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FPSC Classic Product Chat / Make graphics better

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Dusty001
15
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Joined: 3rd Feb 2011
Location: 102
Posted: 26th Feb 2011 09:55
Hello,

I need to know is there a way to make graphics appear better in fpsc?
I really need to do this with increased polycount, shaders but how?
Lewis
VBOTB Developer '10
21
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Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 26th Feb 2011 11:44
Increase the texture sizes for the models you are using first off. The higher texture you use, the more detailed it'll be.

Secondly, use some of the shaders from models packs that Bond1 have made. That'll make your models look far better!

Doctor 3D
16
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Joined: 19th May 2010
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Posted: 26th Feb 2011 11:45
That's a very broad-based question.

The simplest way to increase the graphic-quality of your game is by re-texturing the media you already have with higher resolution textures.

Theres a free program called "Firma" that I believe is still available on this board somewhere that is great for new users to add their own textures to segments,walls, etc.

Further increase quality by bump mapping (normal maps) for all of the new textures. You can use Paint.net for free to do this, there is also a program called "CrazyBump" that is free to use for a limited number of days that is simply awesomesauce at making bump maps. I would suggest watching some of Bond1's tutorial videos on Youtube regarding how to use shaders.


Once you have your floors, walls, and ceilings all re-textured the way you like, lay them out in the FPS editor to start creating your maps.

Follow up by working on lighting; this is arguably the most important part and hardest part in increasing graphic quality. Go into your setup.ini file and increase the lightmap quality up to "25" or more.

Use static lights; and use a realistic amount. For example; if you put a desk lamp on a table - don't put a 300 radius bright white light on it.

Instead, use a smaller light with a softer more realistic color. Use warmer colors for daytime scenes and softer more greyish colors for night scenes.

Generally, if you are new to building maps in FPS Creator, darker maps will usually be more forgiving than brighter maps if you want a higher quality graphical presentation.
Dusty001
15
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Joined: 3rd Feb 2011
Location: 102
Posted: 26th Feb 2011 13:19
Ok thanks guys looking at tutorials from bond1 and yeah I just need to keep reduce texture to 0 to apply default one or it has something to do with quality too?
Doctor 3D
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Posted: 26th Feb 2011 19:41
Quote: "Ok thanks guys looking at tutorials from bond1 and yeah I just need to keep reduce texture to 0 to apply default one or it has something to do with quality too? "


Not exactly sure what you're asking. The reduce texture setting tells FPSC if it should divide the texture size or not. For example if you had a 512 x 512 texture and you set reduce texture to "2" the texture would be downconverted to 256 x 256 -- you don't want that.. so leave it at "O"

The Lightmap Quality setting basically determines how much time is spent calculating the Lightmap textures. The higher the number the more accurate and realistic the produced lightmap will be.

With your textures themselves, Bond1's shader needs a D, D2, N, and I ".DDS" file. These can be created manually in a photo program like Paint.net or automatically in a program called "Crazybump." (Google it: Download it: Add a texture and just play with the settings..it's really simple to use, but, it takes time and patience to make something 'perfect.' But, you can make something 'decent' even if you don't understand how light affects the normals.)

Then use a program like "Model Maker" (see link at bottom of post) to reference all your texture files and shader onto a supplied segment mesh template.

Then open up FPSC and plop down your newly created segment and a couple static lights.

Test the game and use the "<" and ">" keys to turn down the ambient lighting until you find something you like.

Hope this helps some.
Doctor 3D
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Posted: 26th Feb 2011 19:43
Sting
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Joined: 18th Jan 2011
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Posted: 28th Feb 2011 14:11
if I remember rightly setting texture quality on entities to -1 refrains anything affecting the texture so it will stay at the highest quality set from the texture file... correct me if I'm wrong!
JC LEON
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Joined: 22nd Apr 2010
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Posted: 8th Mar 2011 12:24
Great suggestions thanky you me too..

but

@ Doctor 3d

iin tet game if i use "<" and ">" for modify ambient lighting nothing change

the image remain the same and the ambient light is the same..

why?
Michael Thompson
17
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Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 11th Mar 2011 11:39
Sometimes it loads games as if fully compiled, and so you press escape, it comes up with the pause menu. try again and see if it works. I am probably wrong about that being it, but we should eliminate the possibility right?

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations

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