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FPS Creator Reloaded / [STICKY] Sneak Peek Videos

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RickV
TGC Development Director
26
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 30th Apr 2013 13:01 Edited at: 28th Oct 2013 22:40
Here I'll show our FPS Creator Reloaded Sneak Peek Videos.

First Official Teaser Video


[1] New biped characters


[2] Death animations


[3] New shader engine


Enjoy!

Rick

Financial Director
TGC Team
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 30th Apr 2013 13:35
Looks awesome! Much better than FPSC's old animations.
Really looking forward to reloaded.

-TZK

Tomahawk
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Location: Where do you think I live?
Posted: 30th Apr 2013 14:35 Edited at: 30th Apr 2013 14:36
Wow that is stunning!

mr_d
DBPro Tool Maker
19
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Joined: 26th Mar 2007
Location: Somewhere In Australia
Posted: 30th Apr 2013 14:45
it does look good - very smooth...although model animations are not really specific to the game engine...
i would expect that these same models would look just as cool in the existing FPSC version.

Nickydude
Retired Moderator
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Location: Look outside...
Posted: 30th Apr 2013 16:00
That's my concern also mr_d, we all know models look awesome in the modelling program but lose detail when brought into FPSC.

I reject your reality and substitute my own...
michael x
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Location: Cybertron
Posted: 30th Apr 2013 20:32
I believe the LOD depends on the shader. it could look the way it does in the 3d program. this is in fpsc with a old shader in 115.




I believe it would look better in reload once bond1 make some new reload shaders for the characters.also if reload resolution can match your screen like it did in fpscx10. their should not be a problem how the LOD characters turn out. even in 3d cg movies they use some type of shaders like sherk. the characters look loud and bright like they do in fpsc.with the right shader style for reload mr D will look as is.

more than what meets the eye

Welcome to SciFi Summer
BatVink
Moderator
23
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 30th Apr 2013 21:46 Edited at: 30th Apr 2013 21:47
It's amazing how things move on. You need to look at a video or two from a few years ago to appreciate the complexity we now take for granted.

Muzzles56
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Joined: 28th Feb 2010
Location: Ireland
Posted: 30th Apr 2013 23:04
It would be fantastic if we had members of the community submit their own great models and animations to speed up the process for this engine, unless that is already what is taking place
Teabone
Valued Member
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Joined: 8th Jun 2006
Location: Canada
Posted: 1st May 2013 07:50
Do look forward to new media and what not from reloaded but I'm very interested in seeing how the new editor will work.

Thats a really cool model and I hope It comes with some decent AI :p

TriSpefear Studios
14
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Location: Dallas, Texas, USA
Posted: 6th May 2013 05:23
Dang! The animations are actually pretty close to modern game and the model looks great. Will reloaded have AA?

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Cecil Cheah
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Posted: 6th May 2013 08:06
Words cannot describe my reaction when i watch the video. Was i watching some model from Battlefield. The attention to detail is incredible, and the animation is so smooth. I hope this is not a one off, and i expect the rest of the models to be even better than this.

Asking too much again?
Duffer
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Joined: 9th Feb 2003
Location: chair
Posted: 18th May 2013 11:38
The animation is also superb.

For me with some of the old (walk) animation, the 3d characters looked like they had an 'accident' and were making their way as quickly as possible to the gents...

The animation on the video is far more natural, realistic. Bodes well.

Well done TGC.

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
zoltar
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Posted: 3rd Jun 2013 02:30
Not sure this post belongs to this thread but in the video Lee posted in his blog on Wednesday, 29 May 2013 I noticed a couple of things.

1. While holding the gun, the thumb and fingers of the character look very odd, like out of place.

2. When the gun is drawn the wrist is in a very awkward position and the distal portion of both forearms look like Harry Potter's boneless arm (in whatever movie that happened.)

3. The dismounting from the ladder looks awkward because the character still has the pelvis too low in relation with the floor level. Such a huge step can be done by someone that is very thin, has long arms and enough elasticty but it would be very difficult to accomplish for the average person.

4. The rotation of the hands in the conversation animation looks unnatural. This is because while doing nothing our hands normally are facing back aligned with the coronal plane of our body and when we make that gesture we usually only rotate our hands enough to face proximally our sagittal plane or just a little bit more.

5. The inseam of the character's pants looks a little bit too high to be comfortable. Please, give him a break, there's no reason to punish his private parts like that!!

My two cents of humble constructive opinion about the new model.
bond1
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Posted: 3rd Jun 2013 06:47 Edited at: 3rd Jun 2013 07:03
Thanks for the feedback.

Regarding the fingers and forearm - this character does not use individual finger bones, or forearm twist bones. The fingers on the latest version of the character are in a neutral pose. Adding these bones would push the character over the 60 bone limit since it also uses quite a few facial bones.

I could alleviate this by making the head a separate model, but then the character would require two draw calls to render instead of one. It would also require re-skinning the characters individual fingers and forearms. Ultimately it will be TGC's decision.

I agree the initial pose on the ladder dismount requires gymnast-level flexibility. It was the easiest way to make the ladder climbing sequence modular and re-usable without requiring an unwieldy amount of transition animations. But this pose only lasts 5 frames, or less than two-tenths of a second. In action it's not too objectionable.

The character's high inseam was a result of me playing around with his proportions, I thought he was starting to look a little small and dumpy so a made his legs a bit longer and head a bit smaller. I guess I went too far, but I can easily change it back.

But, there's ALWAYS room to improve things, and I suspect when Reloaded gets into AI and physics programming, a lot of adjustments and even new animations will be needed.

SPECS: Intel Corei7 3770k, Nvidia GTX680, 16GB RAM, Win7 Pro
zoltar
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Posted: 7th Jun 2013 10:05
No problem. Agreed, it's not too objectionable besides it could be alleged that he actually is a former olympic gymnast, karate sensei or yoga instructor.

Maybe the thumb problem could be fixed by having it in a more relaxed position (thumb only.) Usually our thumb is partially behind of/hidden by the point finger when our hand is completely relaxed. So when a gun it's placed in a hand in that position, the thumb will be almost at the same plane of the point finger and it won't look like it's awkwardly sticking up. It could also look more natural when the character is in an idle animation. Not sure it could work when the character needs to place the hand over a surface. Like in the dismounting or vaulting animations.
The Proost
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Posted: 29th Sep 2013 15:23
Looks nice...
J T Huges
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Posted: 18th Oct 2013 00:45
Awesome videos.

Live Long -N- Rock'n Space Cowboys
Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 26th Oct 2013 00:44
Thanks for the sneak peeks Rick!

Quote: "For me with some of the old (walk) animation, the 3d characters looked like they had an 'accident' and were making their way as quickly as possible to the gents...
"

lol
Come on man, they weren't that bad.

Quote: "[3] New shader engine"

Wow, wow , and wow.
That is so awesome!

Quote: "I suspect when Reloaded gets into AI and physics programming, a lot of adjustments and even new animations will be needed."

Hey Bond,
Will you be making more talker characters for reloaded at some point?

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