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FPSC Classic Product Chat / Question about creating levels

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Bizness Man
19
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Joined: 26th Apr 2007
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Posted: 10th Oct 2010 03:43
Hey guys, long time no see.

I got FPS Creator back in 2007 when it first launched and didn't really think too much of it, so it kind of was shelfed for a while. However, I decided to come back and check things out and to my surprise, I'm seeing that it looks much more advance now

So I'm curious, how does one go about creating large, outdoor type levels? I've seen a bunch of different projects that look great and I'm wondering what the process is for creating them myself. Perhaps there are some tutorials I can/watch?

I'm also curious about creating my own weapons and such.

Sorry for the noobish questions. This is my first time in years looking at the software, which has changed a lot it seems
kitty101
18
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Joined: 5th Feb 2008
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Posted: 10th Oct 2010 12:23
its not really for outdoor levels (yet)

I would use a different engine for your idea.

JRH
19
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 10th Oct 2010 12:25
FPSC launched in 2005.

My karma ran over your dogma.
Leongamerz
15
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Posted: 10th Oct 2010 13:27
Quote: "Sorry for the noobish questions."


Dont talk like that you are not noob.

Hello
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 10th Oct 2010 17:44 Edited at: 10th Oct 2010 17:46
I understand that this might be an opinion type answer, but I have no problem with my outdoor levels. You cannot build an outdoor level with the same mind set as an indoor level reguardless of the engine. Instead of a tree with 3000 poly's I use "billboard" trees with 8 poly's. I use flat planes with images of buildings on them in places the player will never get too, Things like that. If an object doesn't need a normal map, don't give it one just because you have the shader and feel the need to place it on every object. All of my outdoor content is completely different than my indoor content. Also check this book out, really helps.

http://www.amazon.com/Game-Development-Essentials-Level-Design/dp/1401878644/ref=sr_1_1?ie=UTF8&qid=1286721762&sr=8-1

Helped out tremendously. Most people think "I can make a level, what can reading a book teach me I don't already know"...The answer...a lot. This book uses the unreal engine as an example and talks about everything I just mentioned, so even unreal must be used carefully and well thought out when changing from indoor to outdoor. The engine is not the limiting factor, it your mindset.
Bizness Man
19
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Joined: 26th Apr 2007
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Posted: 11th Oct 2010 01:49
Thanks for the replies

I understand that you can't build expansive outdoor levels such as Crysis and such

I'm just curious what the process is to create maps externally and then import them into FPSC. I assume you can't use something such as Valve's Hammer editor and export that into a format that FPSC understands.
kitty101
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Joined: 5th Feb 2008
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Posted: 11th Oct 2010 09:35
billboard trees are unfitting and most PC's can handle a lot of polys in one scene

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