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FPSC Classic Work In Progress / (X10) Revelation

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Libervurto
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Joined: 30th Jun 2006
Location: On Toast
Posted: 22nd Jan 2010 13:29
looks really good.
could you post some aerial shots showing the whole level please.

"With games, we create these elaborate worlds in our minds, and the computer is there to do the bookkeeping." - Will Wright
Metal Devil123
14
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 22nd Jan 2010 15:58
Looks very good! I like your design and models!

Hamburger
13
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Location: Grand Rapids MI
Posted: 22nd Jan 2010 16:19 Edited at: 22nd Jan 2010 16:20
Thanks guys!

Quote: "could you post some aerial shots showing the whole level please.

"


That was actually a test thing to see if they would work. Im probably going to import all my .x files into FPS creator over the next couple days. I actually made those for a giant elevator shaft down into the deeper bowels of Facility 17 (yeah very imaginative I know...) Those rock walls with the lights and hoses are actually supposed to be a cavity dug out to mine stuff, etc. Check out the pic. You can actually walk on it, just dont fall!

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Hamburger
13
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 5th Feb 2010 03:13
Well im kind of getting tired of modeling scenery so I decided to start working on weapons. This one is a rifle (still need a name for it) but the texture came out great. Ill post more pics if anybody wants to see more of the gun.

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Metal Devil123
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Location: Suomi, Finland
Posted: 5th Feb 2010 17:45
WOW! THAT RIFLE IS AWESOME!

Coach Shogun 20
13
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Location: In your mind, messing with your thoughts
Posted: 5th Feb 2010 20:09
That is pretty sweet.

Notunknown
12
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Location: I exist only in your mind
Posted: 5th Feb 2010 20:12
I want one!!!
Metal Devil123
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Posted: 5th Feb 2010 21:00
Quote: "I want one!!! "

Not until you eat your vegetables!

Hamburger
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Location: Grand Rapids MI
Posted: 5th Feb 2010 21:23 Edited at: 5th Feb 2010 21:28
haha thanks you guys. I figured I should start working on the weapons as they are a more essential part of the game, and also because it's just nicer to get it out of the way. I'll probably make a shotgun next and a Heavy Shotgun (big brother shotgun) Thanks for the great comments!

heres another pic

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Hamburger
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Location: Grand Rapids MI
Posted: 5th Feb 2010 21:29
and another (ps sorry for the format but I couldnt change it (stupid paint...)

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DarkJames
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Posted: 5th Feb 2010 21:42
woohooo!
Nice!!
i tought this was abandoned

We are watching you
Hamburger
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 6th Feb 2010 00:50
Heres the M-9X machine gun

Just a reminder- these wil all have hands once they are done.

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Hamburger
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Location: Grand Rapids MI
Posted: 9th Feb 2010 04:59 Edited at: 9th Feb 2010 05:03
More work on weapons - this time on more archaological stuff. This ones an artifact, I think i'll need to add some more stuff on it though, but i actually think that it's good the wayt it is. also does anyone think that I should change the crystal color?

(around 500 or so polies)

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Hamburger
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 10th Feb 2010 02:34
Heres a drill model. It's UV'ed and ready to be textured (Ill texture it tommarow) It will spin and smoke will come out of the exhaust pipes (I'll add four SMOKE joints somewhere) and yes, this is the ultimate melee weapon

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Hamburger
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Posted: 10th Feb 2010 05:40
alright I just finished the texture, tell me what you think!

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Devastaor
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Posted: 10th Feb 2010 06:27
Awesome, but why isn't the tip pointy?
Hamburger
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Posted: 10th Feb 2010 17:29
The drill is supposed to be a mining drill, so it would be cutting through lots of rock, so I think it would make sense that the tip isn't pointy because if it were pointy then it would become blunt anyway. I'm even thinking about chainging it a little, so it doesnt look so blocky, and more like a REAL mining drill, but maybe ill get hints on the community first.
Metal Devil123
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Location: Suomi, Finland
Posted: 10th Feb 2010 17:48
Nice work! I think this will look original, becouse all teh custom media and your ligthing is good and all. The drill is awesome!

"You are one of the best game designers on TGC"- Bloody James
Coach Shogun 20
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Location: In your mind, messing with your thoughts
Posted: 10th Feb 2010 18:43
I think you should leave the drill the way it is. It's not a Big Daddy's drill, it's not made to cut through flesh. It's made to cut through rocks and minerals.

Hamburger
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Location: Grand Rapids MI
Posted: 10th Feb 2010 18:59 Edited at: 10th Feb 2010 19:00
Quote: "I think you should leave the drill the way it is. It's not a Big Daddy's drill, it's not made to cut through flesh. It's made to cut through rocks and minerals."


Its also made to grind bones.

I think I will add a ripcord to start it (because it runs on gas)
or should I make it run on another fuel source (like plasma or electricity)?

Thanks for the comments!
Hamburger
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Posted: 14th Feb 2010 20:38 Edited at: 14th Feb 2010 20:39
First x10 segment pics. I need to fix the spec maps still, but I figured I post it anyway. Ill have more later. Tell me what you think. all the levels are going to be based off of the non square design, so it will be a truely uniqe fpsc game. When I fix the specular maps it'll look alot better though.

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Coach Shogun 20
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Posted: 16th Feb 2010 22:05
Nice, those will be extremely sweet once you add in the spec maps.

Hamburger
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Location: Grand Rapids MI
Posted: 17th Feb 2010 01:10
yeah for some reason the normals are not working and the spec maps but I can probably fix it pretty quick - its not such a big deal.
Hamburger
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Location: Grand Rapids MI
Posted: 25th Feb 2010 05:11 Edited at: 21st Mar 2010 04:39
Alright I still havent solved the problems with the spec maps, I dont know why, but I have finally put together a soundtrack for the game. Also the preview voice in the audio file is a bit wierd thanks to my sound recorder.

Also, should I switch to X9 with this game? Because X10 is really just buggy. And I could also get a good mod... Ill have to think about it. Maybe wait till the source code for X10 is released. Ill think Ill leave it as it is for now.

Tell me what you guys think.

Also, in order to develop the game faster, Im going to have to resort to fpsc's square segment design, but that doesn't mean I wont have curved corridors and cool walls with mesh and such. You wont notice it anyway .
Hamburger
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 20th Mar 2010 22:14
Revamped my texture skills and finally overcame the specular bug that I was talking about - took a while to fix. Turns out the resolution had to do with all the problems that I was having. I make all my textures in filterforge now too, its a great program. I recommend you download the free trial and learn it .

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Coach Shogun 20
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Posted: 21st Mar 2010 04:05
Looking good Hamburger.

Dr Parsnips
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Location: London
Posted: 21st Mar 2010 04:33
Looking great dude!

Hamburger
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Posted: 21st Mar 2010 04:38
thanks Ill upload some more stuff tommarow too when I get the chance.
Soviet176
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 21st Mar 2010 05:54
Very nice, how do you get segments that are 3d like that? as if they have been modeled. I have only seen 2d flat segments. Looks really nice though!

"I haz no sig :o"
Hamburger
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Location: Grand Rapids MI
Posted: 21st Mar 2010 15:43
Those are segments that have normal maps applied, along with diffuse, d2, and specular maps. The normal map gives the illusoin if a 3d surface because it lets light shine on certain areas on it (depending on your spec map)

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