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 Models and Media / Model pack 39 - Zombie Apocolypse. Available for purchase.

Author
Message
Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 24th Feb 2010 05:38 Edited at: 24th Feb 2010 05:43
You have my money!

I noticed that blade seeker isn't in the store anymore. Any way that that will be in any pack else?

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 24th Feb 2010 06:07
I'm not thrilled with how the store situation has played out, and I never intended for this pack to screw over anyone. It's too bad, because the store really gave me a means to make specialty "one-off" characters without having to create an entire pack.

I will offer the normal/spec textures for those omitted store items for free after the pack is released, as a download from my website. I tried to offer as many goodies in this new pack as I could to make it attractive to people who already have the store zombies (new shader, biped files).

I'm also toying with the idea of selling JUST the new mob zombies myself, probably for $12.99, on my own through my website. It would save people a few buck who don't want/need everything in the new pack. This is not definite though, last time I tried to sell something myself it was pretty much ignored despite overwhelming early response.

The Blade Seeker character will probably go into a new scifi model pack, with other Doom/Quake style characters.

----------------------------------------
"bond1 - You see this name, you think dirty."
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 24th Feb 2010 06:11
Quote: "Do you know how waypoints would work with these new fast paced characters?"


In an earlier post I mentioned I didn't include waypoint support in the scripts, because I didn't think anyone would use them with these characters. But you're the second person to ask about it, so I'll just go ahead and add waypoint support back into the scripts.

----------------------------------------
"bond1 - You see this name, you think dirty."
Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 24th Feb 2010 06:50
Quote: "But you're the second person to ask about it, so I'll just go ahead and add waypoint support back into the scripts"

Nice!

Quote: "The Blade Seeker character will probably go into a new scifi model pack, with other Doom/Quake style characters."

Now I have two packs to buy!

This pack will tuly be awesome! I love L4D(2 haven't played 1st) and these are pretty Left 4 Dead kinda zombies! They might just look even better than hte mob zombies in L4D!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
burneriza
User Banned
Posted: 24th Feb 2010 07:06
Bond1, You never fail to impress.
I'm making a segment pack it will contain alot of segments so i'm wondering if i should send it into TGC, Do you gain profit from the sales the model pack has, or does TGC?
Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 24th Feb 2010 07:09
Quote: "profit from the sales the model pack has, or does TGC?"

I think they both do. Some goes to TGC and some to bond1.

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Braden 713
17
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Canada
Posted: 24th Feb 2010 07:10
Quote: "In an earlier post I mentioned I didn't include waypoint support in the scripts"


Oh, sorry about that, I must've been overwhelmed with excitement heh, didn't notice the post
That's fantastic to hear you're reconsidering that however! And the Doom/Quake themed character pack sounds brilliant, something I've always dreamt of seeing for FPSC.

Cheers

Life would be much easier if I had the source code.
burneriza
User Banned
Posted: 24th Feb 2010 07:12
Quote: "I think they both do. Some goes to TGC and some to bond1."

Thanks that's good to know. My threads keep getting made fun of I would love to talk to Bond1 though for advice and stuff, so if you can, Add me on MSN Please.
Kill Shadow
17
Years of Service
User Offline
Joined: 14th Feb 2008
Location: Here on the 7th
Posted: 24th Feb 2010 07:14
Bond1 I hope you get the pack go ahead from TGC ASAP. I'm ready to hit the buy button right now. I wanted to thank you for the included hints and video on shading the characters in the Gore pack. Awesome stuff please let us all know as soon as you get the go ahead.

Highest Regards, and 3 frothy beers for you

KillShadow

Stop Drop and Roll works on everything but HELLFIRE!!!!
Decneo
15
Years of Service
User Offline
Joined: 24th Dec 2009
Location:
Posted: 24th Feb 2010 07:14
nice one.

Your signature has been erased by a mod
michael x
16
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 24th Feb 2010 07:29 Edited at: 24th Feb 2010 07:31
i guess im damn because i already made n@I uvmaps for all the store character and got them to run under your new shader from pack 38. but i ask one favor bond1 email me if you do decide to do the mob zombie pack. with no doubt i will buy it. even if its for a limit of time.i would appreciate it alot. thank you.

more than what meets the eye
Mr Game
16
Years of Service
User Offline
Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 24th Feb 2010 08:46
FPSC is better and better thanks to Yours skills.
I have 2 question:
1. Can U add one more model please:
Zombie nurse with syringe attack...
2. Which shader is good for weapon?

Best
Mr Game

Insomnia is coming...
WhiteWolf PL
15
Years of Service
User Offline
Joined: 20th Jan 2010
Location: Poland
Posted: 24th Feb 2010 09:52
Awesome
charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 24th Feb 2010 10:12
Super awesome model pack! This is great.Im gonna rerig all MP4 zombies to these rigs then


A.K.A djmaster
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 24th Feb 2010 10:25
Quote: "Im gonna rerig all MP4 zombies to these rigs then"


Very good idea, that did not occur to me. It would breathe new life into those old characters. I don't think I'll take the time to do it myself, but it's a great idea for users who have the know-how!

----------------------------------------
"bond1 - You see this name, you think dirty."
charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 24th Feb 2010 11:53 Edited at: 24th Feb 2010 12:01
I was already experimenting and rigged Colonel X to your store zombies,really gave them a new life.

By the way,after I get your new model pack and rig all the MP4 characters I can send them back to you so you can make some kind of update or something.

I attached a picture of my creation,the ColX Zombie.


A.K.A djmaster

Attachments

Login to view attachments
Black Profductions
16
Years of Service
User Offline
Joined: 15th Sep 2008
Location: Argentina
Posted: 24th Feb 2010 13:01
Bond, which is the poly count of the fast zombies?

DarkJames
15
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 24th Feb 2010 14:12
around 5000 right?

Armageddon Games
16
Years of Service
User Offline
Joined: 29th Apr 2009
Location: Im In my Little bubble, Find your own...
Posted: 24th Feb 2010 14:15
O___O 25 set aside just for this in my paypal!

SILENCE!!! I KEEL YOU!
Kumi
15
Years of Service
User Offline
Joined: 12th Jul 2009
Location: Behind You
Posted: 24th Feb 2010 14:29
Nice Work, The Zombies are Awsome! Very good work as always man.

-Kumi


You can Now Download The Demo at www.DeadEndGame.tk
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 24th Feb 2010 15:28
Quote: "Bond, which is the poly count of the fast zombies?"


Right around 4000 triangles, some a bit more, some a bit less.


The ESRB approval process is a little more involved than I anticipated. Basically, once TGC has the finished files, they need to create a physical, time-coded DVD showing each and every model in the pack, also showing each and every attack and death animation during normal gameplay. Once it's sent to ESRB the approval takes about 3 weeks. So it's looking like it won't be ready for sale until end of March or beginning of April. Sorry for jumping the gun on the preview, I thought it would be something that could be taken care of over a few emails.

----------------------------------------
"bond1 - You see this name, you think dirty."
charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 24th Feb 2010 15:55
Aw that sucks,I was looking forward for some rigging.


A.K.A djmaster
burneriza
User Banned
Posted: 24th Feb 2010 16:45 Edited at: 24th Feb 2010 17:02
Bond1, What did you use to make these zombies, Character Shop?
i really want to make zombies or characters for when i make a huge pack.
Bootlicker
16
Years of Service
User Offline
Joined: 29th Mar 2009
Location: Germany
Posted: 24th Feb 2010 17:13
Bond! I shot you an email, I hope you can help.

[email protected]

A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 24th Feb 2010 17:38
Bond1, is the bug with the bite attack fixed? Before, if you killed the zombie while it was biting you you just got stuck where you were and would not be able to move. Has this been fixed in this pack?

Cyborg ART
18
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 24th Feb 2010 18:02
Quote: "Quote: "Are the ragdoll effect an animation or actual ragdoll?"

They are just cleverly made animations, there are 4 different ones so they don't get too repetitive. It should be nice holdover until we get actual ragdoll from Lee.
"


Really clever!

French gui
21
Years of Service
User Offline
Joined: 11th May 2004
Location: France
Posted: 24th Feb 2010 19:03 Edited at: 24th Feb 2010 19:04
Quote: "Once it's sent to ESRB the approval takes about 3 weeks."


Attachments

Login to view attachments
xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 24th Feb 2010 19:18
Quote: "I'm also toying with the idea of selling JUST the new mob zombies myself, probably for $12.99, on my own through my website."


Not that I don't like your other zombies, but I really love the more realistic (fast movers) better and would be thrilled to buy just those as a pack.

I would also do a special link on fpsFREE.com for them and point buyers to your sales page if you want.

Brian.

SGJB
16
Years of Service
User Offline
Joined: 18th Mar 2009
Location: UK
Posted: 24th Feb 2010 21:36
Maybe you can make some standard civilian characters aswell, like you did with model pack 4, Zombies look great by the way.
Black Profductions
16
Years of Service
User Offline
Joined: 15th Sep 2008
Location: Argentina
Posted: 24th Feb 2010 22:09
Around 4k of polys, thats why they are soo detailed, left 4 dead must have used low poly ones, cause then they were able to create a zombie horde, it will be funny to see them in action

General Jackson
User Banned
Posted: 24th Feb 2010 22:58
I have almost all of your TGC zombies but I would very happily pay $19.99 for these guys alone


Cmon guys, $19.99 is several hundred less than it should be

Decneo
15
Years of Service
User Offline
Joined: 24th Dec 2009
Location:
Posted: 25th Feb 2010 06:25
Does anyone know how to bring the character from darkshader like bone1 tutorial to FPSC?

Your signature has been erased by a mod
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 25th Feb 2010 07:45 Edited at: 25th Feb 2010 07:49
Quote: "Question: How did you pull off the double animations for one action, like what i mean is say for when there attacking, how do they choose which animation to use? ( like animation one would be one attack and animation 2 would be attack number 2)"


I notated the script very well so you can clearly see how it's done. But basically, whenever the player is in the zombie's attack range (300 world units), the zombie can do one of 6 things:

-overhead slash left
-overhead slash right
-single swipe left
-double arm swipe
-rage 1
-rage 2

After finishing one of these animations, the loop begins again, and the zombie will randomly choose of of those six options again. And will constantly try to circle/chase the player if you try and retreat.

----------------------------------------
"bond1 - You see this name, you think dirty."
WhiteWolf PL
15
Years of Service
User Offline
Joined: 20th Jan 2010
Location: Poland
Posted: 25th Feb 2010 15:26
Can you update this pack of this character?

http://www.youtube.com/watch?v=WsQ70dllHhg&feature=channel
Black Profductions
16
Years of Service
User Offline
Joined: 15th Sep 2008
Location: Argentina
Posted: 25th Feb 2010 15:48
bond, are you planning to give the zombies uvmap so we can create retextures easilly without having to take a look at the textured uvmap?
Are you planning to make more fast zombies as well?
Good luck

Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 25th Feb 2010 17:00
Quote: "Can you update this pack of this character?"

He said he will make another pack with that nice little fella.

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 25th Feb 2010 17:14 Edited at: 25th Feb 2010 17:15
Quote: "Can you update this pack of this character?"


Ahhh! yes the Blade seeker. That was one of his sci-fi characters, maybe we'll get lucky and he'll include it in his proposed sci-fi pack.

This might be the inapropriate place to post this, if so I apologize, but since folks are posting ideas, I personally would love to see some more quadripedal or even tripedal characters. There is a total lack of non-humanoid creatures available.

I'd also like to see a pack of "everyday people". A collection of characters doing ordinary things. example: A man standing around reading say, a newspaper. Another seated at a table eating and or drinking, a Dancer that could be used in a bar or tavern, etc. Sort of like a crew of movie extras that could be used to dress up a scene.

Just some ideas for future endevours. Thanks for listening.

I've developed a new philosophy... I only dread one day at a time.
Aaagreen
17
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 25th Feb 2010 17:18 Edited at: 25th Feb 2010 17:19
Quote: "left 4 dead must have used low poly ones"


Actually, the standard male zombie in Left 4 Dead (1) has 3810 polies. In Left 4 Dead 2, hazmat infected have 5004, police have 4652 and the female boomer has 8590.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Aaagreen
17
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 25th Feb 2010 17:19
Quote: "The Blade Seeker character will probably go into a new scifi model pack, with other Doom/Quake style characters."

And a double post just to make this quote clearer.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 25th Feb 2010 17:40
Thanks Aaagreen, flew right by that one, and missed it.

I've developed a new philosophy... I only dread one day at a time.
Bootlicker
16
Years of Service
User Offline
Joined: 29th Mar 2009
Location: Germany
Posted: 25th Feb 2010 17:42
Quote: "A collection of characters doing ordinary things. "


I would like that very much!!! And Bond can you check your emails please? (sorry for me being impatient)

Mr Game
16
Years of Service
User Offline
Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 26th Feb 2010 08:24
Perfect but one thing kill this excellent Bond's work.
Lee please do something with engine (I mean this awfull blob shadow
We want dynamic shadow in X9).

Insomnia is coming...
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 26th Feb 2010 08:59 Edited at: 26th Feb 2010 09:01
Quote: "I mean this awfull blob shadow"


You read my mind!

I think X9 is long overdue for character shadows. Even just projected straight down on the floor, would be WAY better than the old-school blob shadow.

----------------------------------------
"bond1 - You see this name, you think dirty."
charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 26th Feb 2010 09:19
And the blob is there before the character is spawned like WTF.Ive got my 20 bucks ready for the pack


A.K.A djmaster
Kravenwolf
16
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 26th Feb 2010 11:00
The new zombies look fantastic, bond! You've got my money once again. But I do have one small concern about the new death animations (unless I overlooked something). While the new ragdoll effects look, and will work superb in most circumstances, I'm wondering; if I were to hit one of the fast zombies with a small melee weapon such as a wrench or a screwdriver, would that zombie still go flying back ten feet in a cartwheel as if it were hit by a speeding bus? XD.

This is most definately something I can get by without, but I was just curious to know (maybe even pitching an idea out there) if there was any plan to add a more 'subtle' death animation to the mix? Maybe where the zombie just falls to the ground where it stands. Hmm...would it even be possible for the engine to determine which animation of the two would be appropriate to play, depending on the weapon the character was attacked with? I suppose PB could pull it off...

Kravenwolf

bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 26th Feb 2010 11:08 Edited at: 26th Feb 2010 11:09
Quote: "if I were to hit one of the fast zombies with a small melee weapon such as a wrench or a screwdriver, would that zombie still go flying back ten feet in a cartwheel as if it were hit by a speeding bus?"


No, they look more forceful and ragdolly because of the pushback effect of the mas rifle. The animations take place "in-place". So they look great even with a melee weapon, at least 3 of the 4 death animations should look just fine, with the character mostly just twisting and falling in place.

But with ragdoll hopefully coming soon, this will all be moot anyway.

----------------------------------------
"bond1 - You see this name, you think dirty."
Kravenwolf
16
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 26th Feb 2010 11:11
Quote: "They look more forceful and ragdolly because of the pushback effect of the mas rifle. The animations take place "in-place". "


Ah, that's great news, thanks. Like I said before, it wouldn't have stopped me from buying them anyway. But, it's good to hear the player won't punch one in the face and send him flying back to the other side of the room

Kravenwolf

Lewis
VBOTB Developer '10
20
Years of Service
User Offline
Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 26th Feb 2010 15:58 Edited at: 26th Feb 2010 15:58
Kravenwolf,

You can use the 'shotbyweap=' command in PB to determine if it's shot by a gun or a melee weapon, for example:



etc.

A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 26th Feb 2010 17:43
Would the problem there not be you have no idea what weapons are being used? There are literally hundreds of possible weapons, you cant include them all

Alternatively, you could let the user enter their weapons (say have 9 empty support possibilities)

AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 26th Feb 2010 17:58
This zombie apocalypse pack is looking great!



Login to post a reply

Server time is: 2025-06-03 23:39:56
Your offset time is: 2025-06-03 23:39:56