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FPSC Classic Product Chat / Big Open World Like Map?

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SgtBrown5
16
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Joined: 10th Mar 2010
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Posted: 15th May 2012 04:26
Hi there I am currently in trying to start a game that is set in a post apoctalyptic setting, but do to FPSC's memory cap I can not make very big/long maps that are detailed as well. So I was wondering if anyone know's about a relativly simple program that I could make a game/map with, and still use the models and segments from FPSC?

Oh and I know you can create maps in other programs and export them to FPSC. Is this more efficient with the memory use?

Simply put, I want to know how to make a bigger more detailed world than what FPSC will allow.

Any help is appreciated.
Thanks

SgtBrown5
The Storyteller 01
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Location: On a silent hill in dead space
Posted: 15th May 2012 12:41
Quote: "Simply put, I want to know how to make a bigger more detailed world than what FPSC will allow."

Welcome to the club

But seriously, there is not much you can do about it. You can indeed import maps into FPSC which are generated with other programs but NPCs will not be able to move on the surface then.

In addition the premade landscape will not help that much because every dynamic object (NPCs, Monsters, scripted entities) eat up memory in large chunks too.

If you want to create something like Fallout, then you probably should rahter start modding Fallout itself.

Or you do what everybody else does and stay in underground, sparsly lit, cramped rooms. Which isn't so bad - it worked for Metro 2033 at least

In case you find my grammar and spelling weird ---> native German speaker ^^
maho76
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Location: universe-hub, playing the flute
Posted: 15th May 2012 17:48
open world starter pack by landman:

http://forum.thegamecreators.com/?m=forum_view&t=195990&b=21

its all about camera position and resizing the models. but you have to see where detail is needed and where not.

in addition, it may help:
http://forum.thegamecreators.com/?m=forum_view&t=186092&b=21
but you have to watch for trouble with breakthroughs (windows/doors) when using segments to build indoor parts (like houses/bunkers). you can avoid this in using static entities instead of segments for this so no breakthroughs in segments are neccessary. helps a lot to get performance and avoid random framedrops in outdoor levels.

Quote: "You can indeed import maps into FPSC which are generated with other programs but NPCs will not be able to move on the surface then."


not that right, it works as long as the characters are in a 100units range of a segment-ground (1 square) and the surface of the imported landscape is not that scrumbled. if not, they get stuck or bounce up and down. look at rolfy´s "darkhouse", very impressive import of big entities instead of building walls. there are also samples for open landscapes out there.

SgtBrown5
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Posted: 16th May 2012 01:21
Thanks for the advise guys. But does any one know if it is possible to take fpsc entites and put them in another program? I have put quite a bit of money into an assortment of model packs, and I do know that there are other engines out there that would work a lot better. Does anyone know of a program like that?

SgtBrown5
SpaceWurm
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Posted: 16th May 2012 02:36
Quote: "http://forum.thegamecreators.com/?m=forum_view&t=186092&b=21
but you have to watch for trouble with breakthroughs (windows/doors) when using segments to build indoor parts (like houses/bunkers). you can avoid this in using static entities instead of segments for this so no breakthroughs in segments are neccessary. helps a lot to get performance and avoid random framedrops in outdoor levels."


Brilliant Maho! I haven't read that thread before. This will definitely help with Robolegs!

Thanks,
Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
SgtBrown5
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Posted: 16th May 2012 03:07
does any one know if you can use fpsc entites in the source engine? I know that engine is verry adaptable and can do just about anything. My other thought was unity3d wich I am pretty sure you can use fpsc entities, cuz I thought I saw one in the media section of the unity3d website.

SgtBrown5
SpaceWurm
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Posted: 16th May 2012 04:46
Use Milkshape to import the .x model file and then export it as a .fbx which Unity uses.

Unity has quite a learning curve, its not nearly as easy as FPSC but it sure is an awesome engine once you know what you are doing.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
SgtBrown5
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Posted: 16th May 2012 18:42
cool thanks. Ya I know that FPSC is probably the easiest thing out there. But even with V1.19 it just doesnt quite have the power/flexibility that I want. Plus now working with unity or the source engine I can make a rts game, a fps game, or any other type of game that I want.

I do love FPSC but I am a little tired of the fps genre. But I will definitely be still arround the forums and messing with fpsc.

Thanks for all of your guys help.

SgtBrown5
Teabone
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Location: Canada
Posted: 19th May 2012 00:42
We've all been exposed to so many new FPS's that are out-door and completely massive. We got to think creatively to create illusion i guess of a big map. Or several loading spots.

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