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David T
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Posted: 25th Jan 2005 01:34 Edited at: 25th Jan 2005 05:14
Okay so it lacks atmosphere - but the pic does show a burnt car entity with a couple of fire decals on it.

When I have the time I'll post a pic of the cellar segments.



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Shadow Angel
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Posted: 25th Jan 2005 01:35
Wow! Cool!

Ali M

Nukesoft -- Explosive Games -- CURRENT PROJECT :: Future Rebel

Freddy 007
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Posted: 25th Jan 2005 01:36
WOW!
That looks wicked with thoose fire effects


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bilbo2
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Posted: 25th Jan 2005 01:40
Put into the showcase too.

/bilbo2

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David T
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Posted: 25th Jan 2005 01:50
Oops hehe - typo. Buring should be burning.

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Noah
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Posted: 25th Jan 2005 01:51
Look at that wicked 2 dimensional fire!

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David T
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Posted: 25th Jan 2005 02:39 Edited at: 25th Jan 2005 02:39
Yep, I posted the same thing in the video thread

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Noah
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Posted: 25th Jan 2005 04:15
Yup, to me about the explosions. Could we see one even though it's "2d"?

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David T
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Posted: 25th Jan 2005 05:14 Edited at: 25th Jan 2005 05:15
Here's when I missed the explosion, but it shows the cellar corridor:



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David T
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Posted: 25th Jan 2005 05:14 Edited at: 25th Jan 2005 05:15
And here's the explosion caught.



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Noah
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Posted: 25th Jan 2005 05:59

Woohoo, the old "make-some-kind-of-smoky-explosion-that-
blocks-out-everything-else-so-you-think-that-there's-
a-groovy-one-under-it-but-really-the-maker-was-too-lazy-to-
draw-that trick!"

What a greeeeeeeeeaaaaaaaat explosion. . .not.
Well, thanks for the pic David. I guess it'll keep me from being dissapointed when the full thing comes out.

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Logan 5
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Posted: 25th Jan 2005 06:04
Gee, and I thought it was the old "make-some-kind-of-smoky-explosion-that-looks-really-good" trick.

Basically dark.
David T
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Posted: 25th Jan 2005 06:13
Quote: "Woohoo, the old "make-some-kind-of-smoky-explosion-that-
blocks-out-everything-else-so-you-think-that-there's-
a-groovy-one-under-it-but-really-the-maker-was-too-lazy-to-
draw-that trick!"

What a greeeeeeeeeaaaaaaaat explosion. . .not."


Err... I think the decals are a 2d plane because otherwise it'd be too hard to use the same infrastruture for all kinds of effects.

An animation strip and a 2d plane is the most flexible way because it can represent lots of things - fire, teleports, glowing areas etc.

If you wanted to do amazing volumetric effects then there'd be loads more variables you'd have to think about and you'd only have a decal engine that could handle particle-based effects and not things like glowing zones.

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Noah
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Posted: 25th Jan 2005 06:52
There's glowing zones? What do you mean by that. . .

I guess the explosion wasn't that bad. I'll take it. I was in a particularly bad mood that time. I almost posted something about Lee being an idiot () on another thread after I read this one. Remind me not to come on the forums when I feel like that.

I have to start agreeing with Logan5 about the explosion. It's pretty good, actually. I guess when I said it was a

Quote: "make-some-kind-of-smoky-explosion-that-
blocks-out-everything-else-so-you-think-that-there's-
a-groovy-one-under-it-but-really-the-maker-was-too-lazy-to-
draw-that trick!"

What a greeeeeeeeeaaaaaaaat explosion. . .not"


I was really trying to get out some of the anger I had coming at my brother.


That was probably more than you fellows wanted/needed to know. But too bad.

I don't want a signature.
David T
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Posted: 25th Jan 2005 17:03
Quote: "There's glowing zones? What do you mean by that. . ."


You can have areas 'glow'. Bit like teleport zones etc.

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Coldnews
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Posted: 25th Jan 2005 19:52
I think this way of doing effects is good because it helps the lowly non-tech-minded (like buggerlugs here *points to himself*) get something sorta cool looking. I've been messing around with the effects and they look pretty damn good. People really shouldn't complain about the included effects/media because it is on the whole really good, and its better than most people will be able to make. It also includes most things that people will need.

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The Nerd
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Posted: 25th Jan 2005 22:15 Edited at: 25th Jan 2005 22:17
Well my openion is:


IT ALL LOOKS PRETTY DAMN GOOD!!!!!!!!

Thats right coldnews people shouldnt complain about a drag and drop game maker thats as cool as FPSC!!

And i think the effects like Fire and the steam looks really good!





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bilbo2
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Posted: 25th Jan 2005 23:22
Those two also put into the Showcase area.

/bilbo2

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The Nerd
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Posted: 25th Jan 2005 23:29
i already did that


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uman
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Posted: 25th Jan 2005 23:30
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?

Anyway the explosion looks fine in the situation shown so I guess as with other things one needs to have a mind for how things are used and positioned for best effect which is down to the user
Red Ocktober
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Posted: 25th Jan 2005 23:49
you're right David... although there's nothing wrong with the top shot, it does sorta look a lil bland and non atmospheric...

... and that fire from the car-b-que should be affecting the sides of the building making it a lil lighter.

but... what is of note, is the outdoor scenery in the shot. just how large can we make the 'outdoors' look?

and what about moving objects (this may have been asked before)... can there be moving objects inside the big 'outdoor' room?


now... the second group of shots...

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...

... and the close up of the grenade weapon being held... niiiiice.


--Mike
uman
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Posted: 26th Jan 2005 00:08
Nice post Red,

It would be interesting to know if the max tile sixe is 40 x 40 for a map, Any of the beta testers want to try making a map at maximum size and see how it performs with some content? A pic of such would be nice. I would like to know if the boundary can be placed at the extremities of the map and what the scene would look like for scale/distance. What happens to the FPS? Is it possible to make the boundary transparent so we can have a nice sky and see the horizon line?

Thats a lot to ask perhaps so ignore this if it takes time away from more important stuff that I am sure you need to test out so we can get the release.
Coldnews
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Posted: 26th Jan 2005 00:20
I know for a fact that the skyboxes give the areas a great horizon. The boudary is transparent around the areas in the outdoors.

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uman
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Posted: 26th Jan 2005 00:31
Coldnews,

Thanks for that. When you say the boundarys are transparent - do you mean one is inserted by default (or placed) so if a level did not conatin an additional visible boundary such as a wall surrounding the level one could walk to the edge of the level and not fall of?
Samoz83
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Posted: 26th Jan 2005 00:34
does the pin move when you walk? like in bf v

SaM
Coldnews
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Posted: 26th Jan 2005 01:04
argh, my mistake! you can fall off the edge i you want. I think there is a way to create invisible boundaries, I'll check and tell u later.

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David T
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Posted: 26th Jan 2005 01:44
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

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Major Payn
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Posted: 26th Jan 2005 06:10
Can you make the light flicker like a fire? Now that would increase the mood substancially.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
David T
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Posted: 26th Jan 2005 06:32
Nope don't think so, since lightmaps are baked onto the textures (ie they're calc-ed once then the light shadow positions are saved).

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Dave J
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Posted: 26th Jan 2005 09:16
I created a Fire.fpi script a couple weeks ago, I tried to create a video demo of it to post on here but I didn't have a program to compress the file size. However, if any of the other Beta Testers want to have a look and maybe tweak it some more so it looks even better (at the moment, it's still quite rough), I've attached this post with a zip that includes the script and a 'Fire' wav file. Just extract to your FPSC folder and they should go in all the right places. You'll also find a 'Fire Script README.txt' file which explains how to best apply the script and get the wav file working properly, it's not too complex but I felt I should explain anyway.

Just download the attachment from this post.


"Computers are useless, they can only give you answers."

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Major Payn
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Posted: 27th Jan 2005 06:35
I just realized something really cool, FPSC scrips are going to be like the new DLL's! I mean think about it, someone develops like an awsome script for some killer AI, releases it, and then everybody can have killer AI or they could release a script for like some super duper explosion effects! It will be the wave of the future I tell ya!

Maybe I got carried away....

Oh and by the way, can you post another pic of the explosion, the one above is cut off by the narrow hallway, so we really don't get to see it very good.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.

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