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FPSC Classic Product Chat / [question] reducing poly count?

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scythe_reaver
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Posted: 28th Dec 2011 02:50
im new to FPSC (lol as all of you know) and i'm curious as to ways of reducing poly count. i have a 6-10k poly count walking around my hallways, and i'll turn a corner to go into a big area (nothing's in it yet, im making a prison scene so the only thing in it right now is doors and prison gantries) when i go around the corner leading to it, the poly count spikes to around 220k and frame count drops to about 21-25. any help?

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TriSpefear Studios
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Posted: 28th Dec 2011 03:22
i would advise not making bigish scenes because of the "poly spike" problem but i'm sure some of the great minds of the forum has found a way around this.

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scythe_reaver
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Posted: 28th Dec 2011 04:00
Ok, thankstrispefear studios.

If u don't mindme asking, how did u come up with that name?

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TriSpefear Studios
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Posted: 28th Dec 2011 05:41
@scythe_reaver
I used to play Combat Arms a few years ago and there is a gun called the Scar-L Trispear. I liked "trispear" but when you googled it the search was only combat arms. I didn't want my game "company" to be underneath 20 pages on google so i modified it and created: Trispefear

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MrValentine
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Posted: 29th Dec 2011 02:13
Thats my question answered lol

isnt there culling functions in FPSC?

TriSpefear Studios
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Posted: 29th Dec 2011 02:17
I don't think so

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anayar
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Posted: 1st Jan 2012 19:55
Yes there is, WASP mod has culling features built in and it also helps increase frame rate a ton. Now that WASP mod is semi-integrated into FPSC, you should get culling features in the v1.19 beta

Cheers,
Anayar


For KeithC
TheDesertEagle
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Posted: 1st Jan 2012 20:12
So how do you use the cull function

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anayar
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Posted: 5th Jan 2012 23:23
You don't use a cull function, it is inbuilt into the editor, but as I said before I am not sure how much of WASP mod has been integrated so I don't know how much power the cull feature will have (I'm still on 1.18)

Cheers,
Anayar


For KeithC
Gencheff
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Posted: 6th Jan 2012 16:45
Hello scythe_reaver,

I would recommend analyzing your objects one-by-one or skim through some which look like they have a lot of detail and see their polygon count alone.

There is no specific guideline for polygon count , framerate is dependent on many factors , but it would be a good idea to keep characters around 3000-4000 at maximum and weapons around the same count.A standard prop , I personally would limit to 200-300 polygons , unless it has some specific value to the gameplay/storyline.

If I remember correctly , from the latest update WASP mod is integrated , so you could take advantage of the culling functions for dynamic entities (although the downside of this would be , no shadows for them ).

Try not to go reckless on entity placement.

Perhaps a screenshot of your map in the editor and in-game would help determine the problem.

Gencheff

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scythe_reaver
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Posted: 6th Jan 2012 23:23
here's a picture from the editor view, im working on getting a picture in game, thanks for your help gencheff

http://www.shrinkpictures.com/processed/phprZ6E7O_c2AM.jpg
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TheDesertEagle
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Posted: 6th Jan 2012 23:54
could it be all the lights he has in it??

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scythe_reaver
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Posted: 7th Jan 2012 04:45
@ TheDesertEagle
you think the massive spike has to do with the lighting? The only problem i would have with taking some lighting out is i would have to increase the range of some lights.....and possibly make it look unrealistic? but if other people agree with you, then i'll have to find some way to work around less lighting .

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TheDesertEagle
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Posted: 7th Jan 2012 14:15
Try using print screen to take a picture in-game so we can se the poly count

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scythe_reaver
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Posted: 8th Jan 2012 01:53
@ TheDesertEagle
im new to Windows 7, on my laptop prtsc is grayed underneath my end key, but it doesn't work when i use the function key. am i doing something wrong?

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TheDesertEagle
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Posted: 8th Jan 2012 03:48
find Fn on your keyboard then press the prntsc key

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rolfy
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Posted: 8th Jan 2012 05:21 Edited at: 8th Jan 2012 05:31
I am sitting here trying to get my head around the idea that lighting will affect polycount...nope, cant make the connection.
Static lighting should have a very low impact on fps either, at worst you may be using very high res lightmaps but even then it wouldnt reduce it so much.

Personally I have never encountered fps drops along with massive poly increases in any of the levels I have built, unless I dropped something ridiculously high poly in there....especially when (going by your screenshot) I can see that you simply dont have that many poly's in your level.
scythe_reaver
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Posted: 8th Jan 2012 06:45 Edited at: 8th Jan 2012 07:22
@rolfy
all the media i am using is stock media, straight out of FPSC, i don't even have any model packs...(partly because i can't get them to pop up for some reason even tho i downloaded/installed them, any help there please?) and it hits around 140k poly's right now, and my frame rate tanks to about 17 in places

* EDIT: its mostly dynamic lighting in that scene i believe, could that be causing the frame rate to drop so hard? and here is an ingame pic.

http://www.shrinkpictures.com/processed/phprZ6E7O_c2AM.jpg
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Kalex91
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Posted: 8th Jan 2012 17:13
Dynamic? I think the manual for fpsc tells you not to use alot of dynamic lights in a small space. it might be worth you having a look. i tend not to use big rooms aswell as they slow the game down too. hope i helped
rolfy
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Posted: 8th Jan 2012 20:15
You got a lot of doors in there which I assume you have dynamic, you got a bunch of lights in there all of them dynamic....your choking the engine.
FPSC can only use 6 dynamic lights at a time depending on the distance of the player, all those lights will be going on and off as you move through the scene.
You dont need to use dynamic lights and you dont need all your doors to be dynamic either make some of them static and locked.
scythe_reaver
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Posted: 8th Jan 2012 21:40
Ok, thanks rolfy. I'll try all that out. Thanks for all your help everybody! Its greatly appreciated.

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TheDesertEagle
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Posted: 8th Jan 2012 21:55
About installing model packs:
make sure you select your right FPS Path

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scythe_reaver
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Posted: 8th Jan 2012 23:01
what should the correct path be?

and update, i didn't do anything with the doors, as they some are spawned as a TZ, and other r static fake doors. but i did changeout the dynamic lighting, and that fixed the issue. thank you so much guys , your help was greatly appreciated.

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TheDesertEagle
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Posted: 9th Jan 2012 00:53
C:\Program Files (x86)\The Game Creators\FPS Creator

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scythe_reaver
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Posted: 9th Jan 2012 01:19
fixed it, thanks guys

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