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FPSC Classic Work In Progress / [LOCKED] GraveDanger-My Long term project

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Mr Kohlenstoff
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Posted: 14th Sep 2007 22:00
Quote: " Oh don't worry there will be a huge boss at the end of the first chapter"


Will it be Lee?

The last link doesn't work here. But the rest looks goooood.

Disturbing 13
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Posted: 15th Sep 2007 01:36
@Butter fingers -Cool im working on the model as I type. You won't have to worry about it getting out to soon as I still have a bunch of models to make before i even start on the level models. Your pack will more than likely be out before my demo. Plus its protected so no worries there. Ill be in contact real soon.

@Mr Kohlenstoff - the last pic was just a link from the net of a very gay looking 'Electro' from marvel comics. Just to show that they look completely different.
Quote: "Will it be Lee?"

LOL, nah but it will be an incarnation from Grave's past. Not quite as big as before and different looking as well.


Inspire
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Posted: 15th Sep 2007 01:57
@ D13:

I remember when I tried to make Gone a long, full game. I lost inspiration a while into it. I hope you don't end up doing this.

Disturbing 13
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Posted: 15th Sep 2007 10:29 Edited at: 15th Sep 2007 10:31
nah this ones story is 10 years in the making; It's evolved ,morphed, and grown and absorbed othe projects into itself to make it bigger. It's only now that I've gained the skills or help in skills that I lack (such as scripting)in order to bring it to fruition. 3 engines later it's finally coming to life propperly and organized enough to achieve the graphical look that I desire. I'm already thinking of the next game, wich unfortunately won't be in FPSC due to a need of third person. But it will use all the models from the first game and many many more. The background has evolved in such a way that I could write pages and pages of errata on this world, enough to probbably spawn its own MMO, but I'm not going there...at least not yet.
Rest assure what I stated earlier is still true and will be true- Publisher or not this game will be completed.


fallen one
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Posted: 16th Sep 2007 22:02 Edited at: 16th Sep 2007 22:12
Id love to try this, but when I run games that use vishnu they will not start, I have to run them like 40 times to get it to run the game, what will happen is I click on the vishnu icon to run the game, I am asked some details like rez and stuff, press OK, then screen goes black and the mouse pointer from the prior screen is still on the screen, wait for something to happen, and nothing happens, I cannot get out of the thing and have to press re set on my computer and boot the compuer again, do this like 40 times and perhaps one gets lucky and can play the game one downloaded.

Still havnt got lucky getting this one to run, what with its vishnu thing, so I cant comment on this yet
Disturbing 13
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Posted: 16th Sep 2007 22:22 Edited at: 16th Sep 2007 22:25
@fallen one-Here's a few scenerios you can try.
*Th F12 button will get you out of the program without haveing to restart.
*Make sure you have net framework 2.
*If you are useing Vista, check the Vishnu home site and download the vista fixhttp://s4projects.out-lawz.com/
*If you have anything running shut it down (not virus protection) stuff like MSN and other programs ect.
*don't run it with shaders, It wasn't made with any.
Hope that helps.
Other than that I don't know what to tell you. I apoligize if your comp doesn't like Vishnu, but Vishnu has become an imperrative part of GraveDangers development.


fallen one
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Posted: 17th Sep 2007 00:34
F12 button does nothing for me, I have to re start my computer to get out.

net framework 2, got that makes no difference.

Don't run vista.

I turn everything off, but Ill see if I can turn anything else off, If it doesn't work this time Ill have to uninstall the game. Not the first time, like I said vishnu is that good at protection that you cant even run the games, I hate the thing, so many fpsc use it and I cant run the games, not that bad for the most part as there are not many fpsc games I want to play, but occasionally one pops up, like this one that Id like to play.

I mainly want to test this to check the new way you have used by building in an external program then importing the whole mesh in. Ive often thought that all those segments must slow the game down, Id be interested in seeing the technique you used to do this, segments only allow for one textures, so no multi sub objects? so doesn't the level all have a singular texture? do the meshes have to be closed meshes, do you need depth to the meshes for the games optimisation, its zoning etc, that's another issue, Id love to know how fpsc handles that, it helps for how one would build the game, if it uses some form of zoning or portals, then do the meshes (walls) need depth or can one use flat sheets. Do they have to be separate objects rather than one mesh, so lots of questions, but these are hard to answer as we don't have a background on how the engine works.

Seeing as I cant run the game, it would be nice to see more screens, I hope you do a video and you tube it, Id also like to see your work method in creating this.

I hope fpsc games in future use other protection rather than vishnu, I don't know if it just doesn't go for me or perhaps this is more common.
Disturbing 13
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Posted: 17th Sep 2007 01:18 Edited at: 17th Sep 2007 01:24
Perhaps you can give us some comp specs and we'll see what's the problem. It could be the brand of comp or its configuration or even processor. Who knows. So far this is the only problem that cant be fixed quickly.
As for how the layout works I'll try to answer your questions best as I can. As it will not be released without Vishnu for internal observation.
Quote: "segments only allow for one textures, so no multi sub objects?so doesn't the level all have a singular texture?"

So far this level is a special case scenerio so it all uses the same texture due to it being a crypt dug into a mountain. So yeah it's all one texture.
Quote: "do the meshes have to be closed meshes?"

Its best to do so but I dont do the floor for collision purposes. Just the walls and cieling, plus i leave holes for the doors.
As for the other questions hope fully this will suffice since i don't know the particulars.
it can be a single plane with no backside geometry.
Depth can be used like in the walls for this game.
I also use a single plane for the floor panels, but i do use the standard floor size. As for optimization its great.No wasted pollys means no wasted redering.
I do it in sections to make it easier on myself for object placement. SO the walls and cielings are the only real things that are segments. Hope that helped.


fallen one
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Posted: 17th Sep 2007 01:44 Edited at: 17th Sep 2007 01:56
Single plane for the foor, so you don't have depth, its just a flat sheet segments? Also why use separate segments for the floor?

Can maps made with segment made from flat planes be cut into with fpsc regular door meshes?

Also is there any performance disadvantage in using segments for decorative items, like trees pillars etc.

On vishnu not working, I could try to shut everything down that's running, only I tried pressing control alt and delete so I could see whats running and shut them down, this is what I used to do in win 98, but I don't think XP likes this, as it doesn't bring up anything, perhaps its different in XP, in 98 you could use this way to select items and shut them off.
Disturbing 13
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Posted: 17th Sep 2007 01:57
you get lots of 'stuck' points when you use too big of floor panels, plus there cases of enemies dropping through the floor with fully modeled floors. Its a just in case scenereo.
As for being cut with doors I havnt tried as I didnt have need. I tried to put as little as nessecary in it. the less FPSC has to process the better, so i didnt use cut segments.


fallen one
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Posted: 17th Sep 2007 02:22
So the floor, was that a segment as a block or a flat sheet.

Could we also have some more screenshots of this as the only thing I get of this is one screen on the front page.
Disturbing 13
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Posted: 17th Sep 2007 04:05 Edited at: 18th Sep 2007 22:19
the floor is placed like a normal FPSC floor. Multiple segments. Only I use my own, wich is a single flat plane of 2 tris.
I'll get some more screenies up soon.


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fallen one
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Posted: 18th Sep 2007 02:36
Did it make any difference to performance how big the segment was? you could import the entire map into fpsc, or divide it up into sections.
Disturbing 13
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Posted: 18th Sep 2007 03:03
well i divided it up so its easy for object placement as stated before. i made the placement point at the entrance of the room wich means i would have to place things further away from the placement point. The further you go form that point the more the geometry fades, so importing the whole level isnt wise.


Disturbing 13
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Posted: 18th Sep 2007 04:07 Edited at: 18th Sep 2007 20:50
Here is the model for the Electro's. With luck all the effects will be in game effects.



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Dr Parsnips
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Posted: 18th Sep 2007 18:44 Edited at: 18th Sep 2007 19:46
great model!! whats the poly count for it?

HMMMMMMM
phil17
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Posted: 18th Sep 2007 19:02
Lol another sweet model D13, parts of the texture look abit off, hopefully it gets fixed up

Disturbing 13
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Posted: 18th Sep 2007 20:18
@phil17-What looks off? BTW That's also without alpha map


Deathead
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Posted: 18th Sep 2007 20:26
I think the pipes at the bottom looks off.

phil17
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Posted: 18th Sep 2007 20:29
The skirt and arms look very blurry

Disturbing 13
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Posted: 18th Sep 2007 20:46 Edited at: 18th Sep 2007 20:48
Quote: "The skirt and arms look very blurry "

Its shiney rubber...he uses electricity...c'mon meet me half way with this atleast.Mr scarey man.

Quote: "I think the pipes at the bottom looks off"

Granted they do look a bit clean, but those are rechargeing plugs not pipes. He's a floating enemy with no legs


Dr Parsnips
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Posted: 18th Sep 2007 20:59
great model! what is the polly count of it?

HMMMMMMM
Deathead
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Posted: 18th Sep 2007 21:35
If you give a texture I could rough it up a tad.

s4real
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Posted: 18th Sep 2007 21:45 Edited at: 18th Sep 2007 21:47
@fallen one :

I would love to hear from you more about your issues with vishnu as this is a rare issue that needs to be fixed, go to vishnu web site and contact me please.

Sorry you are having issues with vishnu and the protection system and working on a new version with a diffrent protection method so this rare problems dont happen.

best s4
phil17
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Posted: 18th Sep 2007 21:48
D13 i really didnt mean to shoot you down, I was just pointing out some stuff that i thought didnt look right. You have a great game going here and all your media is up to such a high standard people start looking for minor stuff to moan about lol

Disturbing 13
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Posted: 18th Sep 2007 21:50 Edited at: 18th Sep 2007 22:20
@Deathead- Thanks but these guyse are meant to be more mechanical and surgical-clean.They aren't dead just altered humans. The wires do need something to set them off so they aren't so bright but the rest is fine the way it is for what he is. I thank you anyway for your offer to help and I will remember it for the future.

@s4real- Glad to see someone so dedicated to getting Vishnu working on everyones comps.

EDIT-(simultanious post)
@phil17- LOL thanks, Maybe I should have given him some backstory here so there wouldnt be too much confusion. I didnt take it too hard, my response was meant in a joking manner about the mister scarey man thing,lol. Nah i seriously wanted to know what you thought was off. But my lack of explaining this guy led to different views. Its all good.


Disturbing 13
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Posted: 18th Sep 2007 22:02 Edited at: 18th Sep 2007 22:19
Here is a basic rundown of the enemies. There are ones that are dead, ones that are alive, ones that were never 'alive'.
Ones that are dead include Xombies, and Gargants, so far.
Ones that are alive will be the cultist types that never died , they were injected with 'Pitch' to alter them. These include BaldeCultist, DeathSquad(gun Cultist), Scorchers(flamer cultist), and Electro's (cyborg electrical cultist).
The ones that were never 'alive' include most bosses like Angels and Demons.
Here are some Gargant Head variation pics for now. enjoy



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Deathead
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Posted: 18th Sep 2007 22:51
AWESOME!(caps)

Butter fingers
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Posted: 21st Sep 2007 01:09 Edited at: 21st Sep 2007 01:10
OK, so it's just WIP, but I have the initial script and place-holder poses working.

When idle, the electricity pulses in a halo around his head, when attacking it surges down each arm.

There's alot left to do (he needs animations not poses), but the core is there. Just thought I'd get some feedback.

edit, hehe, I just noticed, on the right hand shot (white sparks), there are tiny particles crackling off his right hand..how cool.

phil17
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Posted: 21st Sep 2007 01:22
WOW! thats excellent butters.

Roger Wilco
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Posted: 21st Sep 2007 01:23
Looks like a mix between a Q4-strogg and a nitro splicer. Very cool work!
Disturbing 13
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Posted: 21st Sep 2007 01:35
dude that rocks! severely! brought a whole new level to the model! Both electricity and Dark energy will definitely be used in game! Thanks a million !


Commander in Chief
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Posted: 21st Sep 2007 05:43
I get the concept... texture the plains as if they were particles, and animate them for FPSC. Brilliant!

Hardware: nVidia GeForce 8500GT 256mb, 240gb HD Space, Pentium 4 CPU 2.80GHz, 512mb RAM, Realtek HD Audio
Software: 3Ds Max 9, Adobe Photoshop CS8
Butter fingers
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Posted: 21st Sep 2007 13:49
Quote: "I get the concept."

sadly not!!

xplosys
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Posted: 21st Sep 2007 16:13
Electro looks like he might have a bit of an attitude... not sure.

Excellent work.

I'm sorry, my answers are limited. You must ask the right question.

Butter fingers
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Posted: 21st Sep 2007 18:46 Edited at: 21st Sep 2007 18:48
OK, made some more progress. The script is now tighter, and I was surprised to find I actually have 10 available animations to play with instead of 5, so there are more individual loops for each part of the attack, making damage detection and player range detection more accurate. The animations themselves are still a bit ropy, There's at least one glitch in the shooting part (think I'm a frame out on the specifications in the FPE), and he's a little too static, but this'll all come in time!

NEW ADDITIONS
*Added separate move and idle loops. When Idle, energy focusses at the halo around his head, when moving it remains around his head, but crackles randomly off the floor too (looks like sparks jumping from the plugs to the floor).

*Added death animation, he sinks into the floor. Eventually I'll position the sparks around the point where he moves through the floor, so it looks more like he disolves into a puddle of energy.

*Damage is now shown as crackles of white electricty when you shoot him, replacing stock blood.

*Best addition! Added projectile attacks, so that when he shoots the electricity pulses down his arms and then out towards the player. Currently they just fly straight out, but I might make them slightly longer range, and converge on a central point.. that's down to you D.

Here are some screenies, but
PLEASE do watch the YouTube vid **
as screenshots just don't do it justice. You ain't seen nuthin like this in FPSC before!!


[EDIT] the video is actually pretty good. Fraps decided to record at 40 FPS, so there's no slowdown.

Deathead
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Posted: 21st Sep 2007 19:43 Edited at: 21st Sep 2007 19:44
@Butters: How is he mean't to kill you? The electricity doesn't hurt the character. Other than that awesome!

Butter fingers
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Posted: 21st Sep 2007 19:49 Edited at: 21st Sep 2007 19:50
LOL, well spotted! I just took out that line from the code while I was recording so that I wouldn't keep getting the "wounded" noise and the red flash on the screen. Thought people will prefer to see whats going on.

With damage on the player takes damage every time an electric pulse shoots out, if they are within range.

Heres a sneaky peak at a retexture I'm working on. Still need to grunge up the cables hanging out the bottom, but the arms are almost there. Changed the skin tone to a more mottled green/blue, and made it charred on his hands. Added some baroque imagery to his arms .. they're kinda like tattoos.. then duplicated it on his fingers... thought that looked cool. Also added more flow to the material of the robe. eventually gonna alpha the bottom of the robe so it looks shredded, but I couldn't do that and get screenies in Milkshape, because it bugs out and reverses my normals if I use an alpha channel on the textures.
updated screenie attached (didn't want to clog this thread with loads of images)

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Disturbing 13
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Posted: 21st Sep 2007 23:43
OMFG! Dude that thing is AWSOME! and he looks great in wide open places, I'll have to remember that when placeing him. The retexture Looks amazing as well. He would do nicely In The Decent into hell level, Where things are just a little bit darker in spirit than they are on earth. He freakin rocks man! Cant wait to put hi8m in game!


Hunter Studios
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Posted: 22nd Sep 2007 00:12
Wow, I just played it and it was amazing! Nice job.

www.hunterstudios3d.com
Disturbing 13
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Posted: 22nd Sep 2007 01:00
@Hunter Studios- Thanks!Glad you liked, That level will soon feel different once new enemies and such are into effect, plus by popular demand the reload animation will be faster. Plus Grave is getting a new set of hands and animations. The gun may also no longer be semi auto but I'll have to see about that.


Inspire
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Posted: 22nd Sep 2007 01:14
I love you Butter fingers. That was an amazing vid.

Deathead
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Posted: 22nd Sep 2007 01:15
@Disturbing 13: You should for the electro have a broken down electricity facility with a huge electro powering point. And then have the electro be there.

s4real
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Posted: 22nd Sep 2007 01:39
Yeah very good butters he looking awesome .

Best s4
Disturbing 13
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Posted: 22nd Sep 2007 02:06
Quote: "I love you Butter fingers."

Who doesn't? And if they don't, I want 5 good reasons why not. Cuz 1 isn't good enough.

@Deathead- That's the idea and reason for the plugs hanging below.


alimpo83
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Posted: 23rd Sep 2007 16:43
Looks very good so far, but I think some of the texturing could be improved, concerning the characters, since you show you can do it.


Pre-producing the game "AURORA", an FPS by Limpo Arts
Disturbing 13
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Posted: 23rd Sep 2007 22:41 Edited at: 23rd Sep 2007 22:46
@alimpo83- Thanks! As for the characters they accually look quite like what I want them too. Remember this isnt an undead zombie game Your primary goal is to go after Cultist. Some characters, in fact a majority of them are alive and have 'cleaner' textures like these cultist.

Here is another in game shot with graves new hands and animation. Thankyou MP9's ErrantAI for such excellent quality in hands and animation! I managed to get the skintone just how I intended it. I took away the big coat sleeves in favor of maller tighter sleeves wich in my opinion look better on the accual player character, wich I should be modeling soon. The Pistols are now still the same power, but no longer semi auto. Gotta give to somewhere and take form another for balance, so it also now has a 50% faster reload time.I've also thickened up the forward parts like the barrel and fireing mechanisim, so it doen't feel like you're shooting with a thin plank of wood.




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Deathead
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Posted: 23rd Sep 2007 23:27
Will you have other weapons?

Cheese Cake
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Posted: 23rd Sep 2007 23:36
The hands look better now!

Any news on different levels or such?


Cheers,
Cheese Cake.


Butter fingers
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Posted: 23rd Sep 2007 23:58
did you get your post buddy?

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