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FPSC Classic Product Chat / FPSC Questions - Please Answer :)

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Sysdevja
18
Years of Service
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Joined: 18th Dec 2005
Location: UK
Posted: 24th Nov 2006 03:25
Hi, I’m James A. I started off working for ubisoft a few years back and then got a few mates together to create Solar System Studios. Currently we are a consultancy and development company.

I purchased FPSC awhile back and have just fired it up, I’m just messing around with it really nothing serious as I have a lot of clients on my hand at the moment. This is really just a play with the engine.


I have a few question if someone can answer them (these are questions to help me and sorry if they seem a bit blunt)

I was wondering I’m looking at FPSC and its on directx9 engine?

1. I see FPSC has a map maker, when I worked with ubisoft all levels were made mainly in 3ds max is it possible to import a whole level from 3ds max into FPSC and then add basics of content and zones.

2. FPSC if I’m right is run on directx9? to be honest the graphics are a bit poor for DX9. Can this be changed with scripting or hard code with FPSC? Although I’ve seen a lot of FPSC games from the community and they seem to be "Textures Matter" approach making the games look truly nice.

3. What’s sort of poly limits are we talking about with FPSC? I mainly work around 4-6k a weapons then within a scene around 110k per level.

4. FPSC has shader support? I’ve tried but they seem a bit messed, is it possible to make my own? i have extensive knowledge on water shader’s.

5. Bump and Spec? I see FPSC has bump, does it support normal and specular mapping?

6. X. extension i know the DX X. Format can have a few special options for its models in this format, does FPSC support this?

7. Interested in creating custom characters, firstly what’s the main poly count per character and also is there a FPSC basic animation skelington to download to work off?

8. Sorry its a lot of questions, thanks in advance for anyone who can help me out.

Thank you

J.Allsopp

- Solar System Studios - Developing games since 2001
Thraxas
Retired Moderator
18
Years of Service
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Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 24th Nov 2006 03:43 Edited at: 24th Nov 2006 05:32
*

'Dawn of the Fallen Angel' coming soon(ish)...
Locrian
19
Years of Service
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 24th Nov 2006 03:50
1. Making complete maps and terrains causes collision problems at times. Very unstable. You or the NPC can get "stuck" on big terrains/maps.

2. Yes they are a bit poor and shaders are still a bit wonky(to use a technical term). You can open up and edit the source using Dark Basic Pro..

3. Though I haven't tried the RC4 yet, a partner and I have found at around 45k the engine starts to drag. On weapons try to stay about the same as characters. 2200 tris or so.

4. Like I said above I guess if you can edit the source you can do whatever your capable of. The source is released free for the purchasers of DBP and the licensing allows modifications.

5. Basically your stuck with 2 kinds of mapping. You can use Diffuse and either specular or normals, but not all 3. They just don't seem to show up.

6. Basically TGC shows you the only settings you can use for FPSC models on the page regarding the Panda Exporter for 3dMax.

7. TGC supplies a .bip with all their character animations on the downloads page accessible from the main FPSC page. If your a professional though you may want to make your own. They are very poorly done and put out with the same haste as the engine.

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