Showing posts with label FPSC. Show all posts
Showing posts with label FPSC. Show all posts

Monday, October 27, 2014

Teabone's TGC Store Products

Teabone was one of the first authors I bought from, when I first started aggregating content for this site.  I didn't spend much, his items were well priced.  However, this Canadian artist gave me several options of where to spend my pennies and I realized in comparing his products against others that a significant reason why I'm even writing this blog today was because of the choices I had to make back then when initially selecting what to get on a shoestring budget.

Teabone, a canadian, has apparently been working with or had an interest with FPSC for a long time, on the order of like eight years, if his forum profile is any clue.   He, like many other indy gamedevs has a number of interests strewn about.

His intermittently updated blog:  http://t-boneproductions.blogspot.ca/

And His TGC store:  http://en.tgcstore.net/?md=artist-view&aid=45855

Unfortunately there's not many items to review here.  Teabone has a very limited selection at this time and I must say that's a crying shame.  He's one of the better artists in the TGC community, at least in terms of his use of textures and color.  Every time I purchase I look at Teabone's store, hoping to find more to buy, but only finding the same eight or so products.  I truly hope more comes soon.

What is the one item I can't live without:  What is the one thing found in every dorm room, family dwelling, and office place?  It's so prolific yet we overlook it for less ubiquitous models.

Is that pizza bro?  Can I have a slice?

That's right, it's pizza.  A massive portion of the modern world's diet, this humble bread, cheese, sauce and toppings concoction has been vastly underrepresented in the gaming world.   Thankfully, Teabone has put a stop to it.  Now personally, I also own this:

Because this also fits in dorm rooms, family homes, and offices.

That's right.  Toilet paper.  Both of these items will cost you virtually nothing to own.   The art style meshes well with the likes of gencheff, nomis3d, HenryHam, etc.   I find that these items work so well I find myself using them in almost every single scene I do.


The bottom line:  It's top shelf art, at bargain basement prices.  Buy one.  Buy them both.  Buy everything he has.  You'll just find yourself wanting more.

Tuesday, October 21, 2014

PirateMyke's TGC Store Products

PirateMyke is another prolific The Game Creators/FPS Creator developer.  He's probably logged hundreds, possibly thousands of hours into creating assets for just Reloaded, let alone the previous incarnation of FPS Creator.

PirateMyke's store: http://en.tgcstore.net/?md=artist-view&aid=126323&page=1

His youtube channel has a good amount of walkthroughs for his store items and is also worth a look: https://www.youtube.com/channel/UCm12bBEndLKBxECbFJLBrpg

Myke has a significant amount of well priced packs.  Texture quality is a little low, but implements well when actually used in game.   This should improve as the lighting system in 1.0090 helps provide pre-baked shadows, occlusion, etc.

4 packs, all quite affordable and all very useful.

Some of his models, while textured well have a curiously large amount of polygons for such simple models:

Take for instance this very nice stove - comes in at 2154 polys.

Note the stove, which is excellent, and it's oddly high poly count.  Also note the texturing on the walls.  While acceptable, it's not my taste.  Strangely, Myke's proficiency in texturing seems to be less in walls and more in small objects.  Take for instance this amazing table:

Eye-poppingly beautiful, IMO.  

And then compare against this simplistic (not a negative, just very different) kitchen island:

It's like they were made by two different developers, honestly.

When I first evaluated PirateMyke's products, I wrote up a draft and realized I couldn't pick a single product to recommend.  I like his stuff, truly, but there was a glaring omission which I felt needed to be addressed before continuing.  So I contacted him and gave him what I felt was constructive criticism.

He responded, and then some.  Which leads us to my choice for his best item.

What is the one item I could not live without:  The Patio Pack 1.  You see, prior to this writing there was no such thing as a patio pack.  There were, however, a significant number of equally impressive patio items which I couldn't choose a victor from.  They all were just.. so good.   So I asked Myke if he'd consider making them into a bundle.  He did one better.  He made a whole new pack of patio items... and flooring... and gardening.   Honestly it's an incredible amount of work when all I asked for was a simple bundle on the store.  I'm flattered he'd take my suggestion so seriously.

There's more potential here than this pic lets on.

Now admittedly in a forum thread he's advised he did use some free models to help build this, but even still it's a tremendous body of work and is priced to sell at 500 points.


The bottom line:  Art style is different but certain pieces which are vital of form and function.  His pieces are effective and functional and can find a home easily in a great many settings.

If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.


Monday, October 20, 2014

Rolfy's TGC Store Products

Rolfy is a long time The Game Creators supporter.  He's known for his excellent scripting and secondary effects. While admittedly I'm not a long time TGC supporter myself, it doesn't take long to figure out who stands out in the community as someone who has consistently provided meaningful mods and updates that aren't actually employed by TGC.

Visit his store here: http://en.tgcstore.net/?md=artist-view&aid=44335

When I first evaluated Rolfy's store, he had some really great items.  Since then though, he seems to have expanded significantly.  I had to rewrite my entire draft because of it.

Most recently, he added his art of war kit:

Blogger's not playing nice, use the link to view the demo vid:  https://www.youtube.com/watch?v=iUufjZVDLDk

I used to be a regular building until I took an RPG-7 to the knee.


His selection of covered crates are phenomenal.  I'd say his least impressive piece are the rocks, but that's relatively speaking.  It's still miles better than a great many other offerings.  You pay a premium (compared to other TGC store prices) but IMHO it's completely worth it.  Rolfy's items are so unique, so impressive they stand on their own easily without peer.  Here again though.. the prices here for a 'higher' priced item such as Rolfy's are easily dwarfed by other engines like Unity or 3rd party creations for engines like Lite-C/Acknex.

I for one, wish I could throw more money at this guy.  All in due time, I suppose.

What is the one item I could not live without:  While the wave pack is ideal, if you are looking for a single item.. the straight wave has a significant amount of utility:

It's a little tricky to position but works exceedingly well.

The curvy waves are definitely useful as well so unless you're a miserly bastard like me, buy the pack of waves.   It's six dollars well spent for some real immersion enhancing items.

This is a full vid of the entire waves pack in action.


The bottom line: Rolfy's items are not some one hit wonder.  I'm quite sure I'll be revisiting his catalog again, and soon.  Keep a keen eye out for his work!


If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.


Friday, October 17, 2014

Nomis3D's TGC Store Products

Nomis3d's products are pretty exceptional and worth a look.  His items have an interesting symmetry with Gencheff's, I think completely by accident.  For instance, Gencheff has his Pripyat (google Chernobyl if you're not familiar) ferris wheel.  Nomis actually has a Pripyat sign!  He also has numerous ISO containers with Cyrillic/Russian lettering.

Store link: http://en.tgcstore.net/?md=artist-view&aid=186502

Notice the high attention to detail; the LOD enabled textures which will help keep framerates under control.  I particularly like the shaders used with the metal textures.  It's not out of place to say that Nomis has some of the highest quality products on the store.  Easily in the top ten, or possibly the top five.  Maybe even the top three.  It's hard to say and really starts getting subjective at that level.

If you need M113 Gavin's (good choice, btw, my favorite armored vehicle!) or ISO containers.. Nomad's your man.  He's got them in spades and they look fantastic.

What is the one item I can't live without: Tough choice. While the pack for the Gavins is a MASSIVE bargain (75% off buying individually almost seems like a typo).

600 pack price, 2400 individual.  A 75% savings.

Same with his ISO Container pack.

All it needs now is a cargo ship ...

But for me, personally, I found that there's something that better suits my needs.  Something I can use in a wide variety of modern environments and has a lot of utility.

Just this humble little house.

For me, finding a way to do fast housing is a big deal.  This house would be at home in a number of environments.  It's run down just enough to count in ruins-type setups.  It could work at a campground, or in an urban environment.  Check out this interior!

Now this I can work with!


For one hundred and fifty points, this is a steal.  It's well priced, very useful, and fits with a number of other models by other developers.

Bottom line: Bookmark him if you haven't already.  This is one to keep an eye on.  Prices aren't bargain basement cheap on individual items, but the packs are stupidly low.

If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.

Wednesday, October 15, 2014

Bengetronic's TGC Store Products

Currently the PirateMyke Review and The Cosmic Prophet's review are both postponed until I see their newer products.  I know cosmic's got some really great stuff in the works, and PirateMyke is looking at adding a lot of new things as well.  So I'm moving them to the bottom of the list for now. 

Bengetronic added his items mysteriously to the store a few weeks ago with little fanfare.  I didn't see any forum posts or notifications.  Just... one day there it was.  Similarly there's no forum profile per-se under the name Bengetronic.

Under google though, it all begins to take shape.

www.bengetronic.com  - This is his portfolio.  He's a professional 3D modeler and it shows.  His portfolio is impressive, which explains the quality of his work (more on that later). He appears to be a long time FPS Creator artist, however, given the resume I found on this site.  I'd love to comb through and find his older work.

http://bengetronic.blogspot.com/ - An outdated, albeit interesting blog he wrote but stopped writing a few years ago.  Interestingly, he makes masks - like my wife.  Check out her blog sometime if you're interested in mask-making: http://mariemessina.blogspot.com/  (She's started writing up posts again so expect updates soon).

Anywho, on with the show.  Bengetronic's models are top notched and priced to sell.  They outperform the vast majority of their competition in a number of ways.  The only two limiting factors here are the lack of a pack (which means buying each model individually, yuck!)  and currently his work is limited to one 'set' of items - specifically they are all based around a construction site.

Just a fraction of what's available.

These are ultra-high quality, low poly count (good for framerates), that are quite frankly DIRT cheap.  Even without the pack, you can buy every single item for 580 points.  That's five dollars, eighty cents USD.

There's only ONE model that doesn't strike my fancy - this guy right here.

The pipes are a bit chunky looking.

The steel pipes he did are lackluster compared to the rest of the set.  They try too hard to be a low poly model and end up seeing out of place with the rest of the set as a result.  He would probably have been better served using I-beams instead of piping, in this case.  At thirty cents, I'm not sure I care enough to not buy them though.


What one item can I not live without:  This is a trivial question, in this case.  The models are SO cheap there's really no reason to choose.  But if you put a gun to my head I'd pick..

Easily at home in any industrial environment.

This simple generator costs a meager 30 cents USD and represents itself quite well.  It's transferable to many modern environments due to the ubiquity of needing portable generators.

The bottom line:  The bottom line is simple here. I'll be buying most, if not all of his models.   There's a huge, varied selection, they are cheap as dirt and look exceptional.  Do yourself the favor and open your wallet for Bengetronic.  His store is found here:  http://en.tgcstore.net/?md=artist-view&aid=200625

If this post was helpful for you, please feel free to comment and share it with others.  I welcome all constructive criticism.  If you'd like your products reviewed, leave a comment below and a link to your game creators store.

Friday, October 10, 2014

Game Design Review - On Guns P1

This is the first in a series of articles which I plan to post irregularly, perhaps once or twice a month, specifically relating to game design mechanics.

One of the first things I noticed about the FPSC: Reloaded engine was the initial guns it came with suffered from the usual host of faults.

Now the thing is,  games have had these faults for a long time.  I generally attribute these faults to developers who simply don't have the hands on experience of USING the actual firearms in question. For context, I'm a long time shooting enthusiast - your typical American Gun nut as it were.  I shot black powder competitively for over 15 years and did reasonably well, all told.

I've shot, firsthand, many of the guns used in video games (at least common ones).  And generally have shot at least the caliber or type/make/model of the gun in question.  I've read ream upon ream of ballistic data, penetration info, wound channel characteristics, stopping power and other items.

So let's start with the first and most glaring issue:

CROSSHAIRS

People - in general - don't have a crosshair built into their eyes.  Now I know this might come as a shock to you, but in the beginning - games didn't use crosshairs.  So it's my preference to remove it from my games.  This is not unprecedented, as games such as wolfenstein,

Now games generally tend to provide a crosshair as a holdover from that day when games only had hipfire but lacked any sort of system to use sights.  Nowadays games increase their complexity and realism.  They include accuracy mechanics, recoil, etc.  I'd say if you use a crosshair, a simple dot reticle provides a simple point of aim versus a full blown crosshair while not requiring a suspension of realism.

This brings us to our second issue:

ACCURACY

Much of the reason a crosshair exists is so people can hipfire and hit the target.  Most games include reduced accuracy for hipfire as a sort of artifical skill penalty.

Unfortunately over the years, this has become less and less understood and now people model the accuracy of one gun versus another.  Allow me to educate you on this:

Most guns are inherently accurate.  That's right.  Accurate.  While not amazing, most (non defective) guns retain sufficient tolerance that 'bad accuracy' means hitting something the size of a 7 inch plate.
Compare that to good accuracy, which would be within say a two inch circle.  Or excellent, where the shots overlap each other.

Rifles, in particular, are measured in terms of 'minute of angle' or MOA.  A minute of angle is 1/60th of a degree.  Consider that the average AR-15 is around 7 MOA.  This is 30% more accurate (seems like a lot, right?) Than your average AK-47, which is around 10 MOA.

We're talking the difference of 3/60th's of a degree here.  So within 100 meters/yards you're not going to see a significant difference in terms of video game accuracy.

Here's a real world example.   This is the shot pattern at ONE HUNDRED YARDS for an AR-15.

Courtesy of thetruthaboutguns.net

Consider the above - those thin lines represent a quarter of an inch. AT ONE HUNDRED YARDS. Using fairly generic hunting ammo.

Now compare that to a standard AK pattern:
From a shooter's forum, name withheld.  The above shows two separate groups of approx 3-4 inches spread.

There are literally THOUSANDS of 100 yard or meter patterns on the web for BOTH rifles that mirror the example pictures I took.  Now bear in mind this is at 100 yards.  Which looks like this:

Courtesy of thrumylens.org

So literally the difference of about two inches variance at one hundred yards, often on iron sights.

Compared to video games, which portrays accuracy like this:

I don't know what movie this is from, but I'd watch it.


The primary factors in missed shots (in the real world) are user skill (did they jerk the trigger, have a bad flinch, etc), technical malfunction (is the barrel loose, is it causing shots to tumble), and of course ... recoil.  Recoil is the physical action a gun takes after being fired.  Many guns use the energy from the bullet to drive a simple bolt assembly backwards to load another round and prepare the firing pin for another shot.  This is called a 'blowback' style gun.  The actual action of moving parts is a significant portion of where recoil comes from.  AR-15's use a lighter form called direct gas impingement whereas AK-47's are piston driven.  The AK has heavier, bulkier moving parts so you get marginally more recoil.  Recoil is also affected by the round itself.  More powder, bigger bullet, etc = more felt recoil.

Bear in mind most games portray AK-47's with completely unrealistic recoil.
From combat arms - and this is relatively TAME for a videogame AK-47.

When really... it's more like this.

OH MAN SO MUCH RECOIL HOW DOES HE HOLD ONTO IT

In context of the Reloaded engine, virtually every gun needs to be brought down to a zero or one value for accuracy.  At WORST a two.

Which brings us to the biggest habitual offender.

SHOTGUNS.

Shotguns in video games are consistently the WORST example of a firearm - EVER.  Even 'accurate' games like battlefield tend to be so woefully inept at portraying them.

For history, the shotgun is designed from revolutionary war-era shooting that basically was "If you can only shoot two or three times a minute, shoot lots of pellets in the hope of hitting.".  The shotgun is a very simple concept.  It's a long tube, typically smoothbore (no rifling) but sometimes includes rifling (for slugs - more on that in a minute) which fires whatever is in the cartridge.  You can shoot all kind of crazy, insane shit out of a shotgun.  Go to this youtube channel if you want a real good idea of just how nuts you can get:  https://www.youtube.com/user/taofledermaus

Your TYPICAL video game shotgun is based on using buckshot.
These are typically 33 caliber (a unit of measurement) pellets (smaller than a 9mm pistol bullet!) arranged in a cartridge with generally nine (standard 12 gauge) or sometimes up to thirteen (12 gauge magnum) pellets per shell.

This is what it looks like:
So firstly, at least get the pellet count right.  No meaningful defense round uses anything less than buckshot (unless they're using an oddball or they're one of those doofuses who uses birdshot).

Next, let's look at the accuracy.  Video game accuracy:


Now this doesn't look COMPLETELY bad right?  I mean .. it's about a three foot circle at 15 feet or so.  You can tell by the width of the body of the badguy and the shots that missed going over his shoulder.  Watch the entire vid for context.

But here's the truth.  Shotguns don't spread out THAT much.  They spread out about this much at fifteen feet:



So as you can see at 5 yards (15 feet) it's a 5 to 6 inch group.  That's literally a 600% over-estimation in group size by even the most tame video game developers.

In reality, most shotguns are effective out to about 35 yards (with buckshot).  I can't find the source but I recall reading that the british had tested it and found that you had a 30% increase in accuracy vs muskets out to this range.  Past that, it was exponentially less effective.

From bearingarms.com

Note - two to three hits in the critical zone(s) at 35 yard range.  So tone down your spread guys :)

Lastly...

Shotguns are not like this:
Yes, that's a real artillery launched nuke.

They don't have THAT kind of power.  Instead, think of it like a small caliber pistol (33 caliber, to be exact) of above average pistol velocity (typically 1300-1600 feet per second for a shotgun, vs 900-1100 for a pistol).  Compare that to say.. an AK-47 which shoots a 32 caliber projectile at 2200-2400 FPS!

So basically they're like shooting someone a small pistol round... up to nine times in one go.

So it looks like this in flesh at around the 10 foot mark:

Hint, it's the fourth one down.


You can clearly see the damage caused by rifles is pretty substantial, just like the shotgun at near point blank range.  So just try to factor that in when you are modeling your games.
I'll save my recommendations for the second part of this article.  Ta-ta for now!

Next time:  Magazines vs Clips, shells vs bullets, casings, slugs, and how to implement into your own games realistic gun configurations!

Thursday, October 9, 2014

Gencheff's TGC Store Products

Gencheff lists his location pretty plainly as 'the land of the roses'.  For those without google, that's Bulgaria - which apparently produces a metric ton of roses.  He's produced a significant amount of free models, all of which are of excellent quality.  I'll admit, Gencheff's modelling is among my favorite.  He's got excellent taste in color, a real knack for shaders, and the artistic style is similar to my preference (I.e. on the thinner, grittier modern day side of things).

Gencheff's TGC Store:  http://en.tgcstore.net/?md=artist-view&aid=131681

There are only a few downsides to Gencheff's store products - firstly, it's slightly higher poly than the engine likes right now.  Until the performance of the engine comes down, it's hard to throw polys around so one must take great care in placing high-poly assets.  It's the price you pay if you want good looking models, in most cases.  Second, his art style lends towards a STALKER-style game.  It might not be up your alley in terms of setting.  Third, and most importantly - there's not enough of it! With only 13 models on the store as of current (admittedly not counting his freely included alternate skins), I find myself wanting more!

What one item can I not live without: Gencheff has a number of great items and his railway pack is not to be overlooked:

Make sure to check it out on the store!

At 6 dollars, USD, it represents a very fair value.  You get a significant variety of railway objects that are of distinctly high quality; the items ARE of high utility though one will probably use them sparingly to avoid killing the currently under-tuned Reloaded game engine.

If you want a SINGLE item suggestion, I recommend this:

Two for one :)

The 'rusty car with interior (2 variants)'.  This car, while likely based on an Eastern European design, is generic enough to be used in any environment.  It's well detailed and comes with two skins.  And point blank it beats the pants off pretty much any other vehicle you'll find in this price range (including TGC's City pack cars, which are acceptable but don't hold a candle to this one).

The bottom line: You'd be doing yourself a disservice if you didn't give Gencheff's offerings a serious look, especially if you're using any kind of modern or post apocalyptic setting.  More offerings from him will help round out his catalog so check his store often for updates!

BSP put another weapon kit out.

A mere few days after writing my piece, BSP's put out a second set of weapons.

There are pistols and what not in there, which make rounding out a full 'custom set' much easier and detracts a lot from my previous negatives of saying that it wouldn't mesh with stock weapons.  They still won't mesh with stock weapons but now you can replace them outright, which makes it less of an issue.




Wow, that's pretty sick that you can remove the silencer on the MK23.  BSP's work is really improving a lot :)

AND IT'S ON SALE.
GRAB IT WHILE IT'S HOT.

Wednesday, October 8, 2014

Errant AI's TGC Store Products

I already had a review written up for Errant AI, which I had to scrap.  So I'm writing a new one from scratch to better convey my feelings here.  This is on the heels of the latest newsletter, which featured screenshots of his new products.


I must confess a secret love for all things vending machine.  It's.. kind of weird.  If I could have a downstairs room dedicated to vending machines, arcade machines, and pinball... I'd probably never leave it.  It's weird enough that to the point when I would make houses in the old GameCube game "animal crossing" filled to the brim with vending machines.

I'm literally that weird.

So I kind of have a ton of 'free' vending machines.  Some are good (Gencheff's for example), some are mediocre, some are bad.  Some are excellent (cosmic prophet's diner is a must have freebie collection).  

But nothing.. and I mean nothing - compared to Errant AI's (at the time) lone offering on the store:

Mouth status: AGAPE

Impressively low poly count? Check.
High Def textures? Check.
LOD enabled? Double check.

Oh man.  This guy needs more offerings, I thought to myself.  I was simply unprepared for what he was to unleash next.  So with that, I'm cutting right to the chase here.

What one item can I not live without:  The snack attack pack.  Huge savings (50%), massively diverse inventory and of course... sweet, delicious vending machines.

One should play - o_fortuna.mp3 while looking at this bevy of screenshots:

Eventually found a good shot of the whole pack!

Not just one vending machine (snacks, in this case!)

Not two!

BUT THREE. THREE MORE INCREDIBLY WELL TEXTURED VENDING MACHINES!

And that's not all; he also added a ton of products from the vending machines themselves. All of them are perfect - no stolen brand names.  Completely legit texturing from a copyright standpoint, all equally high quality as the vending machines just waiting for your custom collection/inventory scripting.  

There's even more after this, if you can believe it. 21 snack items in all!

Simply the best soda can in the market.



If I had to choose a non-pack item I would pick... a vending machine.  But only at gunpoint.  I mean seriously, the snack attack pack is such a well priced deal you'd be a fool to buy these items individually.  I understand circumstances vary but given the outright quality of these items there's almost no compelling reason I can think of that will stop me from spending 12 dollars to buy the whole kit and caboodle, as it were.

The bottom line: Beg, borrow, or plead - but find a way to purchase this kit.  I eagerly await future offerings from Errant; his art style, use of color, texturing, poly counts... everything are pretty much as top shelf as it gets.  




Technique Evaluation - Ground Clutter and Vegetation #1

In this series, I will be evaluating Gallery photos (freely available on tgc's website) which are highly rated.  These photos will be specifically selected for the purposes of learning or extracting a technique which I feel they exemplify.

This amateur art evaluation is as much for my own learning as it is for yours.  And while many of these photos will specifically exhibit multiple characteristics that are useful, I will typically focus on one element of it.   I plan on doing these evaluation posts once or twice a week, so far less frequently than store evaluations, at least for the time being.  In a sense, it's the best I can do at trying to give back to what I feel is already a very giving community.

Today's study is in Ground Clutter, it's uses as a means to improve a scene's depth.

When I first started making levels, I noticed that I had a significant problem in that my levels just felt cheap and amateurish.  These levels, I had hoped, would have a good feel and playthrough.  But even after throwing what I felt was a significant amount of clutter about (trash bags, rocks, debris, and other small scenery items) I was very frustrated to find that it didn't have the level of depth I was looking for.

Now take a look at this beautiful photo.
Author: Kajocat.  Skill level? Over 9000.

Compared to my tripe, this was the work of an old master vs a four year old's crayon drawing on a cardboard box.   Mine was on the cardboard, if that wasn't clear enough.  So let's evaluate this picture in depth for a moment here.   The trail leads you to the center of the screen, as a proper focal point should.  In terms of ground clutter items, there are approximately 15-20 bushes of four different types that I can discern.

These are skillfully placed around other objects, to add TO to those other objects.  Example: The house on the left.  It's got several bushes near it to help it from looking naked in the wild.  The trees also have small scrub bushes, as is often found in nature.   Indeed in my native home here in Pennsylvania, this is a very common sight - medium or large scale trees with small brambles or scrub bushes near the base.  The two pair together very well.  Finishing off the scene is some fairly expert use of vegetation.

The vegetation system in and of itself is possibly the best component of the new FPSC engine.  While the terrain system has a lot of flexibility, it clearly needs a bit of work to be up to snuff.  The vegetation system though is impressive in a lot of respects.  The sprites are animated, easily sizeable and colorable and there's a whole host of options for those who own the vegetation pack (Gold backers, for example).  I've found the stock settings are generally insufficient if you want to give your game depth.  One of the biggest 'uglies' in my work vs this picture was how objects would just touch the ground, leaving a discernable binary look to the graphic.  Like "This is the house" and "this is the ground".  There was no visual blending of any sort.  Then I realized... I could use the vegetation to blur that line.


Bare scene

Scene plus clutter


As you can clearly see, there's a marked difference on these scenes.  One is a simple 'town objects, nothing else.  The other is 'town plus desert terrain plus some clutter objects' scene.  The other is the exact same scene, and about 3 different types of plants, rocks, and scrub bushes


.This time, with plantlife.

The above here is simply the same scene with me spraying wildly with some stock vegetation settings plus a vegetation I felt looked good in the terrain.  While it helps and gives it an arid appearance, it seems very blocky and inconsistent.  It also makes clutter objects actually stand OUT more.  It's not bad though, and definitely an improvement.  It's not, however, quite what I'm looking for.


Now check out the difference when I plug these numbers to the maximum (Which is actually my preference, at this point).  Note, the final picture includes minor graphic tweaking to show you what a 'final' version would look like - example, higher bloom settings, adjusted ambient, etc.



The only thing different here is the size of the vegetation and the aforementioned graphical tweaks.  The vegetation values have gone from quantity/width/height of 50 to quantity/width/height of 100.   It's not perfect, but for what basically amounted to ten minutes of work I've created a rather convincing desert scene with significantly more depth.


The shearing of textures as they collide is much less noticeable and you get a much more professional flair with the addition of the vegetation.  On top of that the vegetation looks REALLY impressive with it's size at maximum.  It's flowing movement is much more noticeable in game.

Bearing in mind that this is merely an example; the proper value would probably lie in the middle between half and full settings for vegetation but these are things you have to experiment with to get the best results.  My goal here was to simply show you a process for improving your own scenes as best as possible.    If this was of utility to you, please let me know; I'd love to see some before/afters of your own.



Tuesday, October 7, 2014

Gtox's TGC Store Products

Gtox, from South Africa, really likes the 'sterile sci-fi' look.  And if you're looking for that too - you're in luck!  He's got a well priced, MASSIVE set of modular components for levelbuilding.

This particular item set was of keen interest to me, specifically because of one of my four current projects (which are on hold, while I learn not to make levels that look like amateur trash) involves a sci-fi setting in space.

Now unfortunately, there's very little info for Gtox.  If he reads this, I'd highly recommend filling out a bit more author info on the store, the forums, etc.  All I know is he's from South Africa and (evidently) like sci-fi.

Gtox's Store link: http://en.tgcstore.net/?md=artist-view&aid=206327

What one item can I not live without:  I'm always limited by specialized offerings because I tend to look for items that have a broader application in multiple projects.  So I typically have to hunt within a project to locate an item which meshes well with many uses.  The exception is if there's something really amazing that stands out beyond the shadow of a doubt.  In this case, everything here is sci-fi oriented.  There's lots of glass, metal, and white walls.  They're all clearly sci-fi.  So I've boiled it down to his pack being an excellent value.

Tiny Thumbnail courtesy of en.tgcstore.net :)


Ringing in just under 10 USD, you get a whopping 76 piece constructor set.  Also, the files stark color means if you're competent at editing DDS files you can customize them easily for your own projects.

As far as individual items go, this is the best one for multiple projects.  The 'glass handrail'.

Perfect for your office, mall, or space station.

This well priced item allows for a great deal of utility in a number of environments.  City, urban, office, sci-fi, etc.  And usually my hangup graphically is when something is too shiny; or if there's an off color to the metal.  None of this is a problem when it's a bright aluminum pole with shiny glass. So as a result, this works out nearly perfect.  I worry a little about the shadow being cast by the object, but if you played with the settings  and worked around it in the level editor, it shouldn't be a big issue.

The bottom line:  Looking on the forums, there are a lot of sci-fi oriented packs coming.  All of them represent their own unique look and flair.  Gtox's harken back to the golden era of sci-fi, the 1970's in all their sterile lab environment glory.  Also if you're building an aliens-style sim never forget that white environments make the blood show up better :).  Gtox's work represents a large amount of effort which comes together well at good value and price.  Definitely worth a look if it suits your needs.

Monday, October 6, 2014

HenryHam's TGC Store Products

Ask anyone in the FPSC community about Henryham and you'll generally get an answer bordering on reverence.  Henry offers a number of items which are available via his store but also a few goodies are lurking about which can be brought into the Reloaded engine from his website here:  http://www.henrysfps.com  or from http://reloadedfiles.co.uk

Here's his TGC store link: http://en.tgcstore.net/?md=artist-view&aid=56327

Looks like someone is a fan of Chuck Liddell :)

Henry's website has a number of tutorials, old downloads (which don't work in chrome, but work fine in firefox) but appears that it could use an update.  For example, on his youtube channel, there's another tutorial not listed on his website:


So point is, he's a bit community minded.  This is reflected in his interactions but also his pricing for top tier models available on the TGC store.  Speaking of, his models are superb.  They're relatively low-poly but have a high degree of attention and detail.  This is ideal from a game making standpoint as the fewer polys you have, the better the performance will be.  It's the sacred cow of design since usually lower poly count equals poorer detail.  It takes a certain eye to play around this type of constraint and often times many developers will eschew this in the name of higher graphical detail at the expense of thousands of polygons for a single small object.  That's not in and of itself bad, but polygons add up and you want every saving you can, come optimization time.

Henry's models typically fit a wide variety of themes, but mostly are centered around modern environments.  I only have two real complaints.  The first is the colors aren't quite what I like.  I'm not a big fan of bright colors in games unless they're being used to attract the eye to something, such as a pathway.  Henry's colors (particularly his blues and reds) are just SLIGHTLY brighter than I'd prefer.  Your miles may vary.  The other, probably more pertinent issue is that many of his very well designed buildings are unfortunately of various ethnicities.  In this sense, they may end up excluding them from certain level designs.  Ironically, one of them uses the 'nice beer' sign and texturing that wolf uses.  Not sure where they both got it from, but there it is.  So in that sense, they compliment each other well.  So it's not really that big of a deal as long as you can keep it from seeming out of place with the rest of your scene.

What one item can I not live without:  I probably spent an hour looking at every single item Henry offered at least a dozen times.  This was a REALLY hard choice.   In the end, I feel that if you are an FPSC:Reloaded owner, you will have either the base  'bronze' modern set or in my case the 'gold' set which includes a significant amount of assets.  Most of which are modern themed.  I also own the city set,  which was on sale until the end of Sept.  Henry offers one great piece which fills a glaring void for those assets:

Behold, the city square.

Park benches included.

This item fills a genuine void in the products I had and assume others most likely have as well.  It's my preference from his selection, though please do check for yourself.


The bottom line: Henry's well priced, community driven models can't be ignored; he's got a lot of free products out there on the TGC store/his website which are still viable even in the modern engine.  I highly recommend a thorough evaluation for yourself!

Friday, October 3, 2014

BSP's TGC Store Products

BSP stands for 'binary space partition', at least in video game nomenclature.  It basically is a way of creating object structures that are rapidly traversed for optimized performance.  The technique was basically pioneered for video game/FPS use by John Carmack, of iD Software fame.

Here's BSP's site, perf the forum: http://bsp-art3d.bugs3.com/

Lots of good stuff on there, hopefully in development for Reloaded.


There aren't many weapons currently available for the Reloaded engine.  There's one gun someone released that's basically a sci-fi shotgun and the stock weapons.  And that's it.  Or it was, until BSP came along.

BSP released a whole host of weapons; 10 in all.  These weapons are pretty good overall.  They have recoil, varied damage, great modeling, etc.  They include all the pieces needed such as the in game model for player pickup and magazines for the weapon(s).

Here's some live videos he took to illustrate each one:
I love the hipfire angle he chose.

Note the difference in ROF and recoil.

Each individual gun is 200 points ($2 USD).  They're well modeled and completely functional.  They are unique and individual in their own right.  It's a huge advantage towards making your game avoid the look of stock models only.

Now there is some bad news here, however.  The first piece is that it appears all of the guns have the same silhouetted icon in the bottom left of the Uzi.  This should be easy enough to modify, however and seems a minor oversight by BSP.

The second piece of bad news is while there is a bundle pack for all the weapons - there is no cost savings for purchasing it.  Even a token 100 points would have been sufficient to warrant it but as it is you can simply buy each one as you go instead of being incentivized to purchase the pack.  This ultimately hurts BSP much more than it hurts you as he's reducing his sales potential.

The last item, and possibly the biggest, is that many of the models have a tattoo on the arm and gloves on the hands.  This makes mixing it with the stock weapon sets difficult at best, since most of the stock weapons don't show gloves OR a tattoo.  It seems a fairly major oversight on what would seemingly be a 'must purchase' set given our lack of selection at this time.  If a second set came out without gloves and tattoos - I'd purchase it in a quick second.

What one item can I not live without:  That's a tough one.  In the end I'm forced to exclude basically 6 of the guns due to the glove/tattoo issue.  If you are willing to accept the remaining four (which you still have gloves) you run into some problems with each.  The P90, for instance, you can see the tattoo during the reload sequence.  So it's out.  The Agram 2000 seems perfect and indeed is still a top contender.  Unfortunately both it and the Kriss both suffer from one fatal flaw - the ejected 'casings' are actually whole bullets!  So until the casing is modified so it looks like just a brass shell casing instead of a whole shell, it's out.  Leaving us with just one option - the Steyr AUG.  

Austrians sure do make beautiful guns.


Now here you get a gun that you can't see the tattoo on (which honestly, I feel is a lot more obvious than the gloves), a functional scope, properly ejecting brass models (even if they are whole rifle bullets, it's too hard to tell since 5.56mm rifle bullets are necked down).

The bottom line: If he could fix the hands, I'd buy the whole pack, though I am tempted to purchase the AK and see if I can monkey my way through fixing the textures manually. Since it's not in what I'd consider a usable form it's a "buyer beware" situation.  If you plan on using all of these guns and a minimum of the stock pieces, then go for it.  If you plan on primarily using stock pieces and minimally using these, then I'd say avoid the pack and buy an individual gun that suits your needs. One final note:  These weapons ARE of excellent quality; they function near flawlessly.  Minor issues aside, there's really no reason NOT to own at least one.








Thursday, October 2, 2014

Tazman's TGC Store Products

This review will focus squarely on Tazman.  Tazman has a huge store with several packs and a little over 75 actual products as of the time of this writing.

Tazman's store: http://en.tgcstore.net/?md=artist-view&aid=143240

Note the Tasmanian devil; this is actually a pretty good moniker for Tazman and I'll tell you why.   The quality is wild and unpredictable.  I'm not sure why.  I like a great deal of his products but clearly there are gaps between some offerings and others.  And it's strangely inconsistent too.  Sometimes the art is top shelf.  Other times it's dated and off color.  Sometimes the models are remarkably well done; other times it's amateurish and blocky.

I can't wrap my head around it.

That all said - Tazman does have some really spectacular *must-have* stuff in his inventory so it's definitely worth a look.  You can decide for yourself what you prefer and don't prefer (as always).
First off, he's got several excellent free items available.  A pretty high quality chair and table combo which compliment a great many scenes and settings.

What one item can I not live without:  Here again I'm going to split my choice between a pack and an individual item.  He's got several possible packs but in my opinion in terms of sheer utility it is VERY difficult to beat the massive air conditioning ducting set he has available.  It's a bit shiny for my tastes, but let's be honest here - with proper lighting in place into reloaded it will likely be a non-issue.  From the standpoint of adding depth to a game though, it's tough to match.  I can think of few artists on the TGC store who can offer this kind of value at such a low price.
There's a lot of potential here.

From the standpoint of an individual item it gets much, MUCH harder to choose.  As I stated before, Tazman has remarkably inconsistent quality.  But in that seemingly damning statement is the implication (now stated outright) that there are a significant amount of very nice pieces.  So choosing just one ONE became a fairly difficult endeavor.  So in the end, I settled.  In the running were some wood boxes, various signs, and a pay phone of inordinately high quality.

I ended up choosing this one:

It's got precisely the right amount of vague text and blood.

This access restricted sign.   I know, it's a bit of a let down but for some reason I really like it.  It's well designed, gritty, perfectly vague and bloody.  Or maybe I *SHOULD* buy the pay phone...

The bottom line: Inconsistencies aside, there are some top shelf pieces available on Tazman's store.  It's worth a good, long, hard look as tastes vary.


Wednesday, October 1, 2014

Oldpman's TGC Store Products

Oldpman has very little in the way of a bio or personal information.  The old TGC FPSC (Classic) forum has a link to a website:  http://www.r2013.com however this site is wholly in Cyrillic, I believe.  I can't read a lick of it.

Here's a link to Oldpman's TGC store:  http://en.tgcstore.net/?md=artists&aid=45257

Despite his presumably quiet demeanor, he has an absolutely gigantic offering encompassing every element of a modular prison system.  Every piece of this is extremely well priced, but it does come as a package as well.   There are a grand total of five packages, each one bargain priced for the quality of the products they include.  I could not find one for the prison system itself but it appears this might be a simple oversight on behalf of Oldpman.  Unfortunately there are a considerable amount of objects relating to the prison. For the sake of simplicity it would behoove that author to add a completed set for their own benefit as well as ours as consumers.

Now on to the art; most of the models are well made using a moderate number of polygons but offer excellent geometry including rounded shapes like the hangar.  It's a sign that the model maker is both competent and comfortable with their tools.  This translates to higher quality model design and more interesting options for the consumer.

Unfortunately his use of color is a little brighter than I'd prefer.  This very likely boils down to the shader, but also stems from the colors used in the products themselves.  This is a pretty common issue but in Oldpman's case it's not gamebreaking.  They are still close enough to be able to pass with most game assets and as such won't require adjustment.

What one item can I not live without:   There's two options here;  If I was to suggest a single pack to purchase it'd be the 'brick fence pack'.  This is a HIGHLY useful segment-style series of modular walls which can be used as house walls, fencing, etc.  At one dollar for the whole bundle it's hard to turn down.


From the standpoint of one individual entry, this is an exceedingly difficult choice.  The prison set has a LOT of nice models; I especially like the workout bench.  There's also a superb satellite dish attachment.  But they all lose out to his customizable ad panel here:

Note the message in the plaque.

Here's an updated version he shows for example.

The sheer utility of this low priced object alone outweighs virtually every other single object in his arsenal.  While the palette of the stone/metal portion is a bit bright for my tastes it's still within reason and honestly the price can't be beat.  It's thirty five CENTS.  This should be in every creator's library at this point, if only for the ability to make custom signs.

The bottom line:  Definitely worth a look.  Colors might not completely match your theme but it's your job as a designer to make it work.  Prices are criminally cheap, I almost feel bad for him when I purchase it.