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FPSC Classic Models and Media / 2 questions... How to make a hole in ground (segment) for train track? Any free train fpsc model out there?

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GraPix
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Posted: 28th Apr 2009 06:42
Subject defines all

GraPix Entertainment
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Posted: 28th Apr 2009 10:35 Edited at: 28th Apr 2009 10:37
This should really be in the models and media board but I'll answer anyway.

There are free train entities in the Game Creator Store. They are not animated, but you can give the effect of them being animated by using waypoints.

And free track pieces and buffers here: http://forum.thegamecreators.com/?m=forum_view&t=71724&b=24

I Don't understand what you mean by a hole in the ground? Do you mean a tunnel or a crater?

Hope that helps

Cheers.
GraPix
User Banned
Posted: 28th Apr 2009 10:52
a hole like crater, thanks for the link i am very thankful to u.

how to make a hole in ground?

GraPix Entertainment
GraPix
User Banned
Posted: 28th Apr 2009 10:53
mods, plz move this to models and media..............

GraPix Entertainment
uman
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Location: UK
Posted: 30th Apr 2009 00:22
Shivam3d,

I am sure there are numerous ways to achieve what you want.

In my case I use a single tile size entity as a floor section to a train track and position it in script to a point half way between normal floor and ceiling height. Of course you will have to duplicate it as many times as needed along the length of your tracks.

That may mean you will need many instances of the entity. In my case a great deal of them. At one time high numbers of entities had little effect on FPSC gameplay speeds. Now the effect is much greater as recent versions of FPSC bear a greater burden overall and do not hold up so well with complex levels with high volumes of content.

Why? well because most users want to have Characters in their games and with recent versions of FPSC in large levels with a high degree of complexity and large numbers of entities and world objects the adverse affect of Characters on fps is greater or more pronounced than it was in earlier versions.

Effectively FPSC now has many more calls to the engine having more features than it used to. The result in trying to push it to its limit in world content levels and complexity reduces the number of characters you can have before they seriously affect gameplay.

At least thats the case in my instance.




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