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Author Topic: My "shot" at an fps demo.  (Read 653 times)

« on: May 09, 2014, 07:37:48 PM »
Sorry for the pun  ;D


Here is a short video of an fps demo that I made with the gun that I animated. Turned out pretty well, IMO.

https://www.youtube.com/watch?v=bqfdy09No7c

Edit: Download attached.
« Last Edit: May 09, 2014, 07:46:21 PM by MetallicDoom19 »
Using 3D Rad v7.19
Specs:
OS: Windows 7 Home Premium 64-Bit
Processor: AMD Athlon(tm) II X4 640 Processor (4 CPUs), ~3.0GHz
8GB RAM
Graphics: NVIDIA GeForce GTX 550 Ti
DirectX Version: 11
Hard Drive Space: 465 GB
« Reply #1 on: May 09, 2014, 07:51:55 PM »
great looking animations and control... a great start... and i'm sure your aware of this, but this is only a small part of making a FPS...

you gotta shoot at and be able to hit something (or someone)... and that something (or someone) has to pose a threat to you (the player)... shoot back at you, and even better, hunt you down and shoot at you...  i mean, if you want it to be any fun... and the action has to take place somewhere... preferably somewhere with some architectural or natural simulated elements that add to the suspense and challenge...

and maybe make it multi-player... there's nothing like hunting down and killing your friends online  ;D


--Mike

« Last Edit: May 09, 2014, 08:15:53 PM by Mike Hense »
« Reply #2 on: May 09, 2014, 08:18:14 PM »
great looking animations and control... a great start... but, and i'm sure your aware of this, but that's only a small part of making a FPS...

you gotta shoot at and be able to hit something (or someone)... and that something (or someone) has to pose a threat to you (the player) if you want it to be any fun... and the action has to take place somewhere... preferably somewhere with some architectural or natural simulated elements that add to thsuspense and challenge...


--Mike

I was busy working out the bugs with the controls. Animating the weapon and getting it in 3d rad took a good 3 hours, and I still need to make the primary weapon. After I get the player controls done, I'll add a map, npcs, and all that good stuff. That's IF I even want to finish it. I really just tinker with 3D rad and see what small things I can make nowadays.

Thanks for the input, Mike.
Using 3D Rad v7.19
Specs:
OS: Windows 7 Home Premium 64-Bit
Processor: AMD Athlon(tm) II X4 640 Processor (4 CPUs), ~3.0GHz
8GB RAM
Graphics: NVIDIA GeForce GTX 550 Ti
DirectX Version: 11
Hard Drive Space: 465 GB
« Reply #3 on: May 09, 2014, 08:55:59 PM »
yeah, don't rush... and definitely don't put any unnecessary pressure on yourself... this is supposed to be fun (well, for the most part anyways :)

i just saw FPS in the title and thought that you had a game up... or at least a level of one...

the gun and hands anim looks really good...

--Mike



« Reply #4 on: May 10, 2014, 03:38:11 AM »
Yeah, looking very good, very smooth.

One question though, how did you get the model? Counterstrike?
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #5 on: May 10, 2014, 05:39:51 AM »
Yeah, looking very good, very smooth.

One question though, how did you get the model? Counterstrike?

The Info box at YouTube shows this:
Quote
Ver�ffentlicht am 09.05.2014

Just A short video I did of an fps demo I made. It has dynamic gun sway, smooth ironsight transitions, and a reloading animation.
All gun animations were done by me.


Models like this are avalable for free on many places these days. And they all look quite the same. You do not have to steal from Counterstrike (what your question leads to, concious or unconcious) ... Just buy some stuff at The Game Creators and you get 100s of models with your package ... and some are hands with weapons ... unbelievable ...



Using 3D Rad 7.22
« Reply #6 on: May 10, 2014, 07:05:48 AM »
jeeez... not again...  do i gotta  check everything that looks halfway decent...

Doom, say it aint so...

--Mike

« Reply #7 on: May 10, 2014, 08:45:12 AM »
Yeah, looking very good, very smooth.

One question though, how did you get the model? Counterstrike?

Pistol: http://gamebanana.com/models/2572
It says to give credit to the artist.

Hands: http://gamebanana.com/models/2734
The guy said feel free to use for non-commercial use. I have no intention of selling anything, so I think it's fine.
« Last Edit: May 10, 2014, 08:49:11 AM by MetallicDoom19 »
Using 3D Rad v7.19
Specs:
OS: Windows 7 Home Premium 64-Bit
Processor: AMD Athlon(tm) II X4 640 Processor (4 CPUs), ~3.0GHz
8GB RAM
Graphics: NVIDIA GeForce GTX 550 Ti
DirectX Version: 11
Hard Drive Space: 465 GB
« Reply #8 on: May 11, 2014, 06:01:39 PM »
Updated:


Added shell ejections, hitscan, ammo, and muzzleflash fx. And I replaced the firing sound too.

Attached an updated demo :P
Using 3D Rad v7.19
Specs:
OS: Windows 7 Home Premium 64-Bit
Processor: AMD Athlon(tm) II X4 640 Processor (4 CPUs), ~3.0GHz
8GB RAM
Graphics: NVIDIA GeForce GTX 550 Ti
DirectX Version: 11
Hard Drive Space: 465 GB
« Reply #9 on: May 12, 2014, 02:16:04 AM »
Again, looking very good. Feels very natural.

One tip, you should add some smoothing to the sway of the gun when the players looks around.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #10 on: May 12, 2014, 07:41:23 AM »
i spent all weekend looking for, uploading, and learning some fundamentals of animation... i downloaded and used Daz3D (free and easy to pick up), and at the end of the 2 days, uninstalled it and went back to my familiar, out of date best friend... trueSpace (not 7.6, the older, simpler to use versions 4.3 and 5.2)...

my main goal here was to try and use a few bvh sequences i had,  but it was such a pain, and seeing that i don't know how to rig a model properly, i retreated back to the old familiar stuff...

i can  put together a rudimentary articulated model using trueSpace's IK animation and an old plugin called Puppeteer to link the parts to the bones of several existing rigs... and with a lil practice i can get em to walk and turn around and do a few other things...

but, if you load the Astronaut from the community moon project (still alive) into Fraggy or UU3D, you'll see that the resultant skeleton (after all is said and done)  is... well, lets say it's unique  :)   it doesm't conform to any generally accepted rigging format or convention... but hey, it works...


anyways... back to your shooting anim... which part of the animation did you do... it seems as if the hands model come already rigged and animated... and i'm sure that i've seen this reload sequence before...

it really looks great in RAD, but i'm asking to find out just how much of it can RADsters use,  and under what conditions...

--Mike





« Reply #11 on: May 12, 2014, 01:35:12 PM »
which part of the animation did you do...
--Mike

Shooting (ads and hipfire), idle (ads and hip), and reload

So basically all of it. I just didn't make the gun and the IK hands rig. It was done in 3ds max 2012.
Using 3D Rad v7.19
Specs:
OS: Windows 7 Home Premium 64-Bit
Processor: AMD Athlon(tm) II X4 640 Processor (4 CPUs), ~3.0GHz
8GB RAM
Graphics: NVIDIA GeForce GTX 550 Ti
DirectX Version: 11
Hard Drive Space: 465 GB
« Reply #12 on: June 04, 2014, 11:15:47 AM »
Hi MetallicDoom19, this is amazing, now what's the next step?
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
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