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FPSC Classic Product Chat / Question about FPSC's Grid Size.

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Cryptic Dragon
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Posted: 14th Dec 2010 05:46
Is there any way to have FPS Creator do a larger sized grid? I am speaking of the one that is currently limited to 40x40 segments. I would like a huge town size grid to build on. I have FPS Creator ver.1.0 with about 20 or so packs.

Thanks in advance,

CrypticDragon

You know for a fact that you have reached the edge when you can absolutely see sound!
KeithC
Senior Moderator
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Posted: 14th Dec 2010 05:49
I've updated your thread title. You should use some sort of description in the title of all your threads.

-Keith

DJ Almix
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Posted: 14th Dec 2010 06:26
Quote: "I have FPS Creator ver.1.0 with about 20 or so packs."


Hmmm, do you now...

As for the grid size, I don't think there is any ways to increase it.


Go on...click the bar to enter a world of awesome.
Cryptic Dragon
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Posted: 14th Dec 2010 06:52
I just counted them, yep 20 of the packs and FPSC 1.0.

There has to be some way to build much larger game arenas. Most of the shooter games that I see are extremely large in size many times above the 40x40 grid size. The only other thought I had would be by walking through a door or edge of the grid that would send you into another new grid. Assuming the code or objects existed for that. Right now 40x40 at best only gives about 4 small buildings.

Are there any ideas out there by expert FPSC folks?

Thanks in advance,

CrypticDragon

You know for a fact that you have reached the edge when you can absolutely see sound!
Silvester
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Posted: 14th Dec 2010 07:24 Edited at: 14th Dec 2010 07:25
Not possible, unless you're going to change the source code, and faking it with multiple layers only works in sewer systems, as you'll be able to see the other layers instead of towering buildings. And no offence, but if 4 small buildings take up your entire grid you're doing something wrong.. A small building can be made of a 2*6 grid spot, or even smaller.

Also, you might want to update to the latest version.. It's a tad better then the one you're using.

Bejasc3D
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Posted: 14th Dec 2010 07:48
Quote: " A small building can be made of a 2*6 grid spot, or even smaller."

Not if you plan it to be a 'full scale' building.
If it were a house - Bedrooms, loungeroom, dining room, bathroom, etc.
An office - Multiple office areas, with lobby, lift, bathrooms, staff rooms, closests, etc.
Sure, miniature 'filler's' are acheivable with that, but if its something that is going to be a part of major gameplay, bigger is better.

Cryptic Dragon
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Posted: 14th Dec 2010 07:52
I am more than open to any ideas. I just started a new FPS project and only added a lab. It was 4x8 grid size. Which by the way the lab was only two small rooms. A real lab complex would be several of those units side by side making 20 plus rooms filled with equipment. After putting 4 of that type of building on a 40x40 grid some roads around them and scenery you have easily used up the entire grid. I would consider a 20 room lab complex that a small building in size. Even a building on a college campus is several rooms on each of several floors. Complexity, I am speaking of walking into these building sizes even larger and a lot of buildings.

So there must be some type of method to walk to the edge and once you pass that point you go to another grid with other buildings or something along those lines.

The only other option would be to use a something other than FPS such as Dark GDK or along those lines if FPS is limited. I am currently digging into GDK very heavily in the 3D area for a new game project. I purchased FPS for my 9 year old son who is pushing the limits of this FPSC software and he wants to go even further with the layout in size and design to a very large area.

Any ideas would be welcome,

Thanks in advance,

CrypticDragon

You know for a fact that you have reached the edge when you can absolutely see sound!
Silvester
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Posted: 14th Dec 2010 07:56
For such things FPSC's grid is bullcrap, 100*100 is too large for that, most games don't use such a grid, but modeled levels, hence the fact they can provide such buildings in a smaller space as well..

Anyways, you could always make the bigger buildings on a different floor, and make it seem like they're big on the layer you are on, and I believe Project Blue had a way to switch between levels by scripting which would also make it a lot easier to make smaller pieces of a city and just have to bear with loading screens between the bits and pieces.

Anyways, I've said this many times over the years.. But you can't expect a $50 engine to create you a game with the same capabilities as, say.. the Unreal Engine or anything similar to that can. It's a small Indie game development tool, which in my opinion already does and offers far more then most tools that come around this price range.

Cryptic Dragon
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Posted: 14th Dec 2010 07:58
BTW, my son is extremely computer literate. They teach the kids in third grade MS office and the internet all of the time. A lot of their studies are getting out laptops and working right on them. Todays kids are well advanced exceeding the older generation who is on the way out many are still confused about surfing the internet. Just because he is 9 in no way limits him. He still needs the skills for programming before he digs into D.GDK but that is not far off into the future.

CrypticDragon

You know for a fact that you have reached the edge when you can absolutely see sound!
Cryptic Dragon
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Posted: 14th Dec 2010 08:02
Thanks in advance for everybodies input. I will check back later today as I have to work at the college in a few hours and I need some sleep. I live in the USA. Finals week and then I can work on D.GDK and FPSC even more.

CrypticDragon

You know for a fact that you have reached the edge when you can absolutely see sound!
Gencheff
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Posted: 14th Dec 2010 14:46 Edited at: 14th Dec 2010 14:48
I don't know my friend,the current grid can't be filled completely anyway,especially if you use lightmapping(on 32 bit systems that is,since there's a 2GB memory cap).

I tried making a town before,and ended up creating 3/4ths of it successfuly with lightmapping and rain effects and it ran at 28-30 fps,which considering my system is pretty decent,is not a good sign.

You could however use some trickery.I'll give you a few examples :

1.I remember some old games,in which when you go say 2 blocks down,another level loads,showing the other buildings and basically that reduces resource usage and provides a nifty workaround for the grid limit.With a mod like RPG Mod,you can go back to the previous level (a matter of a simple fpi script placed in a triggerzone) and divide your town into 4 areas or whatever suits your needs(but if it's a multiplayer arena you're building,then you can't do that).

It could be annoying for some and no,it's not ideal,but it would provide a better atmosphere than out-of-scale buildings and short streets.

2.You could use billboards for the town outskirts,rather than actual building models.Saves space.

3.If you just happen to be able to fit your town in the current grid , but you have lightmapping problems,make some of the building dynamic.

4.You could mod the source,however I don't know how that'll turn out.I'm aware that the X10 version of FPSC has a mod which makes the grid 2 times bigger,but it's not perfect there either.

These are a few ideas off-top,but I encourage you to try them.

TheConnorian
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Posted: 14th Dec 2010 15:00
2 words: MYSTIC MOD

just incase no-one else said it
The Zoq2
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Posted: 16th Dec 2010 17:43
Mystic mod is for dx10 right??

Srry about my english im from sweeden
Silvester
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Posted: 16th Dec 2010 19:35
It is, which is why nobody cared to mention it.

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