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 Work In Progress / -*CoD: Modern Warfare Nuclear Explosion*-

Author
Message
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Dec 2009 12:21 Edited at: 10th Feb 2010 18:47
-*CoD: Modern Warfare Nuclear Explosion*-


Welcome to the thread showcasing my next release - a fully functional Nuclear Explosion. The scene is based off of Modern Warfare, and it turned out very well. It utilises 33 scripts, 6 sound effects, and 5 HUDs all powered by Project Blue.

Current Version: v1.2

Fix Lists:

V1.1:

New Features

o New skybox added
o Motion Blur during Aftermath added
o Added rolfy's sandstorm + fade in
o Spawning Rubble

Fixed Bugs

o Fixed Crouch Bug
o Fixed Jump Bug
o Fixed Ambience Bug

Other Tweaks

o Removed Glow on Nuke Smoke
o Made player die quicker
o Added more buildings + removed strange barrels + added terrain in test level
o Added Treeline in test level to stop player seeing past

New Bugs

o Sandstorm HUD sometimes appears on top of other HUDs

V1.2:

New Features:

-Black HUD appears in player's view to simulate injury/daze
-Player stops wobbling when dying + camera is fixed
-Burnt grass appears after explosion
-Hands appear when being blown backwards
-Black HUD now fades in when dead

Changes:

-Nuclear Explosion Smoke made 3 times bigger to enhance effect
-Motion Blur increased
-Blood HUD fades out when dying

Bug Fixes:

-Player wobble bug fixed
-HUD layering issues solved

Updated Pictures (08/02/2010)

City Before Explosion


Initial Blast


Smoke + Mushroom Cloud Rise


Another shot of the mushroom cloud


Player tries to stop being thrown back by pressure wave


Player awakens from unconciousness


Observing the ruined city


More City


More City


Shot of explosion


Player slowly dies


The actual mushroom cloud and smoke effects are billboards, meaning only four polygons are used, so there is almost no performance loss. The only performance hit may come from the bloom effects used - but it looks fine without them as I have added fake bloom to the mushroom cloud.

UPDATE: Here is a new video showing v1.2 of the explosion! Enjoy!: http://www.youtube.com/watch?v=8ca4AcZfE40

The level is completed once the player dies. Two sound effects were borrowed from Modern Warfare. And before anyone starts saying how unrealistic it is and that the player would have been instantly obliterated and permanently blinded due to being so close to the blast zone, it was not created with realism in mind, but to look good and be dramatic.

I will not be officially releasing this until the Project Blue/Fenix Mod merger is complete, so it will be able to reach a larger audience.

Enjoy!


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 26th Dec 2009 12:30
Looks awesome! Great work!

The Master Dinasty
15
Years of Service
User Offline
Joined: 14th Sep 2008
Location: Valhalla
Posted: 26th Dec 2009 12:34
Good job but i think this could have been done in Vanilla fpsc without bloom ofcourse, but isent this in a wrong section?





-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...
Takar
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 26th Dec 2009 12:44
Awesome stuff! Nice work. Vid looks great.
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Dec 2009 12:54
Quote: "Good job but i think this could have been done in Vanilla fpsc without bloom ofcourse"


Yeah but it would have sucked. There would be no bloom, no camshake, no player wobble, no forced gun drop, no putting the player on the ground, no fading HUDs, incorrect timing, no player speed adjustments etc.

Thanks for the good comments everyone.


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
The Master Dinasty
15
Years of Service
User Offline
Joined: 14th Sep 2008
Location: Valhalla
Posted: 26th Dec 2009 14:13
Camshake has been done with fpsc By conjured .... incorrect timing no faded huds? lol






-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...
Red Eye
15
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 26th Dec 2009 15:07
Nice NUKE! I like how u made that effect and pulled fpsc to a higher level when talking about high end effects!

Great effect.


Bigsnake
14
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 26th Dec 2009 15:37
NICE !!!!!

Hopefully this is done to the preview button in the edtior

fpsc-world, fpsc fan site
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Dec 2009 18:01
Quote: "Camshake has been done with fpsc By conjured .... incorrect timing no faded huds? lol"


Incorrect timing because almost every script uses an etimer, making it hard to use the standard FPSC timer. By fading HUDs I mean true fading HUDs - not HUDs slowly become more and more transparent. To recreate the HUDs I used in the Nuke scene, 255 HUDs would need to be created for each fade out, making a total of 510 HUDs. The camshake was probably achieved with a work around, the feature is actually built into the engine and is simply done with camshake=X. Now would everyone please stop challenging me with how it can be done in Vanilla FPSC? - I like to make sure when I do something I do it properly - and I just can't see vanilla FPSC showing the true power of a nuclear explosion.

Quote: "Hopefully this is done to the preview button in the edtior "


Haha, poor little thing


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
Insert Name Here
17
Years of Service
User Offline
Joined: 20th Mar 2007
Location: Worcester, England
Posted: 26th Dec 2009 18:05
Quote: "not HUDs slowly become more and more transparent"

Um... isn't that the definition of fade?

Literally nobody who isn't a retard is talking about 2012. -Drew Cameron
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Dec 2009 18:12
What I mean is physically creating a different image for each stage of transparency - Project Blue allows me to make a complete transparent fade in steps of 1 in a single line of code. It would take too much work and hard disk space to recreate a pure fade in vanilla FPSC (255 HUDs, 255 Hud Definitions, then all the code required to make then show and hide).


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
BlackFox
FPSC Master
15
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 26th Dec 2009 18:20 Edited at: 26th Dec 2009 18:20
Looks good Marc. We saw the video and even downloaded the demo. Very impressive. Certainly the making of quality work

Great job.

Cheers

Mike

mAcpo
16
Years of Service
User Offline
Joined: 3rd Dec 2007
Location: USA
Posted: 26th Dec 2009 18:22
sweet effect marc!! It really suprises me to read the responses on these threads sometimes, why would they challenge you on how you do your effects when you cleary put a ton of time into getting it perfect the way you wanted it - and im sure you ran into limitations that the mod let you get around.. if you ignore them they will stop posting I promise

I look forward to the release!

Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Dec 2009 18:28 Edited at: 26th Dec 2009 18:28
Thanks BlackFox How was the performance on the demo? Did it come out as expected?

Quote: "sweet effect marc!! It really suprises me to read the responses on these threads sometimes, why would they challenge you on how you do your effects when you cleary put a ton of time into getting it perfect the way you wanted it - and im sure you ran into limitations that the mod let you get around.."


Thanks mAcpo, that pretty much describes how I'm feeling right now. Obviously it isn't yet in it's final stage, I'm sure I'll be able to get a few more cool effects into once Fenix and Project Blue have merged.


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
Tempest
15
Years of Service
User Offline
Joined: 17th Feb 2009
Location:
Posted: 26th Dec 2009 18:31
amazing, think this would be possible in Fenix/Horror/Project Green Mod? I hope so, because this is awesomesauce in the burnt destroyed flesh.
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Dec 2009 18:33
Tempest, I'm pretty certain it could be edited to work in Fenix mod, it would just be a case of changing the variable declarations and the timers, but when the mods merge this will be compatible with everything. It would work in Project Green, except there would be no Bloom, motion blur, or player speed adjustments.


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
Tempest
15
Years of Service
User Offline
Joined: 17th Feb 2009
Location:
Posted: 26th Dec 2009 18:42
Hm... I guess I could use my non-prowess at scripting to edit it, because Im pretty sure horror mod has bloom and speed adjustments... Well, this is awesome anyways.
BlackFox
FPSC Master
15
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 26th Dec 2009 18:44
Quote: "Thanks BlackFox How was the performance on the demo? Did it come out as expected?"


We watched the video, then ran the demo second. The performance in the demo was perfect. Certainly captured the "effect" from my perspective. IMO, you did a great job on this.

Cheers

Mike

xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 26th Dec 2009 19:38
I expected to see a cheesy, half baked video but was very pleasantly surprised. For a scripted cut scene it would be impressive, but to get it in-game with the proper timing and sequence is really great.

You've taken your explosion to a "whole 'nother level"! It's really something, the changes I've seen over the last few years. I hope at some point we'll have the ability to easily script in-game scenes such as this. We can lock the player now and and shake him up a bit... how long before we can control his position and view?

Brian.

General Jackson
User Banned
Posted: 26th Dec 2009 20:06
Whoa!!!! That is Awesome!!!

Hockeykid
DBPro Tool Maker
16
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 26th Dec 2009 20:54
Vishnu doesn't like my computer ,anyway you can upload it without Vishnu?

fallen one
17
Years of Service
User Offline
Joined: 7th Aug 2006
Location: My imagination!
Posted: 26th Dec 2009 21:50
Really cool, could of done with some lighting to the level though, but otherwise awesome on the effects.

Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 26th Dec 2009 22:05 Edited at: 26th Dec 2009 22:08
Quote: "We can lock the player now and and shake him up a bit... how long before we can control his position and view?"


Thanks xplosys I think Project Blue already has commands to move the player, his camera position, and his camera angle (I used the offsety action to show the player on the floor). I prefer in game cutscenes to 3rd person cutscenes in which the player has no control - it's a lot more personal if the player can see it from his character's point of view.

Quote: "Vishnu doesn't like my computer ,anyway you can upload it without Vishnu?"


Sorry hockeykid, I uploaded it with Vishnu so the scripts couldn't be extracted yet as I haven't released this yet. I'm actually awaiting the Project Blue and Fenix Mod merge, but I was so excited with this I thought I'd showcase it beforehand.
Quote: "
Really cool, could of done with some lighting to the level though, but otherwise awesome on the effects."


Thanks fallen one. The level was bland and was mainly meant to illustrate what was going on so I didn't particularly pay much attention to detail. My favorite part of the sequence is when the player wakes from unconciousness and the city skyscrapers are tipping over, and the houses are incinerated


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
The Master Dinasty
15
Years of Service
User Offline
Joined: 14th Sep 2008
Location: Valhalla
Posted: 27th Dec 2009 00:36
I dindt try to be mean or anything just looking at the question with a certain aspect of both views (MOD VS VANILLA FPSC)

I will quote Discovery Science now

Quote: "So please in the name of science question EVERYTHING"


You did a good job man



-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...
Tempest
15
Years of Service
User Offline
Joined: 17th Feb 2009
Location:
Posted: 27th Dec 2009 01:21
Honestly, even though PB isnt getting horror mod, I might buy it just so I can use this.
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 27th Dec 2009 10:36
Quote: "Honestly, even though PB isnt getting horror mod, I might buy it just so I can use this."


Quote: ""Fenix will contain Fenix+Horror+ProjectGreen. Project Blue will contain everything.""


Project Blue will soon contain Fenix, Horror, Project Blue


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
A r e n a s
15
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 27th Dec 2009 10:45
I would like to see your scripting ASAP Finish it and release it! Also, I like the method of containing and launching the game, It keeps all of the scripts and files much more secure. What is the name of it and how do i get it? Or is it just yours for your games?

Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 27th Dec 2009 10:53
Arenas, the program I use is Vishnu. It's a really great program and has become much better since it's first release.


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
Tempest
15
Years of Service
User Offline
Joined: 17th Feb 2009
Location:
Posted: 27th Dec 2009 19:13
Quote: "Project Blue will soon contain Fenix, Horror, Project Blue "


Woah, really? Thats awesome! I think I died and went to military shooter heaven.
PW Productions
15
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 28th Dec 2009 08:00
Very clever indeed Only criticism is the size of the explosion, needs to be much much bigger, but this was so cool. Congrats

Cheers

PwP

Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 28th Dec 2009 10:49
PW Productions, the size is no problem, the scale would just need to be changed in the .fpe file. Currently I think the mushroom cloud is scaled to something like 3000.


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
JJB Productions
14
Years of Service
User Offline
Joined: 17th Jun 2009
Location: Turn around . . . RAWR!!!!!!!!!*Eats you
Posted: 28th Dec 2009 21:31
This is great! Hey, I am making a game were there will possibly be a nuclear explosion. If I do make one, could you make something like this into a cutscene and send the video to me?

Anyway, great job.

I AM LEGEND: THE VIDEO GAME
http://forum.thegamecreators.com/?m=forum_view&t=152828&b=25
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 28th Dec 2009 23:10
JJB Productions, I'm going to release all 22 scripts, HUDs, and sounds soon. Once the mods have merged I'll re-write them to be compatible and then release them.


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
JJB Productions
14
Years of Service
User Offline
Joined: 17th Jun 2009
Location: Turn around . . . RAWR!!!!!!!!!*Eats you
Posted: 28th Dec 2009 23:37
Oh okay, cool, thanks

I AM LEGEND: THE VIDEO GAME
http://forum.thegamecreators.com/?m=forum_view&t=152828&b=25
OutdoorGamer
14
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: everywhere...
Posted: 29th Dec 2009 00:11
Very Sweet, nice work man
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 6th Jan 2010 04:12
Don't worry guys, I haven't abandoned this. The Nuclear Explosion is now onto update v1.1.

New Features

o New skybox added
o Motion Blur during Aftermath added
o Added rolfy's sandstorm + fade in
o Spawning Rubble

Fixed Bugs

o Fixed Crouch Bug
o Fixed Jump Bug
o Fixed Ambience Bug

Other Tweaks

o Removed Glow on Nuke Smoke
o Made player die quicker
o Added more buildings + removed strange barrels + added terrain in test level
o Added Treeline in test level to stop player seeing past

New Bugs

o Sandstorm HUD sometimes appears on top of other HUDs

And a new screenshot during the aftermath showing off the new motion blur, skybox, and sandstorm HUDs.




FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
OutdoorGamer
14
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: everywhere...
Posted: 6th Jan 2010 04:21
Sweet work
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 6th Jan 2010 13:20
v1.2 is already being worked on, and is going to be a big improvement over v1.1. Don't worry guys, it will be released soon


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
JJB Productions
14
Years of Service
User Offline
Joined: 17th Jun 2009
Location: Turn around . . . RAWR!!!!!!!!!*Eats you
Posted: 6th Jan 2010 16:03
Great job marc, that looks good.

I AM LEGEND: THE VIDEO GAME
http://forum.thegamecreators.com/?m=forum_view&t=152828&b=25
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 8th Jan 2010 13:03
Alright everyone, v1.3 is being worked on and some major features are being added. I will soon be creating a new thread in the Models and Media section. Once v1.3 is added, I will release the media in a beta format.


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
mAcpo
16
Years of Service
User Offline
Joined: 3rd Dec 2007
Location: USA
Posted: 8th Jan 2010 18:41
this will be not only a great effect for games, it will teach people how to create better effects for use in their own games. I learned most of what I know by taking scripts apart piece by piece and then trying to put my own spin or ideas into them. Thanks!

Wolf
16
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 9th Jan 2010 21:15
This is orgasmic dude!

Brilliant! Thanks for sharing.

Another excellent example to show that everything is possible with FPSC if you just get up on your feed and try!



-Wolf

Keep it up! Can`t wait to see what else you can create!

God Helps the Beast in Me!
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 10th Jan 2010 17:20
Quote: "This is orgasmic dude! "


I'll take that as a positive comment

Quote: "Keep it up! Can`t wait to see what else you can create!"


You'll see soon, I'm currently working on a project


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 25th Jan 2010 15:48
Okay everyone, time for update V1.2. I've been polishing the overall effect and removing any existing bugs. I'll soon be uploading a new video (which is x10 times more awesome than the first) as well as some new pictures.

New Features:

-Black HUD appears in player's view to simulate injury/daze
-Player stops wobbling when dying + camera is fixed
-Burnt grass appears after explosion
-Hands appear when being blown backwards
-Black HUD now fades in when dead

Changes:

-Nuclear Explosion Smoke made 3 times bigger to enhance effect
-Motion Blur increased
-Blood HUD fades out when dying

Bug Fixes:

-Player wobble bug fixed
-HUD layering issues solved

Update 1.3 will contain some new features including a z camera rotation when on the ground to give the impression of injury, as well as making the player stumble when walking (and possibly collapse).


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
AaronG
17
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 25th Jan 2010 15:55 Edited at: 25th Jan 2010 19:26
Awesome man, looks good!

This would be a great ending to a demo!

cwook
14
Years of Service
User Offline
Joined: 28th Jan 2010
Location:
Posted: 28th Jan 2010 09:07
it seems that the download link is invalid. could you please post a new one? I'd really lke to try this out
thanks
-cwook
Metal Devil123
15
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 29th Jan 2010 18:48 Edited at: 29th Jan 2010 18:49
Things like this show, that nothing is impossible!

OOPS! Wolf already said that!

Marc Steene
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jan 2010 18:56
A new demo will be uploaded as soon as I get the last of the new features in, which shouldn't be too long.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
SekoIdiootti
15
Years of Service
User Offline
Joined: 14th Mar 2009
Location: Finland
Posted: 29th Jan 2010 19:18
I love it. That explosion is like... as awesome as it would be to hear that Doom 3 and F.E.A.R. 2 would have been made with FPSC!

starmind 001
FPSC Reloaded Backer
16
Years of Service
User Offline
Joined: 23rd Sep 2007
Location:
Posted: 29th Jan 2010 19:30
I look forward to seeing the new version. Simply Outstanding work!!

Login to post a reply

Server time is: 2024-03-29 04:40:43
Your offset time is: 2024-03-29 04:40:43