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FPSC Classic Models and Media / Big Boss, Level&Character WIP thread

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Butter fingers
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Location: Mecca
Posted: 16th Dec 2006 04:44
I decided to try and make a boss level.

I wanted to push FPSC a little. Make it do something big and grand. I started off making this HUGE monument type level that came out of a colliseum. When I finished mapping I was still hitting 32fps, so I thought I'd just add one enemy to the level and hope the FPS stayed High.

That one enemy is a 30 foot Demon called Parsus.

I've been workin on him for the last 6 hours, and this is how it's going. He's fully animated, and his gun will shoot with muzzleflash at the player. he can also swipe attack (his fist is the size of a car).

Although the texture is all but finished (want to add some details) it'll be a while before he's in game, I have to get him to export propperly (having some issues), then after that get a custom script going.
I'm pretty proud of this guy, spent a very long time modelling and UV mapping.

I'll be giving the level and character away free when I'm done, as an example.

Comments and Crit welcome.

oh and PS, he's only waist up as here appears over the edge of a wall, so you can't see his legs anyway!

Screenies

1.The level so far...


2.PARSUS. One big pose and a bunch of others.
(Hope you like the weapon....lets call it the "jaws of death"...!)



Locrian
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Location: Burton Mi.
Posted: 16th Dec 2006 05:04
OK thats just bizzar.....Are we off our meds again Butter?

Hehe, coo man
Loc
C_Coffie
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Posted: 16th Dec 2006 06:58
Butters remember crack is bad for you lol!!!!

Zaibatsu
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Location: Lost in Thought
Posted: 16th Dec 2006 07:17
nice job.

thats one mighty fine looking gun heres got there...

"If it weren't for monsoor here, this town wouldn't be here, and that kid would never grow up to lie about texas!"
phil17
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Posted: 16th Dec 2006 12:58
Looking good.

When I step into this library, I cannot understand why I ever step out of it.
Butter fingers
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Posted: 16th Dec 2006 13:01
Definately off the meds.

just a question.... why all the drug comments?! What is so trippy about this guy?

C'mon folks, say something!

tyrano man
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Location: Battle City - Kalspher :)
Posted: 16th Dec 2006 13:46 Edited at: 16th Dec 2006 13:47
um one problem... ive tried big charachters and they dont seem to work too well. FPSC has trouble with anything over 1 layer in hieght, so he may not work.

set his health to 1 and give yourself a gun with unlimited ammo- it will take about 1000 shots to actually recognise a hit.

gw:tyrano man-lvl 20 E/Mo
tyrano man kill-Lvl 8 W/Mo
rs:tyrano man 2-lvl 68
Screwed Over
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Posted: 16th Dec 2006 13:50
Quote: " it will take about 1000 shots to actually recognise a hit"


wow! really?! there go my dreams of this massive 10 story high killer machine , ah well.

anyways, thats cool butters, abstract and slightly creepy in the dark, but cool! and did you mean to make him look all "" or not??

-
SO


[b]"Its not my fault you're noob, its yours!!"[b]
tyrano man
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Location: Battle City - Kalspher :)
Posted: 16th Dec 2006 13:56
Ive thought of one way to do it!

you could have a 1X1X1 transparent cube and place it in the head or whatever.

then put a destroy script for the big boss to be destroyed!

i think this may be the only solution.

gw:tyrano man-lvl 20 E/Mo
tyrano man kill-Lvl 8 W/Mo
rs:tyrano man 2-lvl 68
Butter fingers
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Posted: 16th Dec 2006 15:00
Hey tyrano, thanks for the info, I was already aware of the issue you're pointing out. I think this problem is more to do with how you export the model, than with FPSC itself.

If you scale a model to 1000x it's size, it has real problems with hit detection, but my giant defense gun (2 segments) was modelled at 200 units, and has no trouble with hit detection.

I'm kinda using something similar to your suggestion, and having it so you have to destroy a floating invisible entity overlapping his head (representing his weakpoint).

Screwed over, cheers man, and yeah his face is a bit because I kinda wanted him to look... I don't know... like a tortured golem? Kinda like those cursed souls in greek mythology...

Errant AI
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Posted: 16th Dec 2006 15:22
Lovin it, Butters. If anyone can pull off a massive, headshotable boss, its you.

There's something very dentata going on here
tyrano man
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Location: Battle City - Kalspher :)
Posted: 16th Dec 2006 15:28
oh right maybe it is the way u scale it.

cos when i did it i scaled a normal size person to 3 times the size.

any way good luck with the head shot thing

gw:tyrano man-lvl 20 E/Mo
tyrano man kill-Lvl 8 W/Mo
rs:tyrano man 2-lvl 68
Butter fingers
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Posted: 16th Dec 2006 15:41
I'm gonna get back on it now....I've been setting up my new christmas present to myself...dual core... 512mb graphics card.....2gb DDR2 ram....only thing is...I forgot to buy a new HDD. Got it all set up and turned it on and was like....[MOD Edit]

bob momento
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Posted: 16th Dec 2006 16:42
ohh butters, remember when i sent u that email about a big boss fight? this would work perfectly.
-Bobmomento

"Sharp like blades"
Cut scenes
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Posted: 16th Dec 2006 17:56
hey wait doesnt that mean we can set up location damage on regular chars. YES finally i sniper headshot level!!

"People are easier to search when they're dead."--Captain Barbosa
rolfy
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Posted: 16th Dec 2006 17:57 Edited at: 16th Dec 2006 18:19
Butter Fingers that is truly different,I wonder if the headshot idea would work with the other stock characters,it would be ideal to be able to attach one entity to another in fpsc,maybe someday,you could have something there.
As tyrano said problems can occur with very large entities but since you have modeled the demon to scale it will work.

Reminds me of the ps2 game Collosus (I think that was what it was called) which was superb.
tyrano man
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Posted: 16th Dec 2006 18:27
yer theres only one problem with having this for every entity, is that you need double the models to be rendered; and it will have to be dynamic to follow the same path as the charachter.

gw:tyrano man-lvl 20 E/Mo
tyrano man kill-Lvl 8 W/Mo
rs:tyrano man 2-lvl 68
rolfy
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Posted: 16th Dec 2006 18:33
Quote: "having it so you have to destroy a floating invisible entity overlapping his head (representing his weakpoint)"

This is the part I was referring to.
tyrano man
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Posted: 16th Dec 2006 18:36
yer that what i was refering to aswell... its still another entity.

gw:tyrano man-lvl 20 E/Mo
tyrano man kill-Lvl 8 W/Mo
rs:tyrano man 2-lvl 68
Caleb5316
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Posted: 16th Dec 2006 19:05
Butters Fingers,

great model, will make for a major boss to defeat in your games!
As for the gun/weapon, I would have maybe modeled it differently since it still looks a bit too modern to fit with the mythological theme.
How about wielding a massive rod / trident with the jaw structure on top that fires lighting bolts instead?
Other than that it is magnificent!
Cheers,

Caleb
Linik
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Posted: 17th Dec 2006 04:45
reminds me of a creature from the origanal Alone in the dark.

are we going to be able to download it for free when its done?

www.futurecast.co.nr
we know the true meaning of old style games!
Butter fingers
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Posted: 17th Dec 2006 11:42
Quote: "I'll be giving the level and character away free when I'm done, as an example."


First post.

WuTang
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Location: England , Cheshire
Posted: 17th Dec 2006 18:39
Sweet butters very nice could add alot to peoples story lines

P.s What modeling software do you use ?

AaronG
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Posted: 17th Dec 2006 18:53
he uses Maya.

FredP
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Posted: 17th Dec 2006 20:49
Nice work,Butters.

tyrano man
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Posted: 18th Dec 2006 18:31
cos this is such good usefull work and this subject comes up quite often im ganna bump this to stop it from going to the place of no return! (page 2)

gw:tyrano man-lvl 20 E/Mo
tyrano man kill-Lvl 8 W/Mo
rs:tyrano man 2-lvl 68
WuTang
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Posted: 18th Dec 2006 18:40
kk Good bump tyrano man now ive had another look the map design is awsome on the top screeny although it says 6 fps is that the character or the huge map

P.S. I looked on maya site could someone post me a link to the modeler that peeps use on it !! Ty

rolfy
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Posted: 20th Dec 2006 01:51 Edited at: 20th Dec 2006 01:55
Butter fingers, concerning fps. What kind of entities are you using for your map? I have a pillars entity (Greek style) which is really low poly,you could scale it in the editor to suit,or I could scale it in Max to whatever proportions you like.Let me know if you want it.
You can see it in the vid I posted of the creature,there are sixteen of these in map + character,still hovers around 31-32fps.

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