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FPSC Classic Models and Media / Free Laboratory Pack Coming Soon!

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Luke314pi
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Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 27th Oct 2006 19:07
The game I am working on has several laboratories in it, so I needed to create some more equipment to fill these laboratories. I figured the community could benefit from this as well, so I am making a free model pack with five pieces of laboratory equipment. These are all modeled after real lab equipment at my wife's college.

Here is a picture of the first item, a Binary Gradient System:



I am trying to finish my game before Christmas, so I am running short on time. I expect this pack to be finished within one week.

I look forward to your comments.

KeithC
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Location: Michigan
Posted: 27th Oct 2006 19:15
Looks good; should be a nice pack when it's done.


xplosys
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Playing: FPSC Multiplayer Games
Posted: 27th Oct 2006 19:18
Great idea and greatly appreciated.

Thanks in advance.

Best.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

filya
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Location: USA
Posted: 27th Oct 2006 19:57
luke, looks nice.

But one suggestion. I have found that objects which are light in colour appear too bright in game.

For example, this same model you have made, if you try to use in a game where there is a lot of light (like a well lit room or outdoors) you will see the texture as a almost flat white color.

So try making the color a tad darker (shades of gray?) so it will appear better in well lit rooms.

Just a suggestion.

-- n00b at playing games...and now at making em too :p --
Luke314pi
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Location: Minneapolis, MN
Posted: 27th Oct 2006 20:16
That is a good suggestion. I will play round with the brightness of the texture and test it out in a few different environments.

Thanks!

xplosys
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Playing: FPSC Multiplayer Games
Posted: 27th Oct 2006 21:45
I wouldn't worry too much about it. It's simple enough for the end user to adjust the brightness, contrast, color, noise, etc of the texture file to make the model fit their scene.

Best.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

filya
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Posted: 27th Oct 2006 21:55
xplosys, that suggestion was for Luke since he said he would be using this model in his game.

-- n00b at playing games...and now at making em too :p --
Robh22
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Location: Hell, NY
Posted: 27th Oct 2006 21:59
awsome! Thank you so much!
xplosys
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Playing: FPSC Multiplayer Games
Posted: 27th Oct 2006 23:05
filya,

Yeah, I guess I've seen too many people complaining about something they get for free and I was thinking you wanted it darker. My bad.

Best.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

filya
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Posted: 28th Oct 2006 00:39
No prob xplosys. I have not been here long, and already noticed that. I am sure you have had more than your share of those people

-- n00b at playing games...and now at making em too :p --
Zaibatsu
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Location: Lost in Thought
Posted: 28th Oct 2006 01:19
That look good. this is the type of stuff i recomend when people are asking what to make.

Quote: "Dude4Eva"


I find your signature amusing.

"If it weren't for monsoor here, this town wouldn't be here, and that kid would never grow up to lie about texas!"
s4real
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Posted: 28th Oct 2006 01:54
Yeah looking well good.

Im a wizz at texturing toilets
Jon Fletcher
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Location: Taunton, UK
Posted: 28th Oct 2006 02:23 Edited at: 28th Oct 2006 02:24
looks nice! if you can, render some Ambient occlusion onto that binary gradient system, seems a bit ambient


Luke314pi
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Posted: 28th Oct 2006 02:50 Edited at: 28th Oct 2006 03:05
Thanks for the tip Jon! Now I just have to figure out what that means...

Candle_
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Posted: 28th Oct 2006 03:03
Look forward to it.

Jon Fletcher
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Posted: 28th Oct 2006 03:59
Quote: "Thanks for the tip Jon! Now I just have to figure out what that means... "


ambient occlusion is the default fall of shadows, under pretty much any lighting condition, hence the term ambient "occlusion" removing ambience from the model, where it need not be in such high quantity. (e.g. secluded corners)

if you have heard of "clay rendering" it is the same method.

what modeling software are you working with?


Candle_
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Posted: 28th Oct 2006 04:06
Quote: "ambient occlusion is the default fall of shadows, under pretty much any lighting condition, hence the term ambient "occlusion" removing ambience from the model, where it need not be in such high quantity. (e.g. secluded corners)"


Don't know how you guys do it but glad you do.

Luke314pi
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Posted: 29th Oct 2006 06:26
Jon, I am using Milkshape. Should I lower the ambient level then? I'm not even sure what the difference is between the ambient, diffuse, specular, and emissive levels.

Jonno
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Posted: 29th Oct 2006 07:49
Yes, you can muke about with all of them. I ussually make mine heaps bright so I can actually see the texture on both sides..

filya
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Posted: 29th Oct 2006 08:41
@ luke

ambient >> color that would appear in the shadowed region
diffuse >> actual color of the material
specular >> color that appears when light falls on it
emissive >> color that the object gives off

-- n00b at playing games...and now at making em too :p --
Luke314pi
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Posted: 29th Oct 2006 13:19
Thanks for the info

Spudling
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Posted: 29th Oct 2006 19:00
Looks good and quite well textured.

Keep up the work

Was Hi! but Hi! Was gettin a little iritating
Mr Love
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Playing: MAFIA 2
Posted: 29th Oct 2006 22:45
Looks pretty good.. Just dont forget that single colours dont have any shading in fpsc...


I want to see a FPSC Professional! And lets make it REALLY expensive this time......

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