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FPSC Classic Models and Media / Use Sketchup as map editor (Proof of Concept)

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daarboven
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Posted: 30th Apr 2008 16:50 Edited at: 30th Apr 2008 18:02


Today i tested to make a complete levelmap(ok, ok, ist small and just a proof of concept ) to the above results. All level data is entities but one floor segment for the player start. I get a whopping 36 framerate average. The reason i want to have my map floor being an entity is that i want to explore more irregular shapes and plan on having terrain-like structures too. (I know that npcs do have collision issues on entity terrain so there will always be the possibility to blend floor segments in the design as a solution to that matter.)
I personally enyoyed the freedom this technique gave me in the creative process since i could simply draw and model my map parts, texture them as i went along and the whole thing was done in half an hour from SU to FPSC...Thanks to entity workshop where i could export my map pieces with one shared pivot point that made it a lot easier to align them in segment align mode that you get in fpsc pressing "B". Just threw in some boxes and some lights along with a skeleton and there is it, my little humble cave level... to be continued

I am Jacks complete lack of surprise.
Cyborg ART
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Posted: 30th Apr 2008 17:42
Nice!

Slayer222
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Posted: 30th Apr 2008 17:54
Cool!

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small fish
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Posted: 30th Apr 2008 18:50
very impressive

the world is complicated only people are simple
Ocho Geek
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Posted: 30th Apr 2008 19:49
i suggest making a custom floor segment and model just the walls and roof in sketchup, might be better for collision

uman
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Posted: 30th Apr 2008 20:19 Edited at: 30th Apr 2008 20:21
Moved from showcase

Very interesting and well worth developing further. Let us know how you get on please.

"There are those who said this day would never come - What have they to say now?"
daarboven
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Posted: 30th Apr 2008 20:56 Edited at: 1st May 2008 00:32
@ ocho geek: i did that already with all limitations it has (look at the great curved stairs and the low height level changes it would be kind of a pain to do this as segments but it can be done with rolfys terrain technique) but for a single player adventure (with rare npc contact like uru or myst end of ages) it might proof sufficient since player collision works well on entities...

@ uman sorry if i posted this in the wrong forum, but since i did not plan to release/give away any model of this experiment(which i would do when posting in the models and media board and not having a question) i thought it was a good "showcase"-correct me if I'm wrong here...

I am Jacks complete lack of surprise.
Orrion Carn
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Posted: 1st May 2008 06:08
Not bad. I like it. TUTORIAL!!!



My first animated Gif. Made in GIMP 2.
daarboven
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Posted: 1st May 2008 10:38 Edited at: 1st May 2008 10:39
Ok: Here are the several steps taken to transfer a row of models from Sketchup to FPSCreator with alignment.

1)model your map: make it so that all parts that use different textures are different groups. (i also grouped parts to different groups just because they belonged to other 'geographical locations' but it is not neccessary, just to keep it neat.)I fractioned the whole map in that way. to use FPSC's alignment function better my map is alignend in SU also: the top left edge of my map is 50cm left and 50 cm up from the world center- remember that 100 cm=one segment width so the whole map will be set to the exact center of a certain segment in FPSC later. (use the topview in SU for proper aligning). All parts of the map got textured with images, texture scale and positioning was done in SU also.

2)Export the parts: Export every group you made as a single .3ds file, name it so you can identify them later since you will have little to no preview later on! You can setup 3ds export in SU so it only exports your current selection, and check export materials if you want jpg textures generated next to the model.
All of your models should stay in place in SU so they share the world center as a common pivot point for alignment when exported.

3) convert to .x, use whatever you use for this.

4)Fire up entity workshop, import your .x, set the textures and export them to FPSC, think of a proper collision type...

5) In FPSC, start adding all your new entities to the library and drag them to the stage, always align them to the same segment grid unit. Remember we aligned everything with the worldcenter on the topleft edge of the map in SU? so you can drag everything to the topleft segment grid now, press "B" twice to make your cursor snap to the segment units and voila, everything is aligned properly and ready to go..or is it?

6)one last thing to do: whereever you wish to place your startmarker, place a floor segment to prevent the player falling through the floor- which can happen on start otherwise.

Finishing thoughts: on map design you could have a 100x100 square component resembling a floor so you could export only walls and terrain pieces with holes where a floor segment is fitted in FPSC- this would allow for NPC collision but restrict your height levels to powers of 100 unless you go and make yourself a set of custom floor segments in different heights. This technique tends to give you a lot of puzzle pieces to keep track of so give yourself a good naming convention and try to tile your map in a logical and even structure. I will put this to the test with larger map sizes and higher poly count so stay tuned as i give you mor news how all turned out .
And now-back to the drawing board ...

I am Jacks complete lack of surprise.
djmaster
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Posted: 2nd May 2008 15:23
im gonna make the whole map in 1 part that way its more simple to place trough it will be more polys,gotta try that way im gonna maybe be able to rip a terrain or something from a game

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Aaagreen
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Posted: 2nd May 2008 17:02
that wont work djmaster. If you have one entity with multiple textures, it will have to be dynamic, meaning the collision will be wrong and it wont work properly. Follow his tutorial exactly.

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Orrion Carn
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Posted: 2nd May 2008 17:39
That sounds good, I might use that when I need something, not like a corridor .



My first animated Gif. Made in GIMP 2.
darimc
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Posted: 2nd May 2008 21:36
Check my profile, there is a work around.
Quote: "that wont work djmaster. If you have one entity with multiple textures, it will have to be dynamic, meaning the collision will be wrong and it wont work properly. Follow his tutorial exactly."




daarboven
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Posted: 2nd May 2008 23:39 Edited at: 2nd May 2008 23:43
djmaster if you want to import a whole map slice it up into the several parts that make use of one texture each. I intended my tutorial to allow for more organic forms in map design but it is by far not less complex in the workflow. You still would have to plan ahead a great deal, level design is a process that involves proper planning and some layout skills still...just my 2 cents.

Quote: "Check my profile, there is a work around."

I'd be interested in that, why not posting it here in the thread?

I am Jacks complete lack of surprise.
darimc
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Posted: 3rd May 2008 02:37
Okay, I suppose I will.
Quote: "I'd be interested in that, why not posting it here in the thread?"




darimc
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Posted: 3rd May 2008 02:40 Edited at: 3rd May 2008 02:41
Okay, here is the mini tutorial.

You make a dynamic entity that is multi textured and then you turn the collision off. Then you import the exact same model but with a transparent texture (make it static). If you place them both in the same place, you will have a perfect multi textured entity.



darimc
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Posted: 3rd May 2008 03:59
Sorry for the triple post but would you mind telling me how to get those little black edges on the skethup models to disappear when I export?



daarboven
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Posted: 4th May 2008 00:05 Edited at: 4th May 2008 00:05
See attached screenie,
That may fix it...

I am Jacks complete lack of surprise.

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darimc
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Posted: 4th May 2008 01:27
Okay, thanks. I will tell you if it works.



Aaagreen
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Posted: 5th May 2008 18:30
Darimc, i never thought of that! Wow!!

Formerly Bum Fat Cheese
darimc
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Posted: 5th May 2008 21:15
Yeah, it works great.
Quote: "Darimc, i never thought of that! Wow!!
"




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