Hi Spudnick,
Quote: "when you make a scene with lighting and shaddows And so its a baked scene,
1, do you get better frame rate than if you did not."
Texture wise not much.Framerate may be helped a little but its negligible.
The real plus is using far fewer poly's in a scene.
Quote: "2, when using a shader, is it a custom one or could a stock shader be ok."
Stock illumination shader is all thats used so far, its just a pure white Ill.texture map as the whole entity/segment is uniformly bright.
Quote: "3, do you add lights to each light after, or do you use one or 2 above the hole scene."
Lights are placed in exact locations as modeling program, there are a couple of reasons to do so.
1.They provide a light scource for player weapoms,characters etc even though they play no real part in lighting the scene itself.
2.I have found that creating low res lightmaps at build in FPSC actually adds a little more depth and quality to baked shadows.
Quote: "4, is the scene added as an etity or a segment"
All walls and objects are entity's the floors are segments.
Quote: "5, do you add box or poly collision to scene"
Depends on the shape and purpose of the object. You will find performance is helped if can use more box collision though as it cuts down on the collision the engine has to constantly calculate.
Quote: "6, can you still move up layers if you had an upstairs or would height scale be tricky to do."
You can use as many levels as FPSC can handle. Access is no different from any other game built in FPSC.
Quote: "7, can you use fpsc stock doors, and can they be put anyware"
If your refering to doors cutting walls, then no. All this is done in modeling prog, however if I wanted to use stock doors would simply work it into pre-level design.
Interesting questions.