Blender FPS materials

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Uploaded by on Oct 12, 2006

FPS made on blender game engine
download blend:
http://www.savefile.com/files/1408373

Category:

Entertainment

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License:

Standard YouTube License

  • likes, 4 dislikes

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Uploader Comments (martinsupitis)

  • when i download it it is html file?

  • no, it should be a blend file. But this is an old demo. I am making a new one.

Top Comments

  • considering this was made in 2006, this is amazing

  • same thing here!

see all

All Comments (101)

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  • is the link still working???

  • I saw a Doom 3 barrel

  • did you programmed that on html?

  • omg you shot light, you evil bastard xD

  • The gun looks like the shotgun off of Gears of War

    :D

  • @martinsupitis Basically, make the playable game look like CGI cut-scenes. Explosions and smoke look like they do in FumeFX. Like I said though, Blender isn't capable of that (yet) and a game like that would be more like next gen (past 360 and ps3). So I'll just stick with PPOV animations like the Pinky scene in the doom movie. May not be playable, but looks like your seeing a glimpse of a next gen FPS game

  • @martinsupitis I still don't think you understand what I'm talking about. Right now, Blender does not have the capability to do what I want to do. Instead of looping pre-recorded textures for fire and smoke or the spawning method for proper physics, I want to use the particle and fluid SIMULATOR in the game engine. In other words join the game engine and particle simulator side into one. So like when you shoot a creature or something you have a 3d fluid splash (fluid simulation).

  • @Gr1mmReap3rT2

    I see. Well you can render any animation to texture and use it as particle. The best use for this is pre-animated fire or smoke that loops and can be used as a particle plane. Though for debris and sparks, i`d use spawning method, so they have proper physics.

  • @martinsupitis I know that is how it is done. I said I want REAL TIME particles from the ANIMATION SIDE of blender. Not the way games are made. THAT would be easy too. Animate some particles, when bullet hits property "metal" it runs the ANIMATED PARTICLES, not planes with textures and alpha that always face the camera. Why do it "how it is done in every game"? I wanna raise the bar a little bit. Pre-animated and recorded real-time particles.

  • @Gr1mmReap3rT2

    particles are easy.

    as rokyfox said: on bullet collision on a surface with predefined property, like wood, concrete or metal it spawns bunch of objects. I.e. if collision detects property "wood" it spawns few wood chips, when bullet hits property "metal" it spawns sparks, that`s it.

    That`s how it is done in any game.

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