Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Reflection in FPSC X9 (no mod or effects)

Author
Message
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 27th Jun 2009 10:53 Edited at: 27th Jun 2009 11:11
As the title describes, reflective floor surface without effects, of course its an illusion but its a good one
Watch the video to see full effect

Video:
http://www.youtube.com/watch?v=2xYbqB7FYLY






djmaster
User Banned
Posted: 27th Jun 2009 10:58
So you recreated the whole room below? Nice.

[href]http://chargedstudios.netne.net/index.htm[href]
"Im British you muppet!"-Psycho
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 27th Jun 2009 11:02 Edited at: 27th Jun 2009 11:06
The characters were the hard part
Had to re-rig and mirror, doubling up the biped animations and mesh. It is a lot more tricky and complex than it looks.
Leaning Objects To The Side
17
Years of Service
User Offline
Joined: 3rd Jan 2007
Location:
Posted: 27th Jun 2009 11:26 Edited at: 27th Jun 2009 13:56
WOW..Rolfy OMG! how much and where can i buy this effect? btw.. will this effect work with any of the segments thats in fpsc now? rolfy your segments in your video is freaking Awesome! is this your new model pack? welcome back! i hope you have a great day. keep up the good work. your #1 fan.

@ Red eye i am so loving your work as well!! are you selling your nice shinny floor segments? if so, how much? keep up the Awesome work. i hope you have a great day.

Cheers,
Tanya.
Red Eye
15
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 27th Jun 2009 12:33 Edited at: 27th Jun 2009 12:36
Well done again rolfy.

Very cool.

I also did this a time ago. And indeed while doing it, you encounter some wierd bugs for characters. I never came on the idea, to do that with the characters.

This are some screens of a time ago:

http://img21.imageshack.us/img21/9849/screen2f.jpg
http://img21.imageshack.us/img21/8222/screen3smt.jpg
http://img21.imageshack.us/img21/3310/screen4qxz.jpg

Well done, mate.

Nice,

Red Eye

Aertic
16
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 27th Jun 2009 13:51
Nice, I've tried this out several times before but no avail as the floor was being an pain in the rear with it's alpha problems...
(V1.4 btw, ages ago, lol)...


"Your greatest teacher is your harshest critic"-'Butterfingers'
s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 27th Jun 2009 17:42
Nice effect there rolfy and the char's even have the effect as well dame nice.

well done best s4real

Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 27th Jun 2009 17:49
I don't think I'd ever consider using this in an FPSC game. The lag is bad enough as it is without doubling the rooms and character mesh. Also, wouldn't there be some issues with the 'blood' decal which appears when you shoot an enemy? (i.e. it wouldn't be reflected). The same goes for the gunfire decal. Dynamic objects wouldn't be reflected either if they were moved.

I can see why you did this as a proof of concept, but it isn't very practical.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Wolf
16
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 27th Jun 2009 17:52
Looks great!

Really impressive. Especially the character part.

xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 27th Jun 2009 18:00 Edited at: 27th Jun 2009 18:02
It would be too much for a whole game I think, but for specific areas it's a great concept. Very cool! Not only that, but the scene is awesome too.

Brian.

Red Eye
15
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 27th Jun 2009 19:36
Quote: "I can see why you did this as a proof of concept, but it isn't very practical."


I disagree, this is very very nice and good for a new thing in FPSC.
Specially i think this would make the gameplay much better.
This is what i call: "Pushing FPSC to a higher level.". The bugs you named, are ofcourse a problem, but you actually dont look down when fighting with a enemy, but oh well. It can be a big hal where you go in and get some information where to go to, and you can see the beatifull environment and such. Just ideas.

bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 27th Jun 2009 21:04 Edited at: 27th Jun 2009 21:06
Now that's what I call brute forcing an effect, lol.

I can see where it would be worthwhile for a smallish level - but probably woudn't want to do a whole game that way. Awesome job though, I can appreciate the amount of work that went into this - although it probably kills you to think this could be done in X10 just by moving a slider. God I'd love to have the best of X9 and X10 in one package once and for all.

----------------------------------------
"bond1 - You see this name, you think dirty."
Braden 713
16
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Canada
Posted: 27th Jun 2009 21:20
Wow!!! That's wicked Rolfy, awesome job. And I'm actually also freaking out about that spider character...is there anyway to buy that?? It's fantastic looking!

Quote: "God I'd love to have the best of X9 and X10 in one package once and for all"


If I'm waiting for just one thing in life...it's that migration

-Cheers

Ich will in Beifall untergehen.
Errant AI
17
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 27th Jun 2009 21:59 Edited at: 27th Jun 2009 22:01
Very nice brute-force solution. The character must have been a real PITA!

IMO, the best use for this kind of effect is at the very beginning of a game when there isn't much going on (first 30 seconds). The player sees the effect early on and thinks "wow!" but then won't realize the rest of the game isn't like that because they'll be preoccupied with the content of the game.
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 27th Jun 2009 22:03
Quote: "MO, the best use for this kind of effect is at the very beginning of a game when there isn't much going on (first 30 seconds)."


You know, you're right about that! I was just playing FEAR 2 the other day, and the opening minute of the game has these great reflections on everything, and then it's pretty much absent from the rest of the game.

----------------------------------------
"bond1 - You see this name, you think dirty."
Errant AI
17
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 28th Jun 2009 10:09 Edited at: 28th Jun 2009 10:19
Yeah. It's pretty common to front-load graphics tricks for three reasons.. Limited interactivity to compete for resources, player initial reaction, magazine reviewer initial reaction. I think Perfect Dark was the first game I noticed with bait and switch reflections (in the foyer leading to training areas with no people walking around)... I even found myself talking to a friend once:

"What do you think about the graphics?"
"They're OK. I like the floor reflections."
"What floor reflections?"
"I coulda sworn there were floor reflections..."

I've used it myself on PS2... In the first level, put a bunch of alpha'd mud puddles on the ground with some darkened and distorted geometry underneath (poor-mans Fresnel LOL) then never do it again the rest of the game.
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 28th Jun 2009 16:06 Edited at: 28th Jun 2009 16:20
Quote: "I don't think I'd ever consider using this in an FPSC game."

Ok first off I never imagined using this throughout a whole game, unless every level has polished floors, unlikely scenario.
I didnt post this sayng "everyone should do it" I posted it because I think it may help some folks who might 'want to do it' its called 'sharing your knowledge and idea's' and is something I do a lot on these forums.

Quote: "Now that's what I call brute forcing an effect, lol"

LOL,Yep it is 'brute force' but having done it once I reckon it would be much quicker and easier in future.
As for lag....well the columns and walls are one entity, 3360 poly's, the lights were placed so the top floor could be flipped and merely placed below so it all fit together nicely this means the two entities making up the above and below share the same texture, with no lightmapping in FPSC, so lag and build time is pretty minimal. The floor is a plane with shadows and textures baked as per the walls etc, the thing about semi transparency in fpsc is the object needs to be dynamic for it to work properly, if its static you get 100% transparency.
The figures were the real hard part and could not be characters per se due to collision problems, if you combine two rigs with meshes they both adopt the collision box which pushes the entire character above the floor, so these are merely animated entities which are for effect for now; the fact is that the spider, which could have permanent animation on, may still be used as a character with the appropriate scripting (as BenjaminA did with his game Spiderz) and it would still look ok, you can have characters if you place invisible segments beneath and take collision off the plane. Of course these wouldn't have reflections, but whose looking at the guy's reflection when your trying to kill him? This is FPSC x9 for cripessakes, you want Far cry?
I reckon it would be best if using people that these would be npc's, as for moving entities, your looking at them.
The best use of this kind thing would be a puzzle or player entry at the start of a level.

Quote: "it probably kills you to think this could be done in X10 just by moving a slider."

I dont have x10 so cant really say what the performance hit is when using water for reflections but even using a mod in x9 its pretty high, also is water level constant and through the entire game level? if so then its even more limited than this way which I believe is not uncommon in game design.
Quote: "
I've used it myself on PS2... In the first level, put a bunch of alpha'd mud puddles on the ground with some darkened and distorted geometry underneath (poor-mans Fresnel LOL) then never do it again the rest of the game."

Its not such a big deal really, but as you say Errant it has its uses whatever your game is, I am sure many folks could come up with ideas for using this, and it needn't be the lag fest or as difficult to create as some would believe.

Quote: "I also did this a time ago. And indeed while doing it, you encounter some wierd bugs for characters. I never came on the idea, to do that with the characters"

Those are really nice segments Red eye


Quote: "And I'm actually also freaking out about that spider character...is there anyway to buy that
"

As for the spider used its a freebie off Turbo squid, just search 'free animated spider' I have no idea of the license usage for this in your games, I have no intentions of using it myself I just wanted to save time with rigging and animating for the purpose of this little experiment.
Aertic
16
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 28th Jun 2009 16:35
Quote: "I dont have x10 so cant really say what the performance hit is when using water for reflections but even using a mod in x9 its pretty high, also is water level constant and through the entire game level? if so then its even more limited than this way which I believe is not uncommmon in game design."

Theirs scripts that allow you to change it when entering a trigger zone, Mods such as EFX had this..

Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 28th Jun 2009 17:00
...very nice effect, indeed.

Thank you for sharing the illusion, and showing what's possible within FPSC...

bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 28th Jun 2009 18:12
Quote: "I dont have x10 so cant really say what the performance hit is when using water for reflections but even using a mod in x9 its pretty high"


No performance hit at all in X10 as it's part of the default rendering pipeline, so the effect is "free". Water level is scriptable.

I kills me that there is still enough differences between X10 and X9 that prevents me from going to X10 exclusively.

----------------------------------------
"bond1 - You see this name, you think dirty."
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jun 2009 15:40
Quote: "I disagree, this is very very nice and good for a new thing in FPSC.
Specially i think this would make the gameplay much better."


How can this make the gameplay better? As rolfy mentioned, you couldn't have any enemies in the room which fired. There's also the fact that on lower powered machines the FPS would take a great hit. Would you rather have a a nice, smooth game or a slightly jagged one with nice floors?

Quote: "I didnt post this sayng "everyone should do it""
Neither did I. I simply stated that I wouldn't use it in a 'real' game.

Quote: "I posted it because I think it may help some folks who might 'want to do it' its called 'sharing your knowledge and idea's'"


That's why I said it was a good proof of concept...to show that it can be done, and how it was achieved.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Red Eye
15
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 29th Jun 2009 17:21 Edited at: 29th Jun 2009 17:21
Quote: "How can this make the gameplay better? As rolfy mentioned, you couldn't have any enemies in the room which fired. There's also the fact that on lower powered machines the FPS would take a great hit. Would you rather have a a nice, smooth game or a slightly jagged one with nice floors?"


I would like both, and both can easliy be achieve. I made it check above posts, no lag or anything. What is the best for gameplay?
- A beatyfull room. No lag. No enemies.
- A beatyfull room that acutally "reflects" almost everything. No lag. No Enemies.

- I would prefer the second. But that is just me. And i think that gameplay is not just how good the guns works, other there is recoil or not, or something. This would add a great EXPERIENCE for the player.

rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 29th Jun 2009 17:33 Edited at: 29th Jun 2009 17:45
@Marc Steene
Actually you can have enemies, they just wouldn't have reflections, at the moment anyhow, to have proper collision you would just lay invisible segments below the plane. It may be possible to create a character this way and still have all functionality I cant say it cant be done right now, it may be impossible but who's to say at this point. As for lag, as I already pointed out the whole scene is made up of three entities totaling around 7000 poly's, it does NOT lag. If you optimise your level it works fine, in fact the way segments work in FPSC there are a lot of unseen faces in your level.
The whole point here is that no matter how loud you shout about gameplay, which is very important, graphics are also very important as part of your game these days, players want good gameplay and good environments, how often do I hear folks round here moaning about games which use only stock.
All the same its your game and you make it however you like, I dont understand your reasoning for dissing what is only a method of enhancing your visuals. Its not so much what your saying here as the way your putting it across, your arguments are valid only if you have done something like this and found it to be useless rather than just making statements with no actual examples to back it up. I at least have attempted to do something 'outside the box' it was successful as far as I am concerned, if you want to ask 'how is the lag' or what are the collision issues' thats fine, but you just came in saying its all wrong without any 'proof of concept' in your own words, this is whats annoying.
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jun 2009 17:49
Quote: "Actually you can have enemies, they just wouldn't have reflections"


This would take away from the reality of the game more so than if there were no reflection at all.

Quote: "I dont understand your reasoning for dissing what is only a method of enhancing your visuals."


I'm in no way "dissing" this method. I'm only pointing out some of the issues which may arise from using it.

Quote: "your arguments are valid only if you have done something like this and found it to be useless rather than just making statements with no actual examples to back it up. "


Well, it doesn't take a genius to realise that FPSC is laggy as it is, and doubling rooms/entities can surely only make it worse.

The added bugs/lag and effort, in my opinion, aren't worth reflective floors.

Quote: "your arguments are valid only if you have done something like this"


They're not arguments. They're problems which will occur, and I don't need to use this to realise that. I know that dynamic entities won't be reflected, and that blood decals won't either. What is not valid about my "arguments"?

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 29th Jun 2009 18:02 Edited at: 29th Jun 2009 18:03
Quote: "Well, it doesn't take a genius to realise that FPSC is laggy as it is, and doubling rooms/entities can surely only make it worse "

How many times do I say it, IT DOES NOT LAG, as with any level you have to compromise with how many segments, entities,characters etc.

As it is, that there is an entire room environment made up of less polies than if you used segments. Its called modeling, learn to optimise your level.

I know FPSC lags badly this is the whole point in this post, with the above method, it WONT, I know this is not for everyone but for anyone with half a brain and some skills they could make use of it, if you dont have any use for it thats fine, THEN DONT USE IT.
Point is I am not going to keep repeating myself.
KeithC
Senior Moderator
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 29th Jun 2009 18:03
Outstanding work Rolfy! I'm always amazed at what you can do to push the envelope of FPSC! I can't imagine what you'll be able to do with the migration version, when it becomes available. I have to remind myself sometimes that you and Darrboven like to create your own level geometry in Max/Sketchup. Which, in my opinion, really saves on geometry in a scene; as well as giving you the ability to create non-FPSC standard levels (non-blocky).

I'm really impressed; not only by the technical aspect of what you've done, but the artistic side is always top notch as well!

-Keith
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 29th Jun 2009 18:05 Edited at: 29th Jun 2009 18:06
Thanks for that Keith
Haven't actually noticed you around recently.
djmaster
User Banned
Posted: 29th Jun 2009 18:07
This is a good concept of reflection,I will use it but not for floors,something else that also reflects.

[href]http://chargedstudios.netne.net/index.htm[href]
"Im British you muppet!"-Psycho
KeithC
Senior Moderator
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 29th Jun 2009 18:07
Had a few weeks of military training, and work itself. Trying to get back into the game art side myself!
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jun 2009 19:40
I had another post written out, but I decided not to upload it. I'm not trying to argue here, I was simply pointing out some flaws in the idea. It's a great illusion, and no doubt some of the more advanced users will find a use for it. You're an experianced user, and you have clearly shown this with Eldora. Any tips which you give out are appreciated, by both me and the forum. I was wrong about the lag, as I assumed that the room was simply made up of segments, rather than a 3D model. Sometimes flaws in an idea need to be exposed so they can be worked on, and it will help people decide whether or not it is for them.

Good work rolfy, especially with Eldora. Hope I've made myself clear where I stand.

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 29th Jun 2009 21:30 Edited at: 29th Jun 2009 21:37
Maybe I should have made it more clear how I had done it and I did say in my overlong post above that there are issues with it, as for other flaws yes your right they need to be worked on but maybe I like that kind of challenge and can still find a workaround for it, if its impossible then its impossible and I would say so, all the same there are many users around here that are innovative enough to maybe solve it better than I. If it cant be done then at least it would make a nice puzzle room, reality is not really an option when it comes to FPSC, but I can understand your desire for it, game environments are after all completely about illusion and trying to immerse the player if you distract them enough they dont realise things may be missing. No harm done good luck to you as well

Oh! and by the way, someone posted on you tube saying "FPSC my ..."
LOL thats good enough for me
CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 29th Jun 2009 22:17
I'm probably gonna use it, it'll mean I'll have to work round the room, often my maps go under the room, or around, so it may be a bit iffy...

AI won't be a problem for me, I'll position then so the player can't see where their reflection should be, but isn't, from a range, and make it so the player can't get close without dying...

If we're all God's Children, then what's so special about Jesus?
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 29th Jun 2009 22:26 Edited at: 29th Jun 2009 22:31
Quote: "game environments are after all completely about illusion and trying to immerse the player if you distract them enough they dont realise things may be missing."


That's so true. Play any retail games lately? Take notice of the shadows - most of the time many items don't even cast shadows or have any lightmapping at all. Characters will sometimes cast shadows, then other levels they won't.

Some people on this forum are so far up Source's behind they don't notice that only large static level geometry is lightmapped in that engine, most of the smaller stuff isn't, unlike FPSC's awesome lightmapper.

Cool job Rolfy - too bad there isn't a less labor intensive way to get this effect in X9.

----------------------------------------
"bond1 - You see this name, you think dirty."
Aaagreen
16
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 29th Jun 2009 22:37
I have indeed noticed that Source doesnt properly lightmap any models, which is extremely unfortunate. But that doesnt stop it from being a great engine. Visuals aren't everything, as many fantastic old-school games have proved. Ocarina of Time looked fantastic in it's time, but it looks dated now. That doesnt stop many people (like myself) from calling it the best game ever made.

bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 29th Jun 2009 22:40 Edited at: 29th Jun 2009 22:42
Oh absolutely - I was just giving an example of why not to get too caught up in 100% realism, since even the great game engines have compromises.

----------------------------------------
"bond1 - You see this name, you think dirty."
Aaagreen
16
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 29th Jun 2009 22:42
I'm glad to hear you wasn't being as arrogant as you sounded.. quite the opposite actually.

Leaning Objects To The Side
17
Years of Service
User Offline
Joined: 3rd Jan 2007
Location:
Posted: 30th Jun 2009 01:20
Rolfy is there any way that you can put together a shiny floor seg pack? i would buy for sure. please advise. thanks in advance. you are the best. i hope you have a great day.

Cheers,
Tanya.
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 30th Jun 2009 07:07
Hey Tanya, as said these are not segments the floor is a dynamic entity, dont you have x10 anyhow? I have found myself that static entities and segments have 100% transparency and no semi transparency, cant say for sure as I haven't tried to experiment too much with this as of yet,I reckon Red eye may have used the same method. I am bringing out a new pack for sale soon and as usual hope to include a mix of different media same as the last one, at the moment I am just trying out different things to see what can be put in it.
I am heck of a busy right now but will send you an e-mail shortly, maybe I can still help you out.

best rolfy
CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 30th Jun 2009 20:59
Quote: "Some people on this forum are so far up Source's behind they don't notice that only large static level geometry is lightmapped in that engine, most of the smaller stuff isn't, unlike FPSC's awesome lightmapper."


Also, character shadows cast onto everything, so you can see their shadows through walls, etc...

If we're all God's Children, then what's so special about Jesus?
Aertic
16
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 30th Jun 2009 21:18
Quote: "Some people on this forum are so far up Source's behind they don't notice that only large static level geometry is lightmapped in that engine, most of the smaller stuff isn't, unlike FPSC's awesome lightmapper."

That's probably due to the amazing ease to modify the game without struggle or without too much trial and error...

But I prefer GLD-SRC more... 'Cuz I prefer Game-Play...

Leaning Objects To The Side
17
Years of Service
User Offline
Joined: 3rd Jan 2007
Location:
Posted: 30th Jun 2009 21:19
Rolfy, You are one of the best! anything you put out i will get. i can't wait to see what you do next. how about the segments in your video? maybe you can sell that.. keep up the Awesome work. i hope you have a great day.

Cheers,
Tanya.

Login to post a reply

Server time is: 2024-04-26 18:37:46
Your offset time is: 2024-04-26 18:37:46