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FPSC Classic Models and Media / [LOCKED] EAI Task Force 341 character set WIP (56k warning)

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Hockeykid
DBPro Tool Maker
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Posted: 21st Nov 2009 22:09
Quote: "1.5-beta is the current? Downloading it now. Will give a run-through when I have time."


Actually its official no longer beta so I brought the version number back to V1.0. (anyways you probably downloaded the correct one as its the only download up there. But it does require V1.16 of FPSC.

A r e n a s
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Posted: 22nd Nov 2009 00:24
I reckon these would be great in a pack as opposed to individually cause otherwise you'll be picking parts together and not get the whole deal...

ASTECH
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Posted: 22nd Nov 2009 03:15
I just want to see these finished. They seem to fit a sweet set
of team mates to go along side you in my game.

-Indestructible-

Bugsy
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Posted: 22nd Nov 2009 03:45
those flinching animations are top notch, makes every enemy able to have 200 health and a respawn, and have it not look like they can sit there absorbing bullet after bullet with no reaction to the gallons of cartoony 2d blood that they are losing.

if you are putting those guys in DarkAI, maybe add after the :shotdamage=1 thing to randomly play flinching anims.

add me on skype- isaacpreston. WWC percentage complete: 60%
Nitro Snail
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Posted: 22nd Nov 2009 16:09
i think that there should be a african american one.

<IMG SRC= nsnail.jpg>
Errant AI
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Posted: 22nd Nov 2009 16:21
Quote: "maybe add after the :shotdamage=1 thing to randomly play flinching anims."


I'm superpsyched right now because in my script noobiness, I had overlooked a very handy part of the fpi system. Up until last night, I had been putting the flinch stuff into the AI script which was sort of messy and error prone because it could cause delayed flinching if getting damage spammed. Now, I've got it working flawlessly by giving instructions to run a quasi-internal .fpi script. So far it seems to have solved all my problems with that.

How it works is that I just add something like this bit to the AI script:



Although in my current test case it's something a little different because it's being used for AI on AI combat which doesn't respect damagetype and I want a chance for knockdown after health has fallen to a certian level:



That calls the flinch.fpi which looks like:



The flinch script could be either more simple or complex depending on what the developer desires.

-You can use it to determine if you want bloodspurt or not(AirMod feature works well for AI fighting each other because thier weapons don't normally cause any decal to show on target).

-You can use it to call different sounds so you have randomized hurt sounds.

-You could set it up to be a 'weakened' state for the character so that damage inflicted while finching casuses an extra effect.

This example returns to main AI script but it will only be a simple matter of changing runfpidefault=x to return to the shoot script instead. In summary, it works well now and it is much more fun to hurt them and see a reaction!

Quote: "But it does require V1.16 of FPSC"

OK, gotcha and congrats on v1.0! I'm still running v1.1503 or whatever though :S
Armageddon Games
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Location: Im In my Little bubble, Find your own...
Posted: 22nd Nov 2009 17:52
Quote: "Ha-Ha, that's the Phoenix-Connection terrorist model from Counter-Strike:Source.
"

lawl -- i just finished playing css when i read that post--

Your signature has been erased by a mod - please reduce it to no larger than 600x120
A r e n a s
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Posted: 22nd Nov 2009 18:59
Quote: ";//start flinch snippet

:shotdamage=1:state=555
:state=555,healthless=90,random=20:rotatey=180,runfpi=eai\throwfore_arena.fpi
:state=555:runfpi=eai\flinch.fpi

;//end flinch snippet"


In ply's armour script theres a more effective way of detecting damage delt to a charactor. It should work for your use just fine.

Bugsy
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Posted: 23rd Nov 2009 18:19
nice script.

so are these going to be darkAI- video'd?

add me on skype- isaacpreston. WWC percentage complete: 60%
Nitro Snail
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Posted: 25th Nov 2009 01:00
does anyone listen???

"When in doubt, RPG-7!"
-Nitro Snail, 2009
Spycrabz
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Posted: 26th Nov 2009 05:27
is there any chane of you making these work better with gore headshots in fenix/horror mod? such as texturing the inside of the neck a meaty bloody texture?

Bugsy
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Posted: 26th Nov 2009 06:27
I think he's already almost done with them, dolphin lover
nitro snail: there may be an african american one, does it matter? you could probably change the texture if you wanted.

add me on skype- isaacpreston. WWC percentage complete: 60%
Errant AI
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Posted: 2nd Dec 2009 17:02 Edited at: 2nd Dec 2009 17:03
Just popping in for a couple quick updates:

VIDEO of AI fighting each other in melee combat (PBUM):
VIDEO LINK
The tan guy has some bad spots in his script causing him to stall from time to time.



SCREEN-CAPS of weapontype 0-5 core animations:
Shows basic moving and idling including the two non-shooting postures. Why still and not video? Because this screen-strip is used internally for me to spot trouble spots (like some of the shoulder vertex weighting).


Catchup...
@Nitro Snail- sorry if I missed something. I think all your questions have been previously answered in this thread.

@dolphin lover- unlikely for the reasons stated by Bugsy. It would also take a bit of R&D to perfect since the head doesn't disappear so much as scale. The deformation and mesh at the neck would have to specially tailored for best effect. Something I don't honestly have time for.

@Bugsy- thanks for answering some questions while I haven't been able to respond
mAcpo
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Posted: 2nd Dec 2009 17:21
Looking great, can't wait!!

Bugsy
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Posted: 2nd Dec 2009 18:48
amazing. professional quality. I love how the pistols are held correctly and not held like previous FPSC characters held them- 3 inches from face.

add me on skype- isaacpreston. WWC percentage complete: 60%
A r e n a s
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Posted: 2nd Dec 2009 22:01
Still waiting for your release date

Conjured Entertainment
AGK Developer
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Posted: 2nd Dec 2009 22:17
Just one word comes to mind after watching that video... Beautiful!

Quote: "Still waiting for your release date"

Ain't we all?

   Conjured Entertainment

 WARNING: Intense Madness
Bugsy
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Posted: 3rd Dec 2009 05:12
I know I am.

did anyone else notice that they were kind of leaning foreward? I like that. it conveys a sense of readiness.

add me on skype- isaacpreston. WWC percentage complete: 60%
EGG HEAD OF DOOM
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Posted: 3rd Dec 2009 08:10
this is looking good

Spycrabz
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Posted: 3rd Dec 2009 09:45
agreed.



Steam: mogbog123
michael x
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Location: Cybertron
Posted: 3rd Dec 2009 15:13
why you just release two packs ones with full mask the ones without the mask. i have look over all the model up to this point. but i think it would be a waste not release all of them. so please reconsider.

more than what meets the eye
EyePrize Studios
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Posted: 3rd Dec 2009 19:46
how do you!

MODEL THAT GOOD?!?!?!?!!
Texture that good!?!?!?!
Animate that good?!?!!?!

Honestly!.

Your amazing. Goof work EAI.

Bugsy
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Posted: 3rd Dec 2009 20:46
practice makes perfect I'm guessing.

(unless he's like... an alien, then he's probably born with those skills. or hatched... I dunno)

add me on skype- isaacpreston. WWC percentage complete: 60%
The Aaron
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Location: American High School
Posted: 4th Dec 2009 03:53
Quote: "unless he's like... an alien, then he's probably born with those skills. or hatched"

Surprisingly believable, Bugsy.
Anyway, good work EAI!
~Aaron

Download Failed...
ASTECH
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Posted: 4th Dec 2009 15:07
I'm sorry but you need to release them before my head explodes.
What you have shown certainly meets far beyond what I call done.
I have a perfect use for them and I'm ready to make a few
variations such as african american and hispanic.

My team in the game is racially diverse.

I cannot wait any longer.
Super awesome work.

-Indestructible-

=Acid=
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Posted: 4th Dec 2009 20:11 Edited at: 4th Dec 2009 20:11
Nice shaders, looks toon.
At first thought, I was thinking melee in fpsc would be an absolute laugh because of choppy AI. Looking at your video, you did a great job Errant.

Looking forward to more
Kerrby
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Location: Australia mate.
Posted: 17th Dec 2009 06:24
Just a bit of a bump. A tiny 12 day bump .


WizMod Developer.
Bugsy
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Posted: 17th Dec 2009 06:43
just teensy

add me on skype- isaacpreston. WWC percentage complete: 60%
Spycrabz
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Posted: 17th Dec 2009 07:22
I haven't done any work on my game for about a month now because im waiting for these





Steam: mogbog123
Errant AI
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Posted: 17th Dec 2009 17:31
Thanks for hanging in there :S

Rebuilt the shoulder area and got everyone upgraded to the right-handed mesh. I've been cleaning animations and tweaking some lengths so that I can cram in a couple anims I wanted (basic head bobbling for talking and using radio PTT). Some of the anims I've added in (and they look cool) are ones which have been requested multiple times such as aiming up, aiming down an weapon recoil (each weapon type has two recoil anims; one single/hard kick and an automatic burst loop).

Proper update after the weekend when anim cleanup is finished. After that I'll have some AO and normalmaps to bake and that should pretty much be it
Bugsy
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Posted: 17th Dec 2009 17:34
so that's not much longer? cool. I am ecstacic.

add me on skype- isaacpreston. WWC percentage complete: 60%
shadowfire
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Posted: 17th Dec 2009 18:53
release them for christmas!



Can you solve the mystery of bunker 413?
mgarand
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Posted: 17th Dec 2009 19:02
take your time mate, it looks awesome. i will buy all your characters



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Bootlicker
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Posted: 17th Dec 2009 19:54
Good work,

I'm glad you've started to make some characters! Your guns are awesome but these are out of this world!

Thanks

Ben
Spycrabz
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Posted: 18th Dec 2009 02:38
Woot, can't wait Errant, love your work.



Steam: mogbog123
freak of nature 64
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Posted: 20th Dec 2009 04:34
I can't wait to see these in the store!

Are chicken mcnugetts chicken or headcrab?
Bugsy
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Posted: 20th Dec 2009 04:55
I have all your crap as well, and some of your models too!



to fenix mod!
Cross Hair Games
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Posted: 21st Dec 2009 02:15
......holy crap these are amazing! are they gonna be free? if not how much will the be?
Silent hippo 1
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Posted: 22nd Dec 2009 14:59
I'm just curious, are these models (when they final are released) going to be compatible with things like Bond1's shader from the Metro Theater pack, or recent merge with Dark Voices into FPSC?
Bugsy
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Posted: 22nd Dec 2009 17:14
they haven't been merged yet, and I don't think they're shader 2.0 compatible, but they look nice with CoZ's shaders, and even look nice with FPSC shaders. heck, even NO shaders.



to fenix mod!
Errant AI
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Posted: 22nd Dec 2009 18:03
No, these won't be set up for DV. It ends up being a waste of geometry, etc 99.9% of the time. They do have a few anims for emotive head/body movement which can be used to convey speech in an old-school manner. Not outstanding for talking to the players face but better than nothing and they look ok when talking to each other. Depending on what happens with the DV merge, I will later make a couple "hero/boss" type characters which are set up for it.

Bond1 has yet to release any media/fx using SM2 for characters but if they don't work off the get-go, it should only take minimal skill to arrange the files to work with whatever shader. They will work with the stock SM1+ and Bond1/CoZ SM3 .fx.

These will look great if I can get spec working correctly. I think I need to place the spec map in the normalmaps alpha layer but not certian. I've done that before with no noticeable change but it depends on how the .fx is set up.

Anyhow here's my update. Something random to look at...



This is the near-final anim list. There are a few that need their numbers reassigned but this is 99% accurate. Please note that this is copied from internal documentation and will be better collated for release.
Cross Hair Games
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Posted: 22nd Dec 2009 18:59 Edited at: 22nd Dec 2009 19:08
These are seriously amazing! It's just like MW2! And In FPSC! Wow I'm stuned these are perfect for a game I've been thinking of. How much are they going to be? How many characters are going to be in it? I think I've asked how much they are already but I couldn't find it so sorry If I asked it already. But these are seriously amazing!
Chris Redfield 2008
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Posted: 23rd Dec 2009 06:55
*BUMP*

Excellent Work!

P.S. Have you considered doing other Characters/Weapons for other wars besides modern ones? Like Vietnam? Korea? WW2? Heck, maybe even WW1?(assuming anybody who uses FPSC is crazy enough to make a WW1-based game...)

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Cross Hair Games
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Posted: 24th Dec 2009 20:14
bumb, any progress? these are really good
Errant AI
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Posted: 24th Dec 2009 21:14
Quote: "How much are they going to be? How many characters are going to be in it? I think I've asked how much they are already but I couldn't find it so sorry If I asked it already. But these are seriously amazing! "


They will be released as a TGC pack and should follow the expected pricing format. The number is not finalized and it partially depends on memory size of the files.

Quote: "Have you considered doing other Characters/Weapons for other wars besides modern ones? Like Vietnam? Korea? WW2? Heck, maybe even WW1?(assuming anybody who uses FPSC is crazy enough to make a WW1-based game...)"


I consider lots of things but I don't have the time to take action on those considerations. WW1 would be awesome. I've been collecting reference for that era for the last couple years.
Chris Redfield 2008
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Posted: 25th Dec 2009 04:17
Quote: "WW1 would be awesome. I've been collecting reference for that era for the last couple years. "


It's good to know that Im not the only one who's into this idea. Thanks, and Merry Christmas.

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
Cross Hair Games
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Posted: 25th Dec 2009 05:35
Cool! I'll probaly buy it!
Real1ty
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Posted: 31st Dec 2009 14:31
I am definitly going to buy your great stuff. Great work!

All Advanced Warfighter
-
Modern Military Tactical Combat
Lucidx
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Posted: 1st Jan 2010 00:34
These characters are coming together so nicely.

Lucidx
PW Productions
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Posted: 3rd Jan 2010 21:23
EAI, check your e-mail, not about these characters; somethin' else.

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