Scripts / FPE Questions, regarding .X , .dbo files and physics shapes...

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perelect
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Posted: 8th Jul 2015 09:47 Edited at: 8th Jul 2015 09:52
I have noticed that if I import a .X file with the Import Model... in GG it creates the FPE with the reference to the .dbo file and also creates a physics shapes subset.

ie:
________________________________________________________________________________
;orientation
model = Tee Horz.dbo
....

;physics shapes
physicscount = 1
physics0 = "0,9.53740024567,7.56912279129,5.61377382278,0,0,0,0,0,0"

_________________________________________________________________________________

Q. I am wondering why it references the .dbo and is there an advantage to reference the .dbo instead of the .X file?
Q. What does the physics shapes subsets do/mean?


All the other entities I have that come with GG, and the ones I purchased through the store have a reference to the .X file and have no physics shapes subsets.

ie:
____________________________
;orientation
model = shrine_1.x

____________________________


Q. Which way should I reference the FPE to submit items to sell in the store?


I have attached two FPEs for a quick reference.

Cheers




.......................




I may be old, but at least my memory still ....hmmm

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!nullptr
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Posted: 9th Jul 2015 12:43 Edited at: 9th Jul 2015 12:43
Just letting you know Aussie I've seen this but positive it's a model issue not a script issue but be blowed if I know where it should be moved to.

If I had the answer, you'd have it. So just waiting for some more experienced mod to address it
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perelect
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Posted: 10th Jul 2015 02:41
Thanks, !nullptr

That fine mate I am happy to wait. Its not urgent or stopping anything from happening.

Its just curiosity of wanting to understand how things work.

You know!

Cheers.
I may be old, but at least my memory still ....hmmm

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Jerry Tremble
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Posted: 13th Jul 2015 23:44 Edited at: 13th Jul 2015 23:53
Quote: "Q. I am wondering why it references the .dbo and is there an advantage to reference the .dbo instead of the .X file?"


I don't know if this helps, but I know this much, at least! The .dbo format is more efficient than the .x file as far as the engine is concerned (I suspect it's just a binary description of the .x file, but not sure). Much of GG is written in DBPro. Just compare the file sizes between the two, and also note that when you import a DirectX file even manually (without the importer), the engine automatically creates a .dbo file when you launch. This is why whenever you make a change to the .x file, you must delete the .dbo.

I don't know this for a fact, but I suspect the .bin acts the same with regards to the fpe and/or texture. You may change the reference to the .x file, in fact, I do this to every fpe whenever I use the importer. It makes changes to the .x file work. (Still have to delete the .dbo, though, that's the one the engine uses!)

I do wonder if this will be the case when the engine becomes rewritten in C++, or if the remnants of DBPro will still make it do this.

While I have never made anything store-worthy, a simple look at an .fpe from the store tells me it doesn't matter whether you reference the .dbo or the .x file. The engine will still work with it, as it will generate the .dbo if there isn't one anyway.

As far as the physics is concerned, I can't help. They look like they may be coordinates, perhaps describing collision or other behavior? I really don't know! Hope I at least helped a little!
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Pirate Myke
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Posted: 14th Jul 2015 00:44
The physics is generated, to make it easy on the engine to calculate physics boundaries for the object.

As far as the .dbo file, it is a converted file that dbpro can read and manipulate faster, then X file.
It explains the mesh to the program. The .bin file references choices in the properties panel and the texture that is called for the shader used.

For items for use in the store, it has to be the x file used and not the dbo file. so reference the x file in the fpe file and include it in the store folder when zipping it to submit, instead.

Hope that helps.
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perelect
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Posted: 14th Jul 2015 06:35

Jerry Tremble & Pirate Myke

Thanks for explaining this to me.
I have read many posts in the forum that say to delete the .dbo and the .bin file after making changes.
Which I have also done, but I have never found an explanation of what the files do, until now..

Thanks.


I may be old, but at least my memory still ....hmmm

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Pirate Myke
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Posted: 14th Jul 2015 07:52
You are welcome. And you should not have to delete these, The program knows to rewrite them upon finding a newer file for that object.

In making you own media and testing scripts, it is a needed process sometimes to be absolutely sure you are seeing the current results.
Also some things to remember:
Script changes, save map and reload the level.
Skybox changes (custom while creating them for testing) restart GameGuru
Texture and shader changes, restart game guru after the changes.
Custum Terrains (while creating them) restart game guru delete superpallet.ter, and the Detailmap.dds file first.

remembering this might make your custom media creation experience a bit more enjoyable.
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Jerry Tremble
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Posted: 15th Jul 2015 02:14
Quote: "And you should not have to delete these, The program knows to rewrite them upon finding a newer file for that object."


Really? Since which update? All this time I've tinkered around with this thing and have just followed my original habits. Thanks for the info, Myke.
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Pirate Myke
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Posted: 15th Jul 2015 15:38
Yes Jerry, that is how it is supposed to work now. But the habits you have are good ones IMO, as sometimes these files dont get updated proper.

If you know you changed something and it is not showing, reload the level first and retest.
If it is still a problem, then delete the dbo and bin file associated with the object, then retest.
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