I'd just like to clear a few final comments up.
Mark Twain said:
"If you wish to win your argument, first argue from your opponents point of view". This basically meaning that if I argue against ButterCutter, I will find the areas of weakness in my own product.
I feel that some comments have been made that are detrimental and critical of my product, but I also feel that these criticisms site improvements that are outside of the limitations of FPSC, and therefore beyond possibility for me to achieve. So , here goes.
Quote: "at present its 80 subtraction shapes, with some planks, the interior walls that are broken don't look like how you have made them, they have internal cavities with joists and boarding over them, these have wooden planks inside them, external concrete walls have internal metal frames or posts"
The initial issue appears to be the lack of a cavity between the segment walls (detracting from realism). This has not been implemented in FPSC because the cutting geometry would require a thinner segtion poking between the 2 segment walls, that would cut the cavity. The CSG engine cannot handle this kind of "internal" cut, and would errase the entire wall section.
the second issue is in the materials contained within the walls. I admit these are basic, (although each one is indivually modelled to fit a specific cutter). In the end I was considering functionality over detail. At the moment, the poly count of the cutter remains very low, so that you can trash entire levels without increasing the poly count. Had I added girder frames and curved pipes, I would have pushed the frame rates down with heavy use.
Quote: "Try adding some holes that don't go right through"
This could have easily been done, but when you cut segments using CSG you have no control over the way the texture is created for the new "cut-out" geometry. Meaning that although I could easily push blast dents into segments using CSG, the dent would still be textured the same as the wall. So it would look stupid.
Quote: "decals for the walls with bullet wholes and damage"
This I could have done, but I've done decals before in LYTEFX and they're really hard work. What with aligning the image and all. To be honest, if I was gonna do damage decals, I'd rather do a bunch of decals and release that separately.
Quote: "chunks of masonry for the floor "
This I have done. I had rubble I had already created, and because of your comment, it will go in the pack.
Quote: "broken floors, holes in the floor that one can see inside, as in see inside a real floor"
Well, this I did consider, but you see. The segment walls can be cut, because they are not CSG immune. THe floors cannot be cut because they are immune to CSG. This stops things like doors making holes in your floor. If I had created destroyed floors, you would have to edit your segment files to let the cutter make the holes. And then those edited segments would have been incompatible doors. Therefore they would not have worked straight out of the zip. So they wouldn't have been a "complete solution", and I didn't include them.
Quote: "I think I make good points in how it could be improved,"
I'm affraid I disagree, and this is why I'm so angry. Like... really angry. As I have shown above, many of the issues you site as being neccessary to improving the pack, are simply not possible in FPSC, or ARE included. I'm not even going to get into the commercial quality argument because I don't think that's what FPSC is about.
I think nobody had a problem with LYTE:FX's pricing, and in all honesty, making this was alot harder and more time consuming. I think I'm charging a fair price, offering a large amount of media, and above all else, selling something totally original and useful to many people.
one last one...
Quote: "I'm not the only one that has stated its expensive, when we say its expensive we mean its value is too low for the cost, increase the value then it is set at the right price, then nobody can make any issue of its price."
Cost is a predetermined variable.
Value is not a constant. It is unique to an individual.
so I say "Torque is expensive". It's value is very high to me.
I don't say "Torque is expensive". Because I think it is rubbish and costs too much.
If you cannot make your own damaged segements, then surely this could be valuable to you, but you don't get much money, so it's expensive.
The entire concept of value is a little vague to be bringing into this.
as DarkFact said
"I can use this over and over and over and over, with no limit on variations. I can use this and make my game unique compared to the next guy even if he has this tool as well....The price is right."
which by your rational, would make it...valuable?