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FPSC Classic Product Chat / Any tips on how to make outdoor senes run faster.

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Walls and doors
16
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Joined: 3rd Feb 2010
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Posted: 13th Oct 2010 02:20
Ok so I am making a small street level, and I was wondering if there are any tips anyone can share on how to make it run smoother or faster. There is a picture for yall to see. So you get a better feel on whats up.
GreenDixy
17
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Joined: 24th Jul 2008
Location: Toronto
Posted: 13th Oct 2010 10:33
please post images in png/jpg format also some info about your level lights how manny enemy's etc etc the more the better

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GreenDixy Productions http://GreenDixy.Com
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 13th Oct 2010 16:22
What framerate are you currently getting and what are your system specs.
Nickydude
Retired Moderator
19
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 13th Oct 2010 17:39 Edited at: 13th Oct 2010 17:41
http://forum.thegamecreators.com/?m=forum_view&t=136232&b=35.

Pay special attention to the Background section.



For KeithC
GreenDixy
17
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Joined: 24th Jul 2008
Location: Toronto
Posted: 13th Oct 2010 20:16
@Nickydude so a invisible wall and roof would work to kinda seal in the player make it like indoors but not

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GreenDixy Productions http://GreenDixy.Com
kitty101
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Joined: 5th Feb 2008
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Posted: 14th Oct 2010 00:45
Specs?

Metal Devil123
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 17th Oct 2010 15:52
Quote: "@Nickydude so a invisible wall and roof would work to kinda seal in the player make it like indoors but not"

what? I think he was meaning the billboard trees... right?

Bugsy
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Joined: 24th Nov 2008
Location: another place in time
Posted: 17th Oct 2010 18:27
Outdoor scenes are my specilty

Commense the tutoring.

Outdoor scenes are often very difficult for FPSC and it's typical style of building levels to handle. the way segments work, is that they're not combined when they're made into segments, they're just a bunch of squares sitting right next to each other, and since each one is usually around 12 triangles at minimum, it adds up. if you want a building face to be 10 segments long by 12 segments high, that's 10x12 segments, and it equals 1440 triangles. say you make an entire building out of that face, and it's 5760. and that's just for 4 big walls. make a roof on that, and it's another 1440, making it 7200 polygons just for 4 big walls with a roof.

Needless to say, this will look ugly as the texture is repeated 120 times on each wall, and there's no windows or dimension. adding windows to every segment will pretty much triple the polygon count on each wall, so let's count that as: 21600 triangles. assuming windows on every segment. a good level's maximum polycount should be around 80,000 without any enemies. you can read how many tris are in your map by looking at the little "p" number at the bottom of the screen, or if you're using v118, you can hit the "tab" key.

all of this can be avoided. I won't advise using invisible segments to make big walls around what you want and don't want to be rendered, but what if you can take that 21600 triangles and slice that down by using an entity building. a good entity building. perhaps cutting it to 4000-7000 triangles if the building is really detailed. that kind of building, use for foreground stuff that the player will see immediately, and be able to focus on. background buildings, however you can make yourself. find a seamless window texture, and make a box (easy) in any modeling program. write it a .fpe, put it in your entitybank along with the texture and the model's .x file. the box itself is only 12 triangles. the texture doesn't add any. being that this massive building has only as many triangles as a segment, ONE segment, you can use lots of them to create dimension.

HERE is a video example of an outdoor scene running great in FPSC in my game When Worlds Collide:

http://www.youtube.com/watch?v=NNMRfR0b0wY

now, I'll give you some example images, and we'll work out how I got them.



triangles: 72000.
average FPS rate v116: 40/40
average FPS rate V117: 60/60

this map is a rooftops map. the tops of the roofs are segments. the building walls are plains, so I think that makes them 2 triangles each. the other buildings that aren't detailed, they're entity buildings. the streets are kept low poly, but are also segments. I make sure to use them minimally. the entities are kept to boxy shapes to minimize polygons. the rooftop entry points are segments for better collision. enemies have not been added yet, but will be.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU

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