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FPSC Classic Models and Media / Upcoming Terrains Pack

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RastaMan
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Joined: 28th Aug 2005
Location: East Coast, USA
Posted: 3rd Oct 2005 00:51
I have been working on multiple terrains for an upcoming pack of hills, valleys, and mountains. Here are a few FPSC shots.

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RastaMan
18
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Joined: 28th Aug 2005
Location: East Coast, USA
Posted: 3rd Oct 2005 00:51
and other...

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SarusX
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Joined: 21st Jul 2005
Location: Behind u- thats where a rangers gonna be
Posted: 3rd Oct 2005 01:29
free or not?

either way, they look great rasta.

RastaMan
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Location: East Coast, USA
Posted: 3rd Oct 2005 01:43
ummm. Maybe $1 ... I am trying to dominate you know... Or at least I was told.

Anyway it will be free.
Wheel Gator
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Location: Im not sure ???
Posted: 3rd Oct 2005 02:39
did you us terrain gen

Deadwords
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Location: Canada
Posted: 3rd Oct 2005 02:56
Quote: "I am trying to dominate you know"


beware of me and Jtbullet...

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
RastaMan
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Posted: 3rd Oct 2005 13:26
@ WheelGator - No, did not use terrain generator.

@ Skalex
Wheel Gator
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Posted: 3rd Oct 2005 16:32
well what did you use ???

BULLSHOCK 2
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Posted: 3rd Oct 2005 21:35
his skillz

I am really BULLSHOCK, but my profile got deleted...really, i'm telling the truth!
RastaMan
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Location: East Coast, USA
Posted: 3rd Oct 2005 22:03
MilkShape 3D
Jtbullet
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Location: greenville, sc usa
Posted: 3rd Oct 2005 23:35
Nice one rasta! Try to make an overhanging cliff.
foleypro
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Location: Tacoma Washington USA
Posted: 4th Oct 2005 04:57
Question...?

I thought we couldnt use terrains yet...?
Or did they Impliment the script to let us use Terrains...?

As Always B3D....www.fnggames.com

RastaMan
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Posted: 4th Oct 2005 13:49
No script. Its a low poly .x entity.
The Hitman
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Posted: 14th Oct 2005 11:33
yeah but you have to have floor segments under ur terrain or u fall through & when u place enemies they have to be placed where they can walk onto ur new terrain or they just walk under it. and it doesnt look good

If you dont have what it takes to create "Spend Alot Of Money"
jordmans
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Location: netherlands
Posted: 21st Oct 2005 00:35
ignore that mf it does looks good man ...i have respect for people that make models for free.ok maybe the textures aren't the best but i would be very very happy if i had a hill like that in my game
The Hitman
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Location: usa
Posted: 21st Oct 2005 08:37
@ mr stupid
who u calling a mf dont come in here running ur dic_ Sucker. until u contribute something to this forum. so keep ur mouth shut. u wouldnt know a good terrain if u was walking on it, until u have used terrains keep ur opinion to urself. a few of use modelers r trying to figure out this terrain problem so i suggest to you watch who your calling a mother fuc_ker

If you dont have what it takes to create "Spend Alot Of Money"
JDforce
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Posted: 21st Oct 2005 08:40
Rasta, did you get to make the terrain emit sound when walked on?

May the 3d force B with U
RastaMan
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Posted: 21st Oct 2005 13:43
na.. not yet. why? you got a solution?


http://www.rastaworld.com
- cave quid dicis, quando, et cui
BULLSHOCK 2
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Posted: 21st Oct 2005 15:17
material index

JDforce
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Posted: 21st Oct 2005 16:36 Edited at: 21st Oct 2005 16:39
Rastaman, I found a temporary trick by omitting some parameters on the fpe, (materialindex and defaultstatic) and placing regular segments on the same layer as the terrain object, as explained on this thread:

http://forum.thegamecreators.com/?m=forum_view&t=62824&b=24

Just be sure to turn "default static= on" by editing the object instance on the fpsc editor. If not, the terrain will fall down.
I have not experienced the player falling through the terrain, unless you set physics off.
This has really worked well, and is a matter of aligning the ground (lowest height) origin of the terrain object just a little above the segments (per layer). Depending on the type of segment placed below, you can make the terrain sound like water, mud, gravel, you name it.

Bullshock: materialindex works, but only for a very small area surrounding the center, as I explained on the thread above. The rest of the terrain object are remains silent. This has something to do with collision detection.Can you post some working sample, even a small one?

May the 3d force B with U
Pulsar Coder
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Posted: 21st Oct 2005 17:37
Quote: "This has something to do with collision detection"


Maybe not directly ... but through playing a 3D sound with the origin in the center spot of the terrain.
BULLSHOCK 2
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Posted: 21st Oct 2005 19:20
if you set your model up correctly in the first place, it works fine in FPSC.

i dont have any terrains as of now...but i have buildings that work.

also, you might want to consider making terrains out of cubes, and not plains (if that what your doing) because you do go thru some thin objects...

JDforce
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Posted: 21st Oct 2005 20:02 Edited at: 21st Oct 2005 20:05
Bullshock:
My terrains are derived from a cube indeed, so they are closed geometric objects. Later they need faces for the terrain, of course. I have experienced this on other game engines and as a rule of thumb use closed geometry always.

When you mean set up the model correctly, what you refer to, geometry+texture, world coordinates, fpe script, or some other issue?

As long as I know, my models are correctly modeled and textured, world coordinates right where I need, and narrowing the problem, I think we are dealing here with fpe script issues and general structure of what FPSC expects.

Now if you have a building (x format entity) where you can enter, and changing the materialindex parameters it emits sound when you walk in, I would like to know if you can share a sample entity (fpe, x object, aiscripts) for us to test and examine. Make it experimental, with test texture and simple geometry. The goal would be to test the sound part.

This could help us all to comprehend what factors are needed, if it works for us too.

Another thing could be for you to make a test terrain entity and share it for experimental purposes. If it really works for you, it could even be the modeler exporter format I use.

Ultrahead: That is more or less the same. The engine detects the player on certain area, and plays the sound. Unfortunately I ignore how to modify the sound detection area.

May the 3d force B with U
foleypro
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Location: Tacoma Washington USA
Posted: 12th Dec 2005 00:31
Excellent Modeling...Keep up the great work...
looks like a Bryce texture there...

As Always B3D....www.fnggames.com

Krazykris
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Posted: 12th Dec 2005 00:35
Terrain looks excellent RastaMan, whens it going to be finished?

=ChrisB=
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Posted: 12th Dec 2005 02:54
Looks cool! maybe next year we should team up: I make the basic model with Geoscape3D, then you prefect it.

Are you about to rock?

Then [b]I SALUTE YOU!!!
RastaMan
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Location: East Coast, USA
Posted: 12th Dec 2005 23:37
I have not had a chance to do more work with Terrians at this time. Since working on FPSPack, my own game in FPSC and my full time job and family. Time has been a bit limited. Especially here at the upcoming holidays.


http://www.rastaworld.com
- cave quid dicis, quando, et cui

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