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FPSC Classic Product Chat / Angled walls in FPSC - Proof

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Van B
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Posted: 21st Jan 2005 02:38
Hi all,
Just tested this out, a simple angled wall being used as a segment, not sure if an angled door would work though.



Van-B


It's c**p being the only coder in the village.

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Van B
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Posted: 21st Jan 2005 02:39
Here's one in-game...

I edited the round corner mesh and hacked a new setup file, took no time at all.


Van-B


It's c**p being the only coder in the village.

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uman
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Posted: 21st Jan 2005 02:49
Thats very interesting........can you tell us how is the mesh made?
Van B
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Posted: 21st Jan 2005 03:01
It's just a standard mesh, quite high poly because it's from a curved section, really though, it could be as simple as a box with a wall texture. Basically any mesh will work in FPSC as long as it's a sensible polycount and it's organised well, like keeping track of textures etc. I took the long way round when importing it, there's easier ways to do this I think, still haven't read through the manual . There's little notches along that corridor, that's just the corners that I put down to get the floor down, those could easily be deleted - I left them in so I could check how accurate the collision is on imported pieces.

Collision is fine on it though , camera slides along it perfectly.


Van-B


It's c**p being the only coder in the village.
uman
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Posted: 21st Jan 2005 03:10
Thanks for that.

Considering this is a mesh object how is FPSC holding up with the frame rate- I presume the pic shows multiple copies of the object if not all of the wall structure being composed of them?

I am wondering how such objects would affect FPS and would be interested to know how low poly one can go on such a wall object and still mainatain effective collision. Obviously the lower the better so that we can have more such objects per level.

Just wondering - whatever, I can wait for FPSC release to find out the answer for myself - we will then live with what we have to and make the levels accordingly.

Thanks
Plazmeh
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Posted: 21st Jan 2005 20:59
Looks awsome! Now, is that an actual project you are making or is it just for the purpose of the topic? Because that looks really good.

Van B
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Posted: 21st Jan 2005 21:15
Plazmeh,
Nah, that was thrown together in a few minutes, I was very surprised at how easily it worked. You can even make a little thumbnail for your imported meshes, like your own icons or renders of the mesh. I plan to see how it handles more complex stuff, like a spiral staircase for instance, which would be very cool if they work .

Uman,
My specs are not great (1600mhz w/FX5200), but things are running at a playable rate, usually I use very high res so it's often hard to tell, but I put about 10 high poly enemies (skeletons, they're very poly hungry - Simon has done an awesome job on them though) and set the detail down to what I'd usually run a game at 800x600 and mid quality textures, and it was fine. Most of the media is designed at a decent spec PC, like people should'nt expect FPSC to run well on a low spec machine, because it'd just disapoint - Really, if your PC can run Battlefield 1942 or Call of Duty it should handle FPSC.


Van-B


It's c**p being the only coder in the village.
uman
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Posted: 21st Jan 2005 23:22
Thanks for the info. Sounds good.
Avan Madisen
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Posted: 22nd Jan 2005 06:35
Van B - I'd love to hear how your attempt at a spiral staircase goes!

I don't suffer from insanity:

I enjoy every minute of it!
granada
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Posted: 24th Jan 2005 01:42
Best pic of the editor i've seen so far

dave

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http://www.granadagames.com/

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