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FPSC Classic Work In Progress / Behind Cover - WW2 SP&MP

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Sysdevja
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Joined: 18th Dec 2005
Location: UK
Posted: 2nd Sep 2007 16:52
Hey All,

I've had FPS for a-long time now and have only just been messing around with it to see what sort of potential it has for my own little project. After learning the ropes before jumping into a full project, I’m now able to actually jump in and start my project up.

It's called Behind Cover

My first 2 screens are a (Prototype) map. Models and textures are not final. I have already been working on high res models and textures for this map (the first). I plan on using all my own models which I've mostly nearly all done. Just these are very quick mock-ups of the map layout.

Changes made to FPS itself (My own stuff)

1. New WW2 weapons with Hands.
2. To use all own models.
3. New HUD
4. New MP objectives
5. High Quality sounds (explosions ect)
6. Triggered Depth charges ect.
7. Range of maps following: The Beach Landings, Operation Market Garden, Liberation of Caen.

8. To give players a sense of OUTDOORS.

The Map Name: The Black Sands
Objective: British (Day) / SAS (Night) to reach the top. Nazi to eliminate all opposite team.






-----------------------------
Game Designer
www.jamesallsopp.blogspot.com

It just isnt sony
Shadow Blade
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Location: United Kingdom
Posted: 2nd Sep 2007 16:57
Looks nice so far. Seeing the custom media will be good. Good luck.

Sysdevja
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Posted: 2nd Sep 2007 17:39
Cheers Shadow. I'm having a-bit of difficulty with texturing quality. My cliff map is 1024 x 512 but as you can see in the screens FPS isnt producing that high quality. Does it only support upto 512?

Heres the Pre CU - 3ds max Render. Thats the quality I want.



It just isnt sony
game lover
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Posted: 2nd Sep 2007 17:43
Cool

We all want to be awesome, but does awesome want to be us?
phil17
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Posted: 2nd Sep 2007 18:55
Havent seen a WW2 shooter in a while, this does look very good. Its a shame those Models dont come out in such high quality.

Inspire
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Location: Rochester, NY
Posted: 2nd Sep 2007 18:56
This would look so much better with lightmapping.

Cheese Cake
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Location: At the bakery
Posted: 2nd Sep 2007 19:09
FPSC even supports 2048x2048.

But it has to be like:

512x512,
1024x1024,
2048x2048,
4096x4096. (dont know if that resolution works)

And even still it looks like FPSC is messing with the textures
just a little.
But not that it comes out all blury or ugly.
Sysdevja
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Location: UK
Posted: 2nd Sep 2007 19:28 Edited at: 2nd Sep 2007 19:30
Thanks for all your comments.

@cheese cacke. I'll have a resize of the cliff texture to 1024x1024 and see if that solves the problem. I've checked the UV map but no problems there (as you can see on the render)

Will post results. 20mins.

-----------------------------
Game Designer
www.jamesallsopp.blogspot.com

It just isnt sony
Cheese Cake
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Posted: 2nd Sep 2007 19:41
If it isnt that then i think you should try this:

Cut the cliffs in pieces, (which you can easily put together in
FPSC)

Export every single peace as a different X.file.

And apply the texture on every piece separately.


And also in my opinion 2048x2048 shows better results.
(but dont save in TGA, because they are HUGE with filesize.)
Sysdevja
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Location: UK
Posted: 2nd Sep 2007 19:48
hey cheese cake.

They are in seperate pieaces, thats why i didnt understand why FPS was doing that. Anyway half way through on a new resized texture hopefully be another 5mins.

Yeah i know TGA usualy saves arround 8mb on 2048x2048

It just isnt sony
Slayer222
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Posted: 2nd Sep 2007 20:25
Oh sweet nice level and it runs at 32 fps to!
*Slayer_2

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
Sysdevja
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Posted: 2nd Sep 2007 21:21
New updated Cliff texture. At the moment there on 1024. Also i've remodeled it a-bit. Looks better gonna start working on the new sand texture and then some custom objects (landing crafts, dead soldiers, tank traps (X's and tank teeth). Razor wire.



It just isnt sony
phil17
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Posted: 2nd Sep 2007 21:24
Nice thats a big improvment!

ASTECH
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Posted: 2nd Sep 2007 21:46
Would be nice for X10. The bloom effec is what this game needs. It would give it a sense of light and the water would be awsome. Have some Higgins Boats flipped over and corpses on the ground. It would look pretty cool but If you want a D-Day D-Day, them you're going to have to have body parts everywhere and blood spotted sand and all that good stuff. Looks very nice! And my grandfather served in WW2 so he could tell me all about it fo rme to tell to you. He was a Frontline soldier who was specialized in mechanics and shipment transport and he had to shoot a people a time or two. His carrier and the whole feild around him got bombed one time and he almost died but he jumped in his foxhole with his buddy and they survived.



Sysdevja
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Posted: 2nd Sep 2007 22:00
Here is a mock-up of what I'm aiming for with the First person view.



It just isnt sony
Drapes#10
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Posted: 2nd Sep 2007 22:14
the weapon looks cool

James Bomb

Sysdevja
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Posted: 2nd Sep 2007 23:29 Edited at: 2nd Sep 2007 23:31
Added landing crafts





Working on the bunker side of things. As atm the bunkers are not accessible. Also working on a rope ladder. Got to get up those cliffs some how .

It just isnt sony
game lover
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Posted: 3rd Sep 2007 00:07
awsome

We all want to be awesome, but does awesome want to be us?
Sysdevja
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Posted: 3rd Sep 2007 00:12
Looking down upon the beach. The texture quality is a bit dull on the bunker at the moment. Also plans to cover the bunker in some posters and a chair or two inside with loads of ammo crates. I will be revealing the back to the bunkers. Little clue "Trenches" .





It just isnt sony
Endless Fps Team
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Posted: 3rd Sep 2007 00:53
awesome reminds me of call of duty..nice work though is it multiplayer...that'd be cool..

endless

Endless Fps Team
Sysdevja
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Posted: 3rd Sep 2007 00:55
Hi endless thanks for the comment. Yeah it's Multiplayer firstly then working on single player after.

It just isnt sony
phil17
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Posted: 3rd Sep 2007 01:16
sweet stuff. Count me in for a ww2 shoot out

Sysdevja
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Posted: 3rd Sep 2007 01:19 Edited at: 3rd Sep 2007 01:20
Does anyone know how many players per a multiplayer game on FPS? or can you set it yourself?

It just isnt sony
Endless Fps Team
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Posted: 3rd Sep 2007 01:33
9 or less..and thats it

Endless Fps Team
game lover
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Posted: 3rd Sep 2007 01:34
8 or less

We all want to be awesome, but does awesome want to be us?
Sysdevja
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Posted: 3rd Sep 2007 01:46
ok cheers. Well i'm gonna keep the map small for MP but expand a-bit for SP.

Teams =
British vs Nazi = Day time
SAS vs Nazi = Night time (SAS 1942)

It just isnt sony
Slayer222
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Posted: 3rd Sep 2007 02:14
Wow! Nice models and textures! I think the skybox needs some wok and is the water one big decal or what? X10 could help with this and apparently X10 MP games designed with FPSC but built with X10 can run on both types of comps!
*Slayer_2

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
Sysdevja
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Posted: 3rd Sep 2007 02:24
cool. sounds good. Well i'm just doing this until I get moved and into my job. It's good practice though for my job as it's doing FPS games as-well but online.

It just isnt sony
Trinity Pictures
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Posted: 3rd Sep 2007 04:14
Hey, I would suggest making a water skybox so it really looks like you're on the beaches of normandy.

Artist/Modellor of Encrypto Studios
Ehetyz
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Posted: 3rd Sep 2007 11:07
This is starting to look pretty awesome Great models here.

We've seen the world burn! We've seen the sun eclipse from the smoke of the burning dead!
Drapes#10
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Posted: 3rd Sep 2007 19:40
I love the look of this game i love WW2 games

James Bomb

tyrano man
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Location: Battle City - Kalspher :)
Posted: 3rd Sep 2007 21:53
Add texture scaling to -1 in the FPE and the textures will come back full res, otherwise they are reduced to 512X512 in the engine.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.
Sysdevja
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Posted: 4th Sep 2007 00:56 Edited at: 4th Sep 2007 01:13
@ tyrano man. Is that in the Optinal Visuals (Reduce Texture Field) ? as it's set to 0. I've set it to -1 but no luck.

All I have in the file is:


What do I change?

Thanks

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Sysdevja
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Posted: 4th Sep 2007 02:08
Good news. I found out it's the texture. FPS dosn't seem to like the texture. I've redone it on a 1024x1024.

Heres the Texture map (Original TGA reduced do to upload size)



Here it is ingame



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General powell11
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Posted: 4th Sep 2007 02:35
this game is gunna be cool!

A noob
Sysdevja
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Posted: 4th Sep 2007 02:39
Thanks General powell11, i'm having fun with getting the normal mapping to work no joy so far. Had a look at some threads about it. Gonna give it another go and see what happens.

It just isnt sony
General powell11
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Posted: 4th Sep 2007 02:43
i love ww2 shooters, and it all happend with mohaa medal of honor allied assault. and the first ever fps game i played (and first ever game) was delta froce 2 like 6 years ago, i think i was 6 too

A noob
Sysdevja
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Posted: 4th Sep 2007 03:06
I think FPS is sensitive to using normals and specualar with TGA format. So i'm going to try the DDS format and see what happens.

It just isnt sony
Sysdevja
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Posted: 4th Sep 2007 04:14 Edited at: 4th Sep 2007 04:29
My theory was right ....It's completly dark outside except in this bunker. Working normal and specular mapping. A-bit bright at the moment but i'm working on a smaller light level.

This map becomes a challenge at dark. Especialy running up the beach.




New Lighting Update:



It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Ertlov
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Posted: 4th Sep 2007 11:43
Nice Job!

Make the lamp dynamic or surround it by 4 lights used for the scene lightening in order to get a better look of the lightsource itself!

Support the efforts of Homegrown Games! Don`t let us starve!
Buy Anderson:
https://buy.metaboli.com/vnt/panier.html?partenaire=33&id_titre=354&langue_page=en
Sysdevja
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Posted: 4th Sep 2007 12:11
Will do Ertlov. I've just added a MG42 to the bunker. Anyone come across a script or method for stationary weapons?



It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Ertlov
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Posted: 4th Sep 2007 12:17
One possible workaround would be making it a character without moving and with limited turning around, combined with far range sniping ability. you could put such a script together from parts of other scripts.

However, we made a giant mothership shooting at enemies by making it a dynamic entity with a special script, I will ask the coder for it and post it here.

Support the efforts of Homegrown Games! Don`t let us starve!
Buy Anderson:
https://buy.metaboli.com/vnt/panier.html?partenaire=33&id_titre=354&langue_page=en
Sysdevja
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Posted: 4th Sep 2007 12:22 Edited at: 4th Sep 2007 12:30
Heres the new carbine model



Cheers, I would appreciate that script . At the moment i'm just reworking the textures and making a water shader.

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Slayer222
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Posted: 4th Sep 2007 18:52
An MG 42 sweet!

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
phil17
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Posted: 4th Sep 2007 19:09
wow this is really shaping up to be a great ww2 multiplayer game. Cant wait for its release.

Sysdevja
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Posted: 4th Sep 2007 20:47
Hey all. Cheers for the comments.

I'm working on the trenches at the back of the bunkers at the moment. There hopefully will be an update tonight although I got my interview with sony tomorrow so got to sort out all my portfolio.

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Inspire
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Posted: 4th Sep 2007 21:08 Edited at: 4th Sep 2007 21:08
Dude, your screenshots are too freakin' big. I'm running 1280 x 1024 and I still have to scroll.

EDIT:

Yes, I know about the toggle function, but I wouldn't be able to see the screenshots, then, would I?

Sysdevja
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Posted: 4th Sep 2007 22:48 Edited at: 4th Sep 2007 23:18
Sorry inspire, bit of a bad habbit posting big screens. I'll use imageshacks thumbnails option.

Testing out the trenches now. Few texture stretchings but reworking and then post a new screen.

EDIT ->

Heres a WIP in the trench system. These run from the back of the bunkers to the HQ pit. Not much of a maze. I plan on lighting the trenches with lamps on boxes and suspended on shovels or rifles.

Enjoy



It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Slayer222
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Posted: 4th Sep 2007 23:31
Why not make the MG 42 a weapon like in COD? Then give it out for free! JK about the last part but really why not make it a weapon? you could hip fire them in RL if not with some difficulty. BTW an MG 42 turret is currently impossible in MP FPSC right now or SP for that matter.
*Slayer_2

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
Sysdevja
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Posted: 5th Sep 2007 00:24 Edited at: 5th Sep 2007 01:13
hey slayer. I've tryed with getting to grips with weapons but at disapointment nothings worked. I have;

British -

Lee Enfield No.4,
Sten Mk2,
Bren Mk,
No2 Revolver,
M1 Thompson

German -

mp40,
Panzershreck,
Sturmgewehr 44,
Karabiner K98,
FG 42 (Better known as MG sniper Rifle)
Luger

So got a-lot ready just trying to get my head arround it

Here is a little screen update as promised. All the FPS default content you see is being replaced. Especialy the 2d like sandbags . Also the ground will be covered in a small patches of grass using a flora shader.



It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com

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