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FPSC Classic Scripts / Big Problem

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Lone Wolf 89
17
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Joined: 5th Dec 2006
Location: Kansas
Posted: 17th Dec 2006 21:36
I was wondering I created a relatively small level with basic entitys. Not too many enemy's or lights. I know when you build a game with full light mapping that you might as well wait till next morning but thats not the problem. The problem lies when I go to play the game its takes an exact amount of 36 minutes to be playable.

Would building the game to quick light mapping fix the problem or does it just take forever for a game to load using the FPS creator engine. I meen who wants to wait 36 minutes for a game. This creates a huge problem for me. Thanx if anyone can explain.
Storm 6000
20
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Joined: 10th Oct 2004
Location:
Posted: 18th Dec 2006 01:17
lol no idea mate whats the specs on your pc thats all i cna think of, unless you arnt using new updates im not sure?

Thanks
Adam
Nickydude
Retired Moderator
18
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 18th Dec 2006 01:24
It's been said in another thread that there's not much difference between quick and full light mapping, but seeing as a new lighting system is soon to be implemented i'd stick with quick.


FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 18th Dec 2006 02:14
Quote: "It's been said in another thread that there's not much difference between quick and full light mapping"


Yes there is when you use static lighting.
It takes forever for a game to biuld for me if I have quite a few static lights and full lightmapping.
I have also noticed if my level contains mostly dynamic lighting that soft lightmapping and full lightmapping take about the same time.
Fortunately the lightmapping will be addressed in a future update of FPSC.

Lone Wolf 89
17
Years of Service
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Joined: 5th Dec 2006
Location: Kansas
Posted: 18th Dec 2006 06:53
My computer specs are the following

Windows XP Professional
Pentium 4 3.4 ghz HT
1 GB Ram
ATI Radeon 9800 Pro 256MB
80GB Hard Drive

All of the lights in my level are static does it really matter if I set them to dynamic?
Veron
18
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Joined: 22nd Nov 2006
Location:
Posted: 19th Dec 2006 03:08
Yes, setting lights to dynamic will change them totally. The only time you need a light to be dynamic is if you're making a flickering light. Otherwise, keep them static.
Lone Wolf 89
17
Years of Service
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Joined: 5th Dec 2006
Location: Kansas
Posted: 19th Dec 2006 04:47
Then the question still lies why it takes my game 36 minutes to load the game. If the bigger the levels you make the longer it takes to load a game ratio is like this then I might just have to be fored to learn DBPro.
Veron
18
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Joined: 22nd Nov 2006
Location:
Posted: 20th Dec 2006 05:45
DBPro certainly is better than FPS Creator, but I wouldn't buy DBPro now, but I would wait until DBPro X10 and buy it then, or, you can buy FPS Creator X10, which will eclipse the current FPS Creator.
redstormx
19
Years of Service
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Joined: 3rd Nov 2005
Location:
Posted: 26th Dec 2006 06:20
how do you change the fadecorpse script so that the enemy fades away slowly and not very fast like the program is set up to?

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