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FPSC Classic Work In Progress / Umans Screen Shots

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NIK
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Posted: 21st Feb 2006 07:56
Yeah I also have noticed serious lag issues in small areas. For example on one of my levels I have about a 5 sec. lag in a vent area. The lag is always in the same spot everytime. Nothing serious though, doesn't really hurt game play too much.

Uman, have you checked out my screenshots? How do you think they look?

Legalize it.(You know what I'm talking about)
uman
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Posted: 21st Feb 2006 12:46
NIK,

The lagg issue rarely actually is bad enough to kill gameplay altogether though I have had that to be the case when fps has been so low the player cant move or the game crashes altogether at 0fps.

Thats serious situation is long gone thank goodness.

The serious lagg issue however is still enough to make gameplay extremely difficult in some situations as interaction with enemies can be seriously affected and it makes an otherwise good game seem unprofessional.

As to your screen shots I rarely if ever comment on others work as everyone will know by now. I sometimes will say if I think somethings really impresssive or outstanding. I will never comment if I think something is bad however or knock someone elses work as who am I to judge whats good or bad. Its just an opinion and each to their own I say.

However as you have asked out of courtesy I will just say I your screen shots look a bit dark to me as unless the lights are intended to be out though you have a couple of lights in the room - one would expect more inside such a building - (or maybe its nightime) I would not expect humans generally to live by that kind of lighting out of choice - but that may be how you want the scenes to be and may be apart of your environmental mood setting - it certainly aids to enhance the mood of course. Anything goes in gamemaking to make for a good game.

Other than that they look fine to me. Keep up the good work

NIK
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Posted: 22nd Feb 2006 09:19
@Uman

Thanx for you comments on my screenshots.
My level is supposed to be dark because well,
it takes place at night and in castle-tunnel
type areas. Lighting is one of my main priorities
when I make a level. It determines not only the mood,
but it really is a main factor in graphical prowlness.
I'm sure you understand this already by looking at your
screenshots.

Keep working hard!!!

Legalize it.(You know what I'm talking about)
Snidog
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Posted: 22nd Feb 2006 18:19
Hi Unman Lovly work i reacon you can keep that up you could creat a lovly game

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Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 22nd Feb 2006 19:34
very nice

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
Klick
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Posted: 23rd Feb 2006 11:31
Hey, how did you make that great rail?
I`m stunned.
Great screenies, btw.

[A]NJL`s [N]on-[G]oody-goody [E]xtermination [L]eague [C]arrying [O]ut [M]ass [M]urdering of [A]NJL`s [N]efarious [D]evotees -Essence of ANGEL COMMAND
Snidog
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Posted: 23rd Feb 2006 18:06
WOW i am so amazed how the hell do you do all that i need some help with my new game im creating Hit Man On The Run

If you wanna help please do it would be very great

WELL all i can say is well done m8 that graphics is great i have not seen things like that in AGES that is Well better than all the Normal games that you buy even BATTLEFIELD 2

HOW COOL DUDE

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uman
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Posted: 24th Feb 2006 01:53
A N G E L C O M M A N D,

The railtrack is just a simple box model of one FPSC tile size so there are many pieces placed and joined together in the pics.

You just need make a box model - select the top two vertex in a modeller and extrude them so you have another two vertex at the top - then move the top two vertex inwards from the outsides to give the top a slight inwards angle. Then texture it.

Heres a tip for any would be modeller - you can easily make shapes like this or much more complicated in a modeller if it supports any kind of outline art. i.e. adobe illustrator .ai or .wmf something like that. Make a drawing in a drawing programe - export to .ai or wmf or similar - import to modeller as outline and extrude - simple and fast.

Snidog,

Thanks for that, but really the whole level thing is not that good - it is far from easy to produce professional results within FPSC, but certainly my levels are changing, advancing and improving all the time both - content, look and gameplay aspects.

At the moment I am working a lot on AI, gameplay and optimisation methods in the levels you see in the screen shots as well as still adding further content.

Its all very time consuming and sorry I dont have enough time to finish my own levels so cant really spare time on anything else.

Snidog
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Posted: 24th Feb 2006 23:59
If you want to make your people walk faster shoot faster i will get you the thread link some 1 sent me some tips they are very useful i have tryed them and they work they are great tips i just wanna say i dont care what you used it just looks great because it looks so good i just wanna download it

SO i will post the link in about 1 min

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Snidog
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Posted: 25th Feb 2006 00:01
Here it is just click the link it is very near the bottom of the first page

http://forum.thegamecreators.com/?m=forum_view&t=71651&b=28&p=0

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NIK
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Posted: 25th Feb 2006 01:13
@Uman

I was just curious, you said you have been level building a long time what engine was your first? I have also been level designing a long time and the first game I started with was Shadow Warrior by 3d realms.

-NIK
Talairina
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Posted: 25th Feb 2006 05:38
Quote: "Shadow Warrior"


Iv still got that, run's pretty well in XP bar the sound :x Love it to bit's same with Duke 3D and Dark Forces.
uman
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Posted: 25th Feb 2006 17:19
NIK,

Like may people I started off modding with Quake 2 then started using various engines.

Lets see now - dont know if I remeber correctly but it goes something like this....

Engines developed with....

Genesis, Wild Tangent, Lithtech, Pie, Game Studio A5/A6, Reality Factory, Dark Basic, TDGM, Torque, FPSC.

Not necessarily in that order.

I have forgotten the many others I have at least tested and not used extensively.

NIK
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Posted: 27th Feb 2006 07:21
Uman,

Impressive!!! I'm not really the coding type so I have mainly used the drag and drop types. But hopefully in using FPSC I will get to the point where I can do some coding. Other games I have done some level building on are Far Cry, Painkiller, and RTCW.

-NIK
P.S. How did you learn to code and how long did it take you to get good at it?
uman
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Posted: 27th Feb 2006 15:39
Like many using FPSC I dont like coding - I just dont find it enjoyable and think of it as a waste of time as it keeps me away from actually developing the physical properties of the game if you like - what the game player sees.

As an individual I just dont have the time to do everything in making a large game so as programming or coding is the thing I like doing least I try to avoid it as much as is possible.

Unfortuneately this is impossible and exhasperated by engines where one has no option but try to find solutions to lack of features and functions or behaviours that one will need to try and create oneself. Made even worse when engines or the code is supposed too do something but does not work correctly or is full of bugs or issues - this makes achieving stuff in the code even more difficult.

Basically I am saying If an engine dont support or include something by default then trying to code it and include it yourself can be very difficult, time consuming and sometimes impossible to do and you can waste a vast amount of time trying to do something that just cant be done very successfully or at best ends up not being very professional looking. Workarounds are rarely the perfect answer to a problem.

I have had to learn, by trial and error how to work with the many differing proprietory languages or variatiobns of languages - enough to achieve those objectives that I want in extending the features or functions or just adding those default things which are not supplied as pre programmed e.g. improving the AI.

As a designer by profession I have also had to learn myself numerous non game type languages for use with the web and so forth. The principles are the same for most languages and many are very similar or work in a similar fashion.

I do not study programming for the sake of it - merely use it when I have to and avoid it at other times. I am no expert and find it very difficult as I am not a natural coder - its a forced interest and you will never be good at something in that situation. Most things I can get done with enough hard work, effort and trial and error but its not ideal - takes up too much time......

I would rather do the creative stuff and let someone else do the programming. e.g. you need more than one person to make a large game if you want a reasonably professional end result.

Its like asking me too make the audio soundtracking for a game.......I can make music - but I am no expert and dont have the equipment or skill to produce a professional enough end result so someone else need do it or I must buy it from someone or go without.

I dont do bad stuff in my game so wihin reason if I cant have good I wont have it at all. Its a matter of judgement.

I am having a problem with voice overs now - I just cant do it - need some professional voices

Working with FPSC is very limiting in many ways including the lack of support for a wider range of coding options, commands, features and actions to add additional stuff to your game.

I hate coding.

=ChrisB=
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Posted: 27th Feb 2006 21:26
Yea, I'm more of a visual guy too. Thats why I'm sticking to modding BF2.
small fish
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Posted: 20th Mar 2006 15:00
what tools are you useing to make your segments and entitys and how in hell did you make those lasers

Don't let my bad spelling fool you I no dimwit
brummel
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Posted: 26th Mar 2006 16:47
Hey, how is it going Uman? Any chance of some screenies or other news?
Paul112
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Posted: 26th Mar 2006 17:35
Awesome work Uman.
Hey crow34, in your second screenshot, your FPS scares me. Does that say 18?

Fujitsu-Siemens "Scaleo-P" with Windows XP OS, Pentium 4, 3.2GHz Processor, 512MB RAM, and a 128MB ATI RADEON X300 Graphics card.
uman
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Posted: 27th Mar 2006 00:48
OK, I will try and answer some recent questions.

Snidog,

Thanks for your kind comments, sorry I cant make any level available for download until its finished and I mean finsihed. Thats means really at least 2 complete levels and maybe intro stuff as part of a demo - I would also be working at least another couple of levels which will be progressed along at the same time so more would follow.

small fish,

I use perhaps 5 or six different prgs to make entities or segments which are not standard default shape. Most of the progs are standard well known ones like Fragmotion or Milkshape mentioned at this forum in the models section. Any model program should be capable of making most segments and a combination could make entities. One one cant do theres always another to import to. Most simple basic shape segments can be made by making copies of default segment models and modifying them in a modeller by adjusting shapes via vertex positioning or by using a modellers in built primitives and adjusting those.

The lasers - I outlined previously how those are made. They are an animated decal with appropriiate laser script attached - (hurts or kills player) Study the default decals and making one up should be relatively simple. In the case of the lasers its a full 1 FPSC wall tile size. The texture is .dds. The image is split into 8 sections for the colour change and animation image part - the rest and most of the texture is black with transparency. The decal is then applied by the method I use to a vertical wall entity which is in this case also transparent and passable as are the lasers themselves of course. Thats it. The lasers are therefore placed as wall size lengths and joined together in level. Thats the method I use for almost all flat type decals where transparency or rotation is required.

Animated doors are a special case - and too much info for here now. Not at all dificult just open a default animated door x.file and study how thats made and animated. I dont use any forum software but make my own currently and prefer that.

Antimatter games,

New Screenshots? Dont know if I dare risk the wrath.

Really I dont have much progress to show - well quite a bit in some level parts but no point in repeating current stuff yet until approaching some kind of finish. I will you can be sure post some more when its inspireing or adjudged worthwhile or of some importance to show something new achieved.

If I post too much you will know all the of whats coming and wont have any surprises.

General News : By and large the level shown in the above screen shots has not changed a great deal in overall design but a great deal of additional detail and complex content added. There is much not shown here which is only a fraction of the level overall - its quite complex and rather very large. Visually quite a bit has changed with the additional content and many more non default textures included. Sounds and audio has also been extensively edited or added and more to do there.

I have also spent the last couple of months in a great deal of experimentation of many things needed to go into this or the next following levels. Flying entities, improved water hundreds of additional entities, triggers, zones and optimisation have been at the forefront. Optimisation with the loading and unloading of entities on the fly and other methods in an attempt to maintain fps at the level of a playable 30fps throughout - taking a lot of time away from level building.

So its matter of adding stuff which reduces fps and then - finding time to stop and optimise some more sometimmes need much time to analyse how that can be done - thats the punishment for trying to make FPSC do what it was never designed to do. Its just not designed to return professional game type results and in many areas cannot no matter what an end user does. Needed workarounds are everywhere and those and doing and testing them thousands of times take up most valuable time away from any physical development.

Just so much work is going into one level its umbelieveable - well no perhaps not for anyone who works with FPSC - they should know what effort is required.

I still have a great deal to do in this one single level shown here in shots. All characters to renew and update and fit to game scenario via sctript. All sound for them to replace temporary voice or story sounds. Many new additional level detail features of some complexity to add dynamic animated behaviours and effects and a lot of static features too. No lighting at all in level at present and wont be until final stages.

My main problem at this moment in time is two lifts which are the only two spots where any serious lagg occurs - if necessary - this has to be cracked or removed or the level will never be released - ever. I wont release any level with unacceptably poor gameplay or lagg speeds even if everything else if perfected. The serious lagg issue may never be addressed by TGC so its may be up to users to find a solution one way or another. With it a good or even great game can be reduced to mediocrity. Its the most important issue or bug FPSC has apart from the .fpi script limit which is even worse.

The problem with the lifts is really holding me up now and is begining to annoy me deeply as fps despite adding vast amounts of additional content is everywhere else holding up at around that 30/32 fps figure and still I add more content. The more I add and keep frame rates high everywhere else - the lower the fps whilst the player stands on the lift platforms gets. I have to think its a bug but cant be sure - I may have to get nasty and tear those lifts and their scripts to pieces but suspect its an engine problem that cant be overcome. In which case they will have to go.

To be fair as users show interest I will see if I can find some more interesting shots of some progress without giving too much away that might spoil eventual users gameplay too much.

Ive been doing so much that Ive forgotten most of it - I am very hard at it always believe me.

To be honest I am in no hurry and would certainly like to await any FPSC update to see what benefits if any that might contain before finishing off the level completely, but that could be a long wait for little return.

Also I am preparing to move along with the following level already started as soon as possible so may have more shots of that in the near future.

brummel
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Posted: 27th Mar 2006 14:41
I would definatly like to see the lifts removed rather than removing the whole level. Your project is very ambitious and I would really like to see all of your work and iI dont think Im the only one. The least you could do is to take some screenies of the level or maybe as a bonus level to play that is not included in the game or something.
uman
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Posted: 27th Mar 2006 17:13
Screen Shot :

Just the one. More will follow as they can be grabbed during level testing so please be patient.

This one is showing a flying entity - can be a guard enemy or friendly entity.

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SpyDaniel
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Posted: 27th Mar 2006 17:39
Nice texture work on the hands uman. I think, that if you move the gun to the centre, it would look better. As now, it looks like hes all the way to the right.

Iam being a narky 3d modeller. I dont think iam very happy. Comment my signature and raise my unhappy metre.
brummel
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Posted: 27th Mar 2006 18:36
When I said you hould release some screenies i meant if you didnt going to release that level with the lifts but the screenie looks good as all of your screenies.
uman
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Posted: 27th Mar 2006 21:09 Edited at: 27th Mar 2006 21:10
Antimatter games,

Dont worry about this first level with these lifts in - it wont be removed as then I would not have a game - its the most vital of levels - its the first level - minus any pre game levels which tell the game story and load to this one.

At the end of the day - any prob the lifts will be overcome or an alternative put in. I have some new teleporters - sounds like a screen shot coming.

gps
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Posted: 27th Mar 2006 21:17
FPSC lifts are very 'industrial', what with their exposed lift shafts, but with most fully enclosed lifts there's very little sense of actual movement. You get in, illuminated numbers tell you that you're moving, then the doors open and voila you're on the 40th floor. I'm thinking as I type here (never a good idea ) but couldn't some kind of delayed teleport be used to simulate lift travel? You enter a 1x1 room, the door closes behind you and a sound effect loop plays - 'bing', the doors open and you've reached your destination. The door would have to be 'locked' for the duration of the lift effect, and I've never used the teleport command so I don't know how smooth (noticeable) the transition would be, but might it serve as an acceptable workaround?

uman
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Posted: 28th Mar 2006 00:36 Edited at: 28th Mar 2006 00:37
Telporter movement is too fast - more or less instant teleporting and no control that I know of for that speed.

FPSC lifts could really be anything you want. So you could just use a platform of your choice or you could have a modern glass lift say - they could be quite flexible with some imagination. Thats not really the problem.

But a fair point. The kind of lift you refer to is rather difficult in FPSC - an eclosed cage type lift entity and so on might be good but I am not sure how realistic that would be as currently I guess it would have to be part of the platform entity. Thats probably possible. Me thinking now.

I actually like the exposed feel - though a variety lift types is to be aimed for - in my game at least as the environments will be varied - just like everything else.
gps
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Posted: 28th Mar 2006 03:41 Edited at: 28th Mar 2006 03:42
Quote: "Telporter movement is too fast - more or less instant teleporting and no control that I know of for that speed."



Actually, what I had in mind was totally abstracting the lift mechanism. As you step into the faux elevator car at point A you're instantly teleported to an identical elevator car at point B. The elevator ride itself is simulated at point B by mechanical hum, muzak, whatever. After a suitable interval, the doors open remotely and you've 'arrived'. A kind of sleight-of-hand lift.

One other thought for exposed cage-type lifts - FPSC lifts have to use 'raycastup' so as to be infinitely flexible - but assuming you know the height of the lift shaft, couldn't the platform be an animated entity? ...in fact, by running just a certain number of frames couldn't you have the lift stop on different floors? This is total speculation on my part of course, and may well be entirely unfeasible. Thinking out loud again

uman
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Posted: 28th Mar 2006 04:24
Quite

There are many possibilities for achieveing different lift types - almost anything you want.

Either flexible as is with the deafult to some extent though thats flawed or any other by definition not being something recognised by default and in built as such into the engine, then by necessity the chances are each instance if the situation is different would require specifically designed media to suit the individual senario, unless of course one could design such lift media to accommodate a wide range of situations via ease of flexibility.

Thus using your example an animated entity designed to move up or down a specified disatnce would not necessarily be flexible as its distance movement would be fixed to one scenario.

In fact there is no better option than a user flexible system of entity movement as with a platform inbuilt into the engine relative to a platform entity of whatever design - its the recongition of such that matters so the platform could be anything or indeed invisible say and the surrounding lift design left to be designed and inserted by the user or not even needed at all.

Its this I am doing at the moment - replacing default lift segments with my own flexible design option in the control script for the objects - In fact I dont need default type segments at all - all thats required is for the platform to know where to stop and segments are not needed for that so any kind of non enclosed lift can be achieved - however the platform recongnition in the engine is needed whatever methods are used and its any platform entity as seen by the engine which is flawed by being subject to the serious lagg issue in complex levels being affected by who knows what - presumably it may be relative to other dynamic entities - though no other such entity behaves like the lift platform one and they are unaffected in the same way.

Its a problem restricted to the lift platform and the player relationship and is inherent to the engine. Its this that is critical.

A similar lagg issue of course though not as severe in most instances can be seen in other situations and relative to dynamic entities - too many enemy characters in view and active and the resultant drain of enemy AI can cause a drop in fps - gaining fps again when enemies are killed - of course the lift entity is always existing and active while the player stands on it so that cant be changed.

Its this lagg issue relative to all situations which needs to be fixed - fix that and you remove the problem in all the areas it affects including this one. Everything else is a workaround but in the case of the lagg issue it cannot be defeated - only its effects catered for by change of game design and that is unlikely to remove it but just shift the burden elswhere.

Lots of challenging ideas for lifts and much more to get ones head around.

gps
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Posted: 28th Mar 2006 04:49 Edited at: 28th Mar 2006 04:50
Quote: "Either flexible as is with the deafult to some extent though thats flawed or any other by definition not being something recognised by default and in built as such into the engine, then by necessity the chances are each instance if the situation is different would require specifically designed media to suit the individual senario, unless of course one could design such lift media to accommodate a wide range of situations via ease of flexibility."


GPS cautiously moves the coffee jar out of Uman's reach...

You're absolutely right though, the game engine should have a functional lift system that doesn't require extensive lateral thinking by the user.

Les Horribres
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Posted: 5th Apr 2006 00:40 Edited at: 5th Apr 2006 04:46
Merry slowly steals the coffee jug, and in one swift move ate all the cake.

What happened to the coffee, no body knows.

We all have our inner noob.
Join the NJL: We have MORE fun!
When in doubt, blame a mod!
uman
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Posted: 5th Apr 2006 10:35
gps,

Your post of : 27th Mar 2006 13:17 Re : Lifts

I have switched my lifts to the kind of workaround as referred to it works fine for my particular set up.

That done I move on - new lightening/electric arc done. Now what else.

uman
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Posted: 10th May 2006 18:05
Not posted anything for a while so heres a single image to show Ive not been doing nothing.

I have spent a lot of time lately on Character AI. 4 characters can be seen in this shot - though there are two others out of sight.

All characters move around the level stopping to interact and talk to the player and also do the same when at an idle position if the player appraoaches.

I have this kind of AI interaction under control now for this level so will move on to hopefully complete the remainder of work to be done in this one. No major technical difficulties seem to remain so I should be able to concenntrate on upadting all content to a finsish and get the lighting in.

I must say I am really glad to get the Characters AI out of the way whcich releases me to get on.

SHOT : Attached : Control Centre : Level 1.

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Nigezu
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Posted: 10th May 2006 19:01
Looks awesome, uman! Keep it up!

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KeithC
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Posted: 10th May 2006 21:06
First time I've looked at your thread in awhile, Uman. Great work; lots of custom stuff going on.

-Keith


shadow demon92
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Posted: 13th May 2006 04:45
NICE! the hands were bad at first but you seemed to fix that. You seem to be making this game pretty fast. Keep it up uman.
Talairina
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Posted: 15th May 2006 05:30
Great work Uman, I spy a AI in the bottom left corner of the shot. He seem's to be 'sitting'. Have you managed to get him sitting or used the animation frames and managed to get it to look like he is sitting?

Tal
NIK
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Posted: 15th May 2006 06:02
Glad to see your work Uman, haven't seen you in a while. Your project is coming along quite nicely.

-NIK

"I would rather die standing up, than live life on my knees" -Che Guevara
Me Self
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Posted: 15th May 2006 10:27
Go Uman good quoilty looks like fun gameplay just everything

uman
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Posted: 15th May 2006 18:08 Edited at: 15th May 2006 18:11
Nigezu,

Cheers mate.

KeithC,

I am trying to use as much custom stuff as I can across the board.

shadow demon92,

The hands and wepon have moved on again now with new texture - I am also using hands and weapon models with the models as split down into constituent parts and when I get the time I will look at animating the various weapon animations with each part moving as it should. One and a half years does not seem to be fast too me and still some time to go on these first levels.

Talairina,

The character sitting is a character which sits and works away with movement using the keyboard and was animated so in Milkshape. Its a model which does one job and one only so its my animation. I imported the chair he sits on to Milkshape to get the positioning etc correct then reomved the chair later. He has a relatively simple animation so its not hard to do in Milkshape. The character is then placed at the right position sitting on the separate chair inside FPSC

Not so animations like walking and its those other more complicated animations that are going to hold me up. I have found that I need to animate from scratch frame by frame all animations in Milkshape to get models working correctly inside FPSC so where I need non default characters to have behaviours and animations which the defaiult does not provide then its a long job. I cannot take a default model and add animation sets as they mess up - so I have to strip out every keyframe - loosing all animation data and start from nothing to get them to work properly in FPSC.

Currently I am working on some simple character facial animation to accompany the characters speech and having some difficulty with that. Not sure that I can get it done correctly - if I can I may post a small vid to show everyone.

NIK,

Thank you

Sunday213,

The level is the pics - is level one - its large and complicated with many varying areas - this last shown above has player interaction with all of the characters however theres little "action". I would like to see more characters and a little more excitment going on - "but the strain on the engine" - I dont know how much further I can push it. Getting a lot of complicated dynamic actions of entities going on all at once in view is hard for the engine to sustain. These characters all have quite large non default AI scripts in order for them to do different things - which requires quite a bit of FPSC engine processing going on all at once.

Perhaps any upgrade when it comes may help with this - hopefully at least it wont make matters worse.

Talairina
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Posted: 16th May 2006 06:58
Uman that's excellent work then. I had thought on doing simple animations for one use character's (Person crawling on a floor, pressing switchs, answering a phone etc) And now youve just basicly gave me the shove I needed to do it since I now know it can be done.

As for the strain on the engine. I wouldent be worried about that just yet. Im sure it will take along more work on your end to the game to a release stage and by then we should either have Riker9 or the promised update to FPSC from TGC (With what ever that may fix or add)

Great work on the project and keep it up.

Tal
uman
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Posted: 16th May 2006 17:46
Talairina,

Its a race who takes the longest TGC or me?

Answer Me.

So you are probably correct as I am in no hurry to complete anything for release - I wont put anything out until its what I am happy with. You will see progress from time time - when all the hard stuff is done and the lighting and last minute stuff goes in thing change visually very quickly and start to look good.

I am not now expecting to see me release anything at least until TGC release an update so I can accommodate any changes or improvements they make into my work.

As to doing your own animations using Fragmotion or Milkshape - its not really hard to do. With both progs - You should be able to take any default FPSC character and use at least the mesh and bones intact and alter them accordingly if necessary.

Unfortunately I am finding I have to strip out all the FPSC keyframes and animations and then animate new ones frame by frame making every frame a keyframe to get them to work correctly in FPSC.

This is not ideal as I am used to using other progs to take models and apply motion capture data files to quickly put together animated sequences of character behaviour.

I cant use that software to animate successfully for FPSC so I have to do it the hard way. The penalty I guess for the inflexiblities and incompatibilities of software in the industry.

Animating frame by frame for use in FPSC is a long, long job.

FredP
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Posted: 17th May 2006 12:30
Uman,
I don't know if I posted here or not but just in case I didn't I wanted to let you know those are some killer screenies.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
uman
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Posted: 17th May 2006 12:48
I has returned,

I thank you.

I am not very happy with a lot of it - just would like to see it all better.

I have decided after around 13 years or more of it that this game making stuff is hard work.

brummel
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Posted: 18th May 2006 12:17
@Uman

If you were God, the Earth would look fabulous.



=ChrisB=
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Posted: 18th May 2006 18:24
uman: Maybe you and I should team up.
uman
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Posted: 18th May 2006 18:33
Antimatter games,

Now you will make my head swell - but thanks for the faith bit.

ChrisB,

Thanks for the kind offer. I dont see how that would would benefit my development?

creator of zombies
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Posted: 31st May 2006 20:51
Nice work uman. All you need to do now is add some lighting to that last screenie you posted and it will look top notch, well done!!!!

ZOMBIES-THE GAME!!! ps- I gave the demo to my mate and he did'nt sleep for a week
uman
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Posted: 16th Jul 2006 00:57
Water is FPSC is a popular subject and some time ago I said I might post some shots of water I was working with so I add a couple below.

I will also post a small video in .wmv format if anyone cares to look at it.

All are of the same area - obviously the video will show much more to advantage. e.g. In the video you can see the animation, hear the water sound and appreciate a little more of the overall effectiveness.

Bear in mind that this level has no lighting so although water in FPSC is not going to be the best available with additional work to improve water and other liquid effects and the addition of light and shadows - in the right situation such elements should be quite acceptable.

As with everything of mine posted this is a work in progress and there are ways to improve most things further however I just wanted to show that with enough effort FPSC can return reasonable results in this area.

In all honesty FPSC could still benefit from some help from TGC in the area of more advanced animated textures and liquids and it would be nice if any update could help this forward a little.

Still on with the show : shots and video below.

Water Screen Shot 1 :

"I am and forever will be your friend"

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uman
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Posted: 16th Jul 2006 00:58
Water Screen Shot 2

"I am and forever will be your friend"

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