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FPS Creator X10 / Alien Entity Pack X9 conversion to X10

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alimpo83
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Posted: 12th Jan 2008 01:35
Hi all,

finally got X10 to work properly(with updated Ati drivers) and now I'm converting my X9 alien pack to X10. The following screen is a simple conversion, but I'm working on getting the normal maps and diffuse maps for it. Here, only the main texture is working.The texture syntax remains the same (_D2,_D,_N) or has been changed? Thanks for the help in advance.

Alimpo83



Cheese Cake
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Posted: 12th Jan 2008 02:04
This question was answered in the normal/specular thread...

Its pretty easy make all of the textures:
_D, _D2, _S, _N.
_D & _D2 are the same.
_N is normal map.
_S is specular map. (greyscale image with some edits)

In the FPE use the directory to the texture.
Use Bump/Bump.fx
Delete the DBO's if you tested it before.
And replace the models with everything.

It should work..(of course place a lightmarker in your testlevel)

alimpo83
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Posted: 13th Jan 2008 01:04 Edited at: 13th Jan 2008 01:04
Thanks Cheese for the help.
Here it is, mind X10 only works with DDS, forget TGA, that was why I didn't get any results before.

It's a simple test showing visual comparision between bumped entity and not.



alimpo83
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Posted: 13th Jan 2008 11:16 Edited at: 13th Jan 2008 11:29
Here's another screen, with some of the models that are in the pack: eggs, pillar type one and egg nest.

All have the normal map applied, and a smooth specular. The result is as you can see a alien like effect, kinda wet and alive .



EDIT:

And here they are, guarding the nest. I'm thinking of making new alien pack addons, like alien like tubes, machines, consoles, to match the look of the Raknos X10 characters .



Cheese Cake
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Posted: 13th Jan 2008 13:06
You should redo the textures...since they already have light-spots on them..maybe make that a bit less....
so the Normal map really comes out... cause now from the screenie
with the Normal & no-shaders...it almost looks the same.

fallen one
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Posted: 14th Jan 2008 16:41
Perhaps upgrade the pack, how about bods that open when anything walks near them, or wall pods that open up when people are near them, or how about triffid style plants, or mantrap plants, you know those plants that eat flys, only these ones will eat humans.

Evil Things Most Foulhttp://www.avantivitastudios.com/
alimpo83
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Posted: 15th Jan 2008 23:12 Edited at: 15th Jan 2008 23:23
Here's the edited textures. I've made them a bit darker and worked a bit on the normal maps. In this screen I'm using the X10 internal water shader, stopped its animation,made it transparent, so it can be used as a simple reflection shader. That way, it's like the floor is polished and reflects the environment. That was achieved using TAB and editing the values in game.



EDIT:

Now a (mega)bump texture. What do you think? Cool or too much?


Cheese Cake
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Posted: 15th Jan 2008 23:42
In the second screenie...does it use a different effect?
or just a normal map with more depth?

Anyway looking good with the shaders applied.

alimpo83
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Posted: 15th Jan 2008 23:44
It's a different normal map I created, adding much depth, as you wondered.

BTW,I'm trying to make my X9 shaders work in X10, but still no success, even changing parts of the syntax.

alimpo83
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Posted: 19th Jan 2008 18:30 Edited at: 19th Jan 2008 18:31
Here's a alien tree WIP, not uvmapped yet, so don't mind the texture. I'm thinking of making this kind of alien "trees", huge models with lowpoly count that add variety to the decorations.



Aertic
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Posted: 19th Jan 2008 18:39
Nice...Umm, Tree.

FPSXtreme Developer member.

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