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True Existance. getting back on track

Posted: Thu Oct 11, 2007 10:14 pm
by fps
I am not releasing the name or the plot quite yet, but i will tell you that its big, complicated, intricate, and otherwise a very large project.
it took me 4 years of messing around with rf to gain some focus and now i have some screenshots for you.
I really like the plot. ive always been a good story teller and i really think that this is the most moving story i could write for a game in rf.
for one thing, the plot is origional and to a great degree. even if the action is mostly the same as many shooters.
i really am working on my presentation of the story because it is so deep that i could probably ruin it with poor presentation and game play.
the levels are also giving me trouble, as they are complex but need to run smoothly. any ideas on what could help there.
as you will notice, these are WIP shots and some models need to have their origins fixed. These shots arent exactly up to date ethier so.... there... you .. go i guess. :? i think thats everything. i hope these post.
thanks,
fps

damn, i cant get get them to post on the message itself.
wahst the code for that.
I'll attach them for now. enjoy

Posted: Thu Oct 11, 2007 10:29 pm
by Ryan
Looks awesome dude, one suggestion, the last picture looks like its ground textures to big to scale. I would try making that texture a little smaller

Posted: Thu Oct 11, 2007 11:47 pm
by fps
i dont understand what you mean by "to big to scale.".
do you mean too large to use image scaling in the level editor, or do you mean that the image is simply too large scale?
i used that photorealistic pack so many of the textures were pretty large.
are large textures or small textures better. do you know which one would make my levels look better?

thanks for you imput,
fps

Posted: Fri Oct 12, 2007 5:38 am
by darksmaster923
did you make the guns urself or?

Posted: Fri Oct 12, 2007 6:05 am
by Ryan
fps wrote:i dont understand what you mean by "to big to scale.".
do you mean too large to use image scaling in the level editor, or do you mean that the image is simply too large scale?
i used that photorealistic pack so many of the textures were pretty large.
are large textures or small textures better. do you know which one would make my levels look better?

thanks for you imput,
fps
No I just meant you could use the "pagedown" texture resizing in RF to make the textures a bit more to scale. The rocks and ground look like they are much larger then they should be. At least to my eys.... :?:
Looks good besides though! Awesome weps!

Posted: Fri Oct 12, 2007 10:12 am
by Juutis
Great work! Finally something about your big secret project! I've been waiting for this. :)

I agree that you could scale some of the textures down a bit. The ground texture as Ryan already said, and somehow the texture of the tower looks weird. Maybe scaling it down would make it look better. Anyway, nice job there. Keep it up. :D

The weapons look a little counter-strikish. Excellent work, if you made them yourself. They're a bit dark, though.

Posted: Fri Oct 12, 2007 2:03 pm
by fps
the textures are mostly in place as place holders untill i can get my hands on a better ones.
some of the weapons in the game are mine but the ones here are from places like fps banana, "the specialists" and such. i did mostly the animation bit but i am going to go back and redo them later.
they look a bit dark here because i dont quite understand the good methods of lighting a level properly. yet. like i said WIP.

unfourtionatly there are a lot of things here that you cant capture with a screenshot. like the interactions with the enviroment and the sound work which i spent a long time working on.
same with different scripting elementts that are still buggered up so i dont even want to take screenshots of them.

Posted: Fri Oct 12, 2007 2:36 pm
by steven8
I didn't think that ground texture looks too big. It is so easy to downsize these textures, then they have no 'roughness'. I think things look really good, fps. The geometry looks really cool!! Keep it up. :D

Posted: Fri Oct 12, 2007 7:10 pm
by fps
thanks everybody. i am really pleased that you all like the shots. mabey ill do some more of the more interesting stuff.
i do have a question about geometry. my geometry is all made up of th standard prefab objects. is there a tool or somthing that will allow me to make more realistic gometric shapes that can actually be used in my game without causing major frame rate problems?

Posted: Sat Oct 13, 2007 5:19 am
by steven8
fps wrote:thanks everybody. i am really pleased that you all like the shots. mabey ill do some more of the more interesting stuff.
i do have a question about geometry. my geometry is all made up of th standard prefab objects. is there a tool or somthing that will allow me to make more realistic gometric shapes that can actually be used in my game without causing major frame rate problems?
You can model in Milkshape to create staticmeshentities, but they will just be static. For geometry to walk in and so forth, you need to make in one of our editors.

Well, let me add to that, that staticmeshmesh enities can be interacted with. Pushed and such, but you can't make buildings the player can enter.

Posted: Sat Oct 13, 2007 5:24 am
by darksmaster923
it looks like a magical game with sweet and tasty wonders inside!

Posted: Sat Oct 13, 2007 12:34 pm
by bernie
You can model in Milkshape to create staticmeshentities, but they will just be static. For geometry to walk in and so forth, you need to make in one of our editors.

Well, let me add to that, that staticmeshmesh enities can be interacted with. Pushed and such, but you can't make buildings the player can enter.
But you can make models of buildings and use them as static entity proxy. Make them no collision and build the collision using clip brushes (only use the ones you actually need) . You can then enter the building. You get faster frame rate and graphics using this method. I use this method for my pub, church and cottage in my game. It's been done before by someone on this forum but I can't remember who.

Posted: Sat Oct 13, 2007 12:49 pm
by steven8
bernie wrote:
You can model in Milkshape to create staticmeshentities, but they will just be static. For geometry to walk in and so forth, you need to make in one of our editors.

Well, let me add to that, that staticmeshmesh enities can be interacted with. Pushed and such, but you can't make buildings the player can enter.
But you can make models of buildings and use them as static entity proxy. Make them no collision and build the collision using clip brushes (only use the ones you actually need) . You can then enter the building. You get faster frame rate and graphics using this method. I use this method for my pub, church and cottage in my game. It's been done before by someone on this forum but I can't remember who.
Most excellent bernie. I hadn't thought of that. There you go. . .that's many heads put together!!

Posted: Sat Oct 13, 2007 1:00 pm
by bernie
Yeah I just remembered who it was ... Tabulanis see this thread:
http://www.realityfactory.info/forum/vi ... ight=#5496
He was an absolute whizz with textures. I wonder what happened to him?

Posted: Tue Oct 16, 2007 5:35 pm
by fps
will it be difficult to model the buildings structure inthe level editor considering i will be doing it inside the stactic entity?
this sounds like a really great idea but i might have a problem though.
everytime i try to add a static entity (i tried a fire hydrant) it crashes my level after i compile. then i have to hide the actor somewere else before i can reopen my level. what could i be doing wrong.
any ideas.

thanks,
fps