Hi Mike,
OK, Sorry I have been a long while here if you have been waiting for this - had some other stuff called me away.
Anyway as is the case with game making and FPSC/GG some wild, wonderful and weird things go on
I did not have a problem with the tool converting and getting this into GG itself - your tool works well.
Stats :
In FPSC the level here in test run at size 1586mb. No lights existed in the level in this one. Though lightmapping was on.
IN FPSC Inside level at test run game play fps is 60 fps. (No Shaders) Some interesting comparisons to follow for anyone interested.
FPSC Compiled (level) Game - Universe.dbo is 28.6mb. Full Game Folder size 54.4mb. (Textures used are relatively small)
Conversion with your tool.......
Open No Problem.
Import Time : 3min
Number of objects/parts : 2104
Rebuild Time : 10min
Save/Export Time : 1min
That I believe totals 14 minutes to convert and get out to the GG folder.
Now the interesting bit
Getting into GG.
Takes almost as long as your tool to just launch GG and place into GG then player set up and so on, including zone to tun off terrain and alike.
Inside GG the object works fine as far as your tool conversion goes of course. I do notice some glitches as mentioned previously. I see some entities (a few only) with missing or incorrectly mapped textures. e.g. Platforms (underneath platforms - a transparency on textures or normals issue perhaps) and have seen some incorrectly mapped textures on sci-fi chairs.
I turn off all unwanted Extras and Eye Candy, so have a minimal quality and performance drain on the game. I have only the Entity setting set above lowest at medium setting so (hopefully) lights will work and display.
Now Lights and Baking. I place 4 static lights in this new level and bake on level 3 Lightmapping..........and what do I get? well a light mapped level with 4 lights displaying of course. Yes! - Well Yes and No? All works fine and the lights display fine after baking that is until - yes you guessed it. After having tested the level and saved the level all still works fine and the lights (static) display as they should, however the issue if you guessed is that following closing of the level if you reopen it the lights have disappeared (dont display ever again) and that seems to be the issue perhaps. Somehow they are not being recreated once the level is closed and the level is unlit thereafter - unless you change the lights thereafter back to dynamic so it seems GG is not writing the bake/lighting info in a way the editor can save it with the level save option?
Now that's a gutter when you consider that before I closed the level I had the sense to first compile the game in GG as a stand alone .exe as I thought that was worth a go see what happens and Yes you guessed it again, in the Compiled .exe the Static Lights have been saved out correctly and display fine. There is clearly a difference here between Editor test run and compiled result. And not a helpful difference. No lightmaps being saved in Editor is not helpful as whatever you do in carefully setting up maybe hundreds of lights or how much hard work you put in getting your lighting just right they wont appear again once you close your editor level session. In a level like this you would never set up all your lighting in one session even if you left it to the last thing to be done. The level is just too big to do that.
Moving on the last thing I guess is the all important Yes again you guessed - the performance tests.....
Remember in FPSC this level was running in test mode run I said at 60fps and that included additionally all of the many dynamic entities - amounting to some hundreds, scripts, and AI characters throughout the level - though I did have my Entities Load and Unload entities on the fly scripts working which may have helped performance.
This level combines both my west1 and training levels which together although only occupy a small area of the GG world still is a fairly complex level even with all the dynamics and FPSC content missing. If you look at the Attached Screen shots you can see even with all that's not been brought across from FPSC the fps in GG is less than in FPSC so one wonders how GG would cope with all the extra content and dynamics - leave alone AI characters, game play mechanics and drain. I am reaching only about 49-54 fps here (around 50-100fps less than when the levels were separated) so this level is about at the limit or already beyond I would say what my system can push GG to achieve at least. I doubt very much whether i could use this level add to it much more and maintain adequate game play performance personally. Remember in GG I already have almost every setting turned off or at lowest except the entity quality set at medium so I have nothing more to save performance with. No water, No terrain, no anything
This level object is pushing GG already and the object itself is well empty except for itself. Had I had the inclination as its the only way to find out I could add to it but think I would find very soon myself getting down to 30fps or less very quickly so no point.
Could be that the one entity is just to big and complex and one needs smaller levels in GG. Could be breaking it into pieces may help though I doubt it would be enough. Who Knows.
Anyway I think that's more than enough as much is speculation other than what we see as fact
I have attached some screen shots. First is the FPSC map (object) in GG from perspective so you can get some idea of the object involved.
Hope that helps.
Great News on your progress by the way. Have a good weekend.
Peter
System : Advent Windows 7 Home Premium 64bit. Intel(R). i5-2310 CPU @ 2.90GHz. 8.00 GB RAM DDR3. Storage : 1389 GB : 1088 GB Free (1389 GB Total). Graphics : NVIDIA GeForce GT 530. Total Available Graphics Memory : 4095 MB. Dedicated : 1024 MB. Shared : 3071 MB. Direct X10