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FPSC Classic Product Chat / When terrain works

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Design Runner
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 12th Dec 2010 19:00 Edited at: 13th Dec 2010 01:03
Hello all. I would just like to clarify this so people can try some new things

In single player mode, using a terrain, the player can move around on the terrain without issue. However, character entities can not. Many different glitches can occur with enemies.

In multi-player, there are absolutely no issues with terrain that I know of.

I hope this helps people understand that terrain can be used. It is especially useful in multi-player shooters and puzzle/adventure games. Recommended terrain softwares: 3d world studio (trial is fine) T.ED (Trial is also fine) Milkshape 3d (Need to buy. Terrain generator is under tools.)

EDIT: 3d World Studio Trial can't save. Therefore you can't really use it.

Now lets see some outdoor maps!
Bejasc3D
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Location: Down Under
Posted: 12th Dec 2010 19:04 Edited at: 12th Dec 2010 19:06
Quote: "Now lets see some outdoor maps!"

From FPSC?
Sadly, no.

Thats a rarity, if even a possibility.
The engine cant handle large open spaces very well.
Hence why most games made by people on here feel closed, or even tiny.
They are achievable, but only by ways that are 'fake'
If you want more information on those, you'd better be asking another member, as I know barely anything on these 'effects'.

TiTaniUm

Gencheff
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Posted: 12th Dec 2010 19:09
Obviously it works in multiplayer,because the characters are player-controlled...

Now You can actually add terrain with enemy colission,but you have to slice it up in 100x100 unit segments.

You could also fake the size of the terrain with a skybox to match it.

If you're a good modeller,you can pull out a believable terrain off.Rolfy did quite a few himself.

Design Runner
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Posted: 12th Dec 2010 19:11
Granted, the terrain (outdoor map) has to be within the normal FPSC boundaries. You can still create great levels. All you really need is some kind of fitting boundary around the edge of the level, such as a mountain too steep to climb, and a good sky-box that appears to expand the level. This is just to clarify. A good example of a map that could be made this way is Cliffside from Call of Duty World at War. I think it would likely have to be shrunk a bit, but it would be more than possible.
Gencheff
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Posted: 12th Dec 2010 19:16
That's what I said...Obviously you can't go over the boundaries because it has to be a segment in order for enemy colission to work,and even if it's an entity for multiplayer,you'd still have to keep it in bounds,because if it's too big , it won't show up.

I've done terrains in the past and I might just release a pack with a few terrains+vegetation to go along , so they don't look dull.

Design Runner
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Posted: 12th Dec 2010 19:17
Thank you Gencheff for further clarifying
Norion
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Location: The Netherlands.
Posted: 12th Dec 2010 19:26 Edited at: 12th Dec 2010 19:26
outdoor scene

Design Runner
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Posted: 12th Dec 2010 19:35
Thats really good norion!
uman
Retired Moderator
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Posted: 12th Dec 2010 23:01
Just about the best option at the moment is to mix a terrain with segments. Creating a mix of terrain with some higher areas the player can go but not your enemies - if you design the level with some flat areas e.g. valleys, paths or areas with buildings then you can place some segments under those areas and the enemies will happily live there. Of course you will have to keep them there by adding walls, fencing, or invisible walls in amongst vegitation or such like, but the end result can be good. You have to think out of the box a little. How about some platforms on stilts or a building made of segments in the side of a cliff or mountainside that enemies reside and shoot at you from?

All kinds of scenarios to think about however an even more difficult issue to overcome is the simple fact that FPSC does not handle at the moment outdoor areas well in the latest versions and fps is likely to be slower than indoors. pro rata.

If I was using FPSC I would do it myself but I am not so over to someone else.




250 seamless textures : http://www.umedia.co.uk
rolfy
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Posted: 13th Dec 2010 01:46 Edited at: 13th Dec 2010 02:14
Though I keep hearing otherwise it is perfectly feasible to create very large terrains and outdoor scenes without lag, the terrain below is 35x35x14 segments and covers a huge area with cliffs, peaks and paths, its a mere 6034 poly's and could easily get away with more for detail if I wanted to. The skybox is created to tie in perfectly with the terrain giving a further appearance of real depth to the scene.
Player collision only with no areas hanging up.

Screenshot from map editor, player marker gives an idea of scale.

Framerate 51-53fps.

Bear in mind the comp I am using for screenshots here is a laptop:
1603 Mhz processor
1Gig ram
Nvidea GeForce go 6100 integrated graphics.
Its a donkey but this is what I can get even with this.

Skybox is created using same textures for terrains to tie it all up.






Full 40x40 segment terrain, centre 20x20 sliced for enemy collision. 3200 polys. You would be hard put to find the edges of the terrain (which is more hilly) they fit seamlessly with the skybox. The enemy characters follow terrain contours perfectly.




Quote: "Of course you will have to keep them there by adding walls, fencing, or invisible walls in amongst vegitation or such like"

You dont have to use invisible walls wherever segments are placed enemies will not leave the path/area as null space (introduced to prevent enemies walking off platforms etc) will take care of that for you.

Quote: "an even more difficult issue to overcome is the simple fact that FPSC does not handle at the moment outdoor areas well in the latest versions and fps is likely to be slower than indoors. pro rata."

Version 1.17 has an excellent framerate improvement which for some reason got drastically reduced in V1.18 and not only for outdoor areas, seems to be across the board..
Soviet176
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Location: Volgograd
Posted: 13th Dec 2010 02:37
Rolfy your holding out on us did you plan on selling that one large hill o'mout thing?

Putting fear back into sliced bread since 4th May 2010
Medusa
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Posted: 13th Dec 2010 16:46
Very impressed!

mpc

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