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FPSC Classic Product Chat / Segment Templates.

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Van B
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Posted: 29th Jan 2005 23:38
Hi all,
This is really for those keen to start preparing media for their FPSC games.
There's a ceiling, floor, and wall template in .3DS format - just load into your fave modeller and don't scale it, then once converted to .X format your meshes should work fine.

The wall has an added arrow pointing to the face that your detail should go on.


Van-B


It's c**p being the only coder in the village.

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Noldor
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Posted: 29th Jan 2005 23:50 Edited at: 29th Jan 2005 23:56
THANKS "Van B"
I am very gratefull.

Edit: Do you think you could add an arrow so
we can se wich part of the wall is the top
and wich part of the wall is the bottom?
Or does that not matter?

Edit2 : When i load the models into Milkshape and
Lightwave the floor and ceiling parts are standing
like walls and the Wall segment is lying like a floor.
Does it matter wich side i would put the detail on the floor?
Noldor
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Posted: 30th Jan 2005 01:34
ok "Van B" i threw together this wall segment in 20 minutes to test.
Can you plz test it in FPSC. (and then maby post a screenshot of it in action?)
As far as i know i did not rezise the size from the one you posted.
The wall has a bumpy area on one side and only texture on the other.
I put the detail on only the side with the arrow.
I hope it works. If it does i will start producing my material
for the future.
(the model is 124 polys with hand-drawn texture)

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fpsdave
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Posted: 30th Jan 2005 05:54
Thanks for the files and information.


I'd like to know if the windows and doors are scalable and it they are centered on the wall,floor,ceiling segments.
If they are not scalable, what are the dimensions of the doors and windows?

Also, can the segments have transparent sections?
If not, I guess that a mesh can be used to simulate it.
(thinking about a hole in floor and player can go through it.


Thanks
dave
Cloud of Crows Studios
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Posted: 30th Jan 2005 10:12
Thanks VanB! Very useful.

I'm finding that the things I have already tinkered with are ENOURMOUS compared to your wall segment so I will need to scale down a lot

Very helpful. Any way we could convince you to make a simple cube roughly the size of an FPSC crate, desk or even chair? (sorry to ask for more )
fpsdave
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Posted: 30th Jan 2005 10:17
PogoPogo,

What editor are you using?
I've loaded the models in gameSpace and it seems that the wall is 10x10 gameSpace units.
I've loaded the models in ac3d and they were absolutely huge in it.

I've uploaded a .x file to the forum here (thread="static mesh test")
and waiting for a tester to look at it.

I hope there is a lot of docs on importing meshes, textures, etc.
Anime civil
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Posted: 30th Jan 2005 11:42 Edited at: 30th Jan 2005 11:44
Everybody, be prepared for the most AMAZING idea (I'm nor showing off)

I'm building a taaalll building, which I will include in the multiplayer version of fpsc, and the building will have stairs climbing to the top, around 800 of them, if that will be possible. Then, there will be tons of light on the ground of the building, but you cannot see to the top, because it will be awfully dark, and an enemy from up there can get you pretty damn easily like that. You do not know where he/she is shooting from, and the only way to get him/her is to climb that stairs, and FAST! the higher you go, the darker the room is, and the harder it is for the enemy to spot you. After that, you just get crazy

Like the idea? I think it's pretty creative


Velocity Designs - Coming Soon
Cloud of Crows Studios
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Posted: 30th Jan 2005 13:41
Quote: "Like the idea? I think it's pretty creative"


Hmmm... that's pretty clever. Could be used for single player or multiplayer. We'll have to see if it doable in FPSC. Seems plausable though!

You should start a new thread where people can post thier ideas for different kinds of levels. It always helps to have some new and unique ideas to think about when you are designing.
Anime civil
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Posted: 30th Jan 2005 15:10
Then again, let's not, because there are some people who like to use other's odeas

I say we should have a contest. Everyone submit their games at some due date, and we will evaluate, you know, as everyone posts their own individual game, it will be kind of a suprise to see what people have come up with


Velocity Designs - Coming Soon
Dr Evil
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Posted: 31st Jan 2005 03:09
what kind of poly count will be ok per wall segment? and do we have to keep what we make >within< the template? or are these just to show us the unit size in game?
Noldor
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Posted: 31st Jan 2005 06:31
@Van B
what are the chanses that you would try my wall and
post a screenshot of it???
Dr Evil
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Posted: 1st Feb 2005 10:01
any chance of someone who knows answering my question?
Mr Flowerkohl
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Posted: 1st Feb 2005 14:29
polycount depends on your computer specs.

yeah...thats the ticket !
Van B
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Posted: 1st Feb 2005 20:30
Noldor,
I can't find your wall , if you upload it here I'll test it out tonight.

The templates are just a guide, the back face of the wall is centred, so really you could stick whatever detail on the wall face you like (the face with the arrow pointing to it).

Polycounts should be as small as possible.


Van-B


It's c**p being the only coder in the village.
Noldor
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Posted: 1st Feb 2005 20:58 Edited at: 1st Feb 2005 21:01
Thanks "Van B" i can't wait to see it in a screenshot.
Its not the coolest or best wall in the world
but it was handmade (model and texture) to test
how it would look.
(its 124 polys and looks kinda like the old
default wolfenstein wall)

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Dr Evil
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Posted: 1st Feb 2005 21:33
van B does it matter how thick (in the axis the arrow is in) the wall is?
Logan 5
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Posted: 2nd Feb 2005 05:51
I really like that wall texture, Noldor. I could definitely use it in a game I'm doing. Any chance you could let the rest of us use it?

Basically dark.
Noldor
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Posted: 2nd Feb 2005 05:59 Edited at: 2nd Feb 2005 06:01
Go ahead, use it all you want. I will just be proud when
i see it in your great game in the future.
Feel free to ask me for a model or two if you feel
that your missing that very special piece of scenery
and can't model it yourselfe. (if i have time)

(nice to hear that you like it. It was hand
painted in 20-25 minutes.)
MaddA ChieF
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Posted: 2nd Feb 2005 08:29
Hey Nolder,

Your models and textures are awesome. I might need a model or 2 later. I will have to see what models come with FPSC first.

Yes I would be sure to say special thanks to Nolder for his models!

www.geocities.com/vgamestuff
Noldor
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Posted: 2nd Feb 2005 08:55 Edited at: 2nd Feb 2005 08:56
If you liked that wall then dont miss
the apple i posted in this thread..
http://forum.thegamecreators.com/?m=forum_view&t=47320&b=21

BTW just give me a mail or post me in the forum later
on and tell me what model you were thinking of and i
will see if i have the time to help. (probably will)
MaddA ChieF
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Posted: 2nd Feb 2005 09:03
Cool Nolder thanks

www.geocities.com/vgamestuff
Noldor
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Posted: 3rd Feb 2005 05:55
You had any time to test the wall "Van B" ??
just curious
Van B
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Posted: 3rd Feb 2005 16:16
Yeah, I've had a little bother with that actually, I think it's a little thick for the doors and windows, so I was planning on adjusting the mesh itself to see if that fixes it. I'll have another go tonight, but the mesh looks fine in FPSC, to test it properly though I wanted to figure out the window problem.


Van-B


It's c**p being the only coder in the village.
Noldor
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Posted: 3rd Feb 2005 19:42
Aha ok. Well i made it the same thiknes that the template was.
Then again it can have changed when exporting maby?
Well it does not matter why you can just rescale it to fit
and post a pic when your done.
But if you change it to much i would also
like to see the original wall without windows.
(that is only if you have to change it alot. Like removed
all the bumps on the detailed side.)
Realy a GREAT thanks for testing it "Van B"

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