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FPSC Classic Product Chat / Any tips or tricks to make outdoor level?

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Leongamerz
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Joined: 14th Aug 2010
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Posted: 21st Dec 2010 11:36
Hi

I really need help.I make my first commercial game and it has several outdoor level.As I know FPSC are lag if we make outdoor level,so any tips or tricks?

Have A Good Day

From
Leon

Hehe just cut off the long hair.Maybe small hair are suitable for me
Scene Commander
Support Manager
18
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Posted: 21st Dec 2010 14:43
This might be time for a shameless plug for WASP mod.

I know of at least one user who has been working on a large outdoor level and has found a speed increase of 70% on average.

http://jimjamsgames.yolasite.com
Leongamerz
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Posted: 21st Dec 2010 15:21
Oh man how can I forgot WASP Mod but as I knew it using v1.18 right?

Have A Good Day

From
Leon

Hehe just cut off the long hair.Maybe small hair are suitable for me
MONSTER MARK
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Posted: 21st Dec 2010 17:10
keep the level- broad and long
and not narrow and small.

broad in the sense- 15-20 block units. (eg. : 20 X 15 )
use invisible walls wherever u don't want the player to go.

Use obstacles to create a maze sort of thing in your level so that the level should not look like a large stretch of land.

Some entities are really a pain,those with higher poly entities which appear all together on the screen at the same instant.

So try to keep them spaced out for better fps.

Trial and error:
Eliminate those 'things' which drop your frame rate like hell, u know...

Or try to put 'them' else where away from other entities, so that your system can only process only 'it' individually.

Kinda confusing... isn't it?

Judgment Day Can Wait !!
Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 21st Dec 2010 17:15 Edited at: 21st Dec 2010 17:16
Quote: "...if we make outdoor level,so any tips or tricks?"


...it was established, that by encasing an outdoor map in an invisible segment
cocoon, FPS rates improved dramatically over an open air version of the level.

http://forum.thegamecreators.com/?m=forum_view&t=136232&b=35

Medusa
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Posted: 21st Dec 2010 21:23
just a suggestion
the lag is not actually caused by an outdoor scene
the lag is caused by the camera having to render the 40 by 40 tiles and every object on it.
An indoor game set in an arena using the 40 by 40 tiles and with everything visible would give you the same lag.
An outdoor scene involving alleys and buildings could be constructed cleverly to limit the cameras view and avoid lag.
An outdoor night scene could use black fog to limit the view.
Basically just stop the camera from being able to see too much.

mpc
mgarand
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Location: The Netherlands
Posted: 21st Dec 2010 21:29
Some tips:

* use tree billboards to give the illusian of trees. Billboards are only a few poly's.
* like medusa mentioned. Dont let the camera render everything whole the time, break things up

Norion
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Location: The Netherlands.
Posted: 22nd Dec 2010 00:39
Quote: "use invisible walls wherever u don't want the player to go."


no !!!! dont use them, they only give more lag !

dont use invisible walls or floors, they only ad more poly's in the level

good luck


NORION.

Leongamerz
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Posted: 22nd Dec 2010 03:35
Quote: "* use tree billboards to give the illusian of trees. Billboards are only a few poly's.
* like medusa mentioned. Dont let the camera render everything whole the time, break things up"


@Mgarand The level was used cartoon pack tree.

@Medusa I will try it.

Quote: "keep the level- broad and long
and not narrow and small."


Eh yeah you are right Iam make narrow outdoor level.Ok will try it.


Quote: "no !!!! dont use them, they only give more lag !

dont use invisible walls or floors, they only ad more poly's in the level"


Quote: "...it was established, that by encasing an outdoor map in an invisible segment
cocoon, FPS rates improved dramatically over an open air version of the level. "


@Seth Black Where can I get invisible segment.I dont know it this work or not.

@Norion Really.I dont know anything about invisible segment.

Last To Say

Thanks for all who helping me.This forum is the best!

Have A Good Day

From
Leon

Hehe just cut off the long hair.Maybe small hair are suitable for me
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 22nd Dec 2010 05:07
I never had serious framerate problems but using lots of buildings/stones/trees and a single static light did allready eat up 500-800 MB before I even added dynamic entities just for the lightmapping

In case you find my grammar and spelling weird ---> native German speaker ^^
Bejasc3D
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Location: Down Under
Posted: 22nd Dec 2010 05:15
@Leon,

The invisible segment is easily creatable.
Just make a new texture, and make it completely trueblack (RGB 0,0,0)
FPSC reads this is transparent.
Just assign the new texture to a copy of an existing segment fpe.

Dark Frager
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Posted: 22nd Dec 2010 11:05
Quote: "no !!!! dont use them, they only give more lag !

dont use invisible walls or floors, they only ad more poly's in the level
"


How can something invisible give more polys to the level if it cannot be seen?

- Dark

If you can see the enemy, they can see you.
Leongamerz
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Posted: 22nd Dec 2010 11:33
Quote: "The invisible segment is easily creatable.
Just make a new texture, and make it completely trueblack (RGB 0,0,0)
FPSC reads this is transparent.
Just assign the new texture to a copy of an existing segment fpe."


Did I need paint.net or GIMP to do that?

Quote: "How can something invisible give more polys to the level if it cannot be seen"


I dont know about that

Have A Good Day

From
Leon

Hehe just cut off the long hair.Maybe small hair are suitable for me
Bejasc3D
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Posted: 22nd Dec 2010 15:43
All you need to do it (EXTREMELY basically) is a copy of notepad, and mspaint.

Norion
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Location: The Netherlands.
Posted: 22nd Dec 2010 16:37
if you use invisible segments you can't see it but it is there. its like invisible poly's you can't see the poly's but they are there !!!

Medusa
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Posted: 22nd Dec 2010 21:43
I understand what NORION means
every single thing in the game is using memory
I picked on the camera render as the biggest culprit
but for example an animated piece of machinery even if hidden behind a wall will still use memory.
anything that exists in a game visible or not visible will still have an effect on the memory usage
camera render is the big beast!

mpc

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