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I thought it would be useful to start a thread where people can post links to images of the different entities, segements etc they may be working on for the project.
Se what everyone is doing regularly will inspire others with similar idea and help make our game come together nicely..
I'll start things off by showing you all my Steampunk/Sci-Fi style computer console I have just textured.
This is just the base for the console.... there will also be a top the will be a picture tube surround by brass/cooper tubing..
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Nice work Squalker. Can't wait to see the rest of it.
(also can't wait to see your finished rpg)
Here is my first attempt at a Steampunk Segment...
Here is a look at my second segment, it has more of steampunk industrial theme to it..
It also comes in 2 flavors... a standard textured segment and a random texture segment.
Here is how the random version looks
Also note I have added all 3 segments and the console entity to the SVN so you guys can download them and make sure the file structure right. I have also added a test map to the mapbank folder that uses all 3 segments and the console entity.
You should be able to just merge all the folders with those in your X10 'Files' folder.
NOTE: to open the map file called test001 you must go to the mapbank in the x10 files root directory... NOT the one in my documents..
Have fun.. Let me know if there are any issues
Wow...squalker...fantastic work! I've been working on a zepplin but it is taking a lot longer than I thought it would. Will post asap. Good idea for this thread. Very inspirational work.
Finished tweaking my Spec files to a point where I am happy with them now... so I have updated the 3 segments with full shaders on now.
WOW. Just wow.
Ok one thing that has always pissed me off about X10 is how Sci-Fi doors are always retardly over bright...
So I fixed it... it was never a matter of a light mapping issue. It was just really crappy left over X9 texture that were ran threw a DDS batch program and never properly setup... So I ran the textures threw Photoshop... set them up how I setup all my textures and now they shade perfectly and match in nicely with the door frame. Just apply wipplyrelief.fx to the door in entity mode.
I will be including this fix in my next update of the SVN Repository.. and will probably be reworking the other door in X10 that have the same issues.
Here is another 4 room segments I have been working on. They share a similar style so they can be used in the same building or area and work well together...
They will be in my next update to the SVN repository...
A room segment I made yesterday; I'll try and get some more out today.
I'll update the SVN later as well.
Another segment I made. Again, I will upload them soon. Also I made some variants of an older segment, I will show that soon.
Those are looking good Jonathan.
I have updated all my current and future segments to include 5 different floor variations..
They will be included in my next SVN update... I will be doing the update later today or early tomorrow I have a few more industrial segments and some ceiling segments I want to finish up first.
Squalker, that doesn't seem very good at all.
Simply amazing, I can't believe the level of work that has gone into each one of those.
I love the shaded ones the most they are really nice.
Going to be doing another update within the next couple of days guys... Sorry I have gone quiet a bit over the weekend... I am just trying to finish off a 3rd project I had going so I can focus all my energy on these 2 X10 projects.. but it will be worth it.. got some cool new things I have made for the project that will be added in the next couple of days..
Okay guys I will be updating the SVN in a little while. Once the SVN Repository update is done you'll have a bunch of new segments to play with.
There will be a total of..
115 Room/Industrial segments
21 Ceiling Segments
.. for you guys to start building levels with.
Here is a look at few you haven't seen yet...
Enjoy the update should be finished in a couple of hours.... then you guys will be able to grab them and try them out yourselves..
Awesome, can't waited to play with all of those, let us know when SVN is updated. Will be great to see and to finally get people working on some level ideas.
Looks good, once again. I also just updated the SVN to include the new toksvig shader that srealist uploaded on the forums.
So everyone knows you need to have the basepool.fx shader in the folder with any other shader in order for it to work... I will be adding it in my next update.
Ok guys there all there now enjoy.
I have begun retexturing some door segments to fit the style of the project better... Here is a first look..
Ok I have learned a lot today messing with doors... and have tracked down why doors are bright.. and Buho I am afraid you are the only one who can fix it.
Basically doors appear bright because the shader listed in the FPE for the door is not being included in the BIN/DBO files that X10 creates when you add new doors to the map... See door segments use two FX files... its uses bump.fx to bumpmap the door frame which is static and then it uses whatever effect we set to the door entity (moving part of the door) which is Dynamic..
So here is what happens.. when you place a new door segment into a level it creates the DBO and Bin files for the segment as soon as it added, but these files fail to included the FX file info for the Dynamic part of the Segment which cause the door to appear bright because it is not being shaded by the FX file info.
There is a work around for this but its a bit of pain in the butt... Basically before you test build your map with FPSC x10 still running run FPSC Cleaner to remove all DBO Files including the bad door ones... then in entity mode right click the green dynamic part of the door and set it to use wibblyrelief.fx and apply it... now go ahead and test your map ... and now the doors will be properly shaded.
It seems X10 is not reading the shader info from the FPE files declared in the door segment properly and you have to clear the dbo/bin files and manually add the shader effect in the editor to get around it.
btw here is another door
This is very insightful, Squalker. Thank you for this.
BTW, your segments are awesome. Do you use filter forge? I love that program. Got everyone in my lab using it now.
No I don't use filter forge.. I use Photoshop and CrazyBump..
First: I love the new segments, the gears work great on the doors.
Second: I'll definitely look into that door bug.