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 / Forest Tile Entities - feedback appreciated

Author
Message
Omen
18
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 10th Dec 2007 19:05 Edited at: 10th Dec 2007 19:13
Heya everyone, I'm new to the FPSCreator community. I have downloaded the Entity Maker and the Segment Editor, and have watched the tutorials.

I would like to make a model pack for some snap-together Terrain Tiles I've made. I was thinking of making them available as Entities to place in very large rooms with transparent walls - although I'm not sure if this is the SOP for doing this kind of thing...

In any case, here's some snapshots - is this up to the quality standards that people look for here?

Any feedback would be GREATLY appreciated.











Thanks!

Attachments

Login to view attachments
Luke314pi
18
Years of Service
User Offline
Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 10th Dec 2007 19:16
I think the deeper parts of the forest visible behind the trees should be darker, but the rest of the textures are very nice. Have you tested these in FPSC yet? I am curious if enemies can behave normally on this terrain. You are off to a great start!

smiley
17
Years of Service
User Offline
Joined: 16th Feb 2007
Location:
Posted: 10th Dec 2007 19:22 Edited at: 10th Dec 2007 19:25
is this avalible to download or buy it looks good to me and brilliant for a newbie (good for an normal tgc user) you got my download if it is avalibe to the public although i wouldn't part with any money for it (if you want to sell it make shore it is fpsc ready and you could make an installer for it search for installers below as that makes it more user friendly and there fore increasing sales)

hope that helps

great advice from one of the botb (best of the best) fpsc users i am also interested about how characters react to this environment please could you make a vid and post it on youtube you will need a screen recorder i hear frapps is good

http://www.ocgames.tk
(sight in development games coming soon)
Omen
18
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 10th Dec 2007 19:31
I'll make a Frapps of the tiles in action in FPSCreator.

My plan was to make a basic "set" (4-way, straight, turn, dead-end, small room) of these tiles available for free, and offer a complete pack with matching additional outdoor entities (trees, boulders, etc...) for a modest price.

...also please excuse my signature if its incorrect (sig test)

Aaagreen
17
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 10th Dec 2007 20:11
Whats the poly count?

I am The Master. You will obey me!
Omen
18
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 10th Dec 2007 21:03
Currently 8,000 per tile including the forest floor, blocker planes (the "forest" walls) and the forest canopies. If that's too high or too low, I can adjust it pretty easily and still have it look nice. Again, any guidance here would be greatly appreciated.

@Luke, I'll try them a little darker and see how it looks, thanks!

Silvester
18
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 10th Dec 2007 22:26
Thats quite alot, considering we think 3000 to 4000 Poly's alot for Characters.

SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 10th Dec 2007 23:21
Try to get it below 1000.


fallen one
18
Years of Service
User Offline
Joined: 7th Aug 2006
Location: My imagination!
Posted: 11th Dec 2007 00:45
This is a great idea, just what I need, though its hard to tell how these work as I cant tell as there is no wireframes or even if it was lit I could see better how these are made and put together.

Its worth looking at how big the play area is in the level editor, its very small, so one would have to do smallish sized sections, plus have room for the sections, ie we have room to travel, or move to forks in the path, so bear in mind the size of the level, open up fpsc editor and stick a few floor segments in and see how large the playing area is, then take that into consideration.

Evil Things Most Foulhttp://www.avantivita.com/
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 11th Dec 2007 01:05
...looks great! I tend to agree with Luke314pi, regarding the quality of your work. He's right about the color inside the treeline. It really should darken, and the colors should become muted.

Nice job!


Own It, Or Get Owned...
Omen
18
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 11th Dec 2007 02:26
OK,

I moved one of these tiles into the play area in FPSCreator (just installed it today) and as-is they take up about 25% of the playable area so... I'll be cutting these up into smaller pieces.

I'm also running into an issue where I can't fall "into between" the tree-line down to the terrain floor. I have "collisionmode = 1" set in the FPE (should be using polygon collision), but it still seems to be creating 1 large box around the whole thing???

(Forum search on "collision" shows that many other people have also had this same problem, with no replies on how to solve it)

If I was to take a wild guess I'd say that the collision is being set "for me" by the FPSC-Game since I'm declaring the object to be dynamic "defaultstatic = 0" ??? Btw, I'm setting it this way so that the multiple textures will apply correctly. Also when I set "defaultstatic = 1", it just doesn't even appear in the level at all

.... much wierdness. Can anyone offer any insights into the collision issue?

Omen
18
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 11th Dec 2007 21:11
<crickets>

Hehe, ok, since no one seems to know why there is a 3x3 segment size limitation for entities and why collision gets all messed up when they are larger, I'll just have to make these as segments

(sorry for the double-post)

fallen one
18
Years of Service
User Offline
Joined: 7th Aug 2006
Location: My imagination!
Posted: 11th Dec 2007 22:05
they are that size because of something called null space or something, I think its so enemies dont fall off ledges or something, but I dont think that works anyway.

Evil Things Most Foulhttp://www.avantivita.com/
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 12th Dec 2007 16:25
Even with poly collision set you cannot step inside a dynamic antity.
It used to be that 3x3 segment slices had perfect collision with enemies but this changed with the introduction of null space,now there is only proper collision with the centre of the object as you are effectively only using one segment,enemies will have collision with the segment floor but will get stuck at the centre when moving.If you place segment below this around the centre segment You can help this a little provided your terrain is above floor level.


Omen
18
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 13th Dec 2007 18:39 Edited at: 13th Dec 2007 20:32
@rolfy,

I really appreciate the feedback - I'm sure you get questions like this all the time, so I really appreciate your insight on these issues (I owe you a pint, btw).

Ok, this is starting to make more sense - so, if I wanted to make (for example) terrains that are larger than 3x3 segment size, is the best technique something like this:

1. Break up the terrain into 1x1 segments (100 units x 100 units) and make segments for each of these parts with only the center unit defined.

2. In FPSC, drop-in each of these "center-only" segments one at a time, so (for example) an 8x8 terrain would require 64 different segment pieces

3. Around the outside edges of the terrain, use the default ground center segment

I'm still a little confused about when you say, "place segment below this around the centre segment" - do you mean to define floor segments 1 layer below the non-center segments (as I thought only 1 floor segment could be defined per layer)... or were you saying that terrain pieces should be static entities all along?

Just as a side-note, I tried making one large static entity (8x8 segments in size) for each texture group (terrain floor, trees, and canopy) and collision worked except that there was a place around the middle (about 2x2 segments in size) where I'd get stuck So, that's obviously not the way to go.

rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 13th Dec 2007 20:46 Edited at: 13th Dec 2007 20:50
The 2x2 areaa around the centre of your segment is what I'm talking about,if you look at your segment in the map editor,you will see where the segment is placed, you could try placing segments around this at the same level you obviously dont want to replace the terrain segment.
Provided your terrain is a little higher than the segments placed below they should be hidden,but not a full layer.This does not work in x10 with the enemies walking on the segments below and not on the terrain surface wnich looks daft.
There have been many changes with recent updates and this is just one of them.
Many folks say these methods dont work but I have video to prove it,I think collision will work properly this way with v1.04 but not above.

You may be able to get it to work with 1x1 slices for your terrain and compiling these into 3x3 segments,I dont have the time just now to go into this,but intend to take a closer look soon as.


rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 14th Dec 2007 00:25 Edited at: 14th Dec 2007 00:27
I checked out my old terrain segments using v1.06.
With segments placed below the terrain enemies worked perfectly.
In fact using this enemies could be contained to paths etc.






Omen
18
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 14th Dec 2007 04:02
@rolfy,

Quote: "Provided your terrain is a little higher than the segments placed below they should be hidden, but not a full layer."


Quote: "I checked out my old terrain segments..."


<<bangs head on keyboard>> sorry, rolfy, it's just not making any sense. I apologize, I know the failure is on my end.

Several times now you've said to place segments below the terrain segments, but not a full layer below.

I keep trying to place multiple segments on top of each other on the same layer in FPSC, and there's just no way to do it - whenever I put in a new segment, it always completely overwrites the one that's there if they are on the same layer. I also tried creating my own segments where the ground mesh is higher than the default ground segment, but no luck

hehe, and to think... I turned to FPSC as a way to relax and unwind from DBP programming - serves me right! Guess I should get back to my coding cellar

rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 14th Dec 2007 07:36
Quote: " whenever I put in a new segment, it always completely overwrites the one that's there if they are on the same layer."

That one is easy,the terrain is one large mesh sliced up,but it uses only one segment square.
Look at the pics above in the first one you can see the segments placed below the terrain,but on the same layer, as the mesh is raised above floor level. At the bottom left is the terrain segment position.
I dont know how else to explain it lol.

You could always download the terrains and set it up for a look yourself


Omen
18
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 14th Dec 2007 17:15
Enlightenment Happens !!!

I should have grokked that from the picture Thanks for hanging in there with me. If for some bizarre reason you ever need DBPro (or C++) programming help, just let me know.

Login to post a reply

Server time is: 2024-11-19 22:28:07
Your offset time is: 2024-11-19 22:28:07