Hello folks,
I think there is some months i have gone out from this amazing forum comunity, it was because i also have a real life

. I was involved in a lot of jobs (i work now as a webdesigner), but i always used to visit this wonderfull community, and see so many improvement on our beloved FPSC. I also "retired" to improve my skills in 3dsmax. Now i need some help of the folks here, specially Mr. Rolfy, if he can help me. I am trying to port some custom Counter Strike Source Maps to FPSC, they are free, i downloaded from gamebanana.com, and it is just for studying purposes.
The problem is that i don`t know the best way to slice a level to export for fpsc. I am doing like rolfy did in his video i have seen of the Aeguls MOD, that monster walking in the level, climbing, indeed, it was awesome.
About the texture baking, i am baking all the illumination in the textures, then export it to FPSC. I already found a good workflow using a plugin called Flatiron, i am doing all the lighting with VRay, and then i bake the textures with Flatiron. I adapted some maxscripts i downloaded from scriptspot, so now with only a few clicks i bake the textures on the objects, then i run those maxscripts to copy the UVW information to channel 1, then i set the material as a self-ilumination, then i have it perfect in FPSC, without even the need to use a self-illumination shader in FPSC, because i can embed in the x-file all the lighting information baked in the textures.
But regarding the slice, the level i import in to 3dsmax (exported from source engine), it comes as an OBJ file, already textured, but the entire level is one single mesh, however, it has a Multi/Sub Object material applied with materials ID.
Here are my questions:
Before all, i know i could test all those questions and try to find the answer by myself, however, i don`t have too much free time to test all this, and this would cause me too much frustation, wasting time doing something, and then see that there are more simple and easier ways of doing it.
1- Trully, i don`t know the best way to begin. I know characters in FPSC can`t walk over entities (static). I thought in first place separate the flor from the level mesh. But if i export the floor as a separate object, and use it as a kind of overlay (without any collisions), and use underneath it a floor made by segments (invisible texture), will this work? Characters would be able to walk over it?
2- If i export my floor as a single object (floor.x), in example, will it affect too much the performance, because it will be a HUGE model in FPSC? I think the FPSC culling system only culls objects (entire), and not polygon faces, at least on old FPSC editions i have tested and have seen that if you use a HUGE static model, it will cull the entire model, so if you have a BIG house, and you are far away from it, it will not show, but if you come close to it, it will show the entire model. So for the floor, theorically it would be always visible, it would not be culled. Have someone confirmed this information?
3- If i break this floor, slice it to use inside Segment Editor and make it segments, so all the slices would need to be in the same size of a real FPSC segment, is this true? Or can i import a segment piece inside Segments Editor of any size, even if it does not match the same Segments Editor size?
4- How can i align those segments pieces inside segment editor, because i think is almost impossible you align those pieces perfectly, because we don`t have guidelines inside Segments Editor, so how can it be done?
5- About the other parts of the level, like walls, scenery details, and such. I think i need to separate the walls first, but to export those walls, also can i use a big model (unique) for all the walls in the level inside FPSC, or is better break those models into smaller parts? The characters will be able to move close to those walls (bearing in mind that those walls are not segments, but entities?
6- One possible solution, but i think it would be almost impossible to apply it for making an entire game because of the ammount of time it would consume, is to make the entire level segments, i mean break the floor into 40x40 pieces (to match the FPSC map size), get each wall and break it into segments (dividing each wall in the exact size of one FPSC segment), and such.
7- About the level props (barrel, light bulbs, and such), do i have to export each one separated or combine all the level props into one unique x file (props.x). I export it to FPSC, as a static entity, so they would be one HUGE object in almost the same size (space) of the level itself. Again my question, will it affect the overall performance of the game? And would the characters be able to walk "inside" the space that those props are located
8- Last, but not least, how does the FPSC collision system works? I know we have polygon collision, box collision, and such. But about the box collision, if i have one x-file that is made of various objects (not only one), does the bounding box collision will be created over the entire x-file or it will create one bounding box collision for each object that is inside my x-file?
Sorry for taking too long, but if some one could give me lights over those difficulties i am facing, i would be very gratefull...
Cheers,
007.
Goldenye 007 N64