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FPSC Classic Models and Media / COMING SOON: World War II Content Pack.

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KeithC
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Posted: 30th Mar 2006 06:19 Edited at: 30th Mar 2006 06:27
It's because I don't use real wood textures (images taken from a digital camera). I play around with the wood texture generator until I get an image I think will fit the object I'm working on. Then I have to try to make sure that the textures fit together. If you look at the texture of a crate from the FPSC library, you'll notice that the artist used real wood textures (digital pictures). Using digital pictures as textures isn't neccessarily easier than what I do; it takes time to make photographic textures seamless, and make it fit into the UV Map of the model. One thing that is nice about using digital pictures is that you don't have to make it look realistic by "dirtying up" the base texture (as I do).

I am just beginning to get into using digital media as textures; I've been doing everything pretty much from scratch.

When I began this pack, I didn't want to use the same wood texture for everything (by changing the hue, and brightness and contrast settings); so I chose to use a wood texture generator. Then I decided that I would give each crate a little more geometry than just 6 sides, so I modeled the frames of each crate (for added depth); the extra modeling would make them a bit more realistic, without sacrificing much in terms of poly count. Another thing that I wanted to achieve, was a pack that would be a semi-complete solution (of it's type). Instead of making one model type here, and another model type there; I wanted you to be able to draw from an entire set of game media, which would help your scenes flow well. Finally, I wanted to make the textures close to the quality of the ones that TGC already included in FPSCreator; so that you wouldn't be limited when using my content in your scenes. I also made both sides a bit different as well (textures and models) if you'll notice the Americans crates look a bit newer than the Germans. I did this because I theorized that the Germans would have had their supplies and ammunition stores for some time (thereby aging the wood used in their crates); the Americans would have begun a rapid production cycle to build up there war munitions/supplies (therefore they would have wood crates that looked a bit newer). I also wanted to keep things a bit Generic, which is why there is no Nazi insignia on any of the crates, nor will you find 'U.S. Army' on any of the American crates.

The reason I am making the UV Maps accessible, is so that people who can texture (as well as those who aspire to texture) can use them to create virtually any set of containers they wanted (sci-fi, fantasy, more WW2 (or even WW1), modern day, etc.) By doing this I felt that you could capitalize on your investment. As you'll see (for those who buy the pack) the texture maps are not just 'tossed' together; I have taken the time to erase all unused textures on each map (to the border of each poly/group) so it is easy to see the shape of each object, and therefore all the boundaries (should you choose to texture over the existing map, instead of starting from scratch with the UV Map).

Thanks for your praise, and your input. I always appreciate hearing these things from people.

-Keith

Black Terror
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Location: Pulse Game Development
Posted: 30th Mar 2006 15:45
Can I be an early adopter for this so I get everything else free!

Black Terror
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KeithC
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Location: Michigan
Posted: 30th Mar 2006 22:01
I think you're confusing this with an application like E.C.S., or Weapon Creator. This is a model/media pack; there is no EA version of it. There wouldn't be anything else free. Just more model/media packs. Thanks for the offer though

-Keith

Black Terror
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Posted: 30th Mar 2006 22:04
I know. I was just kidding.

Black Terror
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KeithC
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Posted: 31st Mar 2006 04:46
Alright; you had me scratching my head for a minute.

-Keith

KeithC
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Posted: 1st Apr 2006 05:49
Here's a couple of preliminary in-game shots (using 512x512 resolutions):





-Keith

KeithC
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Posted: 1st Apr 2006 18:28
Man, I feel left out. How come my thread hasn't been spammed by Needler? Guess I'm not important enough...

-Keith

NIK
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Joined: 4th Feb 2006
Location: Texas
Posted: 1st Apr 2006 18:46
Ha! I'm glad he didn't spam this form, because if I had to see that same message again I was going to hunt him down.

Also Keith I have been working on some scfi stuff, and was wondering if you want to put in half the work on a pack. Or do you have your own plans?

-NIK

KeithC
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Posted: 1st Apr 2006 19:43
I've got my own plans; but we could compare our lists later on to make sure we aren't duplicating each other.

-Keith

NIK
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Posted: 2nd Apr 2006 05:51
Good idea. Hope to see you producing some more great material.

-NIK

KeithC
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Posted: 2nd Apr 2006 06:03
Here's a few more IN-game set-ups I did as part of the Sales Page. The pack is imminent; barring anything unforseen, it will be ready for purchase by Monday.

-Keith




KeithC
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Posted: 3rd Apr 2006 06:48
Thanks, NIK; I plan on it.

-Keith

KeithC
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Posted: 5th Apr 2006 15:52
Ok, it's taken a few days longer than I had hoped. The sales pages are done, the Torque and General Packs are done, the FPSC Pack is about a day away from being done. The store is having a bit of a hiccup, but it should be ready to go this week. (again, fingers crossed)

-Keith

SpyDaniel
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Location: United Kingdom
Posted: 5th Apr 2006 16:27
Looking good now Keith. Did you have any problems wit making your objects dynamic? When I export mine using the x converter (which is around here some where) and make them dynamic, they disappear, I cant see them, but I can bump into them.

Papa Lazarou: Your my wife now!

Model Pack: Tools: http://www.league-of-lunatics.co.uk/3d/tools.htm
KeithC
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Posted: 5th Apr 2006 17:06 Edited at: 6th Apr 2006 16:26
They work fine as dynamic objects. We are giving them properties that would be associated with each object in a normal setting (the bigger crates will be harder to move, the cement barriers will not move, the Explosive crates, and Oil Barrels will explode, etc.). Of course you can all change these to your liking, we are just giving them some 'default' attributes. Most crates will be set to desintegrate after taking a specific amount of damage (no pieces will be left of the crate), allowing you to place objects within them. I've played with them already (without the attributes in place), and some of the bigger crates (as well as the cement barriers) act as good cover.

-Keith

KeithC
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Posted: 13th Apr 2006 22:26
Ok, last update everybody (I swear). Everything's done, we're just tying up loose ends at the store. We hope to have it ready to go by tomorrow (honest). I'll start up another, new, thread with full advertising; so let this one die. Thanks everybody, this has been (and continues to be) one looooong month.

-Keith

FredP
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Location: Indiana
Posted: 15th Apr 2006 15:23
Keith's WWII pack is now available at Ozark Games.

FLA
KeithC
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Posted: 15th Apr 2006 15:48 Edited at: 15th Apr 2006 16:51
Yep, here's the link: Ozark Games WWII Pack #1.

Man, you're on the ball this morning, Returned; I didn't even know it was up yet. Thanks for the bump, I'll have to make it official later on.

-Keith

FredP
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Posted: 15th Apr 2006 15:56
Just trying to help.

FLA
KeithC
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Posted: 15th Apr 2006 18:35
I appreciate it, Returned

Wesker
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Location: NYC
Posted: 18th Apr 2006 18:36
This is an awesome pack! The objects are very well detailed.

:ull's my string:: You're reading me talk!
www.darconet.com
KeithC
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Posted: 18th Apr 2006 23:23
Thanks, Wesker; I'm glad you like them. Congratulations on being this month's winner at Ozark Games!

-Keith

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