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

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burneriza
User Banned
Posted: 28th Mar 2010 10:11
@bond1

I want to talk to you off the forums, is there some way to do so besides email?

-Burneriza
Doomster
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Location: Germany
Posted: 29th Mar 2010 16:06 Edited at: 29th Mar 2010 16:14
Purchased and the download was finally approved... outstanding models, animations, textures and scripts, as expected.

Thanks for all the hard work you put into these undead creatures!

Do you plan on re-releasing your old "Blade Seeker" anytime soon?

-Doomster

lotgd
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Posted: 2nd Apr 2010 17:46
ho acquistato il pacchetto da 2 giorni, quanto ci vuole per avere il collegamento del download ?
lotgd
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Posted: 2nd Apr 2010 17:47
I bought the package for 2 days, what it takes to get the download link?
Metal Devil123
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Posted: 2nd Apr 2010 21:37
Oh, thanks Bond1! Will be very helpfull!

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.
science boy
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Posted: 3rd Apr 2010 00:21
it is a good pack for x9, i bought it before i found the important info here, i did not see any info on the mod packs 1 to 42 section, no x9 only sign anywhere, so anyway i am x10 and disappointed nothing gonna be messed about with to make it work properly, big shame i am not a good scripter and looks like i wasted my cash slightly as i bought 3 slow zombies from store ( bugger!)

will no one look into it?

cheers

an unquenchable thirst for knowledge of game creation!!!
Shadowtroid
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Posted: 3rd Apr 2010 00:58 Edited at: 3rd Apr 2010 00:58
You should be able to download a version that works with X10.

The scripts may not be perfect for X10, but you really should learn and just fix it.

science boy
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Posted: 3rd Apr 2010 15:40
i did load the x10 version. so end of.

an unquenchable thirst for knowledge of game creation!!!
Scorpio96
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Posted: 4th Apr 2010 15:43
I Think These are great im defanitly going to buy as soon as i get windows vista
TerrorNation
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Posted: 5th Apr 2010 22:29 Edited at: 7th Apr 2010 12:07
@ bond1

I'm sorry to say that your pack has already been pirated on Rapidshare. [Mod Edit: Please don't give instructions on how to get it thank you.]


PS Do not worry, I am FAR from a pirate myself.
PPS Sorry about adding the instructions
Errant AI
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Posted: 6th Apr 2010 03:44
Just ordered this one and Metro off TGC. Now to chew my nails a whle waiting for the order to be processed. Great stuff
Aaagreen
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Posted: 6th Apr 2010 23:05
Quote: "ow to chew my nails a whle waiting for the order to be processed."


It's a nasty habit.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
bman332211
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Posted: 6th Apr 2010 23:23
when i add i bunch of zombies it works except for the fact that they get stuck and sometimes run in place.
Awesome pack btw! i have waited so long for this i just need to fix this problem.


coming soon
Jaeg
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Posted: 13th Apr 2010 14:21
I think them getting stuck in place is the engine trying to ease its load.

Bond1 these zombies are amazing. I've devised a DBP project just to use them and your gore pack should turn out great.

If you get mad and want to type something nasty about another person do this-Type what you want to say in the box then press ctrl-a and hit delete then type what you should say.
King Of Khaos
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Posted: 16th Apr 2010 11:18
This looks awesome! I just have one question bond1- can the zombie crawler travel through a vent without getting stuck?

Cheers, Jake
------------------------------------------------------------
-The Marsundle Residence- (Coming Soon)
seppgirty
FPSC Developer
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Posted: 1st May 2010 22:27
just got the pack and they rock you keep making them bond1 and we'll keep buying them.

gamer, lover, filmmaker
lazerus
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Posted: 4th May 2010 00:42
Quote: "The running animations and the slow zombies "falling to knees" animation were from mocap,"


You have mocap?

poor mans version with pingpong balls and two cameras or a actual rig setup?

I know it can be quite expensive for the sensors and readers

bond1
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Posted: 4th May 2010 02:51 Edited at: 4th May 2010 04:43
No, the mocap was from a purchased library: http://www.credo-interactive.com/products/motion_capture/index.html

I'll use these from time to time, or use the the biped motion mixer to mix and match them into new animations.

I DO however, use "poor man's mocap". I set up two digital cameras in movie mode at 90 degree angles and act out the motions. Then I import the frames into front and side views and use them as reference for setting keys. I did most of MP17/18 animations this way..

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"bond1 - You see this name, you think dirty."
heltor
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Posted: 5th May 2010 02:41
Is this thread for input on the pack, or advertisement, or what? I don'T get it.

If your not on the edge your taking up to much room!!!!!!!
bond1
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Posted: 5th May 2010 02:55 Edited at: 5th May 2010 02:57
It's for advertisement, the pack was released about a month ago. Why do you ask?

----------------------------------------
"bond1 - You see this name, you think dirty."
KeithC
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Posted: 5th May 2010 05:25
It's a sticky just like any other TGC Pack that is released. It's been going on for numerous packs now.

-Keith
Nickydude
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Posted: 5th May 2010 10:54
Which will be unstuck shortly.

heltor
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Posted: 6th May 2010 02:32
I just noticed the stickies for it, I was unsure if it was for updates, feedback or what. I just wondered, no offence intended.

If your not on the edge your taking up to much room!!!!!!!
Conjured Entertainment
AGK Developer
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Posted: 13th May 2010 23:12 Edited at: 13th May 2010 23:26
Hey Bond, this pack is great.

I made a Normal map and used a transparent Specular like the zombies for one of your model pack 4 characters (modded), but...

Is this from bad settings when creating the Normal Map, or will this shader not work on her for some other reason?

As you can see, the custom normal map for the slow zombie 2 seems to be okay, but I didn't use the same settings for her normal.
I thought there may be some other reason, and didn't want to waste a lot of time trying every setting if its not going to work anyway.
I will trial and error it though if you think she should work right with a proper normal map.

Thanks

   Conjured Entertainment

 WARNING: Intense Madness

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bond1
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Posted: 14th May 2010 05:10
That old model pack 4 girl won't work well with ANY normal map, because it uses mirrored UV's on some parts of the model. The lighting will appear "inside out" on the portions of the model where there are mirrored UV's unfortunately.

----------------------------------------
"bond1 - You see this name, you think dirty."
Conjured Entertainment
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Posted: 14th May 2010 05:48 Edited at: 14th May 2010 05:56
Thanks for the fast reply Bond.

Interesting, I'll play around with the UV assignment then and see what I can do. (these shaders rock!)
I guess all of your future models will be shader compatible, so I look forward to more outstanding work from you.

Thanks again

   Conjured Entertainment

 WARNING: Intense Madness
DestroyerHive
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Posted: 15th May 2010 22:50
Heya, is there any way to make the zombies have infinite spawn, because whenever I enter the properties, nothing happens... I set it to Appear 2, but that doesn'twork. Thanks in advance!

http://www.uncaged.co.uk/pg.htm
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Stop P&G from testing on animals.
raymondlee306
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Posted: 16th May 2010 02:08 Edited at: 16th May 2010 02:09
Bond1,
Have you posted the follow waypoint mod to the script yet? I wasn't able to find it here.

Thanks Man
Marc Steene
FPSC Master
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Posted: 17th May 2010 23:39
EXCELLENT model pack bond. I bought mine today and tested it, and I'll be honest, those mob zombies are probably the most interesting-to-kill enemies I've seen in the engine. Honestly, create a large empty room, give the player a shotgun with loads of ammo, and set up 20 of those mob zombies and you've got guaranteed fun.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
bond1
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Posted: 18th May 2010 00:07
Quote: "Have you posted the follow waypoint mod to the script yet?"


I'll try and find the time this week to post a script with waypoint support. Although if you look at the existing scripts that have waypoints it's not too hard to add those commands in.

Quote: "those mob zombies are probably the most interesting-to-kill enemies I've seen in the engine. "


Yes they are very satisfying to kill, aren't they? Kind of an old-school arcade style shoot 'em up!

----------------------------------------
"bond1 - You see this name, you think dirty."
Marc Steene
FPSC Master
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Posted: 18th May 2010 00:36
This problem has occurred a few times now, and I'm not sure whether it's the engine or your characters, but when I kill a large amount of the mob zombies at once (like 5 in a row) FPSC crashes and I get this report:

Problem signature:
Problem Event Name: APPCRASH
Application Name: FPSC-Game.exe
Application Version: 1.0.0.0
Application Timestamp: 49126fbe
Fault Module Name: DBProBasic3DDebug.dll
Fault Module Version: 1.0.0.0
Fault Module Timestamp: 4abba684
Exception Code: c0000005
Exception Offset: 0005091a
OS Version: 6.1.7600.2.0.0.768.3
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Not sure if it's of any use, but it may be a problem with Project Blue. I'm not sure if it also crashes with other characters.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Marc Steene
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Posted: 18th May 2010 00:37 Edited at: 18th May 2010 00:38
And for the people who want waypoints, add this to the script:

:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext

You may want to edit the script slightly such as adding in plrcannotbeseen as the enemy may attempt to reach waypoints while trying to attack you.

P.S. Bond, I'm working on a few script variations, and have had positive results so far!

EDIT: One final thing, when spawning mob zombies through activation, sometimes they are transparent or invisible (only an issue with shaders on).


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
bond1
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Posted: 18th May 2010 01:36 Edited at: 18th May 2010 01:37
Quote: "EDIT: One final thing, when spawning mob zombies through activation, sometimes they are transparent or invisible (only an issue with shaders on)."


Dammit. I'm so sick of this popping up. Here is the "fix" for the shader. This will "hard code" the transparency into the shader, rather than letting FPSC handle transparency, which it cannot seem to do correctly when spawning characters after activation. Let me know if this fixes it once and for all.

Find this line in the shader, near the bottom:
result.a=diffusemap.a * Alphavalue;

Replace it with this:
result.w = 1;

----------------------------------------
"bond1 - You see this name, you think dirty."
Marc Steene
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Posted: 18th May 2010 10:33
Yep, that's fixed it Thanks bond, now I'm not being chased by ghost zombies anymore


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
bond1
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Posted: 18th May 2010 10:41
Awesome Marc! Thanks so much for testing and confirming that it works. I had a hunch that FPSC wasn't passing transparency info to the shader system correctly. At least now I know to hard code this into shaders from now on.

----------------------------------------
"bond1 - You see this name, you think dirty."
charger bandit
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Posted: 18th May 2010 21:33
Actually you can solve "ghost spawned enemies" by giving them appear2.fpi script as Appear script.


Marc Steene
FPSC Master
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Posted: 18th May 2010 21:57
For those interested, I set up a Left-4-Dead type scenario (a car which sets of an alarm when shot) and spawns a horde of zombies A very cool effect indeed. Take a look here: http://forum.thegamecreators.com/?m=forum_view&t=170323&b=21


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
bond1
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Posted: 18th May 2010 22:12 Edited at: 18th May 2010 22:12
Quote: "Actually you can solve "ghost spawned enemies" by giving them appear2.fpi script as Appear script."


That's what I thought too, because the "appear2" script ramps up the alpha value to 1. But I still get people saying they spawn transparent, so I don't know if it's just a case of people not knowing what they are doing, or a bug in FPSC. So the shader fix is an alternative solution that overrides FPSC's alpha settings.

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"bond1 - You see this name, you think dirty."
Ikey
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Posted: 19th May 2010 21:38
Three things for the pack, one is kind of all character universal.
First, anyone got Left4Dead style spawning, so they auto spawn around you? (P.S. Marc, that is a lush alarm... Any chance you'llbe giving it out? Wouldn't mind paying a couple of quid for it either )
And the second thing is, they run into seats and stuff, and they don't run around it. The thing is, it should be easy to make it so it runs AROUND entities.
Finally, the Zombies tend to run singularly. Is there an addon for FPSC that makes it like X10 where you can edit the range with [ and ]?
Kravenwolf
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Posted: 19th May 2010 21:58
Quote: " anyone got Left4Dead style spawning, so they auto spawn around you?"


You can easily pull this off with trigger zones and delayed spawning.

Quote: "second thing is, they run into seats and stuff, and they don't run around it."


The Dark AI in Fenix Mod is the best thing you can do for that at the moment.

Quote: "the Zombies tend to run singularly. Is there an addon for FPSC that makes it like X10 where you can edit the range"


You can adjust their view cone and range in their .fpe files.

Kravenwolf

Ikey
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Posted: 19th May 2010 22:06
Thanks, I just got Fenix mod to work, I was planning to look at it's full content in a bit. I thought I could adjust it in the FPE file, I was just a bit wary, due to the fact the other day, a small mess up in some script I had edited slightly (I am unsure of which) caused me to have to uninstall my FPSC content and delete the remains in the file. The Left4Dead spawning I am looking for is similar to the effect with trigger zones, but I want it to spawn in completely random places within a certain range of you, but not so close you'll see it appear. I will play with the trigger zones a bit more, but as far as I know, currently, it is not really teh effect I am aiming for.
Marc Steene
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Posted: 22nd May 2010 16:29
bond, I've got a small complaint about the mob zombies. When you kill one, it retains colission when the death animation is playing, which is very inconvenient as you cannot shoot anything behind it until it has finished the animation. I've tried "coloff" but had no success. Any ideas?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Marc Steene
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Posted: 26th May 2010 07:56
Bumped in case bond missed my post.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Cosmic Prophet
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Posted: 27th May 2010 22:35
Did'nt get a chance to post before I left town for awhile, But I had to get on here and tell you that these are truly masterful. The animations are ace, and I will treasure these as among the best in my ever-growing FPSC Toolbox.

These are worth way more than what I paid for them. Finest work yet!

Thanks! CP.

"Man, I am dying to see what you could do with other types of creatures. Quadropeds and the like, Could we hope to see something like that, in the not too distant future?"

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teamhalo
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Posted: 27th May 2010 23:04
What are the texture sizes for these wonderful characters? 2048x I'm guessing right?

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Nbt
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Posted: 1st Jun 2010 19:44
Anyone who does not buy this pack is as stupid as the person who did not buy the Metro Theatre Pack.

The zombies are just sooooooooo much fun to hide in the shadows awaiting their lunch

Your signature has been erased by a mod. The sig needs to be 600 width maximum (x 120 height) for all of it.
bond1
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Posted: 3rd Jun 2010 10:39
Quote: " it retains colission when the death animation is playing"


I don't think you can do anything about that. Coloff is meant for player collision, not enemy "bullet" collision. It sound like it stays on until the the enemy is officially "dead".

Quote: "Anyone who does not buy this pack is as stupid as the person who did not buy the Metro Theatre Pack."

Quote: "These are worth way more than what I paid for them. Finest work yet!"


Thank you! My next pack will almost certainly be creatures.

Quote: "What are the texture sizes for these wonderful characters? 2048x I'm guessing right?"


Just 1024! With normal/specular maps you get a lot more PERCIEVED detail.

----------------------------------------
"bond1 - You see this name, you think dirty."
Nickydude
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Posted: 3rd Jun 2010 17:02
Quote: "Thank you! My next pack will almost certainly be creatures."


No bipeds I hope.

AdrianoJones Wannabe
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Posted: 20th Jun 2010 01:22
FPSC crashes on me whenever it's loading the .fpe for the zombies, I'm using V115 with Fenix Mod. Anyone else got that problem?

-Adrian

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Scope
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Posted: 20th Jun 2010 21:27
Just got the pack.EXCELLENT EXCELLENT work.Thanks Bond1.
Scope.

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