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FPSC Classic Product Chat / Merge levels

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Bgrim
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Posted: 16th Jun 2011 20:59
I am new to this site and searched how to merge levels but did not find it.
So for example you have a level and get to a point but it isnt rendering out very fast so you save and then open a new file and merge in the last segment or room and then go from there ect ect.
When finished you could then merge the files one by one for a finished map.
That way you could test lighting, water ect step by step and not take forever to test.
Any help is appreciated.
maho76
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Posted: 17th Jun 2011 17:05
you can make prefabs out of segments, but not with entities, to copy & paste into different levels.

you cant merge levels because you only can open one level at a time in fpsc.

inside a level you can use teleports to move the player to other rooms that are not directly connected but you have to render the level all in one.

connecting levels only works in ready-build games one after one with win-zones, the game will automatically move to the next level.
2Beastmode4u
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Posted: 17th Jun 2011 17:13
How do you make a prefab exactly?


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Nickydude
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Posted: 17th Jun 2011 20:12
It tells you in the FPSC Creator Manual in the Docs folder withing the FPSC Creator folder.

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2Beastmode4u
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Posted: 17th Jun 2011 21:04
Thanks.


Cheers.

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Come on down to my site at Unleashed FPSCreators
2Beastmode4u
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Posted: 17th Jun 2011 21:28
Sorry but, I couldn't find it...
I used the search box to find prefab then I tried create.
Nothing came up about creating a prefab...


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Bgrim
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Posted: 17th Jun 2011 22:34
It just seems like they should add that to the list so you could work on one room at a time and then bring that room into the main level so it would cut done on render time.
Sometimes i just want to test one light and it kills me to make a small adjustment and wait minuets to just check it.
There has to be something in there to just render a section of the map...not the whole map I just dont see it. :/
maho76
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Posted: 17th Jun 2011 22:57 Edited at: 17th Jun 2011 23:00
its on page 26, as said in the docs folder in your game files.

"5.1.1 How To Make Your Own Prefabs You can use the map editor to create your own prefabs. You must follow the steps below to ensure your prefabs are created correctly. 1. First click the File/New menu item to begin a brand new map - you must start from scratch when creating prefabs. 2. Select the segments you wish to use and paint them to the top left corner of the map. You can use any combination of segments such as rooms, corridors, doors and windows. You mustn o t use entities from the entities library for your prefab design.
3. You can design your prefab over several layers. We recommend a height of no more than five layers, beyond this and it becomes difficult to place such a tall structure from the top/down perspective.
4. When you have painted your segments, position the 3D cursor at the lowest layer, at the top left corner. 5. Now press “E” and select the entire area of segments that define the bounds of your desired prefab. You can use the - and + keys to move up and down the levels.
6. Once the whole prefab is surrounded by the copy selector, press CTRL+C to copy the selection into the clipboard. 7. Now press CTRL+J to launch the “save prefab” dialog. Choose a location and enter a name for your prefab remembering to end your filename with “.FPP”.
8. After the dialog, you will be presented with a screen where you can preview the prefab and zoom around with the camera using the W,A,S,D keys.
9. When you are happy with the view of the prefab, click the left mouse button to take a snapshot of the prefab. This image will be used as the thumbnail for the prefab.
10. You can now select the Add new prefab icon and you will find your prefab in the location you saved it to."

@bgrim
fpsc is a program for 20€, dont expect too much
create a test-level with 2 or 3 rooms, basic player marker and the surroundings that are basic for your game. then test new things you want to do there. when it works, do it again inside your gamelevels. thats my way to test out things.
Pirate Myke
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Posted: 18th Jun 2011 03:54
Its the only way to do it to insure you dont accidentally blow up your map.

Save save save, make working copies.
you can always erase the unused maps later. It would be a shame to lose hours, days, or months on a design to take a chance on testing a new object in it.

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2Beastmode4u
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Posted: 20th Jun 2011 07:01
Thanks guys.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
maho76
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Posted: 20th Jun 2011 12:02 Edited at: 20th Jun 2011 12:04
in addition to mykes post you have to know that its allways better to build your levels from scratch in the final, means to test it out and then build again a fresh final version.

its because fpsc sometimes reminds deleted segments and still calculating it in the background. you can see this when you build a 2 or more big room (5x5x3) bend together and then delete it with a room-segment by hand.
when deleted raise in level above the deleted area. you will see a ghostly shape of the deleted "inner" walls that are still there (slightly grey shapes in the editor). you can erase them finally in getting one level up and delete again one layer above (segment cursor "falls" one level down in optic), but that is what can also cause more calculations in the final game.
so building up the final level again with concentration will help to avoid this.

thanks to the buddies from the german forum for that info.

gz
Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 20th Jun 2011 13:41
@maho76.
Check my link. if you scroll down about half way on my thread I posted screens back in '07 of what you are mentioning above.
The whole thread is a interesting read in itself. Have a good day.
http://forum.thegamecreators.com/?m=forum_view&t=119742&b=21


maho76
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Posted: 20th Jun 2011 18:52 Edited at: 20th Jun 2011 18:53
hi defy, yes thats what i am talking about. when you got only some of that ghost-segments inside a level it should not have an effect on performance, but the more complex the level gets the more relevant it could get.

sure, as written in your posted thread, there are much more troubleshooters that are more relevant (as mentioned in another fred, see here: http://forum.thegamecreators.com/?m=forum_view&t=186092&b=21), but all together is could cause problems overall.

so i go on with the method to test and build levels and then remap it again (before start placing entities) for final version to avoid such things. eventually doubled work, but one unexpected lag-source avoided

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