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FPSC Classic Product Chat / Thanks to all who helped Me with My fastfood restaurant. Now I courld use some ideas for My garage... (Screenshots)

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Mr Love
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Posted: 21st Jul 2017 18:48
I have not mutch to give You right now, but here is a screenie from test-level3. I dont really like the jailbars on this picture its to mutch Half Life2, so I made a new one, and they look mutch better. Im sure I will post a screenshot of them when it start to look good. But I like the chose of textures..

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Mr Love
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Posted: 22nd Jul 2017 17:44
This is the jailbars I will use, not so grungy as the former one but it looks way better I think.. Does anyone know the best way to "split" a floor/roof segment so it look diffrent on both sides? I mean one floor texture and a roof texture on the same segment...

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Mriganka
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Posted: 23rd Jul 2017 07:21
@Mr Love you could use a different floor segment. Otherwise both the surfaces would have to have different textures. Or, you could increase the part mode in the .fps file and insert another segment below the ceiling.
ncmako
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Posted: 24th Jul 2017 04:12
Ah yes, I see what Mriganka means. Otherwise it looks great! Totally awesome
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
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Posted: 24th Jul 2017 13:04 Edited at: 24th Jul 2017 13:05
Quote: " Otherwise it looks great! Totally awesome."

Well, not quite yet. I have to mirror the toilets first. I hope the prisoners are lefthanded!
Mr Love
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Posted: 29th Jul 2017 14:55
I have had a pretty hard time these weeks, Im working on level 3 (The Prison), and I have not had the real inspiration for gamemaking until today, when all ideas suddenly pop up at the same time(!) Anyways, Block A is ready for the entitys and I seriously wonder if FPSC can handle 72 cells, all with a bed and toilet?
As usual I have some screenes, but Im sorry for the crappy quality (1024x768). It looks like every pixel are four pixels. FPSC really have bad rendering...

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ncmako
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Posted: 29th Jul 2017 20:40
Mr Love
That is freaking awesome, best prison layout I think I have seen done in fpsc
Don't change a thing (except maybe for the cell ceilings) looks really,really good.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
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Posted: 29th Jul 2017 22:33
Well, I did change one thing, the lamps are now static mesh, so now I have correct shadows.. I cant wait to play this level in HD...
Mr Love
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Posted: 1st Aug 2017 20:19 Edited at: 3rd Aug 2017 00:52
Quote: "Don't change a thing (except maybe for the cell ceilings)"

Cant promise that ncmako! I just saw a prison online with a convex roof, I liked it so mutch, so did remove all the roof parts and added this roof instead. The prison looks alot bigger now from the inside...

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KingMassen
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Posted: 7th Aug 2017 11:07 Edited at: 7th Aug 2017 11:08
Are you sure this texture can work for a prison roof? Looks like it's for a historical building or maybe a museum, looks like the capitol's LOL
Mr Love
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Posted: 9th Aug 2017 04:33 Edited at: 9th Aug 2017 05:01
If You have a better texture, please be My guest and post it! Otherwise I stick with this one. I think it looks pretty cool as it is...

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KingMassen
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Posted: 17th Aug 2017 04:16
I don't know ,your prison looks pretty cool but that ceiling texture looks inconvenient for a prison .. probably any metallic or normal wall texture will do ,sadly , I am no designer and I can't help you with this ....

Btw. coincidently enough ,my first level would be a prison too (more like a military prison) and the player will have to go through some softcore prison break (he was used as a scapegoat for a failed war operation)

I really wish I could help ,I don't actually think I could design a prison with that quality lol
Mr Love
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Posted: 19th Aug 2017 11:38
Well, some prison buildings have not always been prisons, it courld be an old library or school or an old government building that has been made to a prison... Thats the way Im solving this problem.

Mr Love
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Posted: 23rd Aug 2017 10:46
Have add alot of new stuff to My level3, even though I add all the enemys and other characters at last, I just cant stop Myself from testing new characters in the prison environment... Sometimes I really feel angry at FPSC when it want to paste over walls with other textures. But most often I have it under control, after 13 years of using this game engine... One new thing I added is a hole (Punch) in a prison-cell, where the Player will enter after talking with some prisoners..
And pictures as usual, first the hole in the wall thats been destroyed by a crowbar. Picture number two is My latest Character, very easy to rig for some reason(!)

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ncmako
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Posted: 23rd Aug 2017 23:56
Mr Love That "punch" cut a nice hole in the wall. Good alignment of your shaft-vents.
Looks great!
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
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Posted: 24th Aug 2017 16:53
Thanks ncmako, Yeah, and I did cut out a perfect size of wall to cover the hole with....
KingMassen
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Posted: 30th Aug 2017 19:39 Edited at: 30th Aug 2017 19:40
@Mr Love
Which pack did you get that slanted roof from? Or you just made it yourself?


Mr Love
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Posted: 1st Sep 2017 06:21
I made them Myself....

Mr Love
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Posted: 6th Sep 2017 18:09
So its time to open the door and take a deep breath of inspiration. (Yea, Right!) Inspiration is a strange thing, sometime it comes when You go to bed, and sometimes (Thank, God) When You need it! I have really been inspired planning the whole tunnelsystem under the prison that is HUGE! And My new segments started as entitys, because I didnt thought You courld make a 3segment wide object without affecting the floor. Thanks God the segment editor has something called OVDIR, that makes it possible to add segments over segmentfloor... Perhaps the segment on the picture dont look special, but I did build up a test, with lightbulbs (Flares comming later) bars, nice lightning and the dirty stonefloor from WW2 segments. It really looked amazing, and I really want to show You when it is finished...
Finally, the fan room is finished!!!

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Madcow02
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Posted: 6th Sep 2017 18:56 Edited at: 6th Sep 2017 18:58
@KingMassen
You can find similar roofings in Wizard of id's stock media upgrade.



You really should take your screencaps with a correct aspect ratio, because they are awful, to do it, open your setup.ini and go to




Change "aspectratio=0" to "aspectratio=1"
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Mriganka
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Posted: 7th Sep 2017 16:41 Edited at: 7th Sep 2017 16:42
@Mr Love

I have some advice for you on lightmapping objects. The various light emitting entities, make them dynamic and immobile, and then set the light inside the main light source. This will give you relatively more realistic lighting. If you plan on using directional lighting, I would plan making the entities static and using an invisible cone of light to attain a certain direction for the light. And as for the post-processor I would reciommend either you use the recolour shader (filmgrain.fx or sepia.fx - they are the same shader) and set the sepia or blue values to a more warmer or cooler colour, or use the tonemapping shader (by uzi idiot) and make the ambience lighting warmer or cooler to get that certain look and stimulate faux global illumination. And use lights properly and more often (with subsidiary lights to fake reflections) to attain a somewhat faux sense of ambient occlusion (with lightmapping resolution set to 256 and quality to 48). This will make the scene look as if it has some sort if an atmosfear, depth and style to it. It seems to ,me that you are a great 3D modeller and texture artist (if those textures done are hand-drawn) but not using proper steps make your levels look generic and akin to the ameteur stuff in FPSC (I don't mean any offence). Hope you find the advice useful.
Mr Love
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Posted: 7th Sep 2017 20:11
First:
Thanks Madcow02 I will try to change aspectratio=0" to "aspectratio=1, except My screenresolution is 1920x1080, I have tried to use HD in the testgame but something or someone are changing it back to 1024x768...

Second:
Thanks Mriganka for the tips, I will see if I can use some of the ideas.. Im not going to use any postprocessing shaders, perhaps Ill test one for fun to play with, but its not really anything I will use....
Mr Love
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Posted: 14th Sep 2017 07:30
Just wanted to show My new segment. The picture looks pretty bad, sence it has been upscaled from 1024x768 to 1600x1200. sence I dont have correct aspectratio I show this in natural 4:3 format. You can see that Im sutch a Half Life 2 fan!

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Madcow02
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Posted: 14th Sep 2017 10:40 Edited at: 14th Sep 2017 10:42
Ertlov made a tutorial about how to run a test game in high resolution here
The last screen look cool but I think you could have saved a lot of time by using segments and CSG cutters.
You also have a texture misalignement where the wall ends and the arched ceiling begins.
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Mr Love
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Posted: 15th Sep 2017 02:51 Edited at: 15th Sep 2017 03:28
Thanks for ertlovs tut. But I think I have said to You, that I cant change resolution!!! (The resolution can only be changed in built games)
Quote: " I think you could have saved a lot of time by using segments and CSG cutters. "

Well, This happen to be a segment... (100x300)
Quote: "You also have a texture misalignement "

When You bake Your textures the baked version never has the quality of the original, it always have some flaws...
Madcow02
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Posted: 15th Sep 2017 06:11 Edited at: 15th Sep 2017 06:11
Odd, by following this tutorial you should be able to play test builds in your native desktop resolution.
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Mr Love
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Posted: 15th Sep 2017 07:21
Quote: "Odd, by following this tutorial you should be able to play test builds in your native desktop resolution. "

Belive Me, I have tried to make the HD work in "testmode". It worked once but for some reason someone/something set it back to 1024x768. It really looks bad and You cant really see the details...
Mr Love
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Posted: 22nd Sep 2017 13:36
Have been gone for a little while, (Have been busy making games ) Found some awesome fonts when I googled, and later on I used one of them on the stockmedias(!) scifi boxes, writing "ANTRAX PRISON" on the texture, the result was pretty good I think, the colors in these old 256x256 textures fit in perfectly in My prison-level, that was the best gift... I am also almost finished with the "Vardens" small apartment. Hes a real sadist giving the prisoners electric shocks, and all kinds of torture.. (When walking the green mile You can hear the screams, a simple ogg file I found)
I heard from Wolf for a while ago, He was telling Me that a few FPSC Seniors was starting up some new projects. Have not heard or seen anything from that. But I hope it is true, Some Guys out there courld make amazing stuff with FPSC if You just can see its potential......
Two pictures, one from the Vardens "The Boss" small apartment. And the other picture is on My modded sci-fi boxes...

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Mriganka
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Posted: 22nd Sep 2017 15:48
Now the shits starting to look awesome!
Mr Love
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Posted: 23rd Sep 2017 02:07
Yea, but the more I work on My game, the more job I get! Im working on the prisons crematory now, its used too well(!)
Here is My model of a corpse-trolley...

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Mr Love
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Posted: 2nd Oct 2017 09:44
Okay, the crematory is done! Not sure if I like it or not, but it works...

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ncmako
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Posted: 2nd Oct 2017 10:44
Mr Love Not too cluttered, Looks good!
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mriganka
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Posted: 2nd Oct 2017 11:40
@Mr Love That Ceiling!!!
Mr Love
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Posted: 2nd Oct 2017 15:07
Thanks ncmako! "That Ceiling" You dont like it Mriganka? Its just a bit of concrete I throw up there, but please tell whats wrong???

xplosys
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Posted: 2nd Oct 2017 15:38 Edited at: 2nd Oct 2017 15:43
Quote: "please tell whats wrong?"

It doesn't really fit an otherwise modern room, but what really got my attention were the old single bulb lights hanging from a cord.

Is it a morgue or a crematory?

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Mr Love
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Posted: 2nd Oct 2017 18:32 Edited at: 2nd Oct 2017 19:47
It is a morgue AND crematory xplosys. I total agree with You about the cord, I did react to that Myself, but lack of time .etc. Wourld be happy if You came with any transition ideas!
Quote: "It doesn't really fit an otherwise modern room"

Well, so in that case the carpet doesnt fit in as well, sence it has dirt "blood" on the floor?! Bad logic...
xplosys
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Posted: 2nd Oct 2017 19:40
Quote: "It doesn't really fit an otherwise modern room"

That was my comment about the ceiling. It's not the type you would see in a morgue or crematory.
As for the lights, most I see on Google images have normal fluorescent lights on drop ceilings.
If someone else had posted the screenshot I would not have commented, but you are normally more concise with your content and realism.

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Mr Love
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Posted: 2nd Oct 2017 20:06
Quote: "It's not the type you would see in a morgue or crematory."

Show Me a good crematoryrooftexture that is ok with You Guys then fine.......
Im happy with the lights, just not the fittings to the roof...

xplosys
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Posted: 2nd Oct 2017 20:21
All that matters is that you're happy with it.

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Mr Love
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Posted: 2nd Oct 2017 20:35
Quote: "All that matters is that you're happy with it."

Yea, I am now after testing 5 other textures! One was almost white and it looked very boring...
So the concrete texture stays!!!
ncmako
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Posted: 2nd Oct 2017 22:46 Edited at: 2nd Oct 2017 22:47
Mr Love If you have Model Pack #3 ? it has quite a few lights to choose from...
Hanging and fixed fluorescent fixtures.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
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Posted: 5th Oct 2017 07:27
Quote: "It doesn't really fit an otherwise modern room"

Dont let the little tree-plant fool You! This is NOT a modern room, its more like a 1950-60s style room, in a scifi game that take place in a future where Man are slaves. I know I get dizzy Myself...
Mr Love
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Posted: 7th Oct 2017 01:43
Someone said that You shourld not have big open spaces in FPSC, then Me bad! Hi guys, have never belived that I wourld use the old generator from WW2 pack. First i did open this generator in milkshape, and tell Me if I was supprised when I saw that the generator-wheel and generator was two separate groups, totally made for animation.. And what did I do? Animate it ofcourse, just cleaned away some ugly polygons from the main generator... But when the generator-wheel was spinning real fast in FPSC I thought I was missing something, so I did add some steam, and that did the trick! Im really sorry that multiplayer has shut down, this really courld have been a really cool multiplayer map! Bamber Lee, please turn on the multiplayer for FPSC and everything is forgiven! (You courld at least try)
Last a picture of those old models (2004) that was cooler than I thought......

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Mriganka
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Posted: 7th Oct 2017 17:15
@Mr Love, I really like your levels, but you need to work on your lighting. Like, a lot.
Mr Love
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Posted: 7th Oct 2017 19:06 Edited at: 7th Oct 2017 19:09
Mriganka, thanks for Your critics! I just think You have to be more specific when You give critics, not just say " That Ceiling!!!" "Work on that lightning" etc. When You give critics You better tell exactly whats wrong and how to solve this problem, otherwise Your critics wont help Me at all. Even if I know You want to help...
ncmako
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Posted: 7th Oct 2017 19:38
Mr Love Ah yes, you found that the generator could be animated. I forgot about it, glad you found it once again
As I recall there are more little details... long forgotten, hidden through out the packs, to be found once-more. Looks good other wise.
That "Generator" level could be a nice quick multiplayer map, yes indeed.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
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Posted: 7th Oct 2017 23:54
Well, the generator "room" is just the energy-supply for the whole prison(!) But We are at the end of level 3 now. This prison is big, and level 4 will be the cellyard, cellblock 2-3, and the save of the tortured Colonel Baxter! To escape with Him wont be easy......

Mriganka
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Posted: 8th Oct 2017 06:23 Edited at: 8th Oct 2017 06:24
@Mr Love

What I want you to do is use non white lights which are coloured to set up a mood for the room. Your screeshots have no atmosphere to them, they don't convey any emotion by just looking at them.

Look below for an instance -





I am setting up a dirty mood with the sewers with dark corners to give the player anxiety about what is going to happen. On top of that I am using a tonemapping shader bu uzi idiot with contrast ramped up to max to give it a more drearier feeling.

For some tutorials you can check these out -

Bugsy's 0 ambience lighting tutorial

Bugsy's level design tutorial

Wolf's lightmapping tutorial

Wolf's level design tutorial

PS - I don't mean to hijack your thread, jut this one post.
Mr Love
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Posted: 8th Oct 2017 20:43
WOW! Your screenies is the best I have seen so far made in FPSC! Its kind a sad that the HUD gun does not have the AAA quality as the rest in You screenshot.. I must say that it feel like there is something missing in My generator room, but I cant have to mutch clutter sence the drones will come from openable roof/ceiling panels, dropping down. Perhaps I courld add some more pipes on the walls? Almost everything in this room is yellow or green, so perhaps yellow lights wourld look cool. I want to break yellow design in this room with some colored entitys. Any ideas???
Mriganka
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Posted: 8th Oct 2017 23:08
Yes the infamous pipes. Added a lot to the above screenshots. You could increase them but what I would recommend is putting light sources only where you want the player to go to. And since the drones will be coming in from the top I would add some pillars as cover for the player. And for the drones, they will be coming in from the top, so I would remove some of the grates (to sub-consciously draw the player's attention about the current scenario). And put in some colour man! Use dark shades of colours between RBGY near the silver area. They give off great lighting.

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