Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / "Opinion" What makes a game look more detailed

Author
Message
m4marksman
17
Years of Service
User Offline
Joined: 1st Jun 2009
Location:
Posted: 7th Apr 2010 02:17
What can I add to a room to make it look more detailed and look better without adding tons of things that the computer lags

John Rink
DarkJames
16
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 7th Apr 2010 02:36
Mm.. firstly..Lighting is the best friend to make detailed rooms

Example:
Room so good populated but with a light wich hex is FFFF its not the same/worse than Tiny Not-so populated room with an extreme savage hexcode,giving many effects

in my defense i have to say that i like to see less populated room.. cause i think that its not real to put 50 entities that randomly there (crates in an asylum...yeah sure)


"Feel free in a world of madness,be the bright spot"
-Bloody James
xgcell
17
Years of Service
User Offline
Joined: 11th Nov 2008
Location: Internet
Posted: 7th Apr 2010 02:51
lighting has a HUGE impact on atmosphere and how a room looks. Also, place static entities instead of dynamic ones, as they dont run the physics engine. Also remember: a few well placed entities are much better than a bunch of entities cluttering the area.

No need to put too much detail where the player never sees.

Join us, for we are many.
Ross tra damus
3D Media Maker
20
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 7th Apr 2010 02:54 Edited at: 7th Apr 2010 02:55
m4marksman

Low poly objects which are set as 'static', is the place to start.

Edit - You beat me to it
Bugsy
17
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 7th Apr 2010 04:09
stuff on the walls can make an empty room look like a professionally designed room that you spent a LOT of time on. high poly objects do a good job too.


JZ28
17
Years of Service
User Offline
Joined: 2nd Feb 2009
Location:
Posted: 7th Apr 2010 08:19
Adding a few organic models also makes a scene look more detailed.

http://sites.google.com/site/jordanz2010/
Bigsnake
17
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 7th Apr 2010 14:38
High Poly Objects
Perfect Lighting
Good Object Placement

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 7th Apr 2010 20:35
It's those 'little things' which we often overlook. The drip of water from the roof, the small scraps of dust/newspaper floating around the air, and making each wall/floor unique and filling each room with small and unique entities.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
ultraplex
20
Years of Service
User Offline
Joined: 8th Dec 2005
Location: cyberspace
Posted: 8th Apr 2010 00:08
Maybe Some Overlays??

Aye me hearties hoist the jolly roger
Bigsnake
17
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 8th Apr 2010 00:16
@Marc Steene

I don't think FPSC can do that MW2 type decal floating round the air thing. Specially when it sets as a overlay on the floor.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 8th Apr 2010 12:57
Quote: "I don't think FPSC can do that MW2 type decal floating round the air thing."


Sorry, I thought the OP meant games in general, not FPSC games.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bigsnake
17
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 8th Apr 2010 13:01
Quote: "orry, I thought the OP meant games in general, not FPSC games."


I think he means FPSC games cause if this was my post it would be in the Greek Culture section

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 8th Apr 2010 13:10
Quote: "I think he means FPSC games"


I know, you're right, he does. But never say something isn't possible in FPSC, because sooner or later it will get done


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Shadowtroid
16
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 8th Apr 2010 13:52
Quote: "
I know, you're right, he does. But never say something isn't possible in FPSC, because sooner or later it will get done "


But it will also get done sooner in another engine.

Marc Steene
FPSC Master
20
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 8th Apr 2010 13:56
Of course it will, but this is FPSC.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Bigsnake
17
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 8th Apr 2010 16:57
Yeah, I think FPSC is basicly in a low standard stage atm. I think over the years Lee will start adding more common engine features.

I don't think FPSC is too bad if you wanna get a start on game development but only thing that annoys me is you pay £25/$50 for it then you have to pay for extra media which is stupid rly, I can understand selling stuff in the store though.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Les Horribres
20
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 11th Apr 2010 10:20
Quote: "It's those 'little things' which we often overlook. The drip of water from the roof, the small scraps of dust/newspaper floating around the air, and making each wall/floor unique and filling each room with small and unique entities."


You know, decals actually haven't changed much in many of those games, the only difference is spawning vs predefined. In that case, simple conditional statments and custom decals should do the same effects, though you'd actually need to honeycombe and intraweave decals to get a suitable "3d dusty" effect.

(Course, if FPSC is like what it was, that could be a pain in the neck).


But in any game, it's actually not the static objects that people like, but the small interactable ones that they're really wowed by. HL1 sold because it had soda machines that dispensed SODA! You want to maximize player interactions with your environment and viseversa. So if you're going to spend the time to interweave decals to make a decent fog effect, instead choose to have a triggered flood effect and deal with the repercussions of it not making any sense later :p.


*really doesn't know why he's here*

Its not who you are or what you've done... its WHY you did it and how far you are willing to go.
If you fear speaking for yourself, make use the words of others while discovering your own voice.
Bejasc3D
17
Years of Service
User Offline
Joined: 17th Aug 2008
Location: Down Under
Posted: 11th Apr 2010 11:29
Two things in my oppinon make a game complete.

Lighting.
is crucial.

And other small things that literally are random.
Picture yourself in a warehouse.
Does your warehouse on FPSC have a toolbox in the corner? how about a stack of pallets? what about a tipped over rubish bin, with some stuff fallen out? a mop and a bucket by the cupboard.

Tip. Picture yourself in the scenario you are trying to create. What can you see there? What do you hear?

~TiTaniUm

~ Benny Boy 2321 ~ Raw Sandvich ~
m4marksman
17
Years of Service
User Offline
Joined: 1st Jun 2009
Location:
Posted: 30th Apr 2010 03:04
Thanks guys

John Rink
crispex
19
Years of Service
User Offline
Joined: 22nd Jun 2007
Location:
Posted: 30th Apr 2010 05:28
I think lighting and good object placement. You can make a room look full using about 5 cleverly placed objects. I noticed everyone who uses FPS Creator always place objects standing straight up, perfectly aligned, etc.

But basically I think adding more static entities for details normally works quite well for me, if you optimize it right, it can turn out quite nicely.

Temporarly away from the Phoenix Sentry.
Bugsy
17
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 30th Apr 2010 06:20
remember: detail draws the eye. with a nice high poly entity, places can look more detailed than they really are. when I do my Urban combat levels, I make sure that at least 1/3 of the buildings have multiple intriquite ledges. this will make the map feel more detailed.

skype = isaacpreston. I want to talk to YOU
Deevos Cranium
17
Years of Service
User Offline
Joined: 7th Sep 2008
Location: wales
Posted: 30th Apr 2010 10:15
Looks are not always important in a game,take doom for example,crap graphics but fantastic gameplay even in todays standards and CAN be duplicated with fpsc,fpsc runs great with no high performance features turned on,games are all about playability there would be no point having a really good looking level only for it to be really boring,a bit off topic i may be but im trying to say dont worry about looks its always about gameplay,also there will always be somebody who says your game is missing this or missing that but at the end of the day its your game and you create it the way you want,im flapping on now so il shoot off
Metal Devil123
17
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 30th Apr 2010 16:23 Edited at: 30th Apr 2010 16:24
It's the littel things that you don't really notice and don't stop looking, but if they weren't there, the scene would fell emptier.

Like BJ said, no 50 big hi-poly entities in one room, but many small things.

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
CapnBuzz
16
Years of Service
User Offline
Joined: 8th Jan 2010
Location:
Posted: 1st May 2010 00:05
I'm certainly not an expert on FPSC, but I have played a lot of games and been around a lot of CGI in movies. What I find over-and-over is it's not the amount of detail that's most important -- it's the presentation. Do we really need to see tons of things in every scene of the new STAR WARS movies? No, we just need the main action and hints of a larger world. Remember, you're creating a mood and not "reality." Think lighting... brightness, color, etc. You're also guiding/"leading the eye" of the player toward what's important story or gameplay-wise. Think map construction. In my opinion, a game that does both of these things very well (and isn't horror)is FALL OF THE FIREFLIES.
creator of zombies
20
Years of Service
User Offline
Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 1st May 2010 00:50
Part of the experience of game development is finding this out for yourself. Different styles work for different people. I for one wouldn't give out my design tips to a newbie (but that's just me being pedantic)

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer

Login to post a reply

Server time is: 2026-07-05 11:31:26
Your offset time is: 2026-07-05 11:31:26