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FPSC Classic Product Chat / complex poly segments and polygon collision.Is this possible ???

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17
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Joined: 22nd Aug 2008
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Posted: 2nd Sep 2011 08:28
Hi i made some cool maps which are pretty complex.Is there a way somehow to use these maps in fpsc ? i tried out fpsc and it seems very limited with those 4 vertical walls + floor and ceiling.I mean i'ts not possible to make a good looking game with this method , as the whole level is builded from vertical walls and horizontal floors. Is there a way to make my own complex segments in a third party editor ? is this possible with the "fpsc segment kit" ?

when i say complex maps i mean :
- completely poly based
- some walls are not vertical (45 degs)
- there are some special decals on floors/walls/ceilings (like holes where the player can go through , or horizontal floors blends into a terrain etc...)


Thanks

SparkWrapper An advanced 3d particle system for DBPro
http://forum.thegamecreators.com/?m=forum_view&t=185523&b=1
maho76
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Location: universe-hub, playing the flute
Posted: 2nd Sep 2011 12:08
look in the wip/showcase-threads for the projects of WOLF and others, there you can see whats possible with fpsc.
of course you can do complex levels and not-vertical walls (also implemented in vanilla fpsc, round corners (??! ) etc.) you can also work with static entities instead of segments wich you can custom build in any 3d-prog and convert to an x-file to import into fpsc. check out the fpsc models and media forum for free custom works.
Pirate Myke
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Location: El Dorado, Ca
Posted: 2nd Sep 2011 12:39
(Wip) Proximity Part 2 - Wizard of ID

Then click on his name and search the model and media thread.
He has some great example and sketches of the tunnles and stuff that he has done. Very inspiring. Also descussions on the collision issues and how they where over come.


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Posted: 2nd Sep 2011 22:38
Hey Thanks for the info ! i found it very useful !
Thanks a lot !
Cheers

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Posted: 6th Sep 2011 11:50
Hi... Well after doing lot of test i found out : importing complex levels into fpsc is a very very painful procedure and still nothing guarateed.Make walls and floors as separate mesh is ok when you work with a 200 poly level but if you have 24000 poly it's a bit tricky and very annoying... so i give it up...

The second thing : I downloaded the segment creator kit ...Sorry for saying this but i never saw a software so unstable ,slow and buggy... the program crashes with "mesh number illegal" errors
and i have to wait about half minute each time i try to open the fpsc browser. Once i add a mesh to the scene the browser freezes - pressing cancel has no effect at all
- No more meshes can be added till the browser window is closed (if you are lucky you can do this with the red X) then you have to reopen the browser again and wait a half minute again to add another mesh ...

This is sooooo annoying and just not the way it should work...

I just can't understand... theres lots of very very fast collision detection dll's like SC dll , PhysX , NuclearGlory , Newton . Why some of these libraries not implemented in fpsc ? It would be 100000 times easier to use , and not to mention it would be 1000000 times faster ...

Pirate Myke
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Posted: 7th Sep 2011 21:13 Edited at: 7th Sep 2011 21:17
Hey dont give up. great things are done with this engine all the time now.

Try it this way. Always use a real floor segments for your floors. Get rid of the floor where you dont want it.
Character dont like to walk over the edge most times.

Walls and detail: There is not much room in an 8'4" square room segment. So the littlest protrusion out of the wall can make a big deal in a small hall way.

Have different details for such areas.
Hallways 2 levels high with most of detail in the upper section.

Have one segments with the floor and the bottom wall with maybe a small bit of detail for the base. No more then 5 to 10 units as the walls in a full segment are 2 thick at 5" total.

The upper segmant would have the floor also, (which you could delete after you placed the walls). you could add all the detail your machine can handle and its above the players height and most characters, so collision issues are reduce greatly.

Taking away from the boxyness of the editors layout.

I have seen round corners work great, ramps work great. You can force climb over anything up to 70 degree angle for entities and segments like cliffs and stone walls. Make these all as seperate segments. Cosmics prophets stuff and other numerous forum member have contributed for free. There are tons of examples available to learn from.

Look at the examples that come with the install and play with those to get ideas.

With the above you could place stratigic entites in areas you would require more detail.

Other option if you can model is: Still use segments for the floors.
But make entiys that you can use as wall. Tile them up based on a wall segment being 8'4" wide, You can go 2 to 3 segments wide and tall and still get great results. You can mix these as static or dynamic as needed. with collision working. Take your full pieces and slice them up to match these dimansions and things work great. More work, More glory and awsome it looks when you complete.

You can check this out as an example: This scene was created by chris holden for UDK. www.chris holden.com is his site. He gave us permission to put it into this engine for a game WIP that I am involded in. Took a while to cut it up and place it, but it was worth it in the the end. Sorry veoh wont embed in this forum. Worth looking at.
http://www.veoh.com/watch/v21134035jb5kWh7d

As the level has progressed now, its At 245000 polies with 15 characters for puzzle and 8 passage blocks and numerous eye candy animations going on and still getting between 35 - 50 fps on an old dual core machine running XP with a nvidia geforce 8500 graphics card. I should post another vid with progress.

Other things to remember is that a great texture and normal map can replace complex geometry. Check out the scifi stuff that come with the engine. the textures really make it pop with the shaders we have now.

I agree that the segment editor is a bit old and touchy some times.
I just take an stock fps file and put in my changes for media and textures and shaders and have them work flawlessly in about 20 mins each. There are a lot of good stock segment pieces (x-files) that come with the engine out of the box, that you could retexture and change the look and feel of the layout.

Its all up to you and what limit that you put on yourself and the limits of your machine.

Yes collision could be better and one day it will. Its come quite a ways since it started, but it is still a basic language in programming. But for the price you can really do a lot with it now, with no other licsence fees attached. So please dont give up on making your stuff work


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