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FPSC Classic Product Chat / Mega Tank Pics

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Richard Davey
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Posted: 31st Jan 2005 22:36 Edited at: 31st Jan 2005 22:37
Hi all,

Finally got a chance to play with the RC11 candidate over the weekend and managed to import a 3DS Max model straight into my level with no scaling or texture issues at all - great stuff! Just took the model into Max, exported it with the free Panda X plugin and made a simple FPSC script for it based on an existing tank model.

Some screen shots below, please note only Quick Lightmapping / No Shadows used and you can spot some normals texture issues, but they don't appear in a full lightmap (which I don't have the time to do right now)



Cheers,

Rich

Super Joe crack combat soldier fights a long battle against overwhelming odds.

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Richard Davey
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Posted: 31st Jan 2005 22:37 Edited at: 1st Feb 2005 19:36
Same level, different area. The use of an entity (the girder cross-sections) set to Static and aligned with the walls makes for a new looking segment. You have to actually crawl under the girder to reach the gun.

Click the View button to see the pic.

Super Joe crack combat soldier fights a long battle against overwhelming odds.

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MaddA ChieF
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Posted: 31st Jan 2005 22:38
That gun is awesome!

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Richard Davey
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Posted: 31st Jan 2005 22:39 Edited at: 1st Feb 2005 19:36
One of the small rooms within my level - three grenades were on the terminal, you have to use them to blow out the windows to gain access to another (locked) room in which you can pick up the gun.

I set all the items in the room to be destroyable - you can shoot out the coffee cup, bottles, test tubes etc and they all shatter away.

Click the View button to see the pic.

Super Joe crack combat soldier fights a long battle against overwhelming odds.

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Richard Davey
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Posted: 31st Jan 2005 22:41 Edited at: 1st Feb 2005 19:36
Last shot for today. This is the player starting area. There is smoke rising off the stack of barrels in the corner. Over at the far end you can see through the window into the room features in the shot above. Another room houses the gun, another several baddies.

Click the View button to see the pic.

Super Joe crack combat soldier fights a long battle against overwhelming odds.

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MaddA ChieF
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Posted: 31st Jan 2005 22:42
Did you put the pics on the sceen in your third pic? Is it cusomizable?

thanks

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Richard Davey
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Posted: 31st Jan 2005 22:45
It's just a texture, you could edit the DDS file to change the pics if you wanted. Certainly easier than re-building the model from scratch.

Super Joe crack combat soldier fights a long battle against overwhelming odds.
Cloud of Crows Studios
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Posted: 31st Jan 2005 22:48
Awesome pictures! I can't wait to start putting some of the media I have to use

Quote: "It's just a texture, you could edit the DDS file to change the pics if you wanted. Certainly easier than re-building the model from scratch."


Two questions:

1) Is there a good editor for DDS files. As I understand it DDS files can contain multiple versions of the same pictures (for mipmapping?)

2) Do any of the textures animate - for example 2 computer screens that alternate back and for to simulate blinking lights, flowing text, etc.?

Thanks Richard!!!

The artist formerly known as PogPogo

Golgothica: An FPS Sci-Fi/Horror Game - www.Golgothica.com
Richard Davey
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Posted: 31st Jan 2005 22:50
They don't animate on this particular model, no. There is a DDS export plugin for Photoshop (probably works with Paint Shop Pro too) and DDS viewer / conversion utilities included in the DirectX SDK.

Super Joe crack combat soldier fights a long battle against overwhelming odds.
nemo85
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Posted: 31st Jan 2005 22:51
Sweet pics, as ever much appreciated!

Really is lookin good, if you could have animated textures on the tv screens, then they'd look stunning. I'm pretty sure this isn't the case, but future support for animated textures would be great!

uman
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Posted: 31st Jan 2005 23:30
Thank you for the pictures. Nicely commented.
David T
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Posted: 1st Feb 2005 00:24
I was going to post a pic of the Tavor later, looks like you beat me to it....

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Van B
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Posted: 1st Feb 2005 00:29
Looking great Rich, even the basic lighting does so much to the feel of FPSC levels .

There's a plugin for .DDS textures on the nVidia website, it works in Photoshop and PaintShopPro6+. DB can load .DDS images, and FPSC will support .BMP etc, so .DDS textures should'nt be too much of a mystery with the right software.


Van-B


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Noldor
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Posted: 1st Feb 2005 00:33
Ok im brethless i love the gun btw.
Great looking tank to and the
lighting is great. Now i realy cant
wait.
Red Ocktober
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Posted: 1st Feb 2005 00:36 Edited at: 1st Feb 2005 00:37
lookin' real nice Rich...

i personally like the third shot best... nice lighting.

two questions...

(1) can the tank be scripted to move?
(2) can you show some examples of shader effects (bump mapping for example) on a lightmapped scene?

thx

--Mike
Coldnews
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Posted: 1st Feb 2005 01:42
now u know why its taking so long: rich is sat on his arse playing on it!
nah, cool screenies rich.

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Richard Davey
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Posted: 1st Feb 2005 02:45 Edited at: 1st Feb 2005 02:46
Quote: "(1) can the tank be scripted to move?"


Yes, but it would collide with such a small map in seconds. What I do have is a model of a space ship flying around the base on the outside, it's just an entity using the a modified pace FPI script that follows a waypoint I drew. I'll grab it later on this week if I remember

Quote: "(2) can you show some examples of shader effects (bump mapping for example) on a lightmapped scene?"


I did try but you just can't see the effect in a static picture - the windows have a shimmer effect on them and the gun also, but unless it moves it just looks like any other texture. I haven't used the bump mapping shader yet, I may try it on the tank and see what happens.

Quote: "now u know why its taking so long: rich is sat on his arse playing on it!"


Erm, "Rich" isn't responsible for a single line of code in it. You can thank me for finding bugs though.

Super Joe crack combat soldier fights a long battle against overwhelming odds.
David T
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Posted: 1st Feb 2005 03:47
Quote: "Erm, "Rich" isn't responsible for a single line of code in it. You can thank me for finding bugs though."


now u know why its taking so long: rich is sat on his arse finding yet more bugs for lee to fix!

j/k

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Chimera
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Posted: 1st Feb 2005 05:08
Go rich go, go rich go...

Yiehaaaa...

(you needed this encouragement for another couple of hours bug finding?)

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uman
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Posted: 1st Feb 2005 05:30
It seems FPSC still has some suprises in store for us forum members who await its arrival. Space ship, shimmering windows.

I'm sure that when it comes we will all want to rush to get in there and walk around. I know I will.

Cloud of Crows Studios
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Posted: 1st Feb 2005 11:21
Rich / Van B - thanks for the answers about DDS

The artist formerly known as PogPogo

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Major Payn
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Posted: 1st Feb 2005 11:35
So do you have to create a script for each object you import?

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
Coldnews
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Posted: 1st Feb 2005 18:35
Quote: "Quote: "now u know why its taking so long: rich is sat on his arse playing on it!"

Erm, "Rich" isn't responsible for a single line of code in it. You can thank me for finding bugs though.
"

He hates me...

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Richard Davey
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Posted: 1st Feb 2005 19:35
Quote: "So do you have to create a script for each object you import?"


Every entity has an associated FPE file (segments have FPS files) which are plain text files that describe the object. Here's an example from a bed sci-fi model:



Mostly to start with you'll do nothing more than take an existing one and edit it. Nothing too complex in the above, but a good amount of options.

Cheers,

Rich

Super Joe crack combat soldier fights a long battle against overwhelming odds.
Major Payn
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Posted: 2nd Feb 2005 06:11
What about a model we import with a skeleton and animation data? I suppose that gets alot harder

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Red Ocktober
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Posted: 2nd Feb 2005 06:13
thx for the quick replies... this is looking better and better with every new bit of info...

--Mike
Richard Davey
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Posted: 2nd Feb 2005 07:52
Quote: "What about a model we import with a skeleton and animation data? I suppose that gets alot harder"


Yes, then you have to start specifying key frames in the data file. But again you'll spend most of the time to start with just copying and editing existing files and there are plenty for animated models.

Super Joe crack combat soldier fights a long battle against overwhelming odds.

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