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FPSC Classic Models and Media / Slanted Hallways Segments

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ASTECH
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Posted: 6th Sep 2009 02:38 Edited at: 6th Sep 2009 02:41
EXAMPLE:

http://www.youtube.com/watch?v=oTgyySpg--g

Just wondering if anyone is up for doing these segments?
I just wanted to do a good "slanted building" level.
Anyone willing to give it a shot? I know that I couldn't do
it and I know it would be interesting to see this.

Thanks

-Indestructible-

darimc
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Posted: 6th Sep 2009 02:57
Just make a floor with a wall texture...

Ekipshi
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Posted: 6th Sep 2009 02:59
He wants it slanted, like diagonal, like you were in a building that could fall over any moment
Can't say I can do that, maybe you can edit the mesh in the Segment Editor?

Defy
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Posted: 6th Sep 2009 06:19
I'm sure I know of a way. Would take some time, yet possible.

"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
"The more skill you acquire, the less you have to use it." SS
ASTECH
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Posted: 6th Sep 2009 21:35
I'd like to hear of this way. I'm looking forward to having a
slanted building as one of my levels.

Astek

-Indestructible-

djmaster
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Posted: 6th Sep 2009 22:01
How bout replacing the segment wall model with a slightly angled wall model? Would take like 3 different variations of the angle and placment but it would work bo doubt.Or just make one big static floor and rotate it?

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Aaagreen
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Posted: 6th Sep 2009 22:41
Or you could combine walls, floor and ceiling to one model and use the number keys to rotate that to your heart's desire?

Coach Shogun 20
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Posted: 6th Sep 2009 23:49
Quote: "Or you could combine walls, floor and ceiling to one model and use the number keys to rotate that to your heart's desire?"


Essentially what I was thinking. Make the wall into an entity, then the floor, and you can now create your own.

Defy
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Posted: 7th Sep 2009 15:46 Edited at: 7th Sep 2009 16:18
djmaster, Aaagreen, Coach Shogun 20.
All correct, djmaster is spot on.
However could be done maybe in more than 2 standard ways. Collision on a complex internal cubed structure may cause player lock up (invis wall). So using entities is a better solution, taking time not to over lay entities and introducing door ways/doors would add to the task.

Based on the clip, the roof looks higher than a standard seg.
To make it easier to understand what I am trying to explain I will add some examples. brb.

Updated: anyone is welcome to ask me anything. Using a pre-seg layout of the intended space is very handy. Also I prefer to use the Page up/down more than the - +.


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
"The more skill you acquire, the less you have to use it." SS

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Defy
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Posted: 7th Sep 2009 16:17 Edited at: 7th Sep 2009 16:23
And here is the in game shot. Whats nice with this effect is the player gravity makes the player slide for a small amount of distance.
Taking ones time would be the key, darker lighting, entities filling in the space of the wall texture would help hide any joins.


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
"The more skill you acquire, the less you have to use it." SS

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ASTECH
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Posted: 8th Sep 2009 06:34
Nice! This would help me a good bit!

Quote: "Make the wall into an entity, then the floor, and you can now create your own.
"


Can you elaborate? Are you saying I make prefabs of these?
I know its possible. I just don't remember how. lol

Astek

-Indestructible-

Defy
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Posted: 10th Sep 2009 14:28
Static entities (A single Wall or Floor used via rotation).
I dont think it is possible to call a entire prefab into a import X.

"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
"The more skill you acquire, the less you have to use it." SS
ASTECH
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Posted: 10th Sep 2009 14:34
Oh. I get the whole "fake" segment deal.
I might just have to try that unless I hear better.

Thanks

-Indestructible-

Defy
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Posted: 10th Sep 2009 15:12
You can make a room structure in a 3d app (Floor & Wall in one object. And then import it into fpsc via a entity or possibly a seg maker.
However making larger room structures I found to create undesirable effects, like player lock up. I would have a test with a structure like a hallway and room made in a 3d app. export as .x import it into entity maker or something and then try to rotate the entire model (45') and see if the player can spawn, walk around etc.
I would also be interested if someone has another idea.

The segment maker by tgc would be worth a look to see if you can create below the floor level. As in degree angles, not just right angles.


Having the layers in the editor adjustable other than horizontal/vertical format would make this easy to do. Hint Hint for tgc.

"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
"The more skill you acquire, the less you have to use it." SS
ASTECH
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Posted: 10th Sep 2009 16:21
To avoid players being stuck, I'll spawn them on a flat surface.
I knew that them spawning slanted was a bad idea. lol

I can do that but I might test the entity hallways first.

-Indestructible-

Red Eye
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Posted: 10th Sep 2009 16:47 Edited at: 10th Sep 2009 16:48
Very ncie defy very nice indeed.

@Astek: But couldnt u just model your scene, and rotate it and place it in your editor. Just wondering.


Defy
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Posted: 10th Sep 2009 17:07 Edited at: 10th Sep 2009 17:41
Quote: "To avoid players being stuck, I'll spawn them on a flat surface.
I knew that them spawning slanted was a bad idea. lol"

lol, yeah. However I am going to test that theory right now. I shall report if possible using 45' entities.

Good luck.


@Red Eye,
Yeah thanks. I should have taken a bit more time, however I was sure alot of the walls were lined up correctly..hmmm.

Yeah, I found weird things happening with oversized entities I could walk on or in. I have a model of a bridge, 4 blocks long and no matter what I do the player locks up half way, needing to crouch walk. I hope someone has success.
For anyone who does not follow.




UPDATE:
It works. Spawn on 45'. Framerate was 38 before shot, small scene. v115.


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
"The more skill you acquire, the less you have to use it." SS

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ASTECH
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Posted: 10th Sep 2009 18:31
Nice. I like this concept a lot.
Thank You.

-Indestructible-

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