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FPSC Classic Models and Media / Wizardofid's media and showcase thread

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wizard of id
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Posted: 25th Jun 2012 16:49
Well hi guys, due to bandwidth issues on my side (lack of a decent connection GRPS sucks and then there is no DSL here), there is unfortunately and aspect of FPSC for the time being and have for a while that I can’t actively compete in uploading games and recently due to size of recently media.
Recently I started a project of cave tunnels, all the associated media clocked in at over 150mb.I simply can’t rely on a slow connection to upload large files. So I have to do the next best thing showcase media, maps and where possible if the media is small enough upload that, for everyone to enjoy, and to show what I can do in FPSC and share some ideas, with the newbie’s and give inspiration to other members.
As well as talk about segments and share my though train.

Since this is a showcase thread it will be great to share with you what I have done, doing and looking to achieve, while I wait for my network operator to finally upgrade to a proper connection, which allow me to share more and hopefully if you enjoy it enough to give some formal feedback and help me achieve a goal. A goal simple enough, realistic environment’s, that simply state I can’t believe that it is FPSC.
I am also doing my second favorite thing, writing lengthy posts
So instead of working on an actual game, which at this point in time, no one will ever see any ways, as I can’t upload it, not any time soon.
I can showcase what I am up to and like I have said before share media where possible.

As you all know, I love segments , Segments I have always been a problem for me, as it has numerous obstacles. My main mission has been to achieve bliss by using as much custom media as possible, with in FPSC limits.
Main problem has been if you share media for others to use it has to be broken down to the most basic form so that everyone can use it, with the least amount of time and effort. This was hard to achieve, and still a work in progress. As well as having formed basic segments, the other issue was making many different segments for reuse in levels.
This created a problem, each and every segments has to be compatible with one other. The numerous tunnels segments I have done in the past reflected what I wanted to achieve, a slightly less blocky feel to FPSC. I am still not entirely happy with the tunnel results, however I did learn great many things about segments while doing it and I was having fun in the end, not so much when starting out.
It was hell, the where no formal guideline as how things should be done or can be done in the world of segments. There was 1 Model Pack back then, FPSC segment creator was only released a few months after FPSC .
Now I can do without it, I wish Lee would update it and add a frame rate cap. As newer graphics cards is having a hard time with it. So enough of a showcase introduction, let’s get to the business of creating and sharing media, after all I have this screenshot itch, I need to scratch somehow.
After playing half-Life EP2, I love the warehouses that the game uses. Metal beams, corrugated bliss, I think. So after taking a few screenshots from different angles and inspecting a lot of Google pictures, this is what I have been able to do.
Decided on doing a small, medium and large warehouse scene, derelict roof, and intact roof the major problem here for me was how to get the corrugated roof done. The angle and the mesh isn’t that straight forward.
Needless to say my first attempt failed, not badly but the angle were not 100% aligned correctly, I used this in warehouse 1, but quickly tried a triangle boo-lean, much better, that gave me a much better result, but boo-lean has some associated problems, the boo-lean mesh is the warehouse 2 screen.
Then finally I decided to try growing the needed mesh from a primitive. This over all gave me the best effect. Points, was much easier to handle and gave me much more creative leniency, ware house 3 showcases the 3rd option I used. The least time consuming method was the boo-lean triangles, however they tend to be messy and not really intended for complex meshes.
Growing a mesh, however is the best option. The second problem was how high the roof should be, how thick the metal beams should be.
Some trial and error, I made it work. The large warehouse is massive, however how do you contain the player in there long enough to create a meaningful level that takes longer than a few seconds to cross.
You are in a warehouse. So stacking crates, containers in a maze, platforms ECT it quickly filled up the warehouse and reduces the size and added a more realistic element. However, I can do one of two options, now create an even bigger warehouse or create smaller intersecting warehouses.
Going to attempt one more even larger warehouse and then work on how the warehouses will intersect one another, without having to exit the warehouse, so a bridge is good idea, but for some variety , an underground section, will be a great addition. This also means I can have a look at a warehouse basement segments.
Since all current warehouses are all straight, implementing corners is going to be a tough one. Simply adding a wall and door or wall support section combo will quickly resolve the problem, however I will like to try and take the roof and support beam into account and finally adding some ducts and vents and maybe a fan or two.
A small note, this was never created to be a working in and outdoor warehouse, so can’t be used outdoors without some modification, the intended purpose was to create a good looking in door environment, with the illusion by windows and missing roof panels that a daytime theme is somewhere just outside that door. FPSC doesn’t do day time outdoor theme. A night outdoor theme will work, with some planning, but since you have to content with so much more detail, textures entities ect . FPSC simply can’t handle that effectively well enough without taking a considerable frame hit, so outdoor scenes really just annoy me more than anything else and I avoid it, mostly.
The thing that kill it the most for me, is FPSC being so symmetrically and cubically prefect, which has been an issue for me for a long, long time. To solve the issue, create an unsymmetrical environment, simple enough, however sharing such created media, goes out the door, usability and practical application of those segments makes sense only for the creator of the segments.
Finding a middle ground is a compromise and ideally something I would avoid. So I will need to formulate something that doesn’t involve skimming to make it more accessible to others. So we will see what the future holds.
So enjoy the screens. Feedback will be greatly appreciated as always. Currently this is still rough ideas, but I recon it’s good enough to use in your games if you have need for them, give a shout out, and will upload the meshes.






Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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Kasseyus
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Posted: 25th Jun 2012 17:17
Very nice... I especially like the roofs.

New PC Specifications : Intel Core i3 2.93Ghz. Windows Vista Ultimate. 4GB DDR3 RAM. ATI Radeon HD 2600 XT.

TGC Store Tag : Kasseyus (need to make a graphical sig one day)
DarthBasicVader
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Posted: 25th Jun 2012 17:17
Gorgeous segments and beatiful ligthing WizardOfID. This warehouse is a place where i would like to study and work (maybe with some furniture in a corner).
I cannot place them however in no fps style i know .. they are missing something i'm not able to tell Maybe a little mistery or tension

Good work!!!!!!!!!

Riccardo
King Fluffs
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Posted: 25th Jun 2012 17:19
Those screenshots are lovely.

Swift Beta Studios
anayar
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Posted: 25th Jun 2012 18:58
Simply gorgeous and a lot of very useful info in the post!! Great work WID!!

Cheers,
Anayar


For KeithC
Cosmic Prophet
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Posted: 25th Jun 2012 19:11
Definitly has that Half Life look to it. Great work Wizard!

Back from the Wasteland.
uzi idiot
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Posted: 25th Jun 2012 19:25
That is fantastic work.

If something compiles on the first try. Something is terribly wrong.
wizard of id
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Posted: 25th Jun 2012 20:37
Lets play a game spot the difference


The simplest of changes.The roof supporting pillars annoyed me a bit they don't look bad, but it doesn't leave room for any additional segments like doors, windows ect.It also looks broken up a bit and the wall behind it is showing a bit more, which adds a little contrast to the bare concrete.But most importantly from a architectural point of view the roof is still being supported by some thing.

Not that game design follows architectural design to the letter, I have read is some game design book that more often, level architect will seldom win a battle with gravity if it would be build for real.

But the point is not to build a roof that will withstand a WWII bomber but rather give the illusion that it will.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
CID
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Posted: 25th Jun 2012 20:51
Wow Wiz that some a spicy warehouse
wizard of id
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Posted: 26th Jun 2012 02:38
last screenshot for at least a few days while I get this ready and working.

it's massive 12 segment block wide and 5 segment blocks high also the most detailed, I recon with some modification, this can be used for a train station as well.

It is so big showing 2 screenshots hardly does it justice.So see you guys in a few days. Perhaps I will do some adjustments and make a train station as well

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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Wraith Staff
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Posted: 26th Jun 2012 04:36
These are wonderful! I can't describe how much want I have for these right now

New sig in the process of being made
bruce3371
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Posted: 26th Jun 2012 18:38
Where's the 'like' button when you need it?!

wizard of id
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Posted: 28th Jun 2012 16:55
Well the new warehouse needed to be modded, The model editor look of awesomeness didn't translate to FPSC all that well, So I shortened the roof as well as the walls about 3.5 segments units high.The area was still too "large", so I added the middle section, closed off the right side, and now the two sections will be joined by a door.

Sigh looks like "massiveness" still eludes, but not for long I hope at least.

over all pretty darn happy with the result.



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Wraith Staff
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Posted: 29th Jun 2012 16:05
Wow! Looking even better *drools* I can't wait. Too bad about your connection Someone as awesome and generous as you should have free T3 for life!

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wizard of id
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Posted: 30th Jun 2012 10:39
Well so working on textures and the props.The MP3 windows annoyed me a lot, so I made my own, to suite the scene better.

My first attempt at making a window texture Next on the list is vents and then fans

Then I will start working on the basement and bridge segments.



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 30th Jun 2012 12:20
A video clip, haven't done one in years

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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rolfy
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Posted: 30th Jun 2012 13:34
Very nice work as always, liking your clean style with this stuff.

Awesome! Its one of those threads.
wizard of id
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Posted: 30th Jun 2012 13:56
Thanks rolfy, still too symmetrical for my liking, adding some derelict segments, might spruce things up.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 1st Jul 2012 18:43
I think this is the last warehouse.Wanted some thing with roof windows.Still want slated roof windows.But I have enough roofs to modify and stuff to get the job done.

What this really needs are wall windows, for slightly more natural light mapping.The sun colour is pretty spot on, the shadows being cast, is all pretty nice.

The roof and wall is a bit low to allow for a platform to fit in there, so adding a sort of indoor shed/office section should do the job to spruce things up by also angling the "sun" it could cast a nice shadow onto the shed/office would would look awesome.

So there you have 6 warehouses with in a few days, still have to do basement and bridge segments.After which I have to replace MP3 textures, and perhaps a release, if there is a demand.




Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Alien223
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Posted: 1st Jul 2012 22:37
Release if theres a demand?

I DEMAND YOU TO RELEASE THESE. There very good and would love to use them in some of my projects.
Wraith Staff
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Posted: 2nd Jul 2012 08:30
There is copious amounts of demand! More demand than your body has room for!

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wizard of id
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Posted: 2nd Jul 2012 09:22
Quote: "There is copious amounts of demand! More demand than your body has room for!"


Well we will have to wait and see.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
anayar
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Posted: 2nd Jul 2012 11:21
Holy mother of god, that video was amazing! Trust here is when I say there is 200% interest in these models!!!

Cheers,
Anayar


For KeithC
sic1ne
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Posted: 2nd Jul 2012 11:53 Edited at: 2nd Jul 2012 11:53
wow this is awsome do you plan on selling theese? if so do you have a release date? this looks amazing!!!

wizard of id
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Posted: 2nd Jul 2012 12:46
Media will likely be free.Problem is, they don't conform to standard segments, really none of my segments do.Placement is tricky to say the least.

News on the other front, Replacing MP3 textures, The PS3 shaded roof looks nice, added the wall windows, pending on which warehouse is used they can be tiled differently.

The only issue I have here is I want small long windows, but because of the concrete supports, their spacing is a bit far out from one another, which slightly kills the look.Will have to work on that, also made the window texture slightly less transparent.

Some thing I am going to do now is add, slightly different coloured blocks to purposely block out sunlight, which should cast and even better shadows.

Will do that in the next few mins or so and update with a screenshot of that, going to look awesome.



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 2nd Jul 2012 14:05
The effect is nice, but needs to be tweaked a bit more I think.What is also awesome, which I previously never tried.Was two transparent textures one being the window and one being the window frame, basically means I don't have to model and actual window, but instead a simple block the right size, apply the transparent texture onto it and add the transparent window entity.

You could also do without the entity and with in gimp directly apply the two layers, and you will have just the window/frame and the wall punch.

A handy tip for any one who wants to make a quick window, without all the hassles.




Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
loler
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Posted: 2nd Jul 2012 14:49 Edited at: 2nd Jul 2012 16:43
just one word: awesome
every time i see a thread from you im really exited what nice things you have for use

its not a bug its a feature
Wraith Staff
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Posted: 2nd Jul 2012 16:07
Quote: "Problem is, they don't conform to standard segments, really none of my segments do.Placement is tricky to say the least."


This matters not to me To get something of worth, you must be willing to put forth effort

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uzi idiot
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Posted: 2nd Jul 2012 18:49
Very much like Half Life 2.
I love it.

If something compiles on the first try. Something is terribly wrong.
wizard of id
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Posted: 2nd Jul 2012 20:39
Sigh I hate getting side tracked.But I just had to create more windows.Not that it is a bad thing, adds some different combo's that can be used.

I have completely over done it with the windows, far too many lol, but I had to see what it looks like before either adding or removing it.It will look much better with the windows only on the one side instead of both.As a test I added cubemap shader to the one side and left the other side plain.I recommend you leave them as is, the bloom does fade, but it doesn't look pretty.

From the second screen, it is better to pair the windows with a space in between also works pretty well with lightrays as well.Hopefully I get on with things, but I got another idea or two that I want to try sign.oh and now I have to fix the metal supports as they hanging in the air

Also did a lot updates today, hopefully it will be the last for a few hours.




*Handy tip.
If you going to make windows or any thing really that has CSG connected to it, room walls don't like more that 1 CSG punches intersecting it, it will choose 1 CSG punch and the other punch will not be computed.One CSG can do 4 walls as per screenshot, I doubt higher polygon punches will work well.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
henry ham
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Posted: 2nd Jul 2012 20:56
simple models but very well done!!! the screenies look great

cheers henry

wizard of id
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Posted: 3rd Jul 2012 09:44
That indoor shed I was talking about doing....came out nicely, can also be attached to the outside of walls, a sort of extension of the building....just needs to be tweaked slightly the side wall is overlapping the shed.



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 3rd Jul 2012 20:05
Presonally my first attempt at making a fence, I will leave the judging up to you. What would a warehouse be without a fence.



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
bruce3371
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Posted: 4th Jul 2012 00:55
Top notch stuff as always

wizard of id
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Posted: 4th Jul 2012 09:04
Thanks bruce.

The main problem I encountered with fences from MP3 and WWII,was adding variations, basically if you are going to place a fence it was the same length and look for that area.

So I was forced to work on that, so 50 unit fence combined makes for a nice addition there is also a 2 segment long fence.Basically means you can mix them up and create a different look each time you make use of the fence.


I know it sounds completely nuts working on some thing like a fence for a few hours.But as I said before I am tired of FPSC symmetrical look 3 different looks is hardly enough, what I would like to do rather what I am going to do is make my own room segment, and tailor the fence for that room segment.

In other words, no longer will a segment long fence end section be stuck in the wall you will have an end section that will fit right next to the wall instead of in it, basically unless I can help it no over lapping segments again.

Aargh!!,.......excuse me the men with the white coats are here.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 4th Jul 2012 13:58
Started working, on platform supports, also have to check how media will interact with other media like the fences....

Not bad, but will maybe reduce the width a bit.


Next item on the list is grated floors.Previously I would simply apply the grate directly onto the floor and then it is done.This time around I want to add metal trim to the sides, so that it looks better than the standard grated floor I usually do, thanks to the dirt cheap uvmap method for the fence, I figured out a way to it cheaply

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
sic1ne
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Posted: 4th Jul 2012 16:27
simply amazing do you have any release dates set on this pack? but this is some top noch work looks great the models look just like halflife.. you should try to make a gym floor and add basket ball hoops great work ohh im loving the windows tgc needs windows bad and the industrial windows u made look awsome

Wolf
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Posted: 4th Jul 2012 16:27
Ah! I see...this is one of the threads where the work presented is so fantastic that most people don't even post.

Wizard of Id, you're doing some truly magical work here that hasn't been seen like this in fpscreator. In fact, I believe that you will give FPSC an entirely new face with this work within the next few seasons if you release this kind of work as a modelpack.
Architecture and actual creative material is far more important than pretty shaders in my book.



-Wolf

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
wizard of id
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Posted: 4th Jul 2012 17:06
Quote: "do you have any release dates set on this pack?"
None to speak of...I guess month end

Quote: "but this is some top noch work looks great the models look just like halflife"
Yes it is, have taken a lot of ideas from it...it is only now that I noticed how cheaply they managed to do their environments.The fence definitely has some resemblance to the half-life one.

Problem is, I have taken an idea from some thing else/one hopefully I have done enough to make it my own and not say half-life look, instead wizardofid's.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
uzi idiot
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Posted: 4th Jul 2012 18:01
I find it incredible how things so simple can be so awesome.

If something compiles on the first try. Something is terribly wrong.
wizard of id
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Posted: 4th Jul 2012 18:12
next warehouse I am making

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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wizard of id
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Posted: 4th Jul 2012 22:08
Lol so I posted the wrong ref pic, but the other one had a similar roof, so no biggie.

About 3 hours worth of playing around and making little changes and stuff.I like the complete metal structure look, what a did like was either one continuous roof section, or repeating the angle look to the next section.So I took the ideas from the reference pic and instead of repeating the angled roof added taller straight roof section.

I hope the beams are proportional to the size.Added some windows to get a feel for the scene, perhaps they don't fit per say with this super clean look, a derelict look would be better suited to the type of window.

But I would like to do one unique, window set for each warehouse.

Also just added some lights and boxes to get an idea of looks and to gauge height, now to make it pretty and check every angle, view, before I will be entirely happy.

Should I bin it and start again or is it worth keeping, after all I am making this not just for me.

Over all finally happy with a super massive warehouse,that works, who ever uses this is going to have absolute crazy fun working out a path in this one

Also worth noting, the size is about perfect for a MP map.
Which I will be doing most of tonight and tomorrow, to see if that works





Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
sic1ne
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Posted: 5th Jul 2012 05:00 Edited at: 5th Jul 2012 05:02
i think i fell dead looking at this i cant wait!!!

sic1ne
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Posted: 5th Jul 2012 05:01
well it does remind me of halflife but thats a good thing your models look great and it when the pack is done it will deff scream wizard of id all the way!!

Vent
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Posted: 5th Jul 2012 06:53
This is looking great



wizard of id
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Posted: 6th Jul 2012 01:19
Have no idea if this going to translate well to FPSC.I hope so, the bottom beams, took some careful planning to do.Much much older type warehouse, still have to do the walls and roof supports and make one or two adjustments, bottom beams are a bit thin for my liking.

Hopefully this one is going to be an awesome one.




Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
KeithC
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Posted: 6th Jul 2012 05:21
Looks very nice; if it was anywhere else on the net, I wouldn't be able to tell it's in FPSC.

-Keith

wizard of id
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Posted: 6th Jul 2012 14:17
I don't know, I guess it looks cool.



Those bottom beams annoy me endlessly for some reason ?

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Hamburger
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Posted: 6th Jul 2012 19:16
maybe they need some rust to make them look less...gray?

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Wraith Staff
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Posted: 6th Jul 2012 20:27
I agree with Hamburger

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