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FPSC Classic Work In Progress / [LOCKED] Urban decay

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Slayer_2
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Posted: 9th Mar 2007 16:53
whoa great job on both projects man
Slayer_2

EOT Check it out
http://eliteops.piczo.com
rolfy
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Posted: 9th Mar 2007 17:31
They are both the same game Slayer,you will use a 'dimension gate' of some sort to pass from one world to the other
best rolfy
smith
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Posted: 10th Mar 2007 02:00
Your doing what I'm doing! Just putting heaps of themes together! lol
Looks reaal awesome man.
Im after a urban like level (after the AK warehouse) got any tips on texturing?

Your signature has been erased by a mod because it was too big
rolfy
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Posted: 10th Mar 2007 03:19
Smith,can only suggest you get out the digital camera or maybe invest in a good texture pack.Build the models to suit the textures.
I have recently been experimenting with changing skyboxes during levels,and it is possible,it does however have some strange side effects with the test map in FPSC retaining the sky you change to and not changing back in test levels.
It does change though, at least once.Hope to get this worked out,if not I may have to use a generic sky with fog or something.I want to have night and day levels however but may not work properly.
Inspire
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Posted: 10th Mar 2007 03:25
Woah! I am dying to know how you did that.

Veron
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Posted: 10th Mar 2007 09:37 Edited at: 10th Mar 2007 10:45
That's just awesome. Very nice castle, I know where you got it, I have it too, but I need 7zip to extract it. Well, now i've got an excuse to get 7zip!

Are you going to try to publish this game on completion?

EDIT: Actually, I don't know where you got it, I somehow assumed it would be the same as a castle which I had just finished downloading, screen of it attached.

So, where'd you get the castle, and where'd you get the trees/plants?

Need web design help with PHP or XHTML? E-mail me!
http://veron.sitesled.com Visit Veron! Free games, programs and applications! Made in DBPRO, FPSC, and C++!

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Pertti
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Posted: 10th Mar 2007 12:37
WOW!!! How is that possible with FPSC!? I wouldn't tell if it's FEAR of FPSC
creator of zombies
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Location: UK: West Wales
Posted: 10th Mar 2007 19:26
That looks friggin awsome rolfy. Everything looks so.....professional. If you don't mind me asking,where did you get the textures for the street segments from?


Anyway,great work

COZ

Demon Sun.Coming 2007. Mature gamers Only!!

Mr Makealotofsmoke
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Posted: 10th Mar 2007 22:30
wow
oblivion IV looks good doesnt it...lol....well its not quite oblivion but its damn good
thats some nice work there rolfy keep it up


Ethan
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Posted: 11th Mar 2007 04:54
Does this take place in like a buildingless NYC, because that streetsign in your first bost says "Broadway"
Shadow heart
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Posted: 11th Mar 2007 05:16
amazing! Great work

Graphics Outlet, an outlet for Graphics

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Inverted
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Posted: 11th Mar 2007 06:33
Good work rolfy!


Come take a look!
rolfy
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Posted: 12th Mar 2007 08:07
Cut-scene character.
Animated and with lip-sync,Professor Sixus tells you of your role in the 'Land'and how you came to be there,he offers up clues on how to progress.

RedneckRambo
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Posted: 12th Mar 2007 08:11
That little guy is FREAKING awesome!

smith
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Posted: 12th Mar 2007 08:21
Woooahhh...he looks cool..

Your signature has been erased by a mod because it was too big
filya
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Posted: 12th Mar 2007 08:49
This is just wonderful rolfy, simply wonderful

Now this is what I would call professional!! Video please

-- game dev is fun...but taking up too much time --
Zilla
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Posted: 12th Mar 2007 10:01 Edited at: 12th Mar 2007 12:49
holy moly rol(f)y poly!

this stuff is one of the best that i have seen so far. i remember the hype in this forum when alia (forum user dimoxinil) announced their "pro pack" with urban models. after a while they got flamed because they just showed screenshots and never gave anything to the community (for free) and now - according to the fpsc-newsletter - they produce an interesting cartoon fpsc-game. but that's another story... your stuff is just amazing! i can't wait to see more!

but i also have a technical question, because i often have problems with transparency in fpsc: how does the mesh of your window and the lightbeams look like (-> see attachment)? it could help me a lot if you were posting a screenshot of the wireframe of this window and the corresponding light shaft or even a part of the model itself, so that i could study it.

of course i know how to apply transparency (alpha channels etc.) especially on static object, but sometimes i encounter these artefacts that resolve from overlapping polys in the mesh. maybe you remember your help and bond1's solution to my problem in this thread:
http://forum.thegamecreators.com/?m=forum_view&t=94959&b=24
but i really loved to see you solution for the lightshaft of your window.

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Komet
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Posted: 12th Mar 2007 14:44
rolfy, what kind of windows are you using and roughly how many for the level you made screenshots of?
Locrian
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Location: Burton Mi.
Posted: 12th Mar 2007 17:47
Great work Rolfy. I have to ask though, are you using items you created for some of your graphic novel work? I have no idea how your cranking out so many items in such a short time....Perhaps I just suck really bad, and don't get the time/workflow of a more professional person.
Komet
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Posted: 12th Mar 2007 18:10
Quote: "Perhaps I just suck really bad, and don't get the time/workflow of a more professional person."


I think he employs a team of artistic Elves
filya
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Posted: 12th Mar 2007 19:18
don't ask Loc...don't ask!!!

psst...Elven magic rolfy would say

-- game dev is fun...but taking up too much time --
Zilla
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Posted: 12th Mar 2007 21:15
or maybe rolfy is a dotcom-billionaire, that doesn't have to work anymore because he sold his company to google, is now bored of sailing through the carribean, isn't interested in vip-parties and groupies and is creating fpsc-models of spiders, butchers, dragons, terrrains, robots, barbarians, pitcrawlers, clowns, gunslingers etc. the whole day long and just for fun.
rolfy
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Posted: 12th Mar 2007 22:21 Edited at: 18th Apr 2007 19:55
Creating architecture is a lot easier than characters,most of this stuff is no more than simple boxes and planes.
I can work pretty fast,I have always worked freelance and you have to be light on your toes to meet deadlines.The kerb drawings you referred to in another post are done in a few hours,I used to do 9' canvas portraits (of the famous) in the nightclubs in around 30-40mins as an 'act'.
I have also worked a lot in theatre,creating sets and designing lighting,did the lighting for a lot of big bands too when they appeared in my town,Faithless,Orbital,Iggy Pop (shameless name dropping) to name a few,so I guess a lot of this means I dont have to think too hard about some of these aspects when creating scenes for FPSC.
The little guy above was created some time ago,Didn't take too long to create the scenery and light it,I will be reducing his poly count,only 16000 for now,so he can appear in-game.
I wouldn't be doing this if not for yourself and s4's Vishnu

zilla,the lightrays are a decal,I was using Butter fingers Lyte/fx.
I had to create my own decal,no offence butters,it's just that I had to make it suit the level better by changing the colour and I wanted it to appear a lot smoother.
No I am not a Billionaire,would be nice

filya,I will create a video fairly soon.I want to get everything in place to create a proper trailer.The voice overs,music and sound f/x to name but a few of the things still to be done.
Created a quick test render of the prof in scene,in post below.

About the plants etc.
The flowers,grass and trees are simply renders against blue screen,I use Speedtree,taken into photoshop and given transparent layer.They are then applied to a plane.

Below is a couple of wireframes of the buildings to show how simple they are. Plus a little Elven magic







All of the stuff I have given away on the forums has been lttle experiments.I will be putting all my best work,and the time into creating it, into this game.
The screenshots so far are just me getting some objects into FPSC,and will be worked on some more,adding more detail.There is also the gameplay with puzzles and characters to populate it all.So it wont be finished overnight:I expect this thread will run even longer than Sinnin'Soul..
The plot and storyline are coming together as I create scenes and characters,this is kinda the wrong way to go about creating a story,but its working for me,interesting to see it all unfold as it goes along.I do have a good writer to hand who will bounce ideas with me.
rolfy
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Posted: 13th Mar 2007 05:09 Edited at: 13th Mar 2007 08:51
Did a bit more work on the Keep,could be used as cut scene,demo reel or intro to level.As shown above I have most of this already in FPSC,I reckon by using low res distant mountains,the sky box and a few large transparent planes this could be got into the game in some form.



Or am I being too ambitious?,I'll have a darn good try.

Also,a test render of the Prof' in scene,no audio yet,he has a cold.


http://www.youtube.com/watch?v=Sa8vc-8-PWw
Locrian
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Posted: 13th Mar 2007 20:33
Sexy. I like it built into a mountain better myself. Takes any preception of size away from the player as well, as it could fill the entire mountain or just a portion. Also the direction in which the player would head would become clouded soon after entering.

Nice render
Loc
Chimera
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Posted: 13th Mar 2007 21:05
Finally something worth looking at :o

I stopped using FPSC cos mostly well...crap came out of it. So I went over to using engines from existing games. But once in a while I come back and your work is BY FAR the best I've seen around here. It's unique and got a lot of detail, I like it very much.
Komet
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Posted: 13th Mar 2007 21:38
You know rolfy, this game deserves to be in HMV for sale, it's an inspiration to me anyway.
darimc
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Posted: 13th Mar 2007 22:55
omg, this is awesome.

go to:
www.freewebs.com/futurefps
www.chainoffreedom.com.piczo.com
darimc
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Posted: 13th Mar 2007 23:04
@Veron, that castle that you downloaded is mine, thanks for downloading and to extract it use zip genius.

go to:
www.freewebs.com/futurefps
www.chainoffreedom.com.piczo.com
Veron
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Posted: 14th Mar 2007 05:03
Really? That's alright, yeah, I just realised that it was ZipGenius, I have no idea how I mixed that up with 7zip!

Rolfy, you continue to amaze me, can't wait until it's release, do you intend to sell/publish this?

Need web design help with PHP or XHTML? E-mail me!
http://veron.sitesled.com Visit Veron! Free games, programs and applications! Made in DBPRO, FPSC, and C++!
rolfy
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Posted: 15th Mar 2007 06:04
The above in-game,baked the textures and lightmaps in Max so this scene requires no lights,I just used the ambient lighting.





filya
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Posted: 15th Mar 2007 06:07
sure saves you the hassle of placing lights in FPSC and hoping for a great look

looks awesome rolfy. You are doing an excellent job on your game!!!

-- game dev is fun...but taking up too much time --
RedneckRambo
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Posted: 15th Mar 2007 06:08
Oh my God! That is amazing. Honestly, if it wasn't for the HUD and the numbers on the bottom, I couldn't tell you what is the original picture or the FPSC picture.

I have to say for my opinion, your work surpasses any others I've seen. This is the best looking work I've seen.

AlanC
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Posted: 15th Mar 2007 06:13
Thats looks like the best FPSC created game ever! Too bad It will probly lag a lot



RedneckRambo
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Posted: 15th Mar 2007 06:19
He didn't go any lower than 31 FPS. So it probably won't lag. Unless of course he has a super computer.

rolfy
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Posted: 15th Mar 2007 06:19 Edited at: 15th Mar 2007 06:43
@AlanC,If you look closely you will see that I get no less than 31fps in this level,I have spent a lot of time optimising my models.
The urban level is 31-33fps with no lag or collision problems.
Nope I dont have a super computer,quite the reverse.

1599Mhz AMD
1gig ram
nvidia geforce 5200
My laptop has better specs than this thing I am using.

Quote: "sure saves you the hassle of placing lights in FPSC and hoping for a great look"

Filya, the reason I did it this way is that it looks kinda phony trying to create cast shadows for an outdoor scene with the limited lighting capabilities of FPSC,dark lights is a big improvement,but with no directional lighting and no way to increase the attenuation it just looks incorrect when you place a lot of lights in an attempt at daylight.
RedneckRambo
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Posted: 15th Mar 2007 06:24
Oh yeah, I beat you to it Rolfy, lol. We posted at like the exact same time.

Locrian
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Posted: 15th Mar 2007 06:59
By far the best work I've seen around. Heh, maybe I should figure out baking casue that looks great. Errant didn't seem to like baking so I figured I try his way and deal with textures, but thats so pretty you can't pass it up.
rolfy
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Posted: 15th Mar 2007 07:13 Edited at: 15th Mar 2007 07:15
Loc,Errant probably talking in the case of some model types,such as weapons.Baking has it's role to play in the right context,The texture sizes have to be pretty large tho'.I am outputting 2048x2048 textures in this case,due to the size of the landscapes,otherwise they will look kinda rough.
tweaK
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Posted: 15th Mar 2007 09:34
your work is amazing... i love those buildings in the first post =) and that's a very nice texturing job you did too... keep it up =)

...I can't really say anything about the game I'm working on since I don't have enough of the game complete to show it to the public =)...
tj990
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Posted: 15th Mar 2007 10:28
DAMN THATS GOOD!
Very smart idea for the lighting.
Keep it up.

filya
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Posted: 15th Mar 2007 16:26
Quote: "Filya, the reason I did it this way is that it looks kinda phony trying to create cast shadows for an outdoor scene with the limited lighting capabilities of FPSC"


bang on!!
it's impossible to work out a day scene without making everything look flat
Place too many light sources and you have shadows in all directions. Place too few looks wierder with only a few things casting shadows. Place no lights, and it looks more like a 2D wallpaper than a 3D model.
No wonder most of my screenies are night scenes

-- game dev is fun...but taking up too much time --
rolfy
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Posted: 15th Mar 2007 18:24
Yup! I was gonna use texture baking for my scenes before Dark lights,you can get different shadow effects in Max not to mention the daylight system,which are so much more realistic.
Red Ocktober
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Posted: 15th Mar 2007 18:59
absolutely impressive stuff rolfy... your artwork is subperb...

this one definitely goes up there with the great fpsc creations, on visuals alone...

bookmarked...

--Mike
DOMRAY
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Posted: 16th Mar 2007 02:53
medieval masterpiece.amazing work hats off to you.

It's better to Burn Out than to Fade away.Victor Kruger/The Kurgan
rolfy
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Posted: 17th Mar 2007 01:48 Edited at: 19th Mar 2007 08:16
Winged lesser demon character.
2264 poly's.




DOMRAY
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Posted: 17th Mar 2007 06:04
i love it i am going to have to give you 5 out of 5 giblets for that one



It's better to Burn Out than to Fade away.Victor Kruger/The Kurgan
Hello World
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Posted: 17th Mar 2007 09:56
This is awesome,especially the light effects.looks better than the 3d engine from thiefIII
and YES,I am a bit jealous

The Ossis are coming back!!!
Inspire
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Posted: 17th Mar 2007 12:18
That is one tasty model you got there, rolfy.

Zdrok
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Posted: 17th Mar 2007 18:31
Hey Rolfy, can I eat your winged thing? LOL, just kiddin'.

Looks good, Rolfy. The game and the character.

I've gotta play with MP6 again!

Failure to Cooperate
A game set during a war against rebels
Arriving 2007

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