it isn't working for me this time. Anyone have any ideas?"
.dds with alpha channel will work every time

Nice work.
michael x
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Location: Cybertron
Posted: 13th Nov 2013 03:55
I like this scifi stuff a lot. great work.

more than what meets the eye

Welcome to SciFi Summer
unfamillia
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Location: Preston, Lancashire
Posted: 13th Nov 2013 10:10 Edited at: 13th Nov 2013 10:11
@rolfy

Thanks for commenting.

I did originally try .dds with an alpha channel, but, this didn't work either. How do you save your .dds file? I heard that DXT5 was the one to use for transparency?

Jay.

Failing this, I will just re-model the floor with some chunky bars that the player can actually see through.

@Michael X

Thanks for the positive comment.

KeithC
Senior Moderator
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Posted: 13th Nov 2013 13:37
Very nice.

-Keith

unfamillia
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Location: Preston, Lancashire
Posted: 13th Nov 2013 14:01
@Keith

Thanks.

When I saw that you had commented, I initially thought it was to tell me that I had posted this in the wrong forum board. So, that was a nice surprise.

Jay.

Anubis
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Joined: 6th Nov 2012
Location: Netherlands
Posted: 13th Nov 2013 20:23
Howdy,

Looks very good, compliments

I would simply delete the black 'holes' from the grate.
Fully transparant, see through. Save this as a .DDS DXT5 (i use Paint.net)
Works with the platforms/gantries from the scifi segments.

Grts
Anubis

-+- There are only 10 types of people in the world. Those who understand binary, and those who don't -+-

[Chipset:X58 CPU:i7.950.64 GPU:HD5970 RAM:12GB DDR3 WIN:7.x64 PRO FPSC:1.20.10]
unfamillia
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Location: Preston, Lancashire
Posted: 14th Nov 2013 14:03
I tried to use a .DDS texture and removed the 100% black, but, to no avail.

Could it be because this is a segment and not an entity? Does it require a particular shader? Or is there a setting in the .fps that I need to change?

I have changed the model now anyway, I have just modelled some bars into the centre section of the floor. It works fine and gives nice shadows. It adds a few more polys, but, not too much to make a difference in performance.

Jay.

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