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FPSC Classic Work In Progress / WIP - Has full terrain, working fog, grass! What do you think....?

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Neptune
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Posted: 9th Apr 2006 16:14
Here is something we are working on. Its in its very early stages but we are pleased at how it is going as we have terrain that works and also fog!!

Let me know what you think. Cheers.

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Opus Games
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Posted: 9th Apr 2006 17:38
Hi,

That looks really impressive. Do you actually have this working in a built FPSC game? And if so, what sort of frame rates have you been getting?

Cheers, Rich.
Neptune
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Posted: 9th Apr 2006 18:01
Hi Rich,

Thanks Yeah, thats fully working in FPSC and I'm getting about 33fps which is fine. I'll try and post a playable version of that test level a bit later on.
Cheers
Opus Games
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Posted: 9th Apr 2006 18:20 Edited at: 10th Apr 2006 00:23
You're welcome.

I only thing I noticed that didn't quite look right is the tree (with no leaves) nearest the camera in the top shot. The tree trunk looks unusually wider at the bottom than the top and the texture/colouring (possibly due to the nearby lighting) looks more like rock.

Probably wouldn't have even noticed this if the rest of it didn't look so good.

Look forward to the playable version.

Cheers, Rich.
Butter fingers
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Posted: 9th Apr 2006 18:28
That looks really tasty. What did you build the terrain in?

"Guns for show, knives for a pro."
Neptune
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Posted: 9th Apr 2006 18:32
Rich: Yeah, im not too happy with that tree - was my first attempt at a tree! Hmm, does look like rock now you mention it!!

Butter fingers: Thanks. It was built using T.Ed and then the texture was tweaked in Pohtoshop.

Demo coming soon......
K Jah
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Posted: 9th Apr 2006 18:37 Edited at: 9th Apr 2006 18:37
T.Ed - is that an abbreviation or a name? Sorry just not familliar. Also what are your computer specs?

Oh and great screen shot by the way.

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Neptune
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Posted: 9th Apr 2006 18:53
K Jah: Cheers mate. T.Ed stands for Terrain Editor - sold by The Game Creators - have a look on the site under World Building.

We use 3 PCs.

AMD 64 3000 - 1Gb RAM - Dual 6600 SLI
AMD XP 3200 - 1GB RAM - 6800 Ultra
amd XP 2500 - 512Mb RAM - GF4 4200
Neptune
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Posted: 9th Apr 2006 19:27
Well, here is a little playable taster. This is still just an early version and it has a couple of glitches that need sorting:
- Players can easily just slide up the hills and mountains and cheat. This will be fixed so just dont try to climb up a steep hill for now!
- The grassy clumps cannot be walked through yet.

Let me know how it goes or if you cant get it to work.

Also, as this was just quickly put together to show you the test, it just has the default menus (horrid, I know!). Pixel Shaders are enabled so it wont work properly on GF4 or less.

Here is the link : http://www.rcbashing.com/escape.zip
Psycho Warrior
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Posted: 9th Apr 2006 20:41
That was truly spectacular, even for an early taster! The loading time was insane, just took me *7* seconds! (shortest FPSC game loading time ever) And the landscape was huge and greatly detailed! Only thing that caught my attention was the low texture detail, but otherwise, it was a real masterpiece of work.

Even my framerate was smooth 33 fps all the time! It should use a lot more lights though, and the level could be longer.

Anyways, great work!

Benjamin A
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Posted: 9th Apr 2006 20:44
Neptune,

Works fine on a AMD Athlon 2Ghz, Radeon 9600 Pro EZ 256Mb, 1Gb Ram, 33fps all the time.

I love the terrain very good, I like the path you created, that is excellent work!

The texture must be stretched a lot though, doesn't look to good. I'm assuming you imported the terrain from T.ED as a complete terrain or a few huge ones. I did that at first also (I'm not using T.ED though) and noticed that the textures do get stretched a lot and characters didn't always interact with the surroundings as wanted, they fell through the terrains at times.

After playing and experimenting, I decided to use single mountains only and combine them into landscapes. This way the texture looks much better, characters interact better with them and still excellent speed, even with 40x40 tiles levels. I've you like you can explore my findings at my website http://www.aeilkema.dds.nl/mega/index.html

Looking forward to seeing more of your findings and experiments!

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Opus Games
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Posted: 9th Apr 2006 21:22 Edited at: 9th Apr 2006 21:24
Hi,

Had a constant 32 fps on a Atlon64 3200+ 2.0GHz, GeForce 6600GT 128MB, 1GB Ram. Took me about 12 seconds to load.

Overall brilliant, especially since this was put together quickly.

Aside from the points you've already highlighted (climbing hills & rigid grass) I noticed only two things:

1. The electrified gate, as I approached it I moved in closer to read the sign, zap, dead . The field of effect (or its positioning) seemed a little large.

2. When reaching the end of the path the enemy soldier patrolling seemed to be walking with his feet sinking below the environment's surface.

The roving spotlights at the end were a nice touch.

Cheers, Rich.
Neptune
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Posted: 9th Apr 2006 22:05
Thanks for all your great comments guys.

Opus, I did notice the enemy sinking through! It will need tweaking. The reason is that he is sinking through and walking on a normal ground segment - without this he just keeps on sinking (as you say Benjamin, the enemies dont like this terrain at all).

The low texture detail is due to the fact that it is just one large terrain. Its texture is 1024x1024 but i guess that isnt enough for a mesh that size.

I will keep you posted with updates but I only get a couple of hours a week to work on it

Thanks
Nigezu
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Posted: 9th Apr 2006 22:08
Looks great! I'm downloading it now.

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Nigezu
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Posted: 9th Apr 2006 22:24
I downloaded it, played it, and it was damn nice!!!

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SpyDaniel
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Posted: 9th Apr 2006 22:33
Only thing with fpsc and terrains, is that you can walk up sheer cliff faces. I mean, you can walk over the hills, in places you shouldnt be able to. Its the fpsc that allows you to do it.

Good map though.

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brummel
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Posted: 9th Apr 2006 23:31
Put some invisible segments where you dont want the player to walk. Those screenies makes me lick my lips!
neilo
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Posted: 10th Apr 2006 05:22
@Nepture,

How did you get the terrain from T.Ed into FPSC?

Neil
Neptune
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Posted: 10th Apr 2006 11:18
Nigezu: Cheers

Higgins/Antimatter: Yeah that is a bother, but like antimater says, I'll just put in an invisible segment (A block with transparent texture) in so that it stops the player.

Neilo: Its quite straightforward. Just export it as .x with supertexture, convert texture to .jpg or .tga and then create a .fpe file as you would with any other entity. You have to scale it up though as it comes out too small, but a simple: scale = 450 sorts it out nice.
Madwolf
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Posted: 10th Apr 2006 17:27
looking good so far
Havok
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Posted: 10th Apr 2006 23:59
Great job Neptune! Keep up the good work! Any new screenies yet?


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Sinistar
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Posted: 13th Apr 2006 08:54
How do you do fog?
shotgunz
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Posted: 13th Apr 2006 13:31
hi there,

it looks sweet. i am downloading it now.
well done neptune!!
Neptune
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Posted: 13th Apr 2006 20:40
Thanks all,
Im afraid there is no updates yet though - just dont have time at the min

Sinistar: Have a look around the scripting forum, but basically stick the following script in a trigger zone and place it over the playerstart marker. Simple as that!

Les Horribres
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Posted: 14th Apr 2006 03:33
always = stupid. it does nothing, just a blank condition.

I noticed that you have a drain ontop of the building. Why you would want to drain water IN I do not know. lol.

also, turn the grass into an entity, so you can keep collisions off...


Great work being done... Truely Great Work.
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Neptune
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Posted: 14th Apr 2006 14:02
OnePost: I never even noticed the drain!!!

The grass is an entity but what is the best way to turn off collisions on a static entity?

Thanks for the comments
Acolyte Entertainment
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Posted: 14th Apr 2006 17:24
sadly you cant . it needs to be dynamic

brummel
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Posted: 14th Apr 2006 19:21
Use coloff to turn physics off if you didnt know.

Natflash Games
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Posted: 14th Apr 2006 23:57 Edited at: 15th Apr 2006 15:19
Wow That is amazing Great work, I loved the spotlight thing and the really big terrain. Great Stuff

Oh and Runs Very well on a Pentium 4 3.6 Ghz 512 MB RAM and a GeForce 6200 512mb Graphics Card

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Posted: 16th Apr 2006 01:13
The Demo rocked! I am new here, so help me fit in plz. Just bought FPS Creator yesterday.

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Les Horribres
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Posted: 18th Apr 2006 00:32
uhh... if you do the ::coloff,runfpidefault=3
and have the destroy as leavecorpse.fpi you can reduce the number of runing scripts, of course, it isn't like you need to.

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The Game Creator
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Posted: 18th Apr 2006 11:50
Looks great!! But I have GF4 so I can't test. Can somebody make non shader version?
Neptune
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Posted: 21st May 2006 16:59
Hello. Its been a while but here is an update. We have made a second level, inside the bunker of the last one. It take a while to load but give it a go. Its have lots of little puzzles and custom stuff.

Screen shot is attached.

Here is the download of the level... [href]http://www.rcbashing.com/escape2.zip [/href]

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Neptune
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Posted: 21st May 2006 17:00
KIWIDOGGIE
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Posted: 22nd May 2006 01:05
Dude, you kick a** with that terrain. You would make a great gamemaker.






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Me Self
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Posted: 22nd May 2006 04:04 Edited at: 22nd May 2006 04:07
cool
dennisb
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Posted: 22nd May 2006 15:03
My graphics card doesnt support the shaders you use so I couldn't see it as intended. I liked the terrain though. You should test it with more enemies though if you plan on having more than one. I have an outdoor level where I get 33 fps with no enemies. With one enemy it drops to about 29. Than with two or more enemies I get about 26 fps. I tested it with 5 enemies and it stays at about 26. But I only have a 64 mb graphics card and 512 mb of memory. Which was good when I got the computer but they are selling them faster than mine now.

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Michael S
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Posted: 24th May 2006 04:48
Neptune did you use geoscape3d Terrain Editor? If so what did you do to make it usable in FPSC?

Benjamin A
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Posted: 24th May 2006 07:23
The problem with all of this is that the terrain doesn't really work at all, That't the reason only one enemy is being used. Did you also noticed how the enemy is confined to one area only?

You simply cannot use terrains like these in FPSC, but I've explained that before. It lloks stunning, but it has major collision problems. The enemies walk and see right through it and that cause the huge lag in framerate.

So I'll repeat myself.... go smaller. You need to break op your terrains in small sections. That way FPSC will handle the collosion correct again. Enemies will not see through them anymore. Enemies do not walk through them anymore. You framerate will not suffer from design errors anymore.

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Butter fingers
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Posted: 24th May 2006 07:46
why not alpha texture a segment, that way, you can confine the player to a realistic area, and prevent long distance enemies seeing the player through the terrain AND as long as the entities behind the segment are static they'll be drawn even though they're behind the wall...

"Guns for show, knives for a pro."
Neptune
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Posted: 24th May 2006 11:19
Thanks for all the comments again guys.

Butter fingers: hmm, i'll look into that.

Benjamin: Yeah you are right. I can only get the enemies to walk on flat areas and even then i have to put a floor segment slightly under the terrain so they dont fall through!

Eureka: It was done in T.ed which is available to buy on TGC's website. It was then exported as .X and I just turn that into an entity with an fpe file and dropped it in. Takes minutes really.

Oh did anyone download the second level?
Butter fingers
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Posted: 24th May 2006 17:51
Neptune,, I just had an idea, but I don't know if it'll work (all theory and no practice). Why not make the t.ed terrain a segment? You couldn't make it with segmennt editor, but you could easily write a new .FPS file for the terrain segment. That would solve alot of your problems if it worked!

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Neptune
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Posted: 24th May 2006 17:57
Doesnt a segment have to be within a certain size? I dont know. That could stop it working. Would be nice though to have a terrain seg.
Michael S
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Posted: 26th May 2006 04:57
Quote: "It was then exported as .X and I just turn that into an entity with an fpe file and dropped it in"


How do i do i do that?

Neptune
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Posted: 26th May 2006 20:52
Export the .x file and texture (as a jpeg or tga) into a folder in the entities folder within fpsc. In notepad create a new file with a .fpe extension and drop in something like the following:



obviously replace mountain with the name of your files.
You can alter the size by changing the scale value.
Simple as that.
Michael S
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Posted: 28th May 2006 00:21
is there a program i can use to make terrian and use them in FPSC for free?

Neptune
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Posted: 28th May 2006 17:15
Not that im aware of. I use t.ed and also 3d World studio which also exports as .dbo which is great. Its more expensive though.
Candle_
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Posted: 30th May 2006 20:15
Looks really cool, going to download it now and play.

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