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FPSC Classic Product Chat / FPSC Optimization Guide [V3.00]

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Red Eye
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Posted: 9th May 2009 14:59 Edited at: 8th May 2013 19:39
Hello,

JHR and I constructed a FPSC Optimization Guide. This Guide contains several tips for optimizing your FPSC Game. We used details from various forum threads and personal knowledge.
Other tips written by their listed authors.

Download: [V. 3.00]
Download Link

If you know any good tip[s] that you think would be a great addition to this guide then please get in touch with us, using the details listed below. We need community help to maintain and update this guide, which we hope will help FPS Creator users produce some smashing games.

Contact Us:
Red Eye
JRH: fpscoptimisation@jonathanhay.co.uk

PS: The guide has a basic [and experimental] lay-out. We will improve it in future versions.

We hope that this guide will help,

JRH and Red Eye

Like = Follow!
crispex
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Posted: 9th May 2009 15:18
Wow, this is actually pretty good. Nice work!

Temporarly away from the Phoenix Sentry.
Nickydude
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Posted: 9th May 2009 18:18
CoffeeGrunt
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Posted: 9th May 2009 21:02
A pretty good guide, should help alot of people, good job!

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
The Next
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Posted: 9th May 2009 21:18
Its pretty good i like it full of tips will come in handy to many im sure. If you need a place to keep the files you can host it on my server i will give you a FTP address so that you can update when ever you wish. Up to you if you want it pop me an email if you do will have it setup within 24hrs.

But yeh nice guide

Apple Slicer
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Posted: 10th May 2009 04:31 Edited at: 10th May 2009 04:34
Pretty nice guide.


Bump*

Red Eye
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Posted: 10th May 2009 10:46
Thanks Guys for the nice comments.

@apple slicer: I thought maybe I could implent your lightintensity tip into the guide. (thanks for the bump)

@All: We are working on a version 2 guide.


Red Eye
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Posted: 10th May 2009 15:29
O Sorry The Next. didnt saw your post. Thanks for the offer, but JRH already has an account on a server of his website.

The Next
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Posted: 10th May 2009 16:37
Sure thing just thought id put the offer in there for you to consider.

puppyofkosh
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Posted: 10th May 2009 16:47
I really like this idea!
Red Eye
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Posted: 10th May 2009 17:22
@the next: i am still considering i just have to discuss it with JRH...

@pok: thanks mate

Apple Slicer
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Posted: 10th May 2009 20:05 Edited at: 11th May 2009 09:10
Red Eye- Really? My script lesson in a guide! Please do!

CoffeeGrunt
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Posted: 10th May 2009 20:25 Edited at: 10th May 2009 20:36
I have a tip you can add in:

If you own model pack 3, you can save a good few polies by using bigger boxes in place of small ones, here's how...

1) Run FPSC, and add an entity from Model Pack 3 -> Boxes_Wood, and select one of the crate_big entities,

2) Place it in the level, and make it static,

3) Right click on it, and change it's texture by clicking on the small tab with 3 dots that appears when you put your mouse over the texture filepath, navigate to entitybank -> M3 -> Boxes_Wood, and select one of the Crate_Small_D textures near the bottom of the folder, double click to apply it to the entity,

4) There you are, you have just used one large crate, to fill the space of eight smaller ones! You can add a couple of the small crate entities around the large box to make it look less neat. This technique works best in well-ordered warehouse environments,

-=EDIT=-

Here's an example screen shot, it doesn't look all that bad:

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week

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Red Eye
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Posted: 10th May 2009 20:53
@apple slicer: pleasure is all mine

@coffeegrunt: wow great tip, screen is looking good, thanks mate gonna add that one

Coach Shogun 20
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Posted: 10th May 2009 21:16
Downloading now, this looks good.

Nickydude
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Posted: 11th May 2009 13:27
Hey guys, would it be ok to include it in the next revision of the guide?

Red Eye
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Posted: 11th May 2009 20:43 Edited at: 11th May 2009 20:43
@nickydude: Yeah cool.

@Coach Shogun 20: thanks

To All:
If you know any good tip[s] that you think would be a great addition to this guide then please get in touch with us, using the details listed below. We need community help to maintain and update this guide, which we hope will help FPS Creator users produce some smashing games.


We are working on V2.00, with more tips.

JRH
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Posted: 11th May 2009 20:50
Hi,
Missplet my UN on the title page.

Looks great


JRH

michael x
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Posted: 12th May 2009 00:05
great tips; good job jrh and redeye.

more than what meets the eye
Red Eye
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Posted: 12th May 2009 19:21
@JRH: Sorry i will change it in the next version really sorry...

@michael x: thanks mate

Thistle Studios
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Posted: 12th May 2009 22:24
Its a MUST that you include the fact that FPSC will NOT run very well on a Single Core Processor. I know, I have one *points to signature*
2.61Ghz is a lot if you think about it, but unfortunately im capped at 15-28fps on 1 core. So think about putting that into the system requirements section:
"In order to allow FPS Creator to run smoothly, you will require a pretty neat system. Although the system requirements on the box imply Pentium 3 clock speed, it isnt enough for optimal 60fps performance. Try using a Dual Core, Quad Core or even an i7 Processor for smooth framerates and no lag. Bear in mind you will need at least 1-2GB of RAM for optimal performance as well. If you have 4GB, you are insane. "


Pentium 4 2.61ghz 1.5gb DDR 333Mhz RAM NVIDIA GeForce 7600GS AGP 8X
Endangered City. An Endangered Species
JRH
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Posted: 13th May 2009 00:25
I was going to buy a desktop with 8GB RAM, 13.3GHz Clock Speed, and two nVidia 9800's. I changed my mind and the desktop I have right now has a single core 3.03GHz clock speed processor. I strongly back what YFPSD said as even a Dual Core processor, with the same added clock speed could run FPSC twice as fast.

Jonathan

Red Eye
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Posted: 13th May 2009 23:02
well i just talked to someone who has one quad processor and without any mod he gets 38 fps, and with a mod he gets 50... nvidia 7000 series and 512MB 2GB

but yeah, 2 quad is much better, that is what i use, and i like it alot.

Red Eye
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Posted: 15th May 2009 18:19
[V. 2.00]


Added some tips.
Renamed some things.
(the name of JRH )
And some other things....



Have a look...

http://www.mediafire.com/download.php?kjwmynkbmmz

MODS PLEASE CHANGE THE V. 1.00 to 2.00, in the main title,. THANKS

Red Eye
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Posted: 15th May 2009 21:58
If you know any good tip[s] that you think would be a great addition to this guide then please get in touch with us, using the details listed below. We need community help to maintain and update this guide, which we hope will help FPS Creator users produce some smashing games.


puppyofkosh
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Posted: 15th May 2009 22:28
Quote: "2.61Ghz is a lot if you think about it, but unfortunately im capped at 15-28fps on 1 core. So think about putting that into the system requirements section:"


I have 1 core and I usually get a decent framerate...
Dar13
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Posted: 15th May 2009 22:37
DBPro doesn't use multiple cores. So all FPSC is really doing is using your one core,your gfx card, and your RAM.

...
Apple Slicer
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Posted: 17th May 2009 01:05
Quote: "DBPro doesn't use multiple cores. So all FPSC is really doing is using your one core,your gfx card, and your RAM."


And that is the most peculiar part. I have a Dual core 1.83 Ghz, so someone with a single core 2.16 is much faster than mine. Very interesting.

Red Eye
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Posted: 17th May 2009 14:08
Please tell me if you like the guide, and if you know any ideas/tips, just post it.

s4real
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Posted: 17th May 2009 14:32
Nice work on this guide Red Eye keep up the good work.

Best s4real


Bibo4PC
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Posted: 17th May 2009 14:43
great job really helpful

but why not add it to the official community guide as well?
actually I was gonna suggest also adding the manual for the different Mods to the guide, it'll make things a lot easier..


~Level my Dragon~[/url]
Best Wishes..
Red Eye
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Posted: 17th May 2009 14:47
thank you guys, Nickydude will ad this guide to the official one, in the next version

Dar13
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Posted: 17th May 2009 14:53
Very nice guide Red Eye.

...
Apple Slicer
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Posted: 17th May 2009 19:30
Okay, I have 3 more tips. The first two is more of an add-on to Prides texture one. Sorry for the lengthy paragraphs. The last one is an add-on to hockeykids delete dynamic objects.

Texture Quality-Add-on to Prides
In most cases, you would want to have a 512\512 texture size. However, this can kill performance in large rooms. But, using a 256\256 texture can look bad. Well, why not go in between? Use a 384\384 texture size for your walls and floors. There is truly not much of a notable difference in visuals, but fps speeds up dramatically. Second, I have seen many games that have a room up to three or four segments high. Create a new "segment" and name this one "your original segment name here-High ceiling. Now, you can cut the texture size down to even 256, and using clever lightmapping, keep it dark enough that the player will never know.

Keep player moving forward-add-on to Hockeykids

If you use Hockeykids script, the player might be able to get back, and see that the stuff just disappeared. Not cool. To solve this, add a door, and apply this script (below) to it. Then, name the door, door_shut_one. Now, add a trigger zone just outside the door. Change its main fpi to plrinzoneactivateifused.fpi
Now, change its "if used" field to door_shut_one
Now, what should happen is when your player leaves the room, and walks out the door, the door will shut behind him, in this same spot, you can add another trigger zone, and apply hockeykids script.



I dont know if I wrote this script or not. So if its yours, or someone else's you know, tell me so I can give them credit. thanks.

Red Eye
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Posted: 17th May 2009 21:16 Edited at: 17th May 2009 21:16
thanks you so much mate, i will add this ones in V3.00

Apple Slicer
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Posted: 17th May 2009 21:19
Quote: "thanks you so much mate, i will add this ones in V3.00"


yay!

Bibo4PC
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Posted: 19th May 2009 18:21 Edited at: 19th May 2009 20:57
here're a couple more tips:

To solve outdoor scenes lagging problem
simply u'd have to give up dynamic lightings, Tested on an outdoor scene filling the entire space with some segment buildings at the end and it works like a charm..

Getting more framerate by decreasing Resolution
Decreasing the resoultion decreases the size of polygons viewd thus increasing framerate, can be used if u wanna maintain the highest level of graphics (with shaders and full light mapping) and getting some more speed..

Avoiding overlapsed lights decreases building and testing loading time..

can't think of anything else at the moment hope this helps..


~Level my Dragon~[/url]
Best Wishes..
Red Eye
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Posted: 19th May 2009 18:42 Edited at: 19th May 2009 18:42
wow very nice tips there, thanks i will add that in v300 thanks again



Bibo4PC
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Posted: 20th May 2009 16:06 Edited at: 20th May 2009 16:07
ur very welcome, here're a couple more for modellers

Avoid using subdivides and if it's really necessary just use one level up..
Sub divisions (known as smooth in Maya) increase shape details dramaticaly causing the game to slow down when ur near one..

To avoid being stuck when walking on a custom model (uneven ground) for example
basicly you have to remove any small angels between faces, but just to avoid wondering wuts considered as a small angel just avoid raising or lowering any face that is connected with another, u can solve this by extruding the surface before, here's an image to point out what I wanna say in an example of making a hill..

notice in figure (A) the middle face was raised immediatly without any extrudition, while in (B) the face was extruded, raised then smallen.. though it came out a little steep needs to be smallen a little more so the inclination angle is nearly 45..

Decreasing model details as much as u can using just textures
for sure the less polygons there are the better performance u get, the trick is to use textures to cover up for non needed polygons, some ideas to explain more:

- Designing a tree, most ppl use way to complicated polygons for one branch while simpy u can use only one polygon and texture it with a branch photo with the back transparent, and it looks exactly the same..

- Computer keyboard, just one polygon with the keyboard texture, no need to make every button 3d..


Hope u like it


~Level my Dragon~[/url]
Best Wishes..
Red Eye
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Posted: 20th May 2009 16:26 Edited at: 20th May 2009 16:29
they are very good, but about billboarding , you cant do that with trees, that would be like remaking subermario 3d, sorry but trees you have to model in 3d it will look MUCH better,

as for the smooth object that is very nice but as it is better to make tris and not quads, it isnt that bad to make it smootth, you wont see many, i say again MANY, fps drops... But if you are modeling a scene in maya or 3dsmax and NO terrain then you are right.

About the computer keyboard you are correct

Thanks for the tips mate i will slightly change them and add them in under your name ofcourse....

Thanks again

Nickydude
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Posted: 20th May 2009 16:37
Quote: "they are very good, but about billboarding , you cant do that with trees, that would be like remaking subermario 3d, sorry but trees you have to model in 3d it will look MUCH better,"


Take a look at the trees in this first picture here: http://forum.thegamecreators.com/?m=forum_view&t=136232&b=35. 3D trees may look better but will slow things down.

Wolf
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Posted: 20th May 2009 17:03
Downloading now, commenting ASAP

Bibo4PC
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Posted: 20th May 2009 17:46
sure np

just for the trees I think u misunderstood me, I meant a different polygon for each branch not one polygon for all branches.. here's a screen for a palm tree I made this way (didn't know it was called billboarding =))..


and as for the smooth I don't know about maya but using AC3D it drops A LOT sometimes to 9-10 just when ur near the entity


~Level my Dragon~[/url]
Best Wishes..
Red Eye
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Posted: 20th May 2009 17:57 Edited at: 20th May 2009 17:59
o ok sorry i missynderstood that.. Thanks i do that quite often...

- 9-10 fps drop WOWOW


@nickydude: trees where you get near them make it box colision ... And ofcourse treesss always static.. I dont get any frame drop when doing that (just by folowing the tips in the guide)...

Samuria
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Posted: 20th May 2009 18:56
be sure that all the objects that will not move have their physics turned off in their properties list. FPSC will, by default, have them turned on. This will slow down the engine as it calculates, weight, friction.
Flatlander
FPSC Tool Maker
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Posted: 20th May 2009 21:47
Thanks for the contribution to the FPSC community.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Red Eye
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Posted: 20th May 2009 22:27
@samuria: yah i mentioned that in the guide... But that will only work with DYNAMIC entitys

@flatlander: no thanks, JRH and I are happy to do it

JRH
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Posted: 21st May 2009 00:31
New signature!!!

Red Eye
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Posted: 21st May 2009 08:02 Edited at: 21st May 2009 08:04
nice mate but is optimisation with s or a Z

JRH
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Posted: 21st May 2009 10:38
It is spelt with an 'S' in Britain, for sure but may be spelt differently in various countries and dialects.

The quirky signatures are always the best!

JRH

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