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FPSC Classic Models and Media / Signs IV is Now Available

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filya
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Posted: 8th Nov 2006 07:44
Tschwarz,
have worked a bit on the walls and arch. Be emailing you what I worked on. Try it out and let me know what else you want modified there.

-- n00b at playing games...and now at making em too :p --
tschwarz
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Posted: 8th Nov 2006 09:19
Locrian and filya - thank you guys very much. I'll test everything out and redo the code that creates the fpe files.

I have been adding some new features, and will take the time tomorrow to go back through the code to verify all the setting are proper. I should have an updated version on fpscOnline.com within a few days. I will start adding a date next to the download to make it easy to tell when an update has been posted.

Thraxas - When you create a room is the icon 3d looking?
Curse you sinister for making software that works.. I'll check into why Signs is not working with damage.

FredP- No problem, when I get some time I'll post some more little tricks I found while working on Signs.

ak470000 - You should post them on the Ozark forum post.

Bloodeath 6 6 6 - Contest details are at the Ozark forum. Did you have a specific question about the contest.

and...I still don't know what a teddy is
FredP
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Posted: 8th Nov 2006 09:37
Tschwarz,
I just made my first overlay for Signs and I have to say the ability to add overlays is pretty cool.
Now instead of adding a static window,door,etc. I can use a wall with an overlay instead.
The more I use Signs the more I like it.

KeithC
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Posted: 8th Nov 2006 15:01
Here is the link to the Contest on the OG Forums:

Signs Contest at OG



xplosys
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Posted: 8th Nov 2006 15:08
Quote: "
–noun, plural -dies. 1. Often, teddies. a woman's one-piece undergarment combining a chemise and underpants, sometimes having a snap crotch.
"


I would post a pic but I can't find one without fillings and I don't think that would go over well here.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

filya
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Posted: 8th Nov 2006 18:15
Terry,
No problem at all. Just let me know if that is how you wanted it. If not, email me what changes you need in them.

I shall be at work all day, but will work on it in the evenings.

-- n00b at playing games...and now at making em too :p --
tschwarz
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Posted: 8th Nov 2006 20:11
Cool FredP, now that you see how easy they are to create look at the Signs text overlay. Notice on the mask image I used grey, this allows the texture to show through so if you place it on brick you should see the brick outline come through the text. The darker the grey the more tranasparent it will be.


xplosys - now I know . . . and I think I used to have something like that when I was one and I was pretty darn cute in it.
Candle_
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Posted: 9th Nov 2006 10:15
Just got a min to try it out and must say this one is really cool. good job.

aprilduva
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Posted: 9th Nov 2006 21:54
Whats Up Terry? Keep Up The Good Work Buddy :} Man It Feels Good To Own The Very First Registered Copy Of Signs IV. Terry Drop Me A Line If You Need A Video Or Somthing For Signs IV :} Peace Terry

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tschwarz
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Posted: 10th Nov 2006 05:21
Thanks to filya and Locrian for thier help. Locrian talked about a double thick wall awhile ago and when I tried to explain a position change to filya he misunderstood and created a thicker wall and arch. I really liked the way it looked so, I put them into the new version.

4.0.1 is a full install using new meshes for entity walls and arches. If you install this over the top of an existing Signs IV installation you will be prompted to overwrite your config files. Click 'No to All' will preserve your existing settings. The new meshes are named differently so will not effect your existing work. Signs IV version 4.0.1 is available from fpscOnline.com

Thraxas - 4.0.1 also fixed a problem with ismovable walls.

Please check out the entity Arch and Walls (no features) and tell me if you like the thickness or if you would prefer a single wall thickness.

Next on the list is:

1. A re-write of the 3d preview window
2. Adding a voice recorder for scripts
3. Ability to add custom walls

of the three which do you prefer first. I'm thinking the voice recorder what do you folks want?

How are people doing on the Signs IV contest, anybody have any questions?
FredP
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Posted: 10th Nov 2006 05:46
Number 2...but you already knew that.
Getting ready to download the latest version.
Thanks again.

Locrian
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Posted: 10th Nov 2006 06:26
I hate to burst anyones bubble but Ive have a registered version of 4.01a so
FredP
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Posted: 10th Nov 2006 06:36
Me too.
As soon as Tschwarz posted about it I went to his site and got it.
I'm getting ready to play with the latest version.

FredP
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Posted: 10th Nov 2006 07:03 Edited at: 10th Nov 2006 07:06
Tschwarz,
I just downloaded the latest version of DirectX and the 3D preview window still isn't working for me.
I get a little black screen and a tab at the bottom of the screen that says "error" and I have to close the 3D preview screen.

Edit:Just noticed the other post about this.My bad.

Thraxas
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Posted: 10th Nov 2006 07:41 Edited at: 10th Nov 2006 08:07
I'm testing my new wall now and will edit with results later...

Ok the wall cannot be walked through anymore but for some reason I can't destroy it even with the health set to 1... I doubt that this is happening because of something signs is doing though...

Could somebody who has successfully created a wall entity that can be destroyed send me their .fpe so I can compare and see what is wrong with mine...

Thanks for the update Terry

'Dawn of the Fallen Angel' coming soon(ish)...
Locrian
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Posted: 10th Nov 2006 07:48
Terry I just tested that zip ya sent.....that arch walls trash....you need to look at it in a game. The UV mapping on it sucks. It's planar mapped and the sides and archway streak like a grad student on a dare...
tschwarz
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Posted: 10th Nov 2006 09:28 Edited at: 10th Nov 2006 09:35
Yeah, Just noticed that. I tested with a brick texture and it looked good. But, other textures streak bad on the sides.

Test the align using "B" it should line up to the edge. Do you have the time to align yours like that.

Fred - Locrian has a special version a, for testing the ability to bring in custom walls entites. What happens Fred when you create a room. Do you get a 3d icon for the room?

Thraxas - if you just create a floor and then place a ismobile wall in the middle. Can you walk up and push it over? do the same thing with a walkthru wall. can you walk through it? if not email me your fpe files and I'll see what's going on.

Good News is I have the voice recorder in and it records and saves a wav file. Now my script is not working so, I need to play around with that. Should have the sound done in a few days and if Locrian gets his Arch to line up with the "B" key I should have a good update for everyone by saturday.

Edit: Besides the texture stretch what do people think about the thickness on the arch. Do you like the thinner one or thicker one better.
FredP
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Posted: 10th Nov 2006 09:55
When I create a room I get the 3D icon for the room in the folder that Signs puts the segments in.

FredP
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Posted: 10th Nov 2006 10:12
Now that I have installed 4.1 the overlay that I made won't work.
It worked fine in 4.0.

tschwarz
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Posted: 10th Nov 2006 10:24 Edited at: 10th Nov 2006 18:27
Thanks FredP . . I wrote that in VB6 with DirectX api calls and don't even want to go back through it. One of those "I did it once" things. My list included re-writing the 3d Preview in DBPro. As soon as I get the sound done I'll do it. It will be quicker.



Edit: Did you overwrite the ini files during install. If you did just add your text back in to the ini file. Nothing changed on the overlays so just make sure all your files are there and the line with your overlay file names are in the proper ini file.
FredP
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Posted: 10th Nov 2006 10:44
I uninstalled 4.1 and reinstalled 4.0 and my wall overlay still won't work.

tschwarz
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Posted: 10th Nov 2006 17:41 Edited at: 10th Nov 2006 18:31
FredP, email me your overlay so I can test what is happening.

Edit:
Sound script now working, should be able to test everything out today and tomorrow.
FredP
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Posted: 10th Nov 2006 18:28
Tschwarz,
I sent you the e-mail.

Locrian
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Posted: 10th Nov 2006 18:46 Edited at: 10th Nov 2006 18:59
Terry I made a thick wall as well and aligned like yours....I'll send that in a few seconds since you like my thick wall idea more.


Edit: Sent
filya
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Posted: 10th Nov 2006 18:51
Terry,

In case you decide to go in for any particular mesh (be it mine, or loc's or yours) if you want it UV mapped correctly (do get rid of streaks!) do let me know.
It will be just a matter of an hour at max.
Will happily do it for you.

-- n00b at playing games...and now at making em too :p --
tschwarz
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Posted: 10th Nov 2006 20:13
filya - When I tested the arch using a brick texture, I didn't notice the texture stretch. I really need to sit down with the new meshes I received and see how they look with different textures. But, the main purpose of 4.0.1 was to see if folks liked the thicker walls and arches. I personally think they look more natural.

Making a "mesh" .x file that uses any texture applied to it will never be as good as creating a mesh with a specific uvmapped texture. So, we can't expect perfection but, we'll get something that looks really good with as broad a range of textures as possible.

I'll do some testing later today and post some pics on how things look.

Thanks guys, I appreciate it and with everyones input and help it's just going to get better.
filya
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Posted: 11th Nov 2006 00:45
Terry,

I can UVmap the meshes in a way that keeps the all the different sections of the wall separate. That way, if people want they can provide different textures for each side..or go for the normal 1 texture for the whole mesh.

Something like I have provided in this picture below. We can always provide this along with the meshes for people who want to texture things on their own.



-- n00b at playing games...and now at making em too :p --
Locrian
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Posted: 11th Nov 2006 02:24 Edited at: 11th Nov 2006 03:01
@filya
Open up a wall filya, and look at how tgc did their walls. Each of the 4 edges should fold back on it self to keep a general texture useage. The point of signs is speed. You need to be able to use any 512 texture that you'd use on any wall. Sending buyers of Signs a UV map defeats it's purpose for those that would use the supplied media. And a UV map for someone like me is useless cause I'll make what walls I want and texture them how I see fit if a problem is ran into. If you'd look at a tgc wall you'd see exactly whats going on and it would explain everything.

@T
I got a chance today to deal with that new install and so I was using a toally new mesh I made up a quick suggestion I'd had from S4. I like the fact you can control all it's positions in the set up for the wall in the settings. It would be nice to have a place that brings this up thats a little more accessable but it works fine. I can see other applications for this that arent really walls. Say setting up fake town fronts with partial buildings and whatnot. I say implament it. It's a great addition.
tschwarz
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Posted: 11th Nov 2006 04:49
I put a new arch from Locrian in today and did a few tests. Looks really good with the textures I tried. Here's one that I used a darker texture, using the same overlay so you get a better idea of how perfect it fits. And it weighs in at just under 3kb to boot.

Locrian
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Posted: 11th Nov 2006 06:08 Edited at: 11th Nov 2006 06:10
I can see when I first said your wall was to thin I should have kept my big mouth shut. Now everone will have the sexier, thicker......(Ewww....This is starting to sound like a porn ad isn't it?)

And I got ya on the 3kb deal.....I have no clue what people did to bloat it to 30+kb...One arch model I have is 41kb. What the heck were they stuffing inside the entities for all the bloat? Capone? To be honest though Terry all those walls are a bit inflated. Your flat walls are like 7-8kb and mine run like 1.9something.
tschwarz
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Posted: 11th Nov 2006 07:53
There you go opening your mouth again, does this mean you want to make a flat wall to replace the bloated 8kb ones?

And yes, you were correct the double thickness on internal walls and archways is sexy.

On a side note I just spent an hour figuring out why my sound scripts worked last night and not today....I recorded in mono so if I approach the picture on the left it plays so soft you can't hear it but, I must have walked up to the picture from the right side last night where it plays load a clear. ain't that the shizzle.

I should finish the sound recorder this weekend and then I'll start adding code to allow multiple custom walls. Email me if you can think of any other parameters that I missed for custom.

Oh, Is it official, Can your Arch3d.X be included with Signs?

Terry
filya
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Posted: 11th Nov 2006 09:16
hmmm...that looks good. Very good fit!

-- n00b at playing games...and now at making em too :p --
Locrian
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Posted: 11th Nov 2006 15:44 Edited at: 11th Nov 2006 16:02
T, I believe you have the versions of the flat walls I use. Let me know if you need them tweaked at all. I did do a little testing but as much media as I crank out, I on occasion miss stuff and leave it to S4 to find my problems. Below I've written you out a license and posted it publicly so there's no question you have full rights to the Arch3d.x mesh.
Locrian
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Posted: 11th Nov 2006 15:45 Edited at: 11th Nov 2006 16:09
License-receipt:
Eric Penzer(locrian@out-lawz.com) gives license to Terry Schwarz(fpscuser@gmail.com) for the mesh Arch3d.x. Royalty Free to use, cannibalize, modify, and or redistribute in whole, or impart for sale as part of SignsIV and any version here after, or any update for previous versions. No credit is needed but any credit given can be directed to the forementioned modeler and/or 3dDesign.out-lawz.com or its parent www.out-lawz.com. Payment for Arch3d.x was accepted by the above named modeler in the form of a registered version of SignsIV. Said modeler also keeps the right to use freely this same mesh and distribute as he sees fit.
SpyDaniel
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Posted: 11th Nov 2006 22:22
tschwarz, does the new signs fill in the gap you get on corners? Because in signs III, it left a gap and you could peak through corners.

tschwarz
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Posted: 11th Nov 2006 22:41
Higgins - I am not aware of that happening in Signs IV, you can download Signs IV and give it a try. Please let me know if that happens so I can fix it.


Locrian - Thank you
SpyDaniel
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Posted: 11th Nov 2006 22:47
It happens in IV too, ive attached an image:

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Locrian
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Posted: 11th Nov 2006 23:00 Edited at: 11th Nov 2006 23:13
The reason for that is hes missing the corner mesh. I think I've said this before but even on TGC's video tutorials for the wall segments it forgets to mention anything about this 5x5 mesh. A examples of the needed mesh would be corner_Mid_a.x which I believe is the only flat surfaced corner. No signsIV dose not use this mesh but with the soon to be adapted, mesh importer you could make your own and place it where it was needed.

See putting that piece on all corners is a waste of poygons. And since I never used his walls anyways I can't comment on the gap you said you seen....Say you only have a 4 sided square room....Well those corners would cost you 24 polys each or a cost of 96 polys for the whole room. Now lets take a 'L' shaped room where only one inside corner would show this abnormality. You place a mesh in the corner that needs it and you save 120 polys for that room with 5 outside corners and one inside corner.

Gotta think outside the box.
SpyDaniel
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Posted: 11th Nov 2006 23:07
Its not a problem, as Iam using signs to make my rpg level, so its not going to eat away at me that much.

But when I make my own levels, Locrian, I use plains and drag out the edges. Ill email you some screens of my current level in 3d mac, if you like?

Locrian
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Posted: 11th Nov 2006 23:08
Sure man..go for it. Love ta see the work...I love rpgs
SpyDaniel
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Posted: 11th Nov 2006 23:14
The rpg will be made with fpsc segments, the level Iam making in max is for the nvidia compo, but ill show you the level any way.

tschwarz
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Posted: 12th Nov 2006 01:39 Edited at: 12th Nov 2006 01:43
This is happening when not using a room segment correct? This happens when you use a seperate wall segment or entity? Just want to make sure before I comment on this. Hate removing foot.
Good Luck on the nvidia compo.



I just released 4.0.2 that uses Locrian's arch mesh and also has a sound recorder for sound scripts. I have tried the sound recorder on two pc's with different sound cards but, I am not sure if it works with more than the two I can test on. If anybody wants to give it a try and let me know if it works on their pc it would be helpful. If you don't have a reg key it will allow you to test the recorder but, won't let you save the script. It also fixes an install problem that was in 4.0.1
Download from http://www.fpsconline.com
FredP
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Posted: 12th Nov 2006 01:47 Edited at: 12th Nov 2006 01:48
I am downloading it now and will test the sound recorder shortly.
I have opened up the scripts and if you add
Quote: ",destroy"

at the end of the last line of script it will destroy the entity,meaning the hud only appears once so if you have to walk across the same area over and over you won't have to see the same hud again and again.
Now I am trying to make the hud display stay until you press a key to get it off the screen but I haven't gotten that lined out yet.
Just finished downloading the latest uber version of Signs and I'm off to wreak havoc on the world...I mean,test the sound recorder.

Locrian
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Posted: 12th Nov 2006 01:48
No this is wile using segments. I personaly hope you dont add it mandatory as I feel i'll just add the mesh where I need it, but you may want to include a corners checkbox for the segments. Theres a 5px x 5 px mesh TGC uses so inside corners dont have a indetation in(well out side corners as well) Look at the mesh I mentioned above(corner_Mid_a.x) to see what I'm talking about Terry. Its in your fpsc mesh folders.
FredP
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Posted: 12th Nov 2006 02:00
Call me stupid but I just downloaded 4.02 and I can't find and/or figure out how to use the sound recorder.
Can someone explain it to me?

tschwarz
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Posted: 12th Nov 2006 02:43
Create a Sign, save, say yes to script.
Be sure to check the "sound script" option button.

I'll be adding new script features, play one, loop etc...
just trying to see if the recorder works now.

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FredP
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Posted: 12th Nov 2006 02:49
I figured out what I did.
When I installed 4.02 I clicked "no to all" on the overwrite so it didn't actually do much of anything.
So I backed up all of the files I had altered and installed 4.02 and overwrote everything then went back and put the files I had backed up back into the Signs IV folder.
BTW the recorder works fine for me.
Another stroke of genius on your part.
Thanks,Terry.

s4real
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Posted: 12th Nov 2006 02:57
Yes another great idea there terry good work all round,been testing and it work very good with loc's walls and arch's.

Thanks again terry.

Im a wizz at texturing toilets
tschwarz
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Posted: 12th Nov 2006 03:12
Fred, thanks for testing it out and letting me know. I'll check the install file again because it's suppose to overwrite all files with a newer date and then only ask you about the config files.

I'm leaving the original IV download on the site just in case anyone has to downgrade because of any problems.

Also, any recommendations for the scripts are welcome, especially with a sample of the script.

For anybody interested, the new directories are created using the SaveScript name from settings in audiobank, scriptbank.
FredP
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Posted: 12th Nov 2006 03:13
You can also place a destroy command into the sound script if you only want it to play once too.

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