Hi folks,
Because of my work, i did not have time to post here on the forums anymore, however, i always keep an eye through FPSCR Forums and Lee`s Blog.
First of all, what i can say is that FPSCR is a very good and solid product, an awesome piece of software, indeed it is.
Lee comented that people made bad comments about FPSCR and saying it is not very good, the graphics are outdated, and so on.
Ok, let`s go:
I think that those guys who made these comments, indeed, they don't understand really what means a game engine (i am not making offensive comments here).
People must understand that what makes a game`s graphic look beautifull is not the engine itself, but the artist`s skill to create good graphics (modelling, texturing and animation).
Also people made comparisons between FPSCR and Titanfall`s graphics. But i ask, how can you compare a game`s graphics with an Engine?
What i think, in my humble opinion, is that what those guys want, it`s not a game engine, they want a Next-Gen Awesome Graphical Game and use it as a base to their creations. In resume, those guys who say FPSCR graphics are not good, they don`t want a Game Engine, they want a Game with Modding Tools.
I came from the Modding Community, a have made a lot of custom maps for Counter Strike Source and other Source Engine Games, and also some maps for Unreal Tournament III.
So if you guys want Titanfall`s graphics, so ask the Titanfall developers to release the Mod Tools for their game, so you can use it`s nex-gen graphics to make whatever you want (i doubt developers will allow more than the creation of custom maps).
I say, yes, if you have very good artistic skills, you can even beat Titanfall graphics, why not? You model, texture, animate and so on. If the lighting system on FPSCR is not very sophisticated yet, you can do like a lot of guys here used to do, like Rolfy, make all your lighting environment inside 3dsmax (or other software), and use baked shadows then export again to FPSCR. There are no limits, because FPSCR will render what you place on your screen, so, the graphics are up to you, and not to FPSCR.
If you don`t have skills, so hire a professional artist to make the models for you, or you can purchase some cool models from turbosquid, or even from FPSCR store.
I have seen lee comenting about Counter Strike Global and that FPSCR graphics are close to it.
I can say even more.
I can yes port an entire level from Counter Strike Global and import it inside FPSCR, i can rip (using a lot of Modding Tools) all the characters, animations, weapons, particles effect, level geometry, maps, sounds, textures, normal maps and reconstruct it inside FPSCR.
I can recreate Counter Strike Global inside FPSCR (but off course because of legal issues i may never do it, maybe, only to show off FPSCR power).
A proof of concept is that i have done it in FPSC Classic. On that time i did not reveal that i have ripped that level from another game, but yes, i have done it (just for studying purposes, i did not provide any download link, so i did not commit any crime).
I have converted the map Phantom Fury from Kumawar II game (a Source Engine Game) to FPS Classic. Take a look at this thread:
http://forum.thegamecreators.com/?m=forum_view&t=208457&b=21
Now take a look at some screenshots from the original game from which i ripped the level (attached below).
So what that means, is that a games graphic will be as good as your skills to do this. We have in this community very talented guys like Rolfy, Wolf, Bond1, Wizard of id, Henry, Nomad Soul, Ertlov, and a lot of other artist`s whose names i don`t remember, but they do have skills to create some very cool models and visuals.
In short words, you want Titanfall`s graphics, fine, make them by yourself, because not FPSCR, not Unity, not Unreal Engine 4, not any game engine will do it for you.
So for Lee and all other TGC staff who are developing FPSC, you should do:
1- Do not focus in graphics, i think FPSCR Render Engine is fine
2- Give the right tools to us create good visuals, especially lighting. I think FPSCR should have more light options, not just light marker. I mean, omni light, directional light, spot light, sunlight. Also i think you should implement a Global Illumination Solver to FPSCR Lightmapping system. I am sure there are a lot of open-source global illumination rendereres that may be integrated into FPSCR (like http://www.kevinbeason.com/smallpt/)
3- Focus on game play features, like Mission Objectives System, very smart A.I that runs, cover, shoots, follows the player, and so on.
4- Also about animation, i think FPSCR reloaded standard animations are fine, because, anyone who is not satisfied with FPSCR animations, can use Mocap files and create his own set of custom animation
5- The most essential feature is the ability to import geometry models to be used for the level (buildings, custom terrain, walls, houses, and so on) also with the ability to have a custom model for collision detection (just like Unreal Engine), so getting rid of the worst bug of FPSC Classic, which is the problem with poly collision.
6- Focus on performance, because the Escape level run very slow on my PC with Highest Quality. My PC is an ASUS Gaming Notebook G60 with 6GB RAM, GEFORCE GTS 360M CUDA 1 GB RAM and intel core i7 Q720 1.6 win7 64 bit. I can run FarCry 3 more smoother than run the Escape Demo.
7- Add support for vehicles, remote explosives, and everything that makes a good action game.
So my final comments are: go straight TGC, because FPSCR is a very good product, and please, don`t delay development of FPSC just for getting better visuals.
And by the way, i simply LOVED THE ENEMIES DEATH ANIMATIONS, ALSO WAS VERY COOL SHOOT THOSE BAD GUYS WITH A ROCKET LAUNCHER AND SEE THEM FLYING AWAY. I THINK THE RAGDOLL SYSTEM IS THE BEST FEATURE OF FPSCR!
Best Regards,
007.
Goldenye 007 N64