Product Chat / V1.009 is RELEASED!!!

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LeeBamber
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Posted: 22nd Dec 2014 20:29 Edited at: 22nd Dec 2014 20:29
Good news, the Windows XP issue has a temporary fix. Use the attached DLL alongside your FPSCreator.exe file. Best of luck!

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

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geistschatten
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Posted: 22nd Dec 2014 20:51 Edited at: 22nd Dec 2014 20:56
That fix worked perfectly, the best Xmas present I could ask for.



Thank you so much Lee!



I say it's time for you to relax, have a , and enjoy some well-deserved praise for the great version. It's making even older models look amazing with the new lighting, I'm able to see the lightrays again, and my overall feel is that Reloaded will be powering AAA games in no time!



P.S. Since I may have torn out some hair from spending a few hours trying to get it to work, may I ask what the problem was? Or rather, what the DLL patch does?
3com
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Posted: 22nd Dec 2014 22:28 Edited at: 22nd Dec 2014 22:32
More transparency here.



Untextured model, only diffuse dds , just 4 testing.



out-door







in-door







Edit: Miss add something...

Would be nice group entities, so you can move group a time.

Imagine that you have a battalion of 50 soldiers, and you want to advance their position, let's say 10 meters, one by one can be long and tedious. And think that I chose a low value.



3com
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m2design
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Posted: 22nd Dec 2014 22:41
@ MK83
I had exactly the same issue as your attachment shows. In windows explorer I looked at my foliage folder and found I had 87 objects (thus 87 FPE files). I noticed the zip file we were given contains 111 FPE files.
The zip files contains FPE file
MK83
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Posted: 22nd Dec 2014 23:03
@m2design, thanks, that took care of it.

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[URL=http://s1288.photobucket.com/user/mk83456/media/e5i8_zpsb276ee1a.png.html][IMG]http://i1288.photobucket.com/albums/b482/mk83456/e5i8
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Uman
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Posted: 22nd Dec 2014 23:19 Edited at: 22nd Dec 2014 23:25
Could someone advise me how to place an Entity When in F9 Editing Mode in level with this version?



See attached Screen Shot......



As you can see I have entity mode selected , however the text top right says I am in Terrain mode apparently and the cursor you see is the terrain editing cursor not the entity placement items? Pressing E to enter entity mode as many times as I like seems to make no difference as I seem to be stuck with terrain mode only?



Am I missing something here?



Thanks.



EDIT UPDATE :



Also see second attached screen shot which shows the scene as it should look. In the first scene shot after pressing F9 to go to editing mode the scene changes to a different visual representation of the scene completely and is not true to what I am working on - thus in Editing mode you cant actually see what you need to be doing but guessing what the real scene actually looks like - will drive me nuts.





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

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Jerry Tremble
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Posted: 23rd Dec 2014 00:29 Edited at: 23rd Dec 2014 01:17
Quote: "I have been reserving some time to swap and upgrade my main dev machine (new keyboard, new mouse, new mousemat, new OS, new desktop backdrop), does that count "




To me, anyway, that's a form of play!



Quote: " We had to make some HARD choices for the product, and one of them was to suspend any work on Rift/DK2/Gear until we have a solid dependable core engine. I think it's the right approach as it benefits the many. Definately coming back in 2015, VR is SO cool!!"




No hurry, I realize the importance of a fast, stable build. I understand that if you are in a virtual environment, and the computer crashes, you either get stuck in the virtual world, or your brain implodes and you come out a vegetable. I've seen it happen on TV more than once. I would have a real hard time explaining that to my boss! Especially if I were a vegetable! So make that sucker stable!





Quote: " The super flat terrain remains at 1000 units high, and the default flat terrain (default mode) weighs it at around 500 with the water plane at 400. It sounds like we need some LUA commands to detect floor height so you can have a terrain independent script. Remember to remind me in 2015."




So I wasn't nuts when I had to move my cars down by 1000 so they wouldn't fly! (although our numbers don't completely agree)





Uman: I just tried it, and mine says the same as yours. Entity mode on the left, Terrain mode on the right. Now I never really used this much before, mostly by accident, but didn't tab allow you to go through the entities to make a selection? If so, mine's not working either. I wonder if this is somehow tied to not being able to enter 3d edit mode while in the editor. EDIT: Please disregard this, I misunderstood!

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Pirate Myke
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Posted: 23rd Dec 2014 00:38 Edited at: 23rd Dec 2014 00:42
I make a new map, laid down four of the stock building. ran test game. went to F9 mode. the < and > keys rotate thru the already laid entity's.



Pressing E takes me to entity, and pressing T takes me to terrain mode.



The entity curser is the green circle now, and the terrain one is the lighter yellow or whitish one.



@3com: Do you have faces on the inside with normal pointing to the center. If not then you will see thru single side polygons, as the is the way direct x file format is.

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Jerry Tremble
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Posted: 23rd Dec 2014 01:15
Ahhh! The <> keys! Like I said, I never used that feature much. I knew something allowed you to scroll through the entities! Thanks!

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teamhalo
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Posted: 23rd Dec 2014 02:22
The beta looks phenomenal, going to have to go through and test my media with the light mapper. Right now i'm getting this strange issue with my custom terrain, anyone know what could be causing it? It's related to distance transition. These shadowy boxes fade from the background.

http://i.imgur.com/dw6hNhe.jpg

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UNIRD12B
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Posted: 23rd Dec 2014 04:40
so....
no one else has had V1.009 fail to laod
all of a sudden with the error message....

-first person interface has stopped working

waaaaa it still wont laod even after re-installing it all now

HELPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP

UNIRD12B

Let's actually make something happen with this one !
Pirate Myke
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Posted: 23rd Dec 2014 05:04
What Op sys? What machine specs?

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UNIRD12B
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Posted: 23rd Dec 2014 05:28
windows 7 premium

amd 6cpu at 3300
8 gig ram

was all working for first few hrs

Let's actually make something happen with this one !
UNIRD12B
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Posted: 23rd Dec 2014 05:30
with

gtx 650 video card

Let's actually make something happen with this one !
Pirate Myke
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Posted: 23rd Dec 2014 05:33 Edited at: 23rd Dec 2014 05:37
Are you running them in admin mod?



Are you running in C: drive or some other drive?



Did you change any of the setup.ini settings.



Did you try and clear the temp files in c:?



Did the installer give an error at all?

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UNIRD12B
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Posted: 23rd Dec 2014 05:37 Edited at: 23rd Dec 2014 05:39
as admin



E drive



never touched ini at all



will now empty temps ---was empty



no installer error

thx



UNIRD12B

Let's actually make something happen with this one !
Pirate Myke
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Posted: 23rd Dec 2014 06:04 Edited at: 23rd Dec 2014 06:18
I have mine in stalled in D Drive. So is this crashing on start up of the editor?



Just for kicks, check out the setup.ini file for the constkit entry and be sure it say 1



Texturereduction one=1



I was monkeying around with the setting and cause it to not want to start up, till I set the setting back to where they were.



I know you say that you have not touched the setup.ini, but worth a check any way.



Check this location as this is where temp files are written on my machine for Reloaded and fpsc classic.

C:\Users\YourProfile\AppData\Local\Temp. There are folders with DBpdataXX names. Clear those, reboot and try again.



Hope that helps, It is time for this oldster to go to sleep. The guys At TGC should be up in a few hours. Maybe they will have an answer if none of the above works.

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Teabone
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Posted: 23rd Dec 2014 06:26
Quote: "Ahhh! The <> keys! Like I said, I never used that feature much. I knew something allowed you to scroll through the entities! Thanks!"


I didn't know about this. Thanks for the reminder

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Old Larry
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Posted: 23rd Dec 2014 09:30
LeeBamber wrote: " Good news, the Windows XP issue has a temporary fix. Use the attached DLL alongside your FPSCreator.exe file. Best of luck! "

Eh, now we can use the v1009 under XP !!!
Full thanks LeeBamber !!!

Smile today, tomorrow could be worse

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kehagiat
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Posted: 23rd Dec 2014 12:04
@cybernescence

Question on "Custom HUDs ARE GO!"

Can you please post the details on file naming convention of the image lua commands ? I got stuck on the same issue

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Scene Commander
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Posted: 23rd Dec 2014 12:34 Edited at: 23rd Dec 2014 13:45
@synchromesh and anyone else who has bought EAI's excellent arcade pack.



You can solve the transparency issue after lightmapping by making the entities dynamic, they will still cast shadow, but this will allow them to still be animated. This is becau
Jerry Tremble
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Posted: 23rd Dec 2014 12:42
Thanks, SC! The pack is awesome; glad the fix is so simple and came so soon!

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Tingalls
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Posted: 23rd Dec 2014 14:42
@LEE
Thank you for the info on MoveUp(e,v#) - I wasn't looking at it as a velocity command. I have rewrote the script and things are falling into place now.
trying to get a general script written for each of the move and rotate commands - they will be n
3com
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Posted: 23rd Dec 2014 15:55 Edited at: 23rd Dec 2014 15:58
Quote: "@3com: Do you have faces on the inside with normal pointing to the center. If not then you will see thru single side polygons, as the is the way direct x file format is."


Yes I've. Thanks for the tip

Anyway I had posted a thread in the bug forum, since the post is too large due to the shots.

Is better explained here:



http://fpscrforum.thegamecreators.com/?m=forum_view&t=210342&b=6



3com
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Old Larry
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Posted: 23rd Dec 2014 16:13 Edited at: 23rd Dec 2014 16:44
Better to put back the "it is Objective?" option at the "PROPERTIES" entity,

the new options "Import Model" it is too laborious and can save it just as "dbo" file.

A lot of the FPSCR users are just simple users, not programers and they don't have skills to change more of your new options in the v1.009 software.

Smile today, tomorrow could be worse

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DVader
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Posted: 23rd Dec 2014 16:18 Edited at: 23rd Dec 2014 16:32
@ Tingalls, not sure what the issue is you are getting, but my pressure pad and activate script may help you figure some of this out. It raises a door up when you stand or place an item on it and lowers when not. You may get a tip from it possibly.



E
Old Larry
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Posted: 23rd Dec 2014 16:34 Edited at: 23rd Dec 2014 16:47
FPSC Reloaded wrote: ""We're on a mission to create the best and easiest to use game creator and would like to invite you to join us on this journey."


Well, I see this FPSCR v1.009 it's not the "easiest to use game creator" ...

Smile today, tomorrow could be worse

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cybernescence
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Posted: 23rd Dec 2014 16:41
@ kehagiat
Name the png files 000.png, 001.png etc in a new folder under scriptbank\images, say scriptbank\images\huds then load with LoadImages("huds",0) in this example.

I was hoping the images would stay displayed until explicitly hidden, but sho
Scene Commander
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Posted: 23rd Dec 2014 17:02
Quote: "Well, I see this FPSCR v1.009 it's not the "easiest to use game creator""


If you've any suggestions on how we could make it easier to use, but still retain it's power please post in feature creep, we will be looking at improving the editor functions in early 2015.

SC

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Old Larry
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Posted: 23rd Dec 2014 17:21 Edited at: 23rd Dec 2014 17:47
Scene Commander wrote: " If you've any suggestions on how we could make it easier to use, but still retain it's power please post in feature creep, we will be looking at improving the editor functions in early 2015."


Thanks @Scene Commander, I put one of my suggestion at:

http://fpscrforum.thegamecreators.com/?m=forum_view&t=206946&b=5&p=1

Smile today, tomorrow could be worse

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synchromesh
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Posted: 23rd Dec 2014 17:49 Edited at: 23rd Dec 2014 18:08
Quote: "Scene Commander : @synchromesh and anyone else who has bought EAI's excellent arcade pack."




Fantastic thanks SC



Update..... Sorted.... all working Perfectly

Now for gods sake go and get plastered
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Uman
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Posted: 23rd Dec 2014 23:20
Scene Commander,

Quote: "If you've any suggestions on how we could make it easier to use, but still retain it's power please post in feature creep, we will be looking at improving the editor functions in early 2015."


I have a question(s) regarding making Reloaded easier to use (retaining its power).

I have attached 2 screen shots. They show a new level I started working with as a test level :

Screen Shot 1. shows a small section of the level where I have started editing the terrain and if you were to walk around the area in view you can see its quite complicated with a lot of terrain editing features. Reloaded world is quite large so a lot of features could be added to any single terrain. I am presuming that the more editing and features set to the terrain the more polygons will be created possibly as the terrain would be more complex as seen by the engine in counting the polys it contains - at least that's what I presume? i.e. Flat terrain - less polys - more complex terrain = more polys. A really complex terrain could and perhaps currently would be a big burden in and of itself on the engine and users performance and when attempting a Bake though I am not sure if the bake only sees the entities as a burden when it fails on complex levels full of entities. Not that I have a level full of entities but cant bake one with the number of entities I already have in some levels which seem to be too much for it currently.

Having said that my question really relates to Entities....and...

Second Screen Shot :

From another viewpoint further away you can see I have added a few entities. Again such a large outdoor level could potentially contain a very large number of entities quite naturally irrespective of the Terrain complexity itself.....

Lee has I believe mentioned recently looking at spay painting entities so as to create for example a forest of Trees or perhaps Rocks as one can see a few of in the screen shot (ignore the actual entities as they are just whats suitably to hand so as to add something of that nature).

My question and perhaps suggestion is (may be suggested already) when placing entities in level editing mode (F9) as opposed to top down view - can you say if it is currently possible to take the single entity (item) being placed and place it, multiple times whilst having similar options to those available in top down editing view - i.e. Rotate, Scale, move up, move down and so on the entity - and place another which can be similarly manipulated so that each entity appears to be different from the last which such manipulations should help with as the number of permutations visually for a single object would be many apart from its texture of course perhaps as we cannot change that in these editing modes. Presumably no such editing is possible in F9 entity editing mode so all entities placed must appear exactly the same as each other unless one edits each one later in top down view by selecting its properties menu from the Entity widget which could be a massively time consuming operation if there were thousands of entities to consider. So time consuming so as to make it almost impossible to contemplate. Thus what would really be needed would be to carry out all operations on an entity when placing in F9 edit mode in-situ so one can see exactly whats going on and place precisely and exactly as required which would be an massive order of magnitude faster. Clearly the idea being that a single entity could have many multiple variations to add the variety needed as one would see in often occur naturally in the natural world and to remove the obvious visual repetition of many exact same looking entities , whilst at the same time hopefully and I don't know if its the case - saving mem by using instances of one entity looking different one from another. Maybe it don't work like that and there would be no saving of performance/resources I have no idea how Reloaded handles any of this internally.

Multiple instances of one single entity really for best effect need to be of different scale, angle, rotation, height and so on and placing then editing every single instance via properties in top down view by selecting the menu options and entering 3D edit mode to edit and manipulate scale, position and so on of each one individually would be a massively time consuming operation - like editing blades of grass!

Painting or spraying may be helpful if one could use it and maintain performance and have the tools to control and edit, quantities, density, randomness, vary scale and so on though at the moment the process if it still exists/works and is available I guess is too much of a strain on the engine to use?

In outdoor worlds where they are open not sure how any of this could be done effectively at all without killing performance or if the the bake process will be able to handle it all. Perhaps quads will help if the make it back in or whatever Lee may have in mind for 2015. I don't think Reloaded on my system at least will manage to get far with a lot of entities in a complex terrain with a lot of the world in view at any one time at the moment....and not sure how restricting the view and with what helps exactly if at all currently.


Screen Shot 3 : Top Down editor View. Earlier version levels I have made for testing with a similar terrain complexity I can't bake any longer though they have many more entities so I will see how this up to date level created with this version goes and how far I can get.

At the moment I don't see any way of covering my scene here with a tropical rain forest for example. Not as is at least. Will be interesting to see how 2015 goes and where we can or may have to tailor our cloth at the user end.



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

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teamhalo
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Posted: 24th Dec 2014 00:08
All my custom terrains are doing this now, any idea what is causing this problem?

http://i.imgur.com/dw6hNhe.jpg

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m2design
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Posted: 24th Dec 2014 00:47
As good as 1.009 is, and it is good I hope in the new year you guys give some serious consideration to major revisions to manipulating entity tools in the editor. The means we have now to maneuver objects in the "Y" axis leaves a lot to be desired. Here's hoping the team has a group epiphany on this issue over the holiday break. I am sure in your quiet time the concepts for reloaded are always mentally being manipulated.

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cybernescence
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Posted: 24th Dec 2014 01:28
Couldn't resist a quick video showing the new v9 character import capability (assigning animations to the AI framework within the fpe). Off for festivities now. Merry Christmas to all ...



Jerry Tremble
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Posted: 24th Dec 2014 01:30 Edited at: 24th Dec 2014 03:44
Awesome!



I'm getting a puppy next week!

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Pirate Myke
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Posted: 24th Dec 2014 01:43
Those look great, especially the dog, you got the gate perfect.

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synchromesh
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Posted: 24th Dec 2014 01:47
Brilliant..... How the hell is this stuff done
Tutorials.... pretty please
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Pirate Myke
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Posted: 24th Dec 2014 01:55
Lots of practice, trial and error and the will not to put the weapon to your own head.

Seriously, you have to want to do it. Not hard once you learn, but the learning curve to do custom, is different then just dropping in the standard animations.

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synchromesh
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Posted: 24th Dec 2014 02:18
Oh I can imagine its a nightmare .......Its where to even start I cant seem to find ..
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Jerry Tremble
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Posted: 24th Dec 2014 03:48 Edited at: 24th Dec 2014 03:52
teamhalo: That last screenshot shows your problem way more than the one on the previous page. Weird, and I don't know anything about terrain textures, but so far, I've noticed 1.009 handles everything else about the terrain a little differently than before. Hopefully Lee will see your post and have an answer.





EDIT: I just noticed this little silhouette under my name. What's that all about? And how does TGC have a silhouette of me? Isn't my camera supposed to light up when it's on? I also noticed that I've been online recently. Odd.

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Pirate Myke
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Posted: 24th Dec 2014 03:57
@synchromesh: Start with the mesh you want to use for the character.

Scale it to the desired size. xform reset the mesh.

Then lay out the bones to follow the meshes logical skeleton, keeping it under 63 bones.

Once the skeleton is made then your
TazMan
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Posted: 24th Dec 2014 12:33
Hi

I was going through each of my shop items to see if they are OK with V9 and I came across this:

Before Light Mapping:


After Light Mapping:


Is there anything I can do to stop this happening IE change/add something to the FPE file.

As I said this is a store item so quite important that I fix it.

Thanks

I've got something to say - It's better to burn out than fade away.

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Pirate Myke
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Posted: 24th Dec 2014 12:48
I had this happen to one of my new train engines I was working on, was bewildering as it worked before, After I got it light mapped a few times then it was working again, I ended up collapsing the mesh in my model program and re exported it. And it started working again. Strange indeed.

If it a store Item and no ones complained yet, it might be fine to the rest of the world. They at TGC said they went thru the store items to be sure they work in 1.09. I don't know the results of that.

Maybe you will get some replies today after posting this.

Also email Scene Commander with the item number from the store and see if he has the time to retest. But I wouldn't count on anything happening in the next few days.

I am available to test if you would like. Email the file to my email address below, and I will run them thru the editor here and report the result back to you.

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Teabone
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Posted: 24th Dec 2014 12:53 Edited at: 24th Dec 2014 13:26
ugh... getting issues with the UI for the entities properties widget. Since the widget is a 3D objects it is presenting many issues. I wouldn't mind if it was an actual window to avoid issues... but I understand this is what we are stuck with. I honestly can't even read the object menu sometimes. It either loads too small or goes partially off the screen. They also appear in game as an actual object in the sky... if you leave them open and then go to test game.

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Pirate Myke
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Posted: 24th Dec 2014 12:56
I find that I need to pick the object and zoom out or in to get the widget around where I am on a big map or to a size I can read.

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synchromesh
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Posted: 24th Dec 2014 13:59 Edited at: 24th Dec 2014 13:59
Quote: "Tazman : Is there anything I can do to stop this happening IE change/add something to the FPE file. "




Try turning "Static mode OFF" in the model properties and try it again
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TazMan
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Posted: 24th Dec 2014 14:30
@Pirate Myke

Quote: "I am available to test if you would like. Email the file to my email address below, and I will run them thru the editor here and report the result back to you."


Thanks for the offer I have emailed you a copy of the vehicl
synchromesh
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Posted: 24th Dec 2014 14:40
I had to add a model as well....A stock building.....then it seemed to do the job....Well I got the shadow anyway ?
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Posted: 24th Dec 2014 15:29 Edited at: 24th Dec 2014 15:30
One thing I've noticed with V9 is that there is only, on average, a 5 fps drop when I use real time lighting, as opposed to baked, highest shaders, maxed everything, even vegetation, and I'm talking about wall to wall vegetation like jungle, that stretches as far as the eye can see.



This is a huge improvement for higher-end systems like mine. After playing around with some of the sliders like contrast and brightness, the visuals are equitable to most AAA games out there.



Lee has done a miraculous job to be sure, and I urge anyone who is serious about making games to get yourself a higher end computer, to truly appreciate what Reloaded is now capable of. The richness and depth and detail literally took my breath away; considering I can create such beauty in a matter of minutes. Cheers! And Merry Christmas!

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