tag:blogger.com,1999:blog-736684970174462098.post6692163174705018561..comments2023-11-03T02:36:41.872-07:00Comments on FPS Creator Reloaded: Monday NightshiftAnonymoushttp://www.blogger.com/profile/00942934253243738809noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-736684970174462098.post-19694592243541292662013-01-22T08:52:23.699-08:002013-01-22T08:52:23.699-08:00Thanks for the clarification.Thanks for the clarification.AnotherJohnSmithhttps://www.blogger.com/profile/08668977322921752345noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-3129860539134850292013-01-22T04:36:23.591-08:002013-01-22T04:36:23.591-08:00Yes model + textures + fpe so older model packs ca...Yes model + textures + fpe so older model packs can still be used.Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-38874506981636070042013-01-22T04:35:40.036-08:002013-01-22T04:35:40.036-08:00Mainly modern day for V1, with bits of 1923 and bi...Mainly modern day for V1, with bits of 1923 and bits of 2093 thrown in to make things interesting. For more in-depth explorations of different eras, we will produce more model packs to make the library bigger.Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-89719579035298257432013-01-22T03:00:32.595-08:002013-01-22T03:00:32.595-08:00I think D.O. Is a great and powerful plug-in for D...I think D.O. Is a great and powerful plug-in for DBpro and should be music to Reloaded's ears. Concerning the entities, will custom entities be loaded in a similar way to classic (I.e. Model + textures + fpe) would be nice if existing method remained.Ched80https://www.blogger.com/profile/11750682727904305364noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-36062648816809895032013-01-22T01:03:03.648-08:002013-01-22T01:03:03.648-08:00Sorry for my English, but as I understand you, you...Sorry for my English, but as I understand you, you want to create library of previous centuries for making fantasy games, modern for nowadays games and futuristic for sci-fi games?<br />P.S: if that so, it would be ultimate constructor.AnotherJohnSmithhttps://www.blogger.com/profile/08668977322921752345noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-20731361222274200072013-01-21T18:45:29.977-08:002013-01-21T18:45:29.977-08:00No ideas on how big the asset library will be. As ...No ideas on how big the asset library will be. As many as we can get from Mark before the deadline, and certainly enough to make a nice playable demo for the product. Legacy model packs will be assembled into a super library and I intent to create a unit test which loads each one in the Reloaded 'entity loader' and then farm the job of testing all ten thousand models to some insane but friendly grunt. When we get closer to this, I will make a check-list of what passes for 'compatible' but the basics should be covered such as 'visible, performs script like in V120, integrates with Reloaded shaders, spawns and dies normally, e.t.c'. They won't inherit any Reloaded features or do more than they do now, and my prediction is that they will import even better than V120 in some cases!<br />Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-74865933155851173202013-01-21T18:30:52.757-08:002013-01-21T18:30:52.757-08:00Do you have a "generic" number of total ...Do you have a "generic" number of total assets that will be new to FPSC: Reloaded? Is Mark also tasked in making sure existing (ie., official) Model Packs and TGC-Store Items (things made by TGC's artists), are all compatible (scripts and all) with FPSCR...or are you going to be contacting Pack authors to help out with this at a later date?Anonymoushttps://www.blogger.com/profile/07807646064196392512noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-53787802515160767282013-01-21T16:24:02.677-08:002013-01-21T16:24:02.677-08:00The sun uses a single directional light for the ne...The sun uses a single directional light for the new light mapping process and represents a constant for localised normal editing. It is only when you 'move the sun' will you have to recalculate the entire level to get new light maps. My advice is don't move the sun unless you really need to ;)Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-40166562724558564432013-01-21T16:22:00.745-08:002013-01-21T16:22:00.745-08:00Can I ask a question that's just occurred to m...Can I ask a question that's just occurred to me regarding the P001 lighting system?<br /><br />I noted with pleasure in the video you said you wanted to end up with a system where only parts of the lightmapping are done which would presumably vastly decrease the lightmapping times. How would this work in respect of sunlight? Presumably the sunlight is going to be hitting and illuminating a large amount (possibly all) of the objects in the scene, so does this mean the whole scene will need to be re-mapped (as the whole scene is hit by the sun) or will it be done on a more local basis to the area surrounding the entity in question?Tom Williamsonhttps://www.blogger.com/profile/03930085989266697374noreply@blogger.com