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.