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FPSC Classic Models and Media / Tiger I plus T32 Tank Combo Purchase

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ash grinder
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Posted: 5th Mar 2008 12:05 Edited at: 9th Mar 2008 03:18
My company has made a combo pak that we think you'll like for use in your FPS-Creator games.

We attached a screenshot to give you a glimpse.

]

If you're interested goto http://www.gamerguyz.com/Free_FPSC_Downloads.aspx where you'll find other free content too.

fallen one
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Posted: 5th Mar 2008 19:07
does the turret turn, ie the tank moves one direction and the turret another, so it can fire in a differnt direction to the one the body is facing, so it works like a real tank should.

Evil Things Most Foulhttp://www.avantivitastudios.com/
ash grinder
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Posted: 5th Mar 2008 21:45 Edited at: 5th Mar 2008 22:20
No, it doesn't.
They are just "non-animated" version content for FPSC. "But...they are still content for FPS Creator, animated or otherwise, (someone still had to go through the "work" in creating them!) Which is why they are for sale. You would need to animate them yourself, but if we did this and offered it, it would cost more! Vehicles are not like animated guns.

Making a HUD that drives around at your command is not an easy thing to do. We would still have to make the hud, so that all you see when you are controlling your vehicle is from the behind-view or in-cab view. A rotating-turret would be another animation too!

There is other FREE content on our site. But these are not free due to the work involved in creating them! You get two very well made "vehicle-models for a "fair price"." Do you know of anyone offering free vehicle content for FPS Creator?

If we were to animate them, make them do tricks like move etc, then you can bet your sunglasses that we would charge a higher price indeed! But we are doing a good job already at keeping prices almost non-existant for our content on our site.

Thankx )))

PS: Take a look at the "single T32 zip" on our site, if you want FREE content. Or kindly give suggestions.
fallen one
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Posted: 6th Mar 2008 00:53
Is it a static entity or a character, ie it moves about and shoots at you,
also I wasnt asking if I could drive it, only if its turrent was independant of the body.

Evil Things Most Foulhttp://www.avantivitastudios.com/
Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 6th Mar 2008 02:53 Edited at: 6th Mar 2008 04:58
...nice work, ash grinder. I really like your work.

They are a wee bit pricey though. You might have a little trouble getting $10.20 for two static entities.
That's around half of what official TGC Model Packs are selling for.


-BiteFight.org
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 6th Mar 2008 10:41
What Seth said.

ash grinder
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Posted: 6th Mar 2008 11:34
Thank you .
I gotcha load and clear. Yeah, I realized earlier that the price is a little too up there for just 2 models .
I'm going to change this.

The turrets on them are independent though. It would be nice is there was more vehicle support for vehicles in FPSC though.

Cheers everyone, and thanks bundles for your suggestions. I think I'm just gonna concentrate on making free ones.
Butter fingers
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Location: Mecca
Posted: 6th Mar 2008 12:24 Edited at: 6th Mar 2008 12:45
I think you need to change the contents of the Zip file. I downloaded, and the zip contains the stock FPSC texture:
SS-officer_4_D2.dds
It is illegal to re-distribute this, and I advise you remove it from your download, or you may risk being banned.

The tank model is great though! Good job.

Oh. my. days.

Opened the tank up in Maya, (3 minute import time). It's 40000 polys! Thats REALLY big dude. If you're selling these models you need to optimise them so that they work well in FPSC, also there are alot of faces with normals reversed, meaning that there is a fair amount of Y-clashing.

Slayer222
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Posted: 7th Mar 2008 00:32
Yeah, uhm no. The huge poly count, questionable legality and price = no buy for me. Plus the texture doesn't look to good, too bright.

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
ash grinder
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Posted: 7th Mar 2008 08:45
Oh well, works fine for me in FPSC. Plus if you checked I am just offering it as a free bundle now.

About the poly count, how can it work fine in my version of FPSC, and not in yours? Then again, how can the poly count be any lower?

And what do you do to make the models overall polygon count lower??

PS: I didn't realise that the SS-officer_4_D2.dds texture was in the file (because it is driverless). It shouldn't have been in there and I WILL remove it. The tigers texture is freshly handmade, but didn't realize that I made it toooo bright. Anyways, Ill try and try again to get it right.
Slayer222
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Posted: 7th Mar 2008 16:43
Ok, good luck with that

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
Seth Black
FPSC Reloaded TGC Backer
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Posted: 7th Mar 2008 20:39
Quote: "And what do you do to make the models overall polygon count lower?? "


...let me run it through AC3D, and see if I can get the polys down to a more FPSC-friendly level. If I end up with any decent results, I'll post them here, if that's okay with you.

Free is always a perfect price. Thanks for offering this.

Haven't opened the file up yet. If the textures are too bright, it's no big deal...couple of mouseclicks in Photoshop, and they're muted.


-BiteFight.org
ash grinder
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Posted: 8th Mar 2008 01:55
Thanks Seth.
It sure is ok with me. I was messin' around with AC3D last night and did manage to lower the poly's dramatically (using object: reduce). I lowered it so much that it made the model look funny though. However, I'm still goin to keep trying on this one.

I'd like to animate the turret seperately and make it turn and shoot at the player when it sees the player (seh, every couple of seconds or so), and or when the player is in range of the cannon. And also make it so that it can be destroyed in game too.

What do you think? Yeah, this one has been a problem. The graphics are not really important to me at all right now, I can always make it look nicer and give it much better textures later on. Its just the figuring-out what to do with it????
Seth Black
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Posted: 8th Mar 2008 02:26
...sounds like a good idea to me.


-BiteFight.org
ash grinder
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Posted: 8th Mar 2008 05:52 Edited at: 8th Mar 2008 06:10
Seth, mind if I ask you somethin here.

I have made a tankturret.x file (tankturret only) that shoots at you. But when I use entity maker, make it into a character, and assign a script to it (ie: snipe.fpi), the model doesn't show up. Why is this? What am I missing here.

There is just a black (I dont know what to call it..., almost like a shadow) underneath it. Sure it will track you and shoot bazooka rockets at you, but what good is it if you cannot see it?! (Know what I mean). This is just plain ole confusing. Something I could care less about. Just want it to work.

Can you help!
Ps: Then after this is said and done and I have managed to get this $#$ thing working right, and post it, I can then worry about "how" to marriage the two pieces together (the turret and the main body). Boy...what a difficulty with vehicles eh?!
Seth Black
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Posted: 8th Mar 2008 19:28
...I'm not sure what's going on with the turret.

FPSC is full of surprises, that's for sure.

I've had similar experiences with various models. I've
heard some say that it has to do with turning shaders on/off,
but I've not been able to correct those phantom character issues.


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ash grinder
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Posted: 8th Mar 2008 23:15 Edited at: 8th Mar 2008 23:18
Thanks Seth.
Are vertex shaders within the xfile itself do you know? I wonder if I could just find the line or lines in the xfile code and do something with it and/ or take it out. Since AC3D has been my builder of choice for these types of models, I noticed the code has little AC3D "thingies" added to it.

Yep, it is indeed "a project". But when I figure this one out, I'd like to post it here to help others going through the same thing with especially tank models that move and/ or animate.
ash grinder
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Posted: 9th Mar 2008 03:16 Edited at: 9th Mar 2008 05:06
Hi again everybody.

I finally did it with much trial. I was able to finally understand how to animate the T34's Turret, so that it will rotate and shoot accurately at you. In the properties it seemed to show up when the isimmobile property is set to yes, but doesn't show up when its not. Now I get it!!! And its not a character, just an object same as the tank main body!!!!!!!

The tank is now in two seperate pieces naturally (the main body which does nothing, and the turret itself). Which I don't mind saying - is pretty darn COOL. I love it!!!!!!!! The enclosed readme in the zip file has explanations on what Ive done, how to set it up, etc, as well as scripts used, etc. So please be sure to read it.

The download is now available below. I have given my best attempt to decrease the polycount a little, plus I've also merged surfaces in the model so there aren't so many objects. Everything has been merged together and there are no stray vertices or objects. I hope that others may be able to download and use this.

This tank is a little different though (it is not the Tiger Tank. It is the T34 version of the Soviet one (with green paint, markings, etc. This turret on this tank will shoot at you and rotate. The rate of fire can be changed to suit the user. I immagine that it can be killed (if it doesn't kill you first), but I haven't tested that yet (have to work..)

Iam dying to hear peoples comments on my latest attempt, because it has lots of potential. If you encounter any problems then please let me know about it. If you like it, hate it...then whatever, let me know.

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