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
DestroyerHive
16
Years of Service
User Offline
Joined: 8th Mar 2009
Location: Ravenholm - pwning headcrabs
Posted: 20th Mar 2010 15:20
Freakin' amazing!

I'll probably get my PC back tomorrow, so expect an extra $20 (or whatever profit you make anyway) !

@KravenWolf: amazing vid! too bad they're so high poly, you can't have too many in 1 level... Someone should make a mod to allow infinite characters in a level.

What I never understood from L4D is; how do zombies run? They are the living dead, I HIGHLY doubt they get an adrenaline rush like that... Then wouldn't you have to shoot off their head to kill them, not the torso? (or legs as I sometimes do)... Still, very nice hope to see more!

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 20th Mar 2010 16:22
Cool zombies, but I have question: Can these follow waypoints?

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.
Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 20th Mar 2010 17:57 Edited at: 20th Mar 2010 18:57
I've stuck this thread as I don't seem to see an official model pack announcement.

bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 20th Mar 2010 18:43
Thanks for the sticky Nickydude. I was wondering the same thing myself, perhaps Mike just forgot or is waiting until Monday.

----------------------------------------
"bond1 - You see this name, you think dirty."
Leaning Objects To The Side
18
Years of Service
User Offline
Joined: 3rd Jan 2007
Location:
Posted: 20th Mar 2010 19:37 Edited at: 20th Mar 2010 19:43
mrmango, nice videos btw.
i hope to see more videos. i hope everyone have a great day.

Cheers,
Tanya.
Leaning Objects To The Side
18
Years of Service
User Offline
Joined: 3rd Jan 2007
Location:
Posted: 20th Mar 2010 19:42
OMG!! Kravenwolf, your video was freaking Awesome!! it reminds me of the game called L4D!! I will buy this pack now!! Bond1, You have done another Fantastic Job!! Keep up the good work. I hope all have a great day.

Cheers,
Tanya.
DestroyerHive
16
Years of Service
User Offline
Joined: 8th Mar 2009
Location: Ravenholm - pwning headcrabs
Posted: 20th Mar 2010 22:27
Yeah, can the zombies follow waypoints?

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 20th Mar 2010 22:54
Quote: "eah, can the zombies follow waypoints?"


Hang tight, I forgot about this, I'll post a script that includes the waypoint following code sometime this weekend.

----------------------------------------
"bond1 - You see this name, you think dirty."
Shadowtroid
15
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 20th Mar 2010 22:58
Hey Bond, the mob zombies randomly froze after I approached them. I am using X9 with Fenix/PB (tested with both, same thing) Is it reliant on higher FPS? Because they seem to work better with less.

Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 20th Mar 2010 23:08
This looks pretty awesome!

Little question - do the character shaders have the gpu-accelerated animation built into them (fastbone)? I know that it really helps the framerate for a lot of people, especially with numerous characters.

bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 20th Mar 2010 23:33 Edited at: 20th Mar 2010 23:35
Quote: "Little question - do the character shaders have the gpu-accelerated animation built into them"


Oh yes these certainly do.

I always try and discourage people from using shaders that don't contain GPU-skinning code on characters AND weapons alike. Letting that task fall back to the CPU is devastating on frame rate as you know.

----------------------------------------
"bond1 - You see this name, you think dirty."
ultraplex
19
Years of Service
User Offline
Joined: 8th Dec 2005
Location: cyberspace
Posted: 21st Mar 2010 00:06 Edited at: 21st Mar 2010 11:11
Nice pack...

http://www.rawclan.co.uk
DarkFrost
16
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 21st Mar 2010 02:21
Yeah!!!

Can't wait to purchase this pack man!

I'm pumped to test these things out, especially when ragdoll gets put into effect with the new update.

[img][/img]
Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 21st Mar 2010 10:27
Awesome release, Bond1! I bought a new router a couple days ago so I'll wait until net month to pick this up because this looks to be exactly what I've been needing.

I really dig the mob zombies! Do they, by chance, have a firespot limb in the hand?
Kravenwolf
16
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 21st Mar 2010 10:33 Edited at: 21st Mar 2010 13:02
Thanks for checking for us...

Kravenwolf

DestroyerHive
16
Years of Service
User Offline
Joined: 8th Mar 2009
Location: Ravenholm - pwning headcrabs
Posted: 21st Mar 2010 13:58
Thanks, I look forward to a mob of zombies running around a corner

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 21st Mar 2010 15:49
Nice, just purchased! I hope you'll enjoy your money as much as I'll enjoy using this pack!

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.
xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 21st Mar 2010 16:09
Again, really love the mob zombies. It's something we've need for a while. Can't wait for my approval and download. Thanks for all you do.

Brian.

bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 21st Mar 2010 16:57
Thanks guys!

Quote: " Do they, by chance, have a firespot limb in the hand?"


They do, in fact. Why...are you going to conduct some weird, sodier-nazi-zombie experiments on them?

----------------------------------------
"bond1 - You see this name, you think dirty."
Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 21st Mar 2010 19:31
Quote: "They do, in fact. Why...are you going to conduct some weird, sodier-nazi-zombie experiments on them?"


Nope, just test melee weapons with them. (visible and invisible- for the purpose of attacking other AI) That's good news though
charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 21st Mar 2010 19:50
Hey bond1,your zombies are awesome.Im just wondering can I release a free zombie with your animations and biped?


A.K.A djmaster
Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 21st Mar 2010 20:41
Charger bandit, I think he told someone else there will be a 6 month delay before the biped is released. So that would mean no derivative work either. Gotta give him a chance to recoup his invested time/money.
Bootlicker
16
Years of Service
User Offline
Joined: 29th Mar 2009
Location: Germany
Posted: 21st Mar 2010 20:42
the bipeds were installed under 'zombie apoc bonus material' for me
charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 21st Mar 2010 20:46 Edited at: 21st Mar 2010 20:46
EAI: Yeah,I guess it will be personal use until then.

Bootlicker: It was installed there for everyone lol.

A peek of my zombies for you all.


A.K.A djmaster

Attachments

Login to view attachments
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 21st Mar 2010 21:16 Edited at: 21st Mar 2010 21:17
Yes, the bipeds are in a special folder as bootlicker mentioned.


You may use the bipeds for personal or commercial use IN A GAME.

No, you MAY NOT use the bipeds to sell characters on their own or in a pack on the TGC store, or anywhere else.

Yes, you can release free models using the bipeds, you must credit me in a README.txt included with the model.

----------------------------------------
"bond1 - You see this name, you think dirty."
The Storyteller 01
16
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 22nd Mar 2010 00:34
Just bought - this pack will do a lot for my motivation to seriously build a game

Thanks bond1 for your awesome work!

In case you find my grammar and spelling weird ---> native German speaker ^^
Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 22nd Mar 2010 01:30
Quote: "Nope, just test melee weapons with them. (visible and invisible- for the purpose of attacking other AI) That's good news though "


Hey, idea! What if you applied a blood decal as the muzzleflash sprite for the melee attack? Would look pretty cool

Your signature has been erased by a mod - Please reduce it to 600x120 maximum size
Blind Digger
16
Years of Service
User Offline
Joined: 29th Sep 2008
Location: Brisbane AUS
Posted: 22nd Mar 2010 12:32
I think it is a great pack and well worth the money.
But it's still wrong that i paid for half the pack twice.
Not winging, if i was i wouldn't have paid for it.
But i'ts still wrong.

Stephen
mrmango
15
Years of Service
User Offline
Joined: 22nd Jan 2010
Location:
Posted: 22nd Mar 2010 12:38
Something strange.. my zombies are stuck. It seems to be happening a few times. They just cannot move. Any ideas?

http://www.youtube.com/watch?v=ZnUqP7cCK9Q

Love the pack. I have lots of test levels. But now need to have a go at a small game. Just not another l4d!

How much would it be to get two new models made, with similar shaders, but monster? Need two models..

IM me a price per hour and I will send you some requirements. See if we can't come to a deal
Kravenwolf
16
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 22nd Mar 2010 19:15 Edited at: 22nd Mar 2010 19:24
Quote: "my zombies are stuck. It seems to be happening a few times."


It looks like they're stuck in the floor. Have you tried moving them up a little before placing them?

Quote: "But it's still wrong that i paid for half the pack twice."


It is unforunate the ESRB came in and things happened the way they did, but I think this pack is well worth the price and then some, weather having to repay for the old zombies or not (which I did as well). $19.98USD for 21 characters means that everyone that purchased the pack managed to get 16 modeled, mapped, textured, rigged, animated, and FPSC-ready characters for under $1.00USD each (plus the 5 static meshes). If you already had the older zombies, $19.98 divided by the 8 new characters is still a terrific deal, that turns out to be just under $2.50 for each new zombie.

Anyone that takes advantage of this community's assets is very fortunte. Everything available here from artists is unbelievably underpriced. Even if you paid for this pack four or five time over, almost anywhere else, you would still end up falling several hundred dollars short to get the same quanity and quality of what's inside. Just my two cents.

Kravenwolf

DestroyerHive
16
Years of Service
User Offline
Joined: 8th Mar 2009
Location: Ravenholm - pwning headcrabs
Posted: 22nd Mar 2010 23:18
I agree, I bought about 5 zombies from TGC store, but I'm still getting this pack, because all I want anyway are the L4D style zombies, and $20 for them alone is still an excellent deal.

Maybe for your next pack, you could make some special infected... script your own grapple animation...

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
Kill Shadow
17
Years of Service
User Offline
Joined: 14th Feb 2008
Location: Here on the 7th
Posted: 23rd Mar 2010 08:32
Well put Kraven I was so thrilled to finally play with the Shroudling. All the models are incredible. You do absolutely fantastic work. This pack is the bargain of the century. Kraven put it so well. I hope you make some extra coin with this pack cuz your work was darn well worth it. I will really be watching the WIP to see what turns up next. I haven't even begun to play with the scripts yet or ragdoll. Excellent work Bond1 I really expected this pack to sell at at least 30 USD. Thanx for making great models affordable.

Highest Regards,

CJ aka KillShadow 3 tall frothies for ya

Stop Drop and Roll works on everything but HELLFIRE!!!!
Brandi
15
Years of Service
User Offline
Joined: 23rd Mar 2010
Location:
Posted: 23rd Mar 2010 21:54
@Bond1: I've bought this pack and it's awesome I'm so admired your talent. But would you tell me how to make a compatible specular file cos mine is not working:



My custom model is a lil brighter and doesn't have shining blood like yours although I'm using the same fx file as the apocalypse zombies. And I have specular map also (saved as _S.dds), the ponit is I don't know exactly which dds type you're using, DTX1, DTX5 with alpha, the specular is RGB or Alpha channel? I've open your _S file via Photoshop and find it doesn't have alpha and I'm confused since I've try both ARGB and RGB but still can't make it.

Would you have a little pretty girl to kill some zombie pu..lease

FPE file:



Dreams really do come true ..
Mr Game
16
Years of Service
User Offline
Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 24th Mar 2010 10:19
I have this question too.
how exactly U make specular map for this fx?
(just desaturate some parts and make 50% opacity alpha channel,
but U don't use mask?)

and can U upload proper specular maps for Yours MP22, please?

Best
Mr Game

Insomnia is coming...
mindragon
15
Years of Service
User Offline
Joined: 3rd Jan 2010
Location: Sweden
Posted: 24th Mar 2010 19:41
These characters are truly excellent!

I have a question though. If i try to spawn for example Mob Zombie 6 via a trigger zone he becomes almost invisible. (I put plrinzoneactivateused.fpi as main script in Trigger Zone, put Mob Zombie 6 in the "If Used"-field. In the Mob Zombieยดs properties I put "Spawn at start=No" and Spawn after delay=yes)

If I let him spawn from start however he looks just like heยดs supposed to (=very nice!).
Am I doing something wrong here?

(I use 1.16 and Fenix Mod 1.0, full shaders on. Same thing if I try unmodded.)
tschwarz
20
Years of Service
User Offline
Joined: 13th Feb 2005
Location: 127.0.0.1
Posted: 24th Mar 2010 23:51
Looks incredible - order placed

Shall we play a game?โ€ - Joshua
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 25th Mar 2010 00:34
Quote: "I have a question though. If i try to spawn for example Mob Zombie 6 via a trigger zone he becomes almost invisible."


This always comes up when spawning characters with shader effects. The fix seems to changing his spawn script to "appear2.fpi".

Quote: "how exactly U make specular map for this fx?"


@Brandi and Mr. Game:

The specular map requires an alpha channel, and should be saved as a DXT5 with alpha DDS file. The alpha channel controls self-illumination. Normally you would just fill the alpha channel with black if you don't need self-illumination.

----------------------------------------
"bond1 - You see this name, you think dirty."
mindragon
15
Years of Service
User Offline
Joined: 3rd Jan 2010
Location: Sweden
Posted: 25th Mar 2010 17:55
Quote: "This always comes up when spawning characters with shader effects. The fix seems to changing his spawn script to "appear2.fpi"."


I didnยดt know that, but now I do! I just tried with the appear2.fpi-script and it works perfectly. Thanks for the help bond1 and keep those good models coming!
Tectonic
18
Years of Service
User Offline
Joined: 5th Jun 2006
Location: Trinidad
Posted: 26th Mar 2010 17:59
Fantastic Pack - Great Work. Congrats to Bond1
Daniel wright 2311
User Banned
Posted: 26th Mar 2010 18:06 Edited at: 26th Mar 2010 18:06
im going to buy this pack when i do a decent mod for x10, im working on the mod now and when I get some cool fetures in it soon im getting this pack. Im seriously thinking on trying to make a remake on the resident evil games.

The Storyteller 01
16
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 26th Mar 2010 18:23 Edited at: 26th Mar 2010 20:28
I have a serious shader problem.

When I turn shaders on in the test game or the build the characters look perfect but the entities (zombie legs and torso p.e.) look extremly weird.

IF I turn shaders of its just other way around.

I tried both appear1 and appear2 but it doesnt change anything

This is probably my obviously incompatible /&%$ยง" Vista again

In case you find my grammar and spelling weird ---> native German speaker ^^
Mr Game
16
Years of Service
User Offline
Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 26th Mar 2010 19:26
Probably U must make it dynamic

Insomnia is coming...
Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 26th Mar 2010 21:38 Edited at: 26th Mar 2010 21:38
@GReat to hear it takes 30-45 min xD with u, so i can compare it with my 3 hours for a almost neat one. xD

GReat work buddy, keep the awesome work!

...Kranox Studios!
DestroyerHive
16
Years of Service
User Offline
Joined: 8th Mar 2009
Location: Ravenholm - pwning headcrabs
Posted: 27th Mar 2010 01:00
Yay! I finally got my computer back! The order's placed, so I'll be counting the 72 hours until I get the Email.

Well, good day!

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
Brandi
15
Years of Service
User Offline
Joined: 23rd Mar 2010
Location:
Posted: 27th Mar 2010 01:52
Bond1: I've tried my best but still have to ask you more, Bond1. I've use DTX5 (full black alpha) dds file for specular map, I have normal map and name them the correct way, but my model's still "no shading" at all:

http://img683.imageshack.us/img683/4517/28415700.jpg

Does setting in the FPE file matter?
Or the setting in export progress, I use PandaXporter and follow the official guide line at:
http://www.fpscreator.com/characterstudio.html
(Which tells me choose None in Texture conversion, is this the reason?).

Thanks for making great models for the community and sorry for my English and annoying questions!

Dreams really do come true ..
Decneo
15
Years of Service
User Offline
Joined: 24th Dec 2009
Location:
Posted: 27th Mar 2010 02:51
I'm going to buy.greate work

Your signature has been erased by a mod
Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 27th Mar 2010 15:25
I bought it and it's perfect, but I have one thing: When you shoot them, before they have spotted you (if you want to snipe them from a distance for example) they don't start running towards you, they just stand there and do nothing, and when they die they make the stock sound and don't die in the "semi-ragdoll" way. If you knew how to do it so, that they would start running at you when you shoot them, that would be nice. But the pack is fantastic otherwise : Thanks for it!

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.
Nomad Soul
Moderator
18
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 27th Mar 2010 22:52
Wow amazing pack.

I've also got most of the zombies in this pack but will have to get this for the L4D style zombies. I can also add Dante from bond1's other model pack to really make this look like a L4D mod.

Bond1 - If possible please can you do a special infected pack with your superior scripting capabilities so we can have some more bosses to mix in with the zombie horde?

bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 28th Mar 2010 02:39 Edited at: 28th Mar 2010 02:39
Quote: "If you knew how to do it so, that they would start running at you when you shoot them, that would be nice"


You can do this, I've commented the scripts in all cases. Look in the slow zombie's scripts and where it says "DETECT PLAYER". There is a condition where it detects if there has been any shot damage. It's just a matter of copying it over to the mob zombie's scripts under DETECT PLAYER AND IDLE, keeping the state values the same in the respective scripts.

----------------------------------------
"bond1 - You see this name, you think dirty."
Lightning Bolt Studios
FPSC Reloaded Backer
19
Years of Service
User Offline
Joined: 5th Jan 2006
Location: Otisville, MI
Posted: 28th Mar 2010 06:39
Great work on this pack Mark, your model packs always rock! and especially the great shader's also.

Best

Login to post a reply

Server time is: 2025-06-05 16:43:01
Your offset time is: 2025-06-05 16:43:01