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FPSC Classic Product Chat / "Open World" Starter Pack

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SpaceWurm
14
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Joined: 11th Nov 2011
Playing:
Posted: 15th Apr 2012 15:55 Edited at: 6th Jul 2019 22:28
Hey all, this is my first contribution to the community. So I thought this would be a great way to start!

What is this pack?

This pack allows you to create a level which is +-400% larger than the standard FPSC allows. This works great for outdoor levels.

How does it work?

A script is added to the map which lowers the player camera height to 25% of the original height. This gives a larger perspective to the player. Map models must be scaled down to 25% to allow you to fit more into the FPSC editor.

What does this pack contain?

*3 Rock/Dirt Mountain Models
*2 Snow/Grey Mountain Models
*Camera Script to modify the player Camera height

How to set it up?

First, download the attached .zip file and extract it. Then copy and paste the "Files" folder into your FPSC directory. (Default directory is C:\Program Files\The Game Creators\FPS Creator\)

Start up FPSC!

1. Start with a new map.
2. Create your ground level on "Layer 5"
3. Add a triggerzone and set the "Main" to "Landman\plrcamera5.fpi"
4. Place the "Player Start" marker and set the "Speed" to "35"
5. (Optional) Add the hill/mountain entities provided in the pack.
6. Test it.

VERY IMPORTANT! WHEN USING THIS PACK, ALL MODELS APPEARING ON YOUR "HOME" LEVEL SHOULD BE SCALED DOWN TO 25%

In testing, the player camera is lower down and gives a much larger perspective than before.

Issues that need to be fixed:

Jumping and crouching doesn't work because the camera it as a fixed height.
Walking up and down different levels of height.

In another thread Jimmy Slayer had a good suggestion of how this system can be used.

Quote: "Jimmy Slayer: If I may suggest in reply to the OP and bruce's comment, what seems to me to be the easiest way to achieve this, is to have a 'home' level, where the player can walk around the map (which would be uncluttered and very basic) and interact with various NPC's. These NPC's would give the player missions as gozzy requested in his OP, and then through a script of some form, the player would be taken to the appropriate level for that mission, and when it is completed be transported back to the home level. This can be elaborated on, but you get the basic idea."


Integrate Open World Starter Pack with RPG Mod and the possibilities are endless!

Based on what Jimmy Slayer said, I also decided to create a quick (took 20 minutes) map and show some screenshots as an example. This could be the basic start to an RPG Game. Obviously there are no NPCs in the screenshots below.



















So, I hope some people can find this useful. Once I am done with Robolegs I have another project to start on that will use this system.

The rest is up to your imagination!

Thanks,
Landman
elbow
15
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Joined: 3rd Dec 2010
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Posted: 15th Apr 2012 16:29 Edited at: 15th Apr 2012 17:14
Thanks Landman - gave this a go and...

Wow, opened up a new way of looking at my old familiar segments and entities:

I used DTI-LScape's LSg-Flat2, LSg-Crater3 and LSg-Hill with LSb-Hill at the back and suddenly I traversed an uneven hilly, mountainous terrain.


Regards

Eugene
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 15th Apr 2012 17:12
So the polycount will be redeced due to smaller model size but the texture still has the full performance weight?

In case you find my grammar and spelling weird ---> native German speaker ^^
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 15th Apr 2012 17:23
@storyteller: even polycount remains the same because its just a re-placing of the cam and resizing of the modells, not a remodelling with lesser polys. it doesnt mention how "big" the polys are. you can resize a character to the size of a skyscrapper, it still results in the same performance as doing it in frogsize.

SpaceWurm
14
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Joined: 11th Nov 2011
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Posted: 15th Apr 2012 22:06 Edited at: 6th Jul 2019 22:28
Great! Glad you liked it Eugene.

I will soon post some tips to reduce poly count. Also That Guy John has some great tips to add which will help a lot.

Landman
SpaceWurm
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Joined: 11th Nov 2011
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Posted: 16th Apr 2012 14:32 Edited at: 6th Jul 2019 22:28
Lets take Skyrim as an example.

If I wanted to create a home level with NPCs walking around a town (home level). I could interact and have conversations with them. Certain NPCs would give me missions that would take me away from the "home level" and once I complete a level I would be taken back to the "home level"







Images are from www.overclock.net, resetgames.com and elderscrolls.wikia.com

Landman
JLMoondog
Moderator
17
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Joined: 18th Jan 2009
Location: Paradox
Posted: 16th Apr 2012 18:38
Quote: "If I wanted to create a home level with NPCs walking around a town (home level). I could interact and have conversations with them. Certain NPCs would give me missions that would take me away from the "home level" and once I complete a level I would be taken back to the "home level""

RPG Mod allows you to do this.

BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 16th Apr 2012 19:00
Quote: "RPG Mod allows you to do this."


Another alternative for those not wanting to have to use a mod is this by Tax 78.


Twitter: @NFoxMedia
That Guy John
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Joined: 30th Apr 2010
Location: United States
Posted: 17th Apr 2012 00:15
Landman,
Just caught this thread, looking good so far.
Downloaded the pack, getting ready for the class at the moment though, so I will be testing tonight.
Also, I will be roughing an outline for my tips on dropping the polycount.

"Poly Drop" will include instructions on editing existing segments as well as creating new segments, always keeping poly count in mind. After completing and getting the initial tips out, I may go as far as showing how to completely remodel a map, giving serious "poly drops".

Keep in mind though, I am not attempting to create full on outdoor maps, but my methods could be applied to those that are trying to do this.

Landman, just to clarify, when you say "down to 25%" are you meaning scaled down to 25% ( as in 25% of 100 = 25) of the original size or -25% from the original size (as in 100 - 25% = 75)?

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
SpaceWurm
14
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Joined: 11th Nov 2011
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Posted: 30th Apr 2012 11:14 Edited at: 6th Jul 2019 22:28
@That Guy John, thats exactly what I mean. Models would be scaled to 25% (100% - 75%) of their original size.

Landman

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