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FPSC Classic Product Chat / City design with only segment buildings?

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Ikey
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Joined: 17th Apr 2010
Location: Look in the back seat of your car
Posted: 6th Apr 2011 00:37
In my game, many city levels are essential. My main problem, however, is getting my buildings to all look realistic. I'm aiming to use as FEW entity buildings as I can, as it is less personalised. However, I am stuck on actually making them look good with segments. When I attempt to do this, there always seems too much on a wall or not enough. I know a LOT of people attempt outdoor levels, and I know FPSC has it's limitations - I've been sticking within them creating a game that actually runs on my AWFUL laptop. However, I was wondering how other people create segment buildings that look realistic from the outside. (P.S. I mean so like, you could make say, a line of terraced houses from them without them beginning to look too repetitive, etc.)


bobochobo
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Location: My house, in the middle of my street
Posted: 7th Apr 2011 22:19
It would probably be easier to just make each house an entity with several alt textures. With segments you need to include things like window ledges, gutters etc.

Ikey
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Posted: 7th Apr 2011 22:57 Edited at: 7th Apr 2011 22:58
Ah, but the thing is that with segments, I can make it ENTIRELY custom. I have everything like drainpipes, window ledges etc. With entities, you can't go inside (unless you carve it out, which is a long, painful process.) or have a working door. I mean, of course, not all need to be enterable, but then the segment buildings would probably end up looking different to the entities.

However, if I can't figure out what's wrong with my buildings, I'll follow your advice. My entities always seem more real than my segments for whatever reason. Anyway, thanks for the input.


The Zoq2
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Location: Linköping, Sweden
Posted: 8th Apr 2011 00:13
Probably because in a entity you can make balconys and such but with segments you can only make flat walls with windows

Srry about my english im from sweeden
Ikey
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Posted: 8th Apr 2011 18:27
It's possible to add things like balconies, dips in walls and the likes with segments. Although it it a pain to create all of the .x files for them.


MarkSA
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Location: DownUnder
Posted: 9th Apr 2011 04:32
The idea of using segments to make buildings is an interesting one.
I used entities for buildings, made a very small town with a few other things and the level crawled to a halt. (9 FPS). 295000 polys.
FPSC is an easy to use game maker, let down by the limitations of how many polys it can handle, how many levels it can build before it falls over.

I think the limitations might lie in the fact of it uses a form of basic. There are other basic languages that appear to be faster.
Ikey
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Posted: 9th Apr 2011 14:57 Edited at: 9th Apr 2011 14:59
It's possible to make it so FPSC can handle HUGE amounts of polys... Just not many people have tried solely on that. The thing is that once FPSC has EVERYTHING it needs, they'll start to worry more about the level sizes, etc. Everyone wants to be able to do more with the engine, but it's still under construction to be honest. The 'stable' versions in my eyes, are still just betas for what's to come. I'm sure that one day soon enough, we'll be able to build amazing levels in FPSC. It's already possible with a LARGE amount of imaginative skill, and of course, you need to have that to actually build a game, but it's difficult to achieve. You say 9FPS isn't much but actually, for my laptop 9FPS would be good. I can't manage to ever get higher than 12 FPS in a one square room.

Anyway, back to the subject on hand. Some people are saying that it's not worth it to use segments to build all of the buildings, but look at CoD MW2. The buildings seem to use a very similar thing to FPSC segments. If you have all of the entities needed to add to it to make it look realistic, it should be possible. I HAD a set of drainpipes for my game, but they honestly weren't high quality enough to fit with all my other graphics. You just have to remember that with most buildings, there's not just doors, bricks and windows to the outside. It's got different patterns, all that kind of thing. I'm working on a bunch of textures for my outdoor sections of my buildings to make it fit better. With entities, you can't just retexture to change where say, a drain pipe was to be honest.


2 Rogues
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Posted: 9th Apr 2011 21:10 Edited at: 9th Apr 2011 21:11
I have just released a city segment texture pack. If you have the metro theater pack and have downloaded the pack, you should be able to create HUGE city scenarios without the lag.

The screen is just a small section of what I have constructed:




the link is:

http://forum.thegamecreators.com/?m=forum_view&t=183677&b=24
Kravenwolf
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Location: Silent Hill
Posted: 9th Apr 2011 21:18 Edited at: 9th Apr 2011 21:21
Quote: "With entities, you can't just retexture to change where say, a drain pipe was to be honest."


Why not?


The only real difference between entities and segments is the way the engine looks at them (this includes better collision detection for segments). Both choices still look the same in-game. If you plan on making the building accessable to the player, use segment walls to build the layout/foundation of the building and then accent them with entities such as pipes, windows, balconies, and so on. If the buildings are far away from the player and inaccessable, a simple 6-polygon plane with a texture slapped on it's side will suffice. No reason to add an extra 200 polygons via segment walls when 6 polys do the job just as well.

If buildings are close to player but still inaccessable, entity planes decorated with aformentioned entity accents (windows, pipes, etc) will again save you several hundred polygons as opposed to stacking wall segments (unless you're familiar enough with the segment building process to optimize your segment meshes as well as Wizard of id has done). Extra detail in your texture work, and a clever combination of segments and entities in this case, should get the job done convincingly. So my advice would be; don't restrict yourself to using only one option over the other. Use both as they're needed.

Kravenwolf

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