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FPSC Classic Product Chat / Larger map size?

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light mod
15
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Joined: 26th May 2011
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Posted: 1st Jul 2011 13:43 Edited at: 1st Jul 2011 13:44
Does anyone have a mod, or knows how to get a larger map size in fpsc?
Some people have shown some snapshots in the forums of a BIG map size (probably photoshoped), and they don't even let you get the mod.

- Thanks
Scene Commander
Support Manager
18
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Joined: 3rd May 2008
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Posted: 1st Jul 2011 13:59 Edited at: 1st Jul 2011 14:01
Quote: "Some people have shown some snapshots in the forums of a BIG map size (probably photoshoped), and they don't even let you get the mod. "


I assume you are referring to my thread here.

http://http://forum.thegamecreators.com/?m=forum_view&t=184241&b=21

Stability and performance was greatly impaired by the large map size, and to be honest, I didn't have time to work on improvements.

Regardless or not as to whether you were referring to my thread or another, are you at all surprised that people don't want to share their work when you accuse them of lying about it's existence apparently because they won't let you have access to it?

http://jimjamsgames.yolasite.com
maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 1st Jul 2011 14:31 Edited at: 1st Jul 2011 14:56
do you want to get a larger mapsize or ask how to get filled the actual map completely without burning down framerates?^^

for 1): a sign that your level is nearly empty. you should think more about filling it up to get more diversity than to enlarge.

for 2) i manage to insert segments and static entities over the whole map in square and height in a volume to 750.000 polys+ that works on 50-60fps permanently before inserting characters and nonstatics. better to get in more characters without much of framerate-decrease than to enlarge the map. my thoughts.
light mod
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Joined: 26th May 2011
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Posted: 2nd Jul 2011 04:12
No, I wan't to make a huge outdoor level - that needs the space.
That Guy John
16
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Joined: 30th Apr 2010
Location: United States
Posted: 2nd Jul 2011 17:51
You know, instead of enlarging the grid would it be possible to just just scale the camera view down and scale down the level?

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 2nd Jul 2011 18:24
you don't need a gigantic grid to make a gigantic outdoor map. I make plenty of them on the regular 40x40.

@maho76- if your polycounts are at 750k, NO ONE will be running your game save maybe me, and a few other people with supercomputers. most outdoor maps can be kept under 150k polys rendered at a time if you use less meticulous methods of detail.



here's a video showcasing what can be accomplished in under 100k polygons and a 40x40 map size.

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
maho76
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Location: universe-hub, playing the flute
Posted: 3rd Jul 2011 14:13 Edited at: 3rd Jul 2011 14:28
Quote: "@maho76- if your polycounts are at 750k, NO ONE will be running your game save maybe me, and a few other people with supercomputers. most outdoor maps can be kept under 150k polys rendered at a time if you use less meticulous methods of detail.
"



yes, i know, and no one beliefs me

i found a simple way to erase the massive and random framerate-decrease caused by polycalculation in outdoor levels. also after that change fpsc shows the "real" amount of polys wich is tripple the amount that shown in the prebuild (so it would be 250.000 on the normal fpsc-scale at 60 fps), sorry for my fault to not say this up there.

the game runs massively faster and also more stabilized. but dont ask me why, i dont know^^.
works perfectly also for lower powered pc, tested it with a friend. look here (in the pics you can see polycount):

http://forum.thegamecreators.com/?m=forum_view&t=186092&b=21

would be great if you can test this also, dont know yet if it works for every build (especially different shaders and lightmappings, i am new to this).
______________________________________________________

my intention to the threadowner was: you also have to fill this outdoor-level with life so it is not boring when played, and its hard to even fill the actual sized map when you want to get it in playable performance.
firelord
19
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Joined: 4th May 2007
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Posted: 3rd Jul 2011 21:51
bugsy can you explain how you did this did you scale everything down?
sorry but was inpressed with your level...
Bugsy
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Joined: 24th Nov 2008
Location: another place in time
Posted: 3rd Jul 2011 22:49 Edited at: 3rd Jul 2011 22:50
nope, everything is normal sized, you've just got to build smart
go ahead and skype me. I'll be glad to help anyone out who needs help.

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU

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