Product Chat / is fps creator reloaded still easy to make indoor levels

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joihnsonlee
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Posted: 8th Jan 2015 22:28
is fps creator reloaded still easy to make indoor levels?

Because i heard fps creator reloaded doesn't use segments?
Corno_1
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Posted: 8th Jan 2015 22:35
Fpsc R is mainly for outdoor levels at the moment. But we get a construction kit to create indoor levels .

My dream is to develope games, which makes fun when I create it and fun when other people play it.
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xCept
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Posted: 8th Jan 2015 22:43
Presently, indoor scenes are not readily achievable in Reloaded. The segment system was replaced long ago but focus has thus-far been on outdoor only scenes using the landscape sculpting tools. Construction Kit will aim to fill in the gap and mimic some functionality of the old segment system but it will likely be months before the first version is available and even that may still prove more difficult to quickly generate indoor scenes compared to FPS:Classic. There is also the issue of interior lighting which is not well implemented yet, and possible quirks with AI and interiors.

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granada
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Posted: 10th Jan 2015 18:03
you can always build your indoor level as one model .

[img][/img]

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Posted: 11th Jan 2015 03:29
Yes, but the point of FPS Creator (classic) was to make indoor levels super simple and fun to create and play.

There are construction kits you can buy for sci fi and other genres to make indoor scenes, but without a true orthographic interface, creating indoor or multi-level (as in multiple floors) structures and filling them with stuff, lights, etc. seem almost impossible.

You need to be able to see left, right, bottom, front, back and perspective and not just top down! The way it is now, it's fun but not easy to create any kind of complex levels. I HATE the 3D building mode and simply cannot use it.

I'd love to see FPSCR be good at both indoor and outdoor levels - and mix them together in FPSCR's visual style. Kind of the HOLY GRAIL of game making software if it can be pulled off.

Mike

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Pirate Myke
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Posted: 11th Jan 2015 19:59
Can build indoor levels all you want.

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kehagiat
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Posted: 12th Jan 2015 15:05
It is worth mentioning that FPSC Classic can be used to construct indoor environments which can then be used in FPSC Reloaded. For example see this https://www.youtube.com/watch?v=D98dWt3eoRg

Since I am totally indoors, I have turned off Terrain, Water and Sky. This actually gives me around 120 fps (the reduction to 58 fps appearing in the video is due to Fraps).

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Ertlov
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Posted: 12th Jan 2015 15:13
Quote: "It is worth mentioning that FPSC Classic can be used to construct indoor environments which can then be used in FPSC Reloaded. "


How can this be done? And is AI capable of navigating inside?

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kehagiat
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Posted: 12th Jan 2015 16:09
@ertlov

Has this never been covered in this forum? It is mentioned quite often in the Dark Basic forums of TGC.

An excellent explanation for DarkBasic projects can be found here [href=http://files.thegamecreators.com/newsletter/FPSC%20Maps%2
Ertlov
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Posted: 12th Jan 2015 16:19
Quote: "An excellent explanation for DarkBasic projects can be found here http://files.thegamecreators.com/newsletter/FPSC%20Maps%20into%20DB%20Pro%20revised.pdf. The process for FPSCR is quite similar, if people are interested, I can write it out..."


Yes, that would be very much appreciated !

Quote: "Can the AI's navigate inside the level? I will try it and come back with an answer."


If not, I have a pretty good idea on how to achieve that!

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kehagiat
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Posted: 12th Jan 2015 16:53
The answer is that YES, the AII's can navigate inside the level. See this https://www.youtube.com/watch?v=Sf9bqEEPg8Q

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kehagiat
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Posted: 12th Jan 2015 16:57
OK, here is how I do it. It is a complete hack but it works.

0. You must have the paid version of FPSC Classic, which is able to build standalone games.
1. Start FPSC Classic, go the buttons row right under the menus, find the button "Move Down a Layer" and hit it several times, until you get to Level or Layer 0 (there is a small annotation at the bottom left end of the screen which tells oyu which level you are in).
2. Build your level, save it as (for example) my001.fpm .
3. Got menu File/Build Game. Fix the following options.
3.1 In level settings: Map Name --> my001.fpm
3.2 In textures: choose what you want an dyour computer can handle.
3.3 In build settings: my001.exe.
3.4 Hit "Build Game Executable"
4. After this is done, with File Explorer go to (for example) c:\Program Files\FPS Creator\MyGames\my001\files\levelbank. You will see in ithere a file level1.zip. Unzip it into c:\Program Files\FPSCR1009\files\entitybank\My001 (it is a new folder). To unzip you need the password; it is mypassword.
5. Now go to c:\Program Files\FPS Creator\MyGames\my001\files\texturebank. You will see several subfolders, each of which contains texture files. Copy all of these (for each subfolder) into c:\Program Files\FPSCR1009\files\entitybank\My001 .
6. Next, copy from c:\Program Files\FPSCR1009\files\entitybank\Buildings the following files into c:\Program Files\FPSCR1009\files\entitybank\My001 :
6.1 Sandstone Structure (1).bmp and rename to universe.bmp
6.2 Sandstone Structure (1).fpe and rename to universe.fpe
7. Now open universe.fpe with a text editor and
7.1 change the line "desc = Sandstone Structure (1)" to "desc = universe
7.2 change the line "model = sandstone structure (1).X" to "universe.dbo"
8. You are good to go. Start FPSCR and "add a new entity". You will see that you have a folder named My001, which contains the universe. The little bmp picture is that of sandstone structure but, if you select it and place it on the map, it will be the level you designed previously.
9.1 Sneakiness: You must place the Player Marker (Green Arrow) somewhere in your map. If you place it outside the FPSCC level, make sure you had built in an entrance (open space) in the level, or else you cannot enter it.
9.2 Alternative sneakiness. I am more interested in indoors games, so I will never want to leave the designed level and I do not build entrances in my levels. So then I have to make sure that, when I place the Player Marker it is inside the level. To do this , I place it ON TOP of the level and then I select it and use the Position gizmo to LOWER it into the level.

Hope this helped.

PS: crap! the forum editor for some reason kills my back slashes. I hope you will figure out where they must be located in the file paths I included above.

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Corno_1
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Posted: 12th Jan 2015 17:18
Doesn´t work for me It always have no texture

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kehagiat
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Posted: 12th Jan 2015 18:18
@corno_1

you must copy all the texture files from the subfolders of \texturebank (FPSCC) to the subfolder \my001 (FPSCR). In other words, you do NOT preserve the folder structure. Instead, you throw all the files at the top level of \my001. Did you do
Corno_1
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Posted: 12th Jan 2015 18:21
Yes. I try it tomorrow again

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World Class Multimedia
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Posted: 13th Jan 2015 19:18
Quote: "you must copy all the texture files from the subfolders of \texturebank (FPSCC) to the subfolder \my001 (FPSCR). In other words, you do NOT preserve the folder structure. Instead, you throw all the files at the top level of \my001. Did you do it like this?"


Did not work for me - I get a black level with no collision. I copied all textures to the root of my folder, in this case 'cave' in the entitybank folder. I did everything outlined and it's all black and has no collision - namely, I cannot climb up the stairs I put in there.

How can I fix this because if it works, then it would be an AWESOME initial indoor editor.

Mike

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World Class Multimedia
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Posted: 13th Jan 2015 22:06 Edited at: 13th Jan 2015 22:19
OK, I figured it out. The textures are ALL OVER THE PLACE! I had to find them in the texturebank, entitybank AND segmentbank since there seems to be no actual measured standard as to where these things exist. Once I found them all (had to run FPS Creator Classic and make note of every single thing I used), then I was able to go and find everything.



Thank goodness.



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Teabone
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Posted: 13th Jan 2015 22:17 Edited at: 13th Jan 2015 22:20
Kind of depressing indoor levels were not treated with the same respect as the terrain editing tools. Even with the construction kit.. its still going to be a complete headache to construct our levels to the same indoor quality as x9. You can't place segments down the same way as you could in x9. You have to look where you place each segment, since the camera is locked on to the "player" perspective rather than a free camera. Which is more like playing minecraft rather than building a scene from an editors perspective. Too time consuming and WAY too sporadic. Its benefits people more that just want to randomly run around like they are playing a video game, slapping floors all over the place. Which is great for kids but what about the peopel that wish to use the software seriously?

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World Class Multimedia
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Posted: 13th Jan 2015 22:56
I gotta say that I am quite happy with FPS Creator as a level editor for now - it does work and although you are stuck with TGC's model and segment packs (cause I have NO IDEA how to make a segment - and yes, I have the segment editor kit), but it does work nicely.

If you make the all the light levels low, you can then place lights to your hearts content and get a nice, moody indoor area. I see no way to make a nice bright outdoor FPSCR level and, when you enter a FPS Creator-made building, it gets dark - the outside light dictates the inside light.

It would be nice to have a global light that we can plunk down (just like a light entity) that does not affect inside structures.

I will play with lights and see what I can create.

Mike

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kehagiat
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Posted: 13th Jan 2015 23:18 Edited at: 13th Jan 2015 23:23
Before there was an FPSC Reloaded, I was thinking that FPSC Classic is a great program with a terrible scripting language. When FPSC Reloaded was first announced I thought "great, this is going to be FPSC with Lua scripting". I had no idea that outdoors was going to be so prominent.



My expectations have been more or less fulfilled with 1.009. Now I can create indoor levels with FPSC-C and script them in FPSC-R. As far as I am concerned, the outdoors functionalities are a bonus (I understand most members of this forum have a quite different perspective).



One BIG thing is still missing (it wasn't in FPSC-C either): SCRIPTABLE THIRD PERSON CAMERA!!!! TGC, are you listening?



PS: Oh, the other thing that can be seriously improved is the user interface: 3d view in editor, editable entity coordinates and many other things that have been pointed out by fellow forumers.

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Teabone
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Posted: 14th Jan 2015 05:15 Edited at: 14th Jan 2015 05:16
There were some mods with third person for FPSCx9. There was even some scripts that worked with the vanilla version of FPSCx9.



Quote: "editable entity coordinates "




I wish.

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science boy
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Posted: 14th Jan 2015 11:09
Quote: "Before there was an FPSC Reloaded, I was thinking that FPSC Classic is a great program with a terrible scripting language. When FPSC Reloaded was first announced I thought "great, this is going to be FPSC with Lua scripting". I had no idea that outdoors was going to be so prominent.

My expectations have been more or less fulfilled with 1.009. Now I can create indoor levels with FPSC-C and script them in FPSC-R. As far as I am concerned, the outdoors functionalities are a bonus (I understand most members of this forum have a quite different perspective). "


i think it is positive because both are do able. when outdoors were created with x9 it was slow and clumsy, i liked fpi as i was beginning to understand it and make my own scripts, lua at the moment baffles me completely, and i do not have the hours to sit and read through hours and hours of books, i know this is game making but then if people say it is not meant to be easy, then a question to you, why are you using an easy to make game maker? the hardest part besides the engine is scripting, and that is where most software game makers fall and collapse, minus those who can be masters at language. if there is to be a massive add on collection of scripts then groovy i am happy but i would also pay for scripts, already have, i got dvaders, and small g and tomscott are saints and the others, if i forgot you i am sorry . anyway besides that i believe lua was the better choice, minus my gripes. anyway, i think a big focus on outdoors makes for such more than an indoor environment so much possibilities. indoor is great but to be able to climb high and see the world is a great addition. and with the framerates not being too hindering makes for such a more better engine, plus grass and a huge area, it is my dream is reloaded and i am glad of its creation, i may moan but it is artistic temperament, and thank the heavens for lee and rick. and ravey and the others.

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kehagiat
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Posted: 14th Jan 2015 12:14
@science boy

What I am looking for is a "reasonable" balance between ease of use and power of development. I think FPSCR goes in the right direction to strike a pretty good balance between these two. UDK, on the other hand, is awesome but has a steep l
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Posted: 14th Jan 2015 20:27 Edited at: 14th Jan 2015 20:30
Funny enough we were all asked years ago... should we revisit x9 or start from scratch. Everyone voted for "start from scratch". The main reason why I too supported this was so we could have the ability to also have terrains. Something as simple as a hill would cause collision issues in x9.



I just finished watching the making of Skyrim, Fallout3, Fallout New Vegas and Oblivion. The interesting thing about the Oblivion documentary is they show you how they built their cave systems. Which simply was a completely blank map with snapping pieces of cave corridors. This could possibly be something we could do now. I haven't tried it yet myself. (no water, no terrain, low ambient light) and static pieces of cave halls. I was even considering testing the actual Oblivion cave walls them selves in Reloaded. The finished work would look a lot like what granada has posted.



* In Oblivion, each piece of corridor has no sides on the outside so you can look through them. *

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Corno_1
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Posted: 16th Jan 2015 17:15
Quote: "file input/output, running loops, arrays"

What you want to do with file input/output? Besides images, I can not see a big advantage. Explain it to me

running loops is simply wrong in my opinion. Of course not with a specific command, but what is following for you?


The only point I accept is arrays. This is a feature I would miss.

Quote: "Everyone voted for "start from scratch"."

Me too, simply cause FPSC was good, but I was affraid that we get the same errors again!
Quote: "have terrains. Something as simple as a hill would cause collision issues in x9."

In vanilla your right, but a modder prove the opposite(not knowing his name anymore).

What I truly miss in FPSCR is the great community. Not that we are here all silly ....., the most guys in FPSC C see a thing which annoyed them and instead to complain about, the show us great ways to deal with it. That was a inspiration for myself!!!!

Thats all. If it sounds mean, forgive me. I am not a native speaker and also FPSC C was a good friend a long time.

My dream is to develope games, which makes fun when I create it and fun when other people play it.
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kehagiat
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Posted: 17th Jan 2015 10:01
@corno_1

We agree on arrays. As for loops, it is one of the "not easy to do" features. I understand your point with cycling states, but I like "for(i=0;j<iMax;i++)" a lot better.

Before explaining why I want file input/output, I should say someth
Lance
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Posted: 21st Jan 2015 20:14
I finally got around to trying out importing the dbo from the .exe (from classic) . It does work ,you can add objects inside and if you forget to start inside your "level" you had better have a door or do like I did instead and use 'Holes' to punch thru a wall to have a way to get inside .
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Jerry Tremble
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Posted: 22nd Jan 2015 03:27 Edited at: 22nd Jan 2015 03:27
You will need file input/output, to read/write level data as you move about levels, I would think, unless they are stored by the engine itself or through global variables with Lua. At this time, I'm pretty sure they are not. Also, if you would want to save a game state for later play, you would also need this, unless, of course, it's handled "behind the scenes" by the engine.

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kehagiat
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Posted: 22nd Jan 2015 07:29 Edited at: 22nd Jan 2015 07:33
On the topic of creating buildings, i.e., what Conkit is supposed to cover, I wanted to add the following.



As already discussed FPSC classic can be used to create levels. These are not quite buildings. You can extract the files from the FPSCC standalone and insert them in FPSCR, but what you get has a very generic exterior (no windows, doors etc.).

There is another alternative, to create buildings which also look good from the outside.



There are out there many interior design applications. These are programs to be used by architects, to quickly put together a model of a house (perhaps to show to a client?). Some of these are very expensive, but there are some low cost and even free ones. For example Sweet Home 3d is free, Ashampoo 3D CAD Architecture sells for 29 $ if I remember correctly. And they are quite powerful and easy programs.



The following link https://www.dropbox.com/s/zxbamiyxr1ft84o/SweetHome01.rar?dl=0 points to something I whipped together in five minutes (literally) in Sweet Home 3d, then exported as an obj file and finally converted to x format in Fragmotion. You can unzip into your entities folder and it will be ready to use from the FPSC editor.



I am no architect or 3d designer, but I am sure one can use such programs to create considerably more sophisticated buildings than what I put together. It will probably never get as good as what some of the 3d artists in this forum have put together, but it seems to me as good alternative to the ever elusive Conkit.



PS: In addition, a talented designer could start with Sweet Home 3d (or some such) create the beginning of a model, import it in Blender (or some such) and then go on to embellish it.

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DarthBasicVader
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Posted: 22nd Jan 2015 10:32
Hi kehagiat,
have you already tryed this particular pipeline ( SweetHome3d -> model -> OBJ export -> import in Fragmotion -> export in X) in FPSC-R ?
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kehagiat
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Posted: 22nd Jan 2015 10:45
@DarthBasicVader

yup, that's how I created the attached

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Jerry Tremble
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Posted: 22nd Jan 2015 15:08
kehagiat, thank you! I think I played around with Sweet Home 3d a few years back but completely forgot about it! I was trying to come up with some ideas for my backyard but lost couldn't find my tape measure so I blew it off, lol. (This was well before Reloaded came around)

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kehagiat
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Posted: 22nd Jan 2015 21:32
Sure thing Jerry Tremble, glad this was useful.

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Posted: 25th Feb 2015 00:39 Edited at: 25th Feb 2015 00:40
To quote kehagiat:

"It is worth mentioning that FPSC Classic can be used to construct indoor environments which can then be used in FPSC Reloaded"

Has anyone tried this with 1.01 yet?

I followed the instructions given by kehagiat to the letter several times (including the texture files part... not preserving folder structure) and got an all black model.

I opened the universe FPE file and played around with the line:

"textured = combat building_D.dds", changing the texture to one that I knew existed in my \my001 folder...
...and the texture was set, but the model was, of course, covered with only one texture.

Any ideas?
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