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FPSC Classic Work In Progress / Scientist Retexturing

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Mr Flowerkohl
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Location: Deutschland - Germany
Posted: 21st May 2006 18:03
Thats the scientist from jon ...im trying to retexture it but got a few problems. ( with the animations as well ).

anyone knows how to attach the normalmap to a dynamic entity ?
seems like this only works for static segments ?!

and of course , why is this model walking with its back to the player ?
if i wouldnt have set the fps to coward , the model would walk backwards and you would never see its face. anyone got this problem ?!

thanks

yeah...thats the ticket !

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Butter fingers
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Location: Mecca
Posted: 21st May 2006 18:18 Edited at: 21st May 2006 18:18
ok, use the rotatey in the fpi , to rotate the model 180 so it faces the player.

The normal map is a problem, I cant solve either, I just posted for help on the models forum, but...2 hours and no takers....

And a plug, go check out the new criminal underworld video at the criminal underworld post!!

"Guns for show, knives for a pro."
Mr Flowerkohl
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Posted: 21st May 2006 18:20
Thanks , will check it out in a minute

So what problems do you have with normalmapping ?
on segments all works fine for me...but noch on characters or weapons.
dont know which fx file to use. i think bumpbone is the wrong ?!

yeah...thats the ticket !
Mr Flowerkohl
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Posted: 21st May 2006 18:37
I got it !!!

you have to open the fpe file and set the effect to
effectbank\bumpent\bumpent.fx

then open fpsc and right click the entity and attach the same under the effects tab.
usually it looks like theres always the bumpbone attached.
now , thats a pretty scientist face , eh ?

yeah...thats the ticket !

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Butter fingers
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Posted: 21st May 2006 18:42 Edited at: 21st May 2006 18:45
wicked... Im just about to try it on mine....

hey tried it and it still wont work for me... what is the ending for the file...is it _N or _B?

"Guns for show, knives for a pro."
Jon Fletcher
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Posted: 21st May 2006 18:44
very nice Mr FlowerKohl, a great variation

p.s) updated scientist i forgot to release, animations are sorted, might be useful...

-Jon


RedCore // www.redcore.uni.cc

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Mr Flowerkohl
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Posted: 21st May 2006 18:53
you need for example :

character_D2
character_N ( this is your normal map )
character_D

and i used additionally character_S ( specular map )

and i realised every time you start fpsc , ti changes the bumpent.fx back to bumpbone. thats bad. you just have to attach the bumpent.fx everytime you start fpsc again. in the editor. the fpe file doesnt change..luckily.

a new scientist ????? will have a look on that now

and of course heres another picture ...its still in progress...im just happy i got bumpmapping on entitys working

yeah...thats the ticket !

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Butter fingers
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Posted: 21st May 2006 18:57
Thank you so much!!

hey btw there's a bump map converter here. Just import your TGA file and it makes a normal.

http://www.ati.com/developer/sdk/RadeonSDK/Html/Tools/NormalMapGenerator.zip

"Guns for show, knives for a pro."
Mr Flowerkohl
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Posted: 21st May 2006 19:00
glad i could help

nice tool ! i use gimp to make my normal maps...but will have a look on that one , too

yeah...thats the ticket !
Mr Flowerkohl
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Posted: 21st May 2006 19:10 Edited at: 21st May 2006 19:10
ok all fine now...except the animations. is it possible to get the scientist model working with the zombie animations ?!
i think i`ll have to get the bond1 bones on the scientist. dont know how it works

between...is there any easy tool to change animations ?

yeah...thats the ticket !
Nigezu
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Location: Oulu, Finland
Posted: 22nd May 2006 17:35
Looks good! Keep it up!

Intel P4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
My site: http://www.freewebs.com/nigezu
Mr Flowerkohl
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Posted: 22nd May 2006 19:27
thanks ! will post a new version of a zombie surgeon maybe tomorrow. but well , i need the zombie animations on that models. anyone knows how to do it ?!

yeah...thats the ticket !
Jon Fletcher
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Posted: 22nd May 2006 20:04
im saving it with the zombie biped now, i'll get a download up soon...

-Jon


RedCore // www.redcore.uni.cc
Jon Fletcher
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Posted: 22nd May 2006 21:40
ok, here it is, i havnt tested it, but it should have the zombie animations

-Jon


RedCore // www.redcore.uni.cc

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Mr Flowerkohl
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Posted: 22nd May 2006 22:33
wow thanks a lot johnny
i think i will create 4 or 5 different characters made of the scientist model. mainly through out texturing. and okay...a bit modding if i ever get the new softimage xsi version

and of course...hows your corepak 2 going ?

ive seen the new zombie model and the fat zombie. will you create more zombie creature like models for this pak ? and some "good" meelee weapons...like a sledgehammer with hands ?!

i think of buying your modelpak 1 ..cause theres a hospital bed which really looks amazing...the bloody one

yeah...thats the ticket !
Jon Fletcher
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Posted: 23rd May 2006 00:50
thanks,

its going pretty well, have you seen the new guns ive made already?

glad the file helps, i look forward to seeing more variations

-Jon


RedCore // www.redcore.uni.cc
Mr Flowerkohl
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Posted: 23rd May 2006 17:00
yeah the guns are great !!
i tested the file a few minutes ago...and tried to get it working. but still there are no zombie animations. then i copied the animation info from the zombiedoctor and the fpi but doesnt work either. i changed the aishoot, too. and of course the main fpi.

will try to get it right tomorrow. now gotta learn for exams

--- i love normalmaps !

yeah...thats the ticket !
brummel
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Posted: 24th May 2006 21:07
Does the bumpent.fx change to bumpbone.fx everytime you start a built game too?

Mr Flowerkohl
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Posted: 25th May 2006 17:58
mmh..i dont know...but i hope it doesnt.

yeah...thats the ticket !
brummel
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Posted: 27th May 2006 10:38
I have thought about this and if you change the fpe in the fpsc folder it will not change.

Mr Flowerkohl
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Posted: 27th May 2006 12:59
jooohn are you out there ?!? isnt there a working version of the scientist with the zombie biped ?

yeah...thats the ticket !
Jon Fletcher
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Posted: 27th May 2006 21:11 Edited at: 27th May 2006 22:00
...err, yeh, i thought i gave you one?

maybe i set the wrong animation end...i'll go do it again...

EDIT:

ok, here it is, i even tested it, all animations, everything...perfect

enjoy

-Jon


RedCore // www.redcore.uni.cc

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Jon Fletcher
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Posted: 29th May 2006 01:01
bump, just wanted to make sure you get that, a reply would be nice to see if it works for you


RedCore // www.redcore.uni.cc
Mr Flowerkohl
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Posted: 30th May 2006 16:27
yeah i got it ! wanted to answer when im able to send a new screenshot. will do this soon. all works fine now thanks very much !!!

yeah...thats the ticket !
Mr Flowerkohl
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Posted: 1st Jun 2006 17:21
heres a new version of the skin. normal and specular mapped.
enjoy

yeah...thats the ticket !

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Mr Flowerkohl
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Posted: 1st Jun 2006 17:22
second one

yeah...thats the ticket !

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Jon Fletcher
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Posted: 1st Jun 2006 18:35 Edited at: 1st Jun 2006 19:15
looks great

i got normal mapping on my evil monk model, looks freakin brilliant

i need to figure out how i can make normal maps for multiple textured models...

EDIT:

check out the normal map on my monk model, notice the clothing folds on his back





-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Nigezu
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Posted: 1st Jun 2006 19:28
Great work, Mr Flowerkohl and Jon.

Intel P4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
My site: http://www.freewebs.com/nigezu
brummel
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Posted: 1st Jun 2006 21:17
Waowee, very nice!
Mr Flowerkohl
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Posted: 2nd Jun 2006 14:58
yeah ! perfect jon. Clothing folds look very sweet ! i think because of the ability to use normal maps ...and generally shaders....in fpsc, its possible to create a commercial game.
Now, i got my new modelling program...and in the next week i will create and modify some models. More screenshots to come

yeah...thats the ticket !
Mr Flowerkohl
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Posted: 2nd Jun 2006 22:20
okay...new segments and a selfmade neon-light aaand the old zombie dude

yeah...thats the ticket !

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Mr Flowerkohl
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Posted: 2nd Jun 2006 22:21
again

yeah...thats the ticket !

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Nigezu
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Posted: 2nd Jun 2006 22:35
Great. That zombie is little too big for my taste though.

Intel P4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
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Mr Flowerkohl
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Posted: 2nd Jun 2006 22:48
thanks !

its just amazing what the use of shaders does to the usual textures. the modernday colt with specular highlights...i know this is nothin special...but i love it

yeah...thats the ticket !

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brummel
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Posted: 2nd Jun 2006 23:13
Hey, that looks really good, especially the colt!
Jon Fletcher
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Posted: 4th Jun 2006 23:00
Quote: "yeah ! perfect jon. Clothing folds look very sweet ! i think because of the ability to use normal maps ...and generally shaders....in fpsc, its possible to create a commercial game.
"


yep, even Doom 3 was extremelly reliant on its normal maps (even though it says bumpmaps in settings, they arent)

and if you look at the HellKnight or pretty much any model in that game without normal maps, you'll see the difference

thats what alot of people on these forums are forgetting, they are complaining why the graphics isnt good enough and that shaders muck it up

Quote: "its just amazing what the use of shaders does to the usual textures. the modernday colt with specular highlights...i know this is nothin special...but i love it "


yep, thats my favourite when it comes to shaders, i love when the specular highlights just roll over the barrel

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm

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