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FPSC Classic Product Chat / Best way to do an outdoors level?

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Zerodin
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Posted: 21st Jul 2006 20:31
I bought a buttload of stuff for FPScreator some of which is for making outdoors levels like trees,etc. and I wanna know if there's a RIGHT way to do outdoor levels.

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
FredP
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Posted: 21st Jul 2006 20:35
Make them small and enclose them as much as possible.

Zerodin
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Posted: 21st Jul 2006 20:36 Edited at: 21st Jul 2006 20:37
Kinda like with say, fences that have impossible to see through dense vegitation in the areas I don't want the player to see/go to?
(Road to Fiddler's Green comes to mind)

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
Disturbing 13
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Posted: 21st Jul 2006 20:46 Edited at: 21st Jul 2006 20:48
Quote: "(Road to Fiddler's Green comes to mind)"

That game rocks and is easily emulateable in FPSC.

Here is a suggestion (not tested). I've heard a lot of talk about FPSC not likeing outdoor areas. What if it were enclosed? Even an invisible ceiling/floor to keep it enclosed(keeping in mind about areas where elevation is nessecary). Would this help any? or cause more problems?

Zerodin
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Posted: 21st Jul 2006 21:05
I'm gonna do some hunting for a "crops" or "Brush" object to use for obscuring the player's vision. as well as a wooden fence section, I'm sure If I look long enough I'll find something.

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
uman
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Posted: 21st Jul 2006 21:45 Edited at: 22nd Jul 2006 04:45
Zerodin,

Outdoors - Indoors makes very little difference.

The same basic rules of good design practice apply.

The same FPSC problems and issues are relevant to both indoor and outdoor levels.

The main difference can be the area to view though as FPSC sees the view differently to the player (and designer) in its compile and rendering calculations its can be difficult to design to a plan in outdoor levels in FPSC.

You can maintain acceptable fps outdoors if you design out any probs that appear and maximise the use of optimisation techniques.

Both the AI think time and serious lagg issues can crop up and probably will in both types of level equallly and can cause serious fps issues. You cant eliminate them completely but can reduce their effects dramatically by doing as said above.

Whatever - none of that is a reason to fear outdoor level building.

Go on - go for it and give it some stick.



Disturbing 13,

Such things as the use of zoning with barriers of various kinds have been suggeested numerous times - not sure if anything would work along those lines due to the reasons of erratic FPSC ploy counts as suggested above meaning one cant relaistically expect FPSC to do that correctly either in all instances even if it may work in some. e.g. FPSC can see around corners and through walls when it wants to.

Again its no reason not to try such things and any instance of success again may be a badly needed boost to a levels optimisation.

Again I would say that outdoor levels in my experience are no different to indoor ones where the same fps issues are to be encountered exactly the same - except that due to their nature outdoor levels are going to be just that little bit harder to maintain good gameplay speeds in.

Any user of FPSC should be used to the difficulties after a short while so a little extra persistance and effort should be easy enough for most to muster up.

The oudoor levels I have built are really quite acceptably complex enough to provide for good looking levels and still maintain reasonably and playable fps without as yet any optinisation at all.

The serious lagg issue is a problem I encounter and have isolated it to non critical areas of the level until and if TGC do something to overcome the issue - or alternatively it will have to be lived with as its only TGC can provide a solution in any update.

Both the AI think time and serious lagg issue are a great burden to users as restricting much improved game making with FPSC. As far as I can asertain level complexity or high entity count in themselves put very little extra additional burden on the engine and resultant gameplay fps.

Given the following of good design practice and some degree of optimisation as would be sensibly be required using any engine - FPSC can and does handle very well, complex and large levels with high entity counts - only the well known erratic issues and engine behaviour issues hold users back from creating high quality levels with efficient gameplay speeds.

Of course any advances in the feature set may or may not put an additional burden on the engine efficiency - but thats an entiirely different issue.



"I am and forever will be your friend"
Zerodin
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Posted: 21st Jul 2006 21:54
Funny thing is regardless of how I try to optimize my levels the end filesize is just as big. FPSC has a long way to go.

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
xplosys
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Posted: 21st Jul 2006 22:09
Optimizing your levels has little or nothing to do with the file size. In fact, a well optimized level may be larger than an unoptimized level by virtue of additional segments used to break it up, close it in and prevent leaks.

Optimizing your level will keep the frame rate (Frames per Second) up to an acceptable level.

Crazy Grandpa
Zerodin
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Posted: 22nd Jul 2006 01:12
I did get the desired effect for the most part.

Not fancy but it gets the job done.

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
Conjured Entertainment
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Posted: 22nd Jul 2006 01:49
Looks great.
Don't forget a fixture above the door as a source of the light.
A sidewalk or path of worn grass to that door would be another suggestion.

I agree with Uman that outdoors can be done with good design, and it looks like you are doing it.
Nice

         


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Bloodeath 6 6 6
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Posted: 22nd Jul 2006 01:50
I definitally like the looks of the screenshot...
nice work



Whats a fps without the blood,guts,death,khaos,and disorder?
Zerodin
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Posted: 22nd Jul 2006 01:59
(I also enhanced that screenshot with auto contrast, etc.)
Thanks! Soon as I get the lighting and whatnot finished I'll start on the enemies.

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
Butter fingers
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Posted: 22nd Jul 2006 04:41
Can I make one suggestion, and I'm not criticising here, I've had the same problem.

Try breaking up the top of the hedge segments texture with some alpha patches, that way it looks more like vegitation. A few gaps will make the wall less blocky.

otherwise, good work.

"It's often better to keep your mouth shut and let people think you're an idiot, than to open it and confirm their suspisions" - Noel Coward
Zerodin
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Posted: 22nd Jul 2006 05:03 Edited at: 22nd Jul 2006 05:03
Got no idea how to do alphas, but I have a guess or two.

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
uman
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Posted: 22nd Jul 2006 05:19 Edited at: 22nd Jul 2006 05:20
Zerodin,

Yes nice level pic.

For anyone thats interested I just posted an outdoor City screen shot in the Showcase forum (Umans screen Shots post)which shows quite well that outdoor areas can be made quite open and successfully keep the fps high.

http://forum.thegamecreators.com/?m=forum_view&t=66481&b=25&p=4



"I am and forever will be your friend"
Zerodin
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Posted: 22nd Jul 2006 06:04
Alphas are giving me fits, I'll look into that later.

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
Zerodin
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Posted: 22nd Jul 2006 18:02 Edited at: 22nd Jul 2006 18:06
After trying to do this for about 2 hours I was like "[mod edit]IT!" and gave up on Alphas http://forum.thegamecreators.com/?m=forum_view&t=64699&b=21

"Mushrooms, Snakes, and you!" the selfhelp book for badgers

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