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FPSC Classic Models and Media / Hellbound-The depths-Modular cave system WIP

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Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 4th Jun 2013 03:26 Edited at: 4th Jun 2013 03:26
Quote: "Oh well, I shall continue on then and enjoy my muffins."


I'll have one too if you would like to share.

I understand Rolfy. I had lost my most recent code for FPI EditPad and because it's free, I don't really feel like doing some of the additions and fixes others were liking me to make. As you mentioned about new media that would be similiar to the pitcrawler, and as I mentioned and hope you take into consideration making new media of spiders all for the sake of Hellbound.


Photo by TRCox
-- The Playground is a Great Place for Happy Feet --
s4real
VIP Member
17
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Joined: 22nd Jul 2006
Location:
Posted: 4th Jun 2013 21:16
Hi here is the large spider with scripts as well to test out.

best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Help keep vishnu free by pledging now :- http://vishnu.chipin.com/vishnu

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rolfy
17
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Joined: 23rd Jun 2006
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Posted: 4th Jun 2013 22:20
Quick test shows it facing correctly, many thanks bro'.



I don't trip over...I do random gravity checks.
Teabone
Valued Member
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Joined: 8th Jun 2006
Location: Canada
Posted: 9th Jun 2013 11:11
Looks great but i have a personal issue with FPSC with such types of terrain. I always get stuck in weird spots if i jump at walls.

rolfy
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Joined: 23rd Jun 2006
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Posted: 11th Jun 2013 05:42 Edited at: 11th Jun 2013 06:07
Teabone,
Its more likely your collision errors are caused by entity placement, never had many issues myself with my segments or entity's, or if I did I always fixed these. Most collision issues are caused by overlapping static entity mesh with segment mesh which have different collision properties, for instance the legs of a table (poly collision) placed low enough for the legs to cut into the floor (box collision), even a fraction. This can happen even with segments alone such as stairs if different collision is set for different meshes within the segment and they 'cut' into each other. This can also occur with adjacent segments if they are not precise in size or placement, the engine gets confused.

If you have had any issues with any of my media I would gladly look at it for you.

I don't trip over...I do random gravity checks.
Teabone
Valued Member
17
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Joined: 8th Jun 2006
Location: Canada
Posted: 11th Jun 2013 08:27
Thanks rolfy I'll look into it I never actually double check if any overlaps are occuring thats probably the issue!

Your models and textures look fantastic by the way!

Tomahawk
11
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Joined: 16th Dec 2012
Location: Where do you think I live?
Posted: 29th Jun 2013 18:36
Will this pack be released when finished?

rolfy
17
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Joined: 23rd Jun 2006
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Posted: 29th Jun 2013 20:24
It will, but not any time soon, particularly as another cave pack is in the works.

I don't trip over...I do random gravity checks.
Tomahawk
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Joined: 16th Dec 2012
Location: Where do you think I live?
Posted: 29th Jun 2013 20:25
Is there atleast an estimate date because my games cave level could definitely use this!

Daniel wright 2311
User Banned
Posted: 29th Jun 2013 20:30
This is well, one of the best

my signature keeps being erased by a mod So this is my new signature.
Nickydude
Retired Moderator
17
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 1st Jul 2013 15:25 Edited at: 1st Jul 2013 15:26
I'm also looking forward to this, you can't have too many caves! Don't hold back rolfy, imagine the cave systems that can be created with TWO awesome cave packs!

I reject your reality and substitute my own...

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