Hi!
This tutorial will introduce to you the way I start working on a level in order to get the best results without hitting the 1,85 Gigabyte cap.
Disclaimer
I'm not a moderator or an administrator on these forums, I can't tell you what you are allowed to write and what not. But I would like to ask of you to not start a rant about optimizing the engine, recoding the engine in another language or implanting an alien code found on an ancient crystal so FPSC has the power of the Dunia engine. This thread is about hints and tricks to get the best results with the memory limits.
Tutorial
* Open your setup.ini and search for the line "systemmemorycapoff=0". (you can open your setup.ini with the windows editor (awesome little piece of software
). The setup.ini is located in the same folder as the FPSCreator .exe files.
Replace it with "systemmemorycapoff=1". This will allow the creator to get over the cap limit and doesn't halt the building process if (example) it uses a lot of memory while lightmapping.
This does
NOT mean that you should create a lot larger levels now!
*A really memory consuming feature of FPSCreator is the lightmapping. Few of us still remember the euphoria when the lightmapsettings in the setup.ini where "discovered" a couple of years ago.
In fact, you do not need high resolution lightmaps. Now, before you shout "but this will reduce my visual quality" I would like to tell you that I use a low setting and I still get good critics on my lightmapping. My settings are:
Quote: "
lightmapatten=32
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=256
lightmapquality=16
lightmapblurmode=1
lightmapthreadmax=-1"
This is absolutely enough and are the same settings used in my latest projects.
* A few of you tend to use high resolution textures and then add shadermaps to these. I advise against it!! A medium scaled object looks absolutely great with a 512*512 sized texture. Small objects can even look good with 128*128 or 256*256 resoluted textures. Adding giant texture maps to everything will simply reduce your performance. Large objects and detailed things (usually stuff with text on it or characters) should use 1024*1024 or in rare cases even larger...no compromises there
Just remember that the quality of the texture is much more important than its resolution.
* Your polycount (for newcomers: a model with a lot of details has a lot of polygons) matters. More polygons, larger amount of lightmappingtextures, larger memoryconsumption. Think what models are needed and where it would be best to add lowpoly placeholders.
I would advice to learn the basics of modeling here so you can create some...lets say lowquality pipes to fill in places the player can see but can't go. Remember that planes, skyboxes and other illusions to create vivid levels are ment to be used!!
* Think ahead! This is the most important part of this tutorial. Get yourself an idea of what you want to have in your level, what is going to happen, what is necessary... you can even draw or write down your levelconcept. ( I don't do it, but it helps a lot of people I know). Now start mapping the necessary things first. Then add details until your level reaches a stable size (1,6 or 1,7 gigabyte...the lower the better)
* for outdoor ares: things that are far away should be low on details and should not have shadermaps on them. Outdoor maps need a lot of thinking out of the box and tricks to look good and work in FPSC. I would only advice these for advanced users.
Using a few dynamic objects here helps to keep the memorycap under the 1,85 gig but can drown your performance. Use billboards and planes aswell!
* Selfmade music and soundeffects can be horribly large. Check the scale of it under preferences and convert it (if necessary) in a smaller sized format.
There is not much I can add to this. If
you know something else share it please
I hope this helps some of you and I hope my grammar isn't as horrible as I think it is sometimes.
Have a nice weekend!
-Wolf