Quote: "David T,
Is it the case then that there is no particle support in FPSC?
How then is the Smoke emission created - same method as the explosion shown here?"
Yes. The smoke is a 2d plane with an animation playing on it. So is every other effect - for example the fire that was shown in Rick's pics.
Quote: "you're right David... although there's nothing wrong with the top shot, it does sorta look a lil bland and non atmospheric..."
I didn't want to sit throught lots of lightmapping or place too many entities. I just wanted to show a burning car. It'd look better with more detail.
Quote: "... and that fire from the car-b-que should be affecting the sides of the building making it a lil lighter."
You'd need to place a light there as well to get that.
Quote: "but... what is of note, is the outdoor scenery in the shot. just how large can we make the 'outdoors' look?"
As large as you want - it'd best limiting to streets because otherwise it's look too tile-based.
Quote: "and what about moving objects (this may have been asked before)... can there be moving objects inside the big 'outdoor' room?"
Realistically no. Although I'm sure somebody's say it's possible with FPI, realistically it's probably be too hard.
Quote: "unlike the first shot, the second pics look verrrry atmospheric... tell me about those stones on the cavern sides... any bump mapping involved, or just good textures..."
It's a bumpy wall from the "chateau cellar" set of media. I did add a light at the end of the corridor there.
Quote: "... and the close up of the grenade weapon being held... niiiiice."
...being held without any hands