Product Chat / Serious issue regarding building

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GLaDOS
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Joined: 16th Jul 2009
Location: Italy
Posted: 17th Feb 2014 15:01
Hey guys,i'm worried about indoors games in FPSCR. I've made a video about it.

https://www.youtube.com/watch?v=AmJlKKCAOYM&feature=youtu.be

~GLaDOS
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TattieBoJangle
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Location: United Kingdom
Posted: 17th Feb 2014 15:25
The construction kit is still in very early stages and i must point out to you you can import your own models so saying it is limited and like minecraft is

Pirate Myke
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Location: El Dorado, California
Posted: 17th Feb 2014 16:39 Edited at: 17th Feb 2014 16:45
I here what your saying, GLaDOS.



But I can see where the construction kit will be a great tool for people who don't model.



From the latest video that TGC shown on the web site, And in the word of the developer, is that basically this is the same as segments in Classic. The reality about segments is that they are nothing more then a bunch of entities, grouped together in a file.



The same thing in the construction kit. You have a top level object that may have 3 to 4 pieces in it to make the whole thing. The real advantage is that you can unsnap from the grid to get that offset that you really want, for custom stuff. This is nice for people who don't model, and gives them more freedom for creation without being stuck in the box look of things.



Personally, coming from an architectural background I like the option to use this tool to build up partials of a structure, but I am liking the real freedom of building my scene in the model program and exporting sections of it to reloaded and seeing that for player movement it functions just fine.



Example Below:







Objects Test in FPSC Reloaded Beta 1.005. 160,000 polys in 56 objects.



Buildings and Stairs are one object. Floor and outer walls another.



Mountain shell was set on the terrain and then I built up the terrain around it.



Started the test level and went into edit mode and cut out the terrain that overflowed in to the mountain. Pretty cool with some patients.



So as far as indoor games will go, I can easily see lots of play time inside this structure, and it can still have 4 or 5 more floor, plus the basement.



The only thing I am concerned about is how the NPC will react to walking around these structures and functioning proper.

GLaDOS
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Posted: 17th Feb 2014 18:13
The stuff you showed is exactly the kind of stuff that will be great to make on the Kit. But making a whole game indoors with the kit will be very slow. I know it's WIP but it's its natue that makes it slow,it won't be as fast as the segments.

~GLaDOS
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synchromesh
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Posted: 17th Feb 2014 19:48 Edited at: 17th Feb 2014 19:57
I did very well for a long time with GTK Radiant Mapping levels for games like Elite force and Quake etc which was basicly clipping blocks to get results

Its all down to imagination and determination..



Everthing you see here ( Except the chairs ) I created with blocks clipped and shaped in Radiant...And in the end I could knock a highly detailed room up in 30 mins or less.



The reloaded editor is on the same path and style so I can see it being a very powerful tool



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Teabone
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Location: Earth
Posted: 17th Feb 2014 20:53
The ability to unsnap is something we've not been able to do in the past. I'm really happy that we can build rooms with more control now. The set height and width was bothering me a bit in FPSC because everyone's games ended up looking the same when in doors.

DVader
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Posted: 17th Feb 2014 22:54
I don't see an issue. Yes, it could take awhile to build up a big room using the editor as it stands. However once you have a room made, you can then clone it as many times as you want and place around your scene. Once you have a few prefabs made you will be in a similar position to using the old system. This just gives us way more control on how we do things. The sculpting tools that are planned, will further give us nice control and allow us to make structures quickly and easily.



I'm looking forward to trying this out myself!

Fane
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Location: Deutschland
Posted: 18th Feb 2014 09:38
Maybe it took a little but longer to build a indoor level with the kit as with the classic fpsc but for that we have a lot more freedom. I think its a really great tool which will be even better in the future.

System: Win 8.1 64 / i5 @ 3,9GHz / GeForce 760 GTX 192 Bit / 8GB RAM
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rolfy
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Posted: 18th Feb 2014 11:24 Edited at: 18th Feb 2014 12:28
The grid as it was in Classic is still there in Reloaded, you can snap to this using 'b' twice. So the Prefabs created are actually very similar to old segments in the construction kit you can see clearly that they are 100" unit scales just like the old segments, some parts are half sizes which alone makes this something more advanced and was something many previous users were happy to get when and if an artist released them.



Put it this way they just introduced you to a great tool to create your own prefab/segments which you can place in exactly the same way as you did in FPSC (yes, you can still place entity's in overhead view using snap exactly as you did in Classic, if you cant place prefabs this way yet then sure it would not be difficult to add it) or using the new vertex snap or even no snap if it suits you. The only drawback for you right now is vertical snapping, which is likely no problem to vertex snap anyhow, but if it would help users I guess it wouldn't be difficult to reintroduce to the engine, I wouldn't know for sure. If not I am not going to break a sweat over it as it will likely not turn out to be a problem.



This means it will be just as fast and more intuitive than placing segments was, for sure it will all look a lot better, add the fact that you can open other ready provided prefabs from 3rd party artists and stock and use any part of these in your own prefab or snap together to create complex structures, texture these parts in scene and you see where this could be unlimited in potential.



To me it looks like you can stick with the old boxes if you want but I reckon this tool is just what FPSC users have cried out for for a long time. Using the old segment creator I could build well over a hundred separate parts into a single segment, to have these parts align properly I had to give each its own centre pivot point and export from alignment in built model so it fit where it should when imported to the segment creator. Now I reckon I could build a huge structure right in Reloaded link it together and then have the ability to move it around, beats Classic in every way.



The fact I never saw many actually using the prefab feature in Classic speaks for itself, you could group segments and not entity's which was another thing many wanted, well now you have it with mesh import into the construction kit.



It's time to think outside the little box.
DVader
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Posted: 18th Feb 2014 12:34
I agree Rolfy, I think this new system shows great potential! I'd also like apologise again for any offence taken in our last posts. None was intended, and I only fuelled the fire with my response. I still think your cave is perhaps the best looking object I have for Reloaded

rolfy
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Posted: 18th Feb 2014 12:40
No sweat bro',wer'e good, got out of hand myself so apologies right back at you
BioDragonlord
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Posted: 18th Feb 2014 12:56
@ GLaDOS



I hear what you are saying but I disagree with you.



#1 you will not loose performance like you are trying to say

because you are not loading multiple objects.

IE: lets say that you have a prefab room with 100 model parts

those m
GLaDOS
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Posted: 18th Feb 2014 13:33 Edited at: 18th Feb 2014 13:34
When did i ever say we'd loose performance? i only said that it would be good to have an option to have grassless maps,to not waste memory if we don't need it,and i never said i want it "SIMS STYLE",i only said they said they were going to make room blobs which were similar to the sims' 4 building mode.

Also Unity 3d is not too hard to begin with.

~GLaDOS
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LeeBamber
TGC Lead Developer
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Posted: 19th Feb 2014 03:54
One aspect of the Construction Kit is that it will real-time bake what you have created when you leave 'build mode' and convert the geometry into super fast visual and physics polygons, eliminating hidden vertices and creating something that will sit nicely in a real-time engine. When you go back into build mode and attempt to remove a wall or other small part, it deletes the real-time super fast edifice and recreates the 'building blocks version'. This way you get the flexibility in build mode and the speed in test game mode. The real-time in-game meshes are also processed for batching, culling and visibility, much like FPSC Classic composites it's levels, but much (much) quicker

Hogging the awesome since 1999
BioDragonlord
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Posted: 19th Feb 2014 13:18
45 seconds into your video you talk about the blobs "aka room creator"

and how its was going to be like the Sims 4.



2 min 30 you mention that it would be slow and choppy and gimmicky,

I don't know if you are referring to the speed of the engine after

creating your mine craft castle or the time that it would take to

build you mine craft castle.



1 min 25 seconds your comparing using fpscr to using the source engine

as you feel that it would take quite some time to make a game in source

personally I have found source engine to be one of the MOST tried and tested games engines and by far one of the easiest to use and mod and I cant think of a game engine that has been used for more game types then this I would be proud

to say that fpscr should stand up to and come final product be more superior

then source.

Bring It On

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