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JORGEMAL
15
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Joined: 2nd Aug 2009
Location:
Posted: 3rd Aug 2009 19:54
i would like to know if i can build an exterior war game with a night aspect.
JRH
18
Years of Service
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 3rd Aug 2009 21:10
Yes, you can.
JORGEMAL
15
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Joined: 2nd Aug 2009
Location:
Posted: 5th Aug 2009 20:32
howww can i do that?
advice please
JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 5th Aug 2009 20:40
Change the skybox, and design an outdoors level...
Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 6th Aug 2009 03:12
well, outside: lets see what you need

1) terrain
2) night atmosphere
3) outdoor environmental cover (unless you're in an outside populated area)

ALSO: city or country- I'm guessing country.

TERRAIN: this means you will have to build your level in a 3d edit program, and export into FPSC. since FPSC performes badly outdoors, try to give the player the feeling of being in an open, outdoor area, but keep them enclosed. rock faces and cliffs make for good boundaries. also lots of trees and if need be; invisible walls. really, it makes the game more quality if you have something blocking the player that would really block you in real life. make the terrain basic, just the ground. for rock faces, cliffs, plants, trees, etc. use entities.

NIGHT ATMOSPHERE: set the ambience to 0 because it's nighttime, but if the player is deep in the woods, there would be no light provided for the player. use the moonlight and up the ambience a little bit. use fire, and other natural elements to light it up too. perhaps a beautiful shimmering lake? or a beehive providing a warm, comforting light. as long as the player can see, but tell it's nighttime.

OUTDOOR COVER: this isn't necessary if you have no enemies. but if you do, make sure of these things
A) it's recognisable
B) it actually provides cover
C) it's plentiful when enemies are afoot.

a bad example would be: a thin tree in an open field, in a fight between you and 10 enemies.
A) you wouldnt think it'd provide cover
B) it wont, it's just a tree
C) theres only one tree for 10 enemies

a good example would be a large, solid boulder, tall as the player, planted within the ground, in a mountainous rocky area with lots of other boulders around it in an enemy encounter
A) it obviously provides cover
B) It will, it's a big rock
C) theres enough rocks to advance through the area and remain in cover.

for city: just do the same as daytime, turn on all the streetlights, and give it a night skybox.
Kravenwolf
15
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 6th Aug 2009 04:13
Quote: "well, outside: lets see what you need

1) terrain
2) night atmosphere
3) outdoor environmental cover (unless you're in an outside populated area)"


Forgot one, since he wants to make an outdoor game in FPS Creator;

4) Project Blue


Kravenwolf

Bugsy
15
Years of Service
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Joined: 24th Nov 2008
Location: another place in time
Posted: 6th Aug 2009 04:44
.
Quote: "Forgot one, since he wants to make an outdoor game in FPS Creator;"


oh, sorry lol. I didnt know. whoops


lol. terrain is totally possible in FPSC. but that was the funniest thing I've heard all day but yea, terrain can be done if you have patience.
meteorite
17
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Joined: 19th Nov 2006
Location: The Capital Wasteland
Posted: 6th Aug 2009 13:16
With low performance. Blue is really a good buy.

JiMmYThEHaNd
15
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Joined: 4th Jul 2009
Location:
Posted: 6th Aug 2009 14:20
Blue Is Really Good

BUT apple juice is on its way to be just as good and its free
so u should use that so ur lag/frame rate isnt to bad
Bugsy
15
Years of Service
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Joined: 24th Nov 2008
Location: another place in time
Posted: 7th Aug 2009 00:36
really, as long as you keep the player enclosed, it goes fast. I build outdoor maps in stock FPSC v1.00 with a little v1.09 mixed in and they look fine.

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