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

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Sysdevja
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Posted: 5th Sep 2007 03:03 Edited at: 5th Sep 2007 03:06
Hey all,

I keep updating most the night lol. I don't realize the speed of this project only started 2-3 days ago.

Moving on. Heres the new Sky and a-bit of a feel of what the night map will include. Only for the hardcore FPS players I think. The map will be lite via lamps in the bunkers, lamps on the trenches and allies using tourches and a few flare guns .

Day map has a new sky but it's only 80% done. At the moment the trench system is near complete. Working on a new AA & AT gun. As-well as a flora shader to cover the top in patches of grass.
The beach has another cliff on the side added and the actual sand is undergoing a new re-texture. Normal mapping full works and also a test of a water shader is still in the pipeline.

Hopefully get a test match out early next week.



It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
phil17
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Posted: 5th Sep 2007 04:00
This very much reminds me of medal of honor allied assult, its a shame only a deathmatch version of multiplayer works. But i can see some real fun being had running around those bunkers.

General powell11
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Posted: 5th Sep 2007 04:12
Medal of honor allied assault is the best ww2 game ever, nomatter what anyone says!

A noob
Slayer222
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Posted: 5th Sep 2007 04:28
did you make the FG? If you did why not an MG (maybe an MG 34 even)?
*Slayer_2

EOT
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Sysdevja
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Posted: 5th Sep 2007 04:46
that is the mg 34. I acidently imported the wrong model as MG24 is more bulky and has a huge camber and vent holes on the sides, plus its a square like structure.

Problem is tho i still havn't grasped the importing weapons concept. Plus i would love hands on my weapons but no good at animation lol.

Everything, well near enough everything you "will" see in this game is made by myself.

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Juzi
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Posted: 5th Sep 2007 11:48
Nice looking game! Keep up the good work

Obedience Discipline Unity
Slayer222
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Posted: 5th Sep 2007 23:19
I was wondering why it looked funny... (I'm an MG nerd I shoulda noticed that) But the drum magazine always makes me thing of the 34 because of RO,
*Slayer_2

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Sysdevja
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Posted: 6th Sep 2007 00:09
lol yeah, well MG42's on my understanding use ammo belts, and the 34 the good old fasioned green drum mag.

It just isnt sony
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www.jamesallsopp.blogspot.com
Slayer222
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Posted: 6th Sep 2007 01:34
actually I thought so too but they can both use either type,
*Slayer_2

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Sysdevja
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Posted: 6th Sep 2007 18:06
A new model - Coastal gun and bunker.



It just isnt sony
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www.jamesallsopp.blogspot.com
phil17
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Posted: 6th Sep 2007 19:16
lol that looks great!

ASTECH
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Posted: 6th Sep 2007 22:34
Great! But if your going to do this game, then I suggest night time for the level. Day time would be all wrong without a bloom effect. Just advice.


Sysdevja
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Posted: 7th Sep 2007 03:49 Edited at: 7th Sep 2007 03:53
Way ahead of you ASTEK It's a night map

Heres some Pre-Vis (mockup) renders of the layout of the map. Enjoy







Remember its pre-vis. Not ingame. Just a layout model.

EDIT-Btw forgot to add this is the Singleplayer layout. Mutiplayer will split this map in two. (The beach and Cliff top) & (Coastal guns and HQ)

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
ASTECH
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Posted: 7th Sep 2007 04:00
Looks great. What did you do that in if it's not FPSC?


Sysdevja
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Posted: 7th Sep 2007 04:04
3ds Max 8. Running two of them at the same time. I set out the landscape. Then in first running programe kept that as the main and second running 3ds max to build the sandbags, guns, ect. Then import into the main. Could also do Xrefs but it's a low poly map so i'm able to add and move bits arround without hideing any high poly objects.

This is a No segment FPS game I wonder if i'm the first

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Cheese Cake
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Posted: 7th Sep 2007 04:04
3ds max i assume?

Anyway is looking great man!

And as for the new bunker..how mano polys?
Still this is looking very promising.
Sysdevja
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Posted: 7th Sep 2007 04:13 Edited at: 7th Sep 2007 04:14
new bunker is 529 polys. With the coastal gun its 628. I'm creating a small Preview Demo map for MP with FPS dx9. I'm awaiting FPS 10 to come out for full game

A-lot fo the game objects are done now. Just rounding off a good clean version of the MP beach landings map.



Complete Overview

It just isnt sony
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Cheese Cake
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Posted: 7th Sep 2007 04:36
Uhm not trying to spoil your whole idea or such...

But can that level even fit into FPSC?
I mean FPSC isnt very big...
it is 40x40 (segments)
In 3ds max 1 segment is: 100x100 (box).
So the whole level would be: 4000x4000(?).
But then again, it would be possible if you putted
just a tiny bit out of the level...and that means the whole
model would dissapear...
So i would go for: 3900x3900.

I already made my own desert\dune type of landscape
and into my surprise it wasnt that big as i thought
it would be.
Sysdevja
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Posted: 7th Sep 2007 05:06
I've rescaled everything in fps to allow a much bigger size for the level. at the moment everything is 50% smaller then normal FPS size. Even characters. I may rescale again, but for now 50% smaller is doing fine. Just abit tricky placing it all as it isnt very big in FPS editor lol.

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
ASTECH
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Posted: 7th Sep 2007 06:12
Cool.


Sysdevja
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Posted: 7th Sep 2007 21:26
Objective Overview Map.



It just isnt sony
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www.jamesallsopp.blogspot.com
phil17
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Posted: 7th Sep 2007 21:53
wow looks sweet. Your really putting alot of work into this
Hope it all works out.

Slayer222
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Posted: 7th Sep 2007 23:18 Edited at: 7th Sep 2007 23:19
Um if it's an entity that dynamic entities will fall through it however you could make it a segment? BTW with X10 you could have swarms of Allys and enemies all killing each other and being blown up yay!
*Slayer_2

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Sysdevja
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Posted: 7th Sep 2007 23:33
Cheers for the comments guys.

@Slayer222 - I've made everything an object the terrain is of course static and the rest dynamic, i have yet to experiance any dynamic objects falling through the static landscape.

Hehe i know. I'm going to make sure having waves of allies run up that beach into MG42/MG34 fire

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Drapes#10
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Posted: 9th Sep 2007 01:50
Can you show some pics of the weapons you have?

James Bomb

Slayer222
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Posted: 11th Sep 2007 03:36
For the motherland! RATATATTATATATTA! AHHHHH *loud death screams and people being horribly mutilated and killed! I'm not sick BTW if you test it out you may find they fall through the scenery if you decide to keep it a static entity,
*Slayer_2

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George 7004
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Posted: 11th Sep 2007 04:40
Looks awesome

heh better if its single player though.. cause you can use the allies script for allies and just put up the enemies around.... problem is the multi.. only deathmatch...

http://www.mmorpg-net.org

Your Source for Awesome MMORPG/MMOFPS Games
Sysdevja
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Posted: 11th Sep 2007 22:28 Edited at: 11th Sep 2007 22:29
Quote: "BTW if you test it out you may find they fall through the scenery if you decide to keep it a static entity,
"


Havnt had that problem yet, everything seems to be set fine. My collision mesh's are polygon instead of square or sub poly.

Quote: "heh better if its single player though"


It is SP and MP as said in the thread title

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Slayer222
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Posted: 12th Sep 2007 01:27
Yeahhhhhhh

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Cherd
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Posted: 12th Sep 2007 15:15 Edited at: 12th Sep 2007 15:16
many have tried and failed at D-day style levels, including myself, this looks superb, i got pretty close tbh but i quit and gave in lol, well done on a superb looking d-day level

my main issue was the frame rate, i tried to create it so that there was lots going on around the player, like random explosions, and tried to make up for the lack of characters in the level by making the characters die frequently and respawn new players in their place at the bottom of the beach. Also i tried to make up for the machine gun fire by just using 3 enemies who rapidly fired none stop, long range rounds at the player. But despite cutting many corners and getting a decent effect the frame rate still suffered.

so congratulations on overcoming this =D

EDIT

Also, i don't believe there is a functional script for a stationary weapon however, my theory was that you could use a weapon that could only be fired when the player is standing still, or that you couldn't walk when holding, this is feasible however i never got as far as working out a script to do it, but that is your best bet i believe

Sysdevja
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Posted: 12th Sep 2007 18:07
Quote: "many have tried and failed at D-day style levels, including myself, this looks superb, i got pretty close tbh but i quit and gave in lol, well done on a superb looking d-day level

my main issue was the frame rate, i tried to create it so that there was lots going on around the player, like random explosions, and tried to make up for the lack of characters in the level by making the characters die frequently and respawn new players in their place at the bottom of the beach. Also i tried to make up for the machine gun fire by just using 3 enemies who rapidly fired none stop, long range rounds at the player. But despite cutting many corners and getting a decent effect the frame rate still suffered."


I've started to look into FPSX10 for the actual level as i do understand getting the d-day beach feel is dam hard. As 100's of soldiers would be running up the beach along with your self being mowed down by german mg fire. A-lot of explosions and sound effects, screams, gun fire and bullets hitting the sand.

I think atm FPS cant handel it. Although the MG fire atm is just a huge decal on an angle. Hopefully i'll have better options with FPSx10.

I mite be looking for another artist to join me soon, as a-lot of environment based work needs to be worked on. Also someone with weapon animating/scripting skills would be a plus

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Deathead
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Posted: 12th Sep 2007 19:34
Why do you need a hundred when you can have 6 and enter lag hell?
Actually you really don't need a hundred though you could have the beach blocked off. And have random decals happening on the beach. But saying that you will be in a lag frenzy.

Dr Parsnips
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Posted: 12th Sep 2007 19:37
i could help with the modeling side, give me an email if you want!

HMMMMMMM
Sysdevja
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Posted: 13th Sep 2007 00:28
Quote: "Why do you need a hundred when you can have 6 and enter lag hell?
Actually you really don't need a hundred though you could have the beach blocked off. And have random decals happening on the beach. But saying that you will be in a lag frenzy."


Well hundred was a slight exaderation. Arround 10-20 but that would be single player, mp would be a max of 10-15 players on each team. I have a friend who worked on COD2 and said that alot of the men in the background of the D-day beach landing level were 2d decals just animated which is a good way to look at it. Altough first i'll be doing some tests on lag ect for MP before releasing a alpha map. To make sure you guys get the best experiance i can offer.

It just isnt sony
----------------------------
www.jamesallsopp.blogspot.com
Slayer222
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Posted: 14th Sep 2007 21:33
Uh uh 10-20 you'll need like 40 to make it realistic 10 enemies manning MGs, and sniper rifles and 30 allies to be mowed down with only like 5 making it up the beach. Luckily X10 can handle 50 in one room and if an X10 MP level is designed on normal FPSC and built in X10 it works on vista and XP!
*Slayer_2

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game freak16
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Posted: 15th Sep 2007 21:10
I feel like playing D-Day in Call of Duty 2 after looking at this. LOL. It looks great.

Clone Gaming Prouductions
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Posted: 16th Sep 2007 01:48
it looks good

my 360 got the three rings of death...bummer
Dr Parsnips
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Posted: 16th Sep 2007 12:29
Quote: "i could help with the modeling side, give me an email if you want!
"


did you not see my message? lol. but i agree with slayer, you would need at least thirty allies running up the beach and just respawing after death. this could look amazing!

HMMMMMMM
Sysdevja
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Posted: 18th Sep 2007 21:09
Sorry Dr Parsnips, i've been in london all last week sorting out my new job. I'll get an email forwarded by end of tonight if not tomorrow morning at the latest.

It just isnt sony
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www.jamesallsopp.blogspot.com
Dr Parsnips
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Posted: 18th Sep 2007 21:11
No problem! hope you new job is all good!

HMMMMMMM

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