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FPSC Classic Product Chat / Desided to ditch a level

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mnemonic
19
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden
Posted: 2nd May 2012 13:27
End of creation. I will not include this level at all, it goes into the recycle bin,,,

Well,,, this level is just to buggy, The FPS is just awful when the player starts, but when he starts moving the FPS comes to a descent framerate. But when placing an enemy it lags again. No other level has this issue. They do not use models and segments from the london model pack like this one does. So my theory is that maybe it's something with that pack. Could the models cause the lag? Maybe they are just 'too much' for the engine to handle (eg. too many polygons)

What do you think?

Best!

www.memblockgames.com
Ross tra damus
3D Media Maker
20
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 2nd May 2012 14:37
mnemonic

I do not have the 'London Pack' (which looks great Btw) but this is more likely the case as you have said about the 'polygons' but without the models to take a look at in a 3D editing Prog, I cannot be 100 percent sure.

Is the scene you created a 'large' outside scene?
If 'yes', then this could be the problem (FPSC struggles to render large outside scenes) but there are somre tricks you can use to help with this.
mnemonic
19
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden
Posted: 3rd May 2012 01:14
No, it is not an outside scene at all, it's all indoor. I have used the subway part of the london pack, and some things from other model packs aswell. I wanted the scene to make the feeling of an abandoned subway system. There is one segment piece called 'tunnel with hole' or something like that. When the player entered that hole he would end up in a room (made up with normal room segements) But the hole and the room did leave some 'leaks' around them, so to 'glue' them togheter I used some static entities like metal bars and had it look descent, but when doing this procedure the entities and segment overlapped each other (Don't know if this could really cause some lagging, but I have a bad feeling that it might)

btw, what kind of tricks to use with outside scenes?

www.memblockgames.com
Ross tra damus
3D Media Maker
20
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 3rd May 2012 09:30
Now you have mentioned the 'gaps' I think that this may be the cause.
Did the game run smoothly before you 'plugged' the 'gaps'?
If 'yes' then this may well be because of collision problems between the media you are using to 'plug' the gaps with.
If I owned the media myself I would try to replicate this and see whats going on but as mentioned before I do not,sorry.
Maybe someone else around here who also owns this Pack will help out with this?

I don't build many maps myself (at the moment) but using 'Ivisible' walls in the right places helps plus using flat 'billboards' in the distance such as 'trees and buildings'.
Detailed 'skymaps' can also help a lot.
There are quite a few posts about this subject around here somewhere which could be worth searching for.

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