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FPSC Classic Product Chat / is this possible?...

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firelord
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Posted: 12th Aug 2010 20:11 Edited at: 12th Aug 2010 20:47
ok i have a pc with 1gb graphics card,4gb ram and 6ghz processor..what are the limits in fps creator..i need to know exaclty what i can and cant do with fps creator..im using fps creator to prototype an idea to my publisher....and the game has to be done quickly...i know someone is going to say do a search but other threads do say max level is 40x40x50..but what exact shaders can i use, what is the quality game i can make with fps creator and what fx can it create with v1.17..why i need to know as my company uses terethan c4 game engine.. if i find out what exactly fps creator can do i can just import models and some of the segments,static meshes directly into c4 engine..once my game is prototyped..for example does it do Full-scene dynamic lighting and shadows, Ambient lighting, water shading, Distortion effects such as heat haze or Volumetric fog or Emission glow and specular bloom effects..does it do any HDR rendering..for example i read the features page and no mention of normal mapping but in the forum it says fps does do normal mapping..can it do Self Illuminated Bumped Specular..what is the max polycount in a scene
thanks...[u]
Aaagreen
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Location: City 17
Posted: 12th Aug 2010 20:35
Those aren't very helpful specs. There are loads of 1gb graphics cards, but that could mean anything from a GeForce 7 series card to one of the newer Radeons. And a 6ghz processor? Is that a 3ghz dual core, a 2ghz triple core? Is it a phenom, an athlon, an Intel Core Duo?


I'd love to see things from your point of view but I can't get my head that far up my bum.
firelord
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Posted: 12th Aug 2010 20:40 Edited at: 12th Aug 2010 20:54
My specs are AMD Phenom II X2 545 Processor running at 3ghz each..my graphics card is ati radeon hd 4670..my ram 4gb ddr2..my hard drive is 500gb..there are so many mods, but it looks like v1.17 has the main featues of the mods, i have been to the migartion forum but it does not say the exact features for fps creator v1.17, i thought there would be a thread having all of the exact proper features what it can do and what it cant do for v1,17 this would help people looking at fps creator..
Nbt
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Posted: 12th Aug 2010 21:00
Quote: "Those aren't very helpful specs."

About as helpful as the topic title I guess.

firelord
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Posted: 12th Aug 2010 21:06
wow what a friendly forum...i thought i was quite clear about what my question was..maybe not then
Gencheff
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Posted: 12th Aug 2010 21:14
Actually the forum is very friendly...

But on topic - I dont know about this c4 engine,but FPSC x9 is a bit limited graphics wise.Models are in .x format,so I guess you can export them with 3ds max and a plugin and put them in the other engine.

Now normal mapping and shaders on entities and segments isn't a feature , because most of the shaders are made by bond1,who is a respected user here, not an fpsc lead developer lol.You get my point?

Also about the features,in x10 there is water,in x9 there is bloom,depth of field,ambient lighting,shadows(static).

Also I don't think there is a max polycount.But there are recommended boundaries.I've heard all sorts.70 000 on a scene,2000 a model.Although my scenes are around 140 000

One last thing.There is a mod for FPSC x10 that makes the map size twice bigger.Look in the X10 boards for it.

Nickydude
Retired Moderator
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Posted: 12th Aug 2010 21:52
Unhelpful Titles

Please do not simply write "Noob Question", "I am a newb", "One Noobie Question", "A question", "Please help", "This isn't working" or anything similar as the title of your post. We have a search facility, and meaningless titles do not help others find answers to their questions. It will also help you to get quicker responses if people have an idea of your thread content.



For KeithC
firelord
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Posted: 12th Aug 2010 22:02 Edited at: 12th Aug 2010 22:12
ok thanks....but what i need is an exact feature set for v1.17..i no most of what u have written but saying bond1 deals with shaders does not really help me.i saw threads on normal mapping.like is it a mod..do i need dark shader.all i want to know is a complete features list of what fps can do...and im really sorry about my thread title maybe you could change it to features that are avalible for fps creator
Gencheff
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Posted: 12th Aug 2010 22:12
You don't need dark shader unless you want to experiment with the shader properties.

Using shaders does not need mods!(unless if you want fullscreen shaders aside from DOF and Bloom,then you should get project blue)...they're added by right clicking on an entity and adding the .fx shader as an effect.Most shaders need maps - Normal,Specular,Diffuse,etc.

Eh..exact feature set...somebody else write it,I can't think of an exact feature list off top.

What I left out was Particles,Ragdolls and Ironsight support for weapons.I'm sure there are a lot of other features though.

firelord
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Posted: 12th Aug 2010 22:14
Im sorry if i seem a noob..i understand 3d game princibles quite well..and thanks for the reply.....
Ertlov
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Posted: 12th Aug 2010 22:33 Edited at: 12th Aug 2010 22:39
Hi Firelord, first of all a small comaprsion between FPSC and C4 (I`ve been working on both of them):

In terms of ACHIEVABLE gfx quality, the two are almost on par, with C4 being better by nuances.

Yes, in theory the C4 engine has a bigger polycount threshold, and all the fancy shaders and effects imaginable, but if you try to make mid-poly foes with sophiscated shaders applied in a fully shadered high-poly environment, you`ll soon see the limits there, too.

FPSC with 1.17 allows good shaders on surfaces, no matter if segments, statics or dynamics (check out bonds examples), and with 1024er textures of high quality, you can get a very sophiscated look out of it.


However, the polycount is indeed a problem for FPSC. Yes, you can go past the 100k mark, but with performances ridiculous compared to the performance you have with an very old Engine (let`s say Unreal 2.5 or Painkiller) and 500+ k polys.

Also, FPSC can`t handle crowds, C4 can to a given point (again, both can`t match with Unreal tech or similar). So if you wanna prototype with FPSC, be sure to focus on FEW but HARD enemies instead of throwing the player against hordes. And you have to stick to the grid. Yes, you COULD do open areas with cool organical environments (rolfy showed that first, meanwhile several others followed), but you`ll run into problems that you won`t get as long as you stick to the Grid system (which doesn`t mean 90 degrees angles only, take a look at the hive pack or ad rounded corner segments to avoid that).

All that said, would prefer C4, especially when you think that C4 also has Mac, PS and Xbox support.

However, the biggest advantage of FPSC, ESPECIALLY when it comes to fast prototyping is the workflow and the speed with which you can punch out playable results. We work here with Unreal 3 technology, we worked with Cry 3 tech, we spent a year in the Painkiller engine. And still, when I want to test a basic indoor level idea I have in mind, I fire up FPSC and get something that can visualize my imagination within 2-3 days. No chance on that with any other engine.

Come to where the madness is:
http://www.homegrowngames.at

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