Third Party Tools / Segment AutoWelder for GG v2.0

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Bored of the Rings
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Posted: 3rd Mar 2016 11:05
@Super Clark---think I needed a few days break from it. Anyway, yes I will be allowing the user to export to X or DBO. DBO includes textures, but currently saving out as X file does not so this will be untextured at the moment. I need to figure out how to add the texture file references to the X format.
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synchromesh
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Posted: 3rd Mar 2016 12:00
@Bored of the Rings

That's awesome .... I couldn't fathom out why you would give up on such a great tool with even Lee taking a great interest ..
Fast or slow development of GG makes no difference to this tool the way I see it ... Its to convert FSPC to GameGuru and will always be usefull no matter how far GG goes IMHO ..

However the time may come when you consider it finished and when that happens if you could create a model program in the same style where you could actually create a model from scratch by selecting components and export the finished product to GG or a .X model then I would pay double for that
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Pirate Myke
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Posted: 3rd Mar 2016 12:41
BOTR: Sometimes it is good to walk away for a few days. Gets you out of that programming tunnel vision, allowing your mind to think about alternative ways to come at a problem.

Anyways, glad you are back on the path to working on this again. It is a valuable tool for people.
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Bored of the Rings
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Posted: 3rd Mar 2016 12:48 Edited at: 3rd Mar 2016 12:49
for me I program as my day job and then program after work (as well as outside activities-not just programming) and I probably had programming brain overload

my focus is now on producing a great tool that has max flexibility where possible.

hopefully will have some progress in the next few days.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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ACKohollic
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Posted: 3rd Mar 2016 12:55
Bored of the Rings,
Sir, I believe you could use a break and deserve to take one. Frustration is normal and human, thats a good thing. Try not to make the Ulita-Grand tool that does everything, but a great tool that does somethings and do them well. You can always make another tool that does the other things that this tool does not. People understand. With that said you have the workings of a great piece of software and there are many people in your corner. We all will wait as long as needed for you to make your product in your time frame. Anyone that dosen't understand that has never written sny code. we love what your doing and best of luck. looking forward to your next release. your friend.
Addicted to Coding.

Bored of the Rings
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Posted: 3rd Mar 2016 13:14 Edited at: 3rd Mar 2016 13:16
@ACKoholic- thanks for the kind comments-much appreciated..... I am now refreshed after a long drumming workout and raring to go full steam ahead again...... ok back to my original problem to solve (memory pointers and strings ughhhhh ha)
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Bored of the Rings
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Posted: 3rd Mar 2016 13:18
@synchromesh- yes I take back the blame on slow GG progress (sort of), but it doesn't stop progress of the tool as it is FPSC->GameGuru....was having a poop week.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Lance
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Posted: 3rd Mar 2016 14:58 Edited at: 3rd Mar 2016 14:59
I am glad your getting back on track with the 'Welder' . I was really disappointed when you said you were going to stop working on it .
It's really a great piece of software . As ' @ACKoholic' wrote , Take a break , don't make it a tool for everything .
You have a lot of supporters here ..
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Bored of the Rings
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Posted: 3rd Mar 2016 15:07
thanks Lance--work is continuing with the GUI which meant reworking some of the code as it's all done under 1 window now.......
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JC LEON
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Posted: 3rd Mar 2016 15:25
I'm back ..and I want this tool ...where can I purchase it?
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Bored of the Rings
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Posted: 3rd Mar 2016 15:33
@JC LEON-welcome back- to purchase please visit this link:
https://forum.game-guru.com/outbound?url=http%3A%2F%2Fwww.gamegurufiles.co.uk%2Fwelder.html

many thanks
Mike
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JC LEON
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Posted: 3rd Mar 2016 22:34
Quote: "@JC LEON-welcome back- to purchase please visit this link:
https://forum.game-guru.com/outbound?url=http%3A%2F%2Fwww.gamegurufiles.co.uk%2Fwelder.html"


many thaks... i'll buy it tomorrow after work

does this tool import animated objects/entities and decals too?? and the works fine in GG??
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seppgirty
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Posted: 3rd Mar 2016 23:36
Quote: "does this tool import animated objects/entities and decals too?? and the works fine in GG??"


No it does not. just static objects right now.

Glad it's back on BOTR. As i have said before, this program is great for getting classic levels into MANY other programs.( with fragmotions help.) looking forward to the next update. Keep your chin up and have another beer.
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Bored of the Rings
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Posted: 4th Mar 2016 06:59 Edited at: 4th Mar 2016 07:05
you can import animated door segments at the moment, I need to update the tool to auto detect other animated segments. tthe tool doesn't import decals as I only designed it for segments and levels. Would other users want to see decals imported?
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Bored of the Rings
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Posted: 4th Mar 2016 08:36 Edited at: 4th Mar 2016 08:40
ok, so Windows7 OS has decided not to load anymore, and after trying over and over to fix, have had to reinstall. Luckily I did backups from Win10 OS of all my proggies. Hope to be back up soon to continue with development.
If there are other users that want to see decals and other FPSC assets converted over e.g. model entities, let me know I'll add to list.
Once the GUI is redone, I'll add all these things in especially more animated segments. Also, I am able to manually convert basic weapons over to Gameguru, but would like to get the tool to do this. Is there any interest in that?

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JC LEON
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Posted: 4th Mar 2016 10:56
PAYMENT SENT!!

wait for link

many thanks..
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Super Clark
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Posted: 4th Mar 2016 11:38
Yes on the app for weapons conversion I will pay for that 1.
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Bored of the Rings
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Posted: 4th Mar 2016 13:53
@JC LEON-thanks very much for your order, I have sent links to your provided email address, hope you like it so far, more to come.

@Super Clark-that's great, I will add to list.
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JC LEON
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Posted: 4th Mar 2016 15:00
Quote: "@JC LEON-thanks very much for your order, I have sent links to your provided email address, hope you like it so far, more to come."


links recevided many thanks...

and i vote for weapon conversion too..

and decals and animated objects will be cool too..

I purchased all tgc packs over the years and would be great I can use them again in GG
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Bored of the Rings
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Posted: 5th Mar 2016 07:29 Edited at: 5th Mar 2016 08:35
@JC LEON-glad you got the links ok and I'll add decals and animated objects to the list too....by "animated objects" I am assuming other animated segments or are you meaning entity models?

For those that have purchased, I will send out the last update I did prior to version 3.6 (version 3.5.7) which will include the level scaling/breaking up into chunks and DNS switch on/off features as well as "puncher" arrow buttons added for moving the objects (although the CTRL+up/down arrow not working quite the way I wanted yet in Z direction). DNS only works with FPSC X10 levels. 3.5.7 also includes the texture list process for the levels, but I may remove this as it's good for programming efficiency and keeping resource to a minimum but it's not fast. v3.5.7 won't include the new GUI as this is still being worked on for the 3.6 version. This way, I thought you guys could play around with the new additions and give me any feedback you may have.
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Bored of the Rings
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Posted: 5th Mar 2016 07:54
if a majority of tool users would prefer new features over new GUI, let me know and I can always put new GUI on hold and just carry on adding features.
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Bored of the Rings
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Posted: 5th Mar 2016 08:46
I will also release the Segment Editor as it stands. It's not finished yet, but gives you a glimpse on what I started on prior to working on GUI rewrite, so is not representative of the final feature (as the saying goes).
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Bored of the Rings
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Posted: 5th Mar 2016 10:56
Version 3.5.7 (without the new GUI) now released to all that purchased which includes the Segment Editor (basic 100x100 so far) + other FPSC level/punch related features. Have fun

Onwards and upwards with 3.6.


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JC LEON
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Posted: 5th Mar 2016 12:01 Edited at: 5th Mar 2016 12:04
many thanks for the update.. some questions..

i'm following your tutorials on how to use the tool and on tutorial 3 when you save the segment you simply click the cancel button to give the segment the original segment name.. i tried this but not works..

since I'm not native english language I have some little issues to understand clearly so if you can set a basic readme guide with tools controls iti will be very appeciated..

btw ..how can i automactically give the orgiinal fpsc name to the converted segments??


and.. everytime i launch the tool i have to set fpsc and GG diretory.. is there a way I can set them once and the tool mantain the settings??
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Bored of the Rings
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Posted: 5th Mar 2016 12:31 Edited at: 5th Mar 2016 12:35
@JC LEON- sorry your having difficulties.

The original videos were done for version 3.5.4 which was official release. Since then there have been some changes.
To save out segments from version 3.5.6 upwards, DO NOT USE cancel button. Simply either type in the name you want OR CTRL+V to paste the original segment name.

The tool should automatically pick up your FPSC / GameGuru installation folders. If they are not in the usual default folders, then you can set the folders from the options menu (see pic below). you need to make sure you select the "Files" folder for each one. This will save out a .INI config file to your local drive e.g. C:/welder_config.ini

you can also edit this file or delete the file and start over.

e.g. see my attached screenshot on how the welder_config.ini should look like

If you still have issues, please send a screenshot(s) so I can see what's going on.

best wishes
Mike (BOTR)
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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JC LEON
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Posted: 5th Mar 2016 14:41
@ BOTR

thanks for your eply , but i know i must set the fpsc and gg manually( ven if there are on default folders) but even if i set the folders and use the tool, the welder-config.ini file is not generated and at new restart of the too i must rechoose the path..

can i create my welder_config.ini manually with notepad? will it works that way?
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Bored of the Rings
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Posted: 5th Mar 2016 15:05
To write out to the drive run as admin
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JC LEON
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Posted: 5th Mar 2016 16:28 Edited at: 5th Mar 2016 16:36
solved creating a txt file and copied the strings you posted in the image attached above with my fpsc and gg root folder.. and renamed it welder_config.ini

now at the start welder doesnt ask for the path ..

I 'm testing to import some segments to learn and i verified that cpu characters cannot enter in the imported segments even i if i set hem to forcesimpleobstacle = 3

is there way enemies and npc in general can enter and use imported segments?

is there a ay we can import multiple segments at the same time or we must import every single segment a hand??
btw great tool

quick suggestion

it would good if the tool point directly to the alst segment folder we used so when we h to convert many segments from one single pack/folder we ont have to go to it manualyy for very segment to import..
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Bored of the Rings
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Posted: 5th Mar 2016 16:42 Edited at: 5th Mar 2016 17:10
@JC LEON - glad you got it to work by manually creating the ini file, although setting the tool properties "run as administrator" will ensure you don't need to do that. in the FPE file for the segments, ensure the collision is set to 1 (polygon) NOT 0 (box). for the segment folder, I think the tool used to point to the last folder, I'll have a look at the code again and fix. version 3.6 will resolve a lot of these issues.
At the moment only single segments can be welded. Originally I was going to allow the user to select a whole directory but that may have caused a whole bunch of worms to open up. Future tool will have a drag n' drop feature where you can just drop the FPS file onto the tool executable, which is pretty easy to do.

I think for 3.6, I will get the tool to auto prompt the user to configure the FPSC/GameGuru paths on the very first run or when the ini file gets deleted, it clearly doesn't work that well for everybody the way it is. I don't seem to have a problem with the configuration side on Win7 or Win10 but appreciate users have different setups and some work from external hard drives.

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JC LEON
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Posted: 5th Mar 2016 17:29
Quote: "@JC LEON - glad you got it to work by manually creating the ini file, although setting the tool properties "run as administrator" will ensure you don't need to do that. in the FPE file for the segments, ensure the collision is set to 1 (polygon) NOT 0 (box). for the segment folder, I think the tool used to point to the last folder, I'll have a look at the code again and fix. version 3.6 will resolve a lot of these issues.
At the moment only single segments can be welded. Originally I was going to allow the user to select a whole directory but that may have caused a whole bunch of worms to open up. Future tool will have a drag n' drop feature where you can just drop the FPS file onto the tool executable, which is pretty easy to do."


thanks for your reply and clarification.. but all my converted segments have collisionmode set to 1 but no enemies neter on them

btw i noticed tha maybe the scale factor of fpsc was differtent from GG scale factor since i converted some ventilation duct segments from scifi pack and when i get crouched my player cant enter on them....

does anyone else noticed that??
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Bored of the Rings
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Posted: 5th Mar 2016 17:54 Edited at: 5th Mar 2016 17:57
@JC LEON - for FPSC level import, set the scale factor in options menu. the limit is 600% at the moment. I find 175-200% is enough. you can also edit the FPE with paramter scale=200 as an example.
For segments, can you tell me which ones are causing problems or screenshot me examples. I can look into it to see why it's not working for you.

If anyone has any issues, please let me know, also screenshots, videos help.
best wishes
Mike (BOTR)
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Bored of the Rings
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Posted: 5th Mar 2016 19:01 Edited at: 5th Mar 2016 19:05
meant to add that you do not need to setup a welder_config.ini file (or you shouldn't have to) if your FPSC and GameGuru folders are already standard default folder paths. The config file is only for users that use external drives or have installed FPSC/Gameguru different to default paths. Hope this is making sense.

Code now fixed to remember last segment folder user worked in. i will fix other small issues, then release a minor update 3.5.7.1

*** PLEASE REMEMBER TO RUN THE TOOL AS ADMINISTRATOR ***
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JC LEON
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Posted: 5th Mar 2016 19:30 Edited at: 5th Mar 2016 19:34
got it..

ok i set the manual lder_config.ini file since my fpsc folder is not in the default folder but i make a copy of it and put it ic C.\ root

but this is ok ..is not a problem

btw I noticed that all converted segments are not use from ncp.. so i tried to add forcesimpleobstacle = 3 to some of them and now npc can works and enter into these segments so I think you could add a string of code that add the line forcesimpleobstacle = 3 into the fpe file so we dont need to put manually it on every segment converted

yeah.. i know that for fpsc level there is a scale level to set but for single segments??


the first shot is a comparative between scfi corridor form gg offical scifi dlc (on the left) and the serive corridor straight segment form fpsc scifi model pack1 imported with welder (on he right)




the second shot is from ventilation duct straight form scfi fpsc classic model pack .. even if I'm crouched i cant enter ito the duct


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Bored of the Rings
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Posted: 5th Mar 2016 19:39
@JC LEON-no scaling in the tool for segments only levels, although you can do this in the GameGuru editor with the widget. I can add forcesimpleobstacle = 3 in FPE for segments no problem. This will be in the next minor update 3.5.7.1. Thanks for the feedback.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Bored of the Rings
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Posted: 5th Mar 2016 20:26
ok, now added forcesimpleobstacle = 3 to FPE for segments. So hopefully, 3.5.7.1 should work ok for NPCs and segments fingers crossed.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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JC LEON
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Posted: 5th Mar 2016 20:33
many thank... glad to be helpful for your great tool...

if I encounter others issues or have others doubt 'ill ask again..

many thanks..
PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA R9 280 3GB GDDR5 - HDD WD 1500TB
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Bored of the Rings
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Posted: 5th Mar 2016 20:50
@JC LEON-yes, please feel free to let me know of any other niggles/issues/ideas you have.
best wishes
Mike (BOTR)
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
JC LEON
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Posted: 5th Mar 2016 21:36
importing doors i noticed that door frame become crossable when door is opened

this problaby is related to the fact that the entire object i dynamic..

i think that door frame could remain impassable even when door is opened/activated...
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Super Clark
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Posted: 6th Mar 2016 01:36
Looking good so far had a quick go on a door segment, is it possible to fix the height issue output
as when they get imported into GG they are below ground. And using the widget to raise them is
a pain all the time. I have tried setting the Y and Z in fpe to see if it would fix issue but no luck.



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Bored of the Rings
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Posted: 6th Mar 2016 07:16 Edited at: 6th Mar 2016 07:16
@Super Clark: This is an known ongoing issue at the moment (the "sinking door" issue). Some doors have different y centre offsets and am still working on this problem. Some doors come out ok in GameGuru and some don't. I have come close to fixing this but some doors still come out odd. I have 1 or 2 last methods that I want to try. The FPE XYZ don't work in GameGuru from what I recall. I'll see what I can do.
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Bored of the Rings
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Posted: 6th Mar 2016 09:32 Edited at: 6th Mar 2016 09:33
OMG, I have surprised myself and now fixed the "sinking door" issue with the last solution I left till last (typical). I used the same technique that I used for the FPSC level shifting. I will need to check that only the affected doors are repositioned and not the doors that already sit correctly on the terrain e.g. London segment doors. So castlepack doors now sit correctly on the GameGuru terrain, just needs a very slight adjustment as I hard coded the raise level factor on the Y axis just to see if it worked. Also works correctly in Fragmotion. I knew I should have done it this way first ughhhh, never mind all works now ha
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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JC LEON
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Posted: 6th Mar 2016 09:32
Quote: "importing doors i noticed that door frame become crossable when door is opened

this problaby is related to the fact that the entire object i dynamic..

i think that door frame could remain impassable even when door is opened/activated...
PC Specs: "


and about my question ..did you have any hint??
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Bored of the Rings
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Posted: 6th Mar 2016 09:43
yes I have an answer for everything, Im a programmer ha .... anyway the door.lua script turns off collision when you press e and open the door allowing you time to walk through the door. When you press E again to close the door, the door.lua script turns collision back on.... simple !
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Super Clark
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Posted: 6th Mar 2016 09:47
I had every faith you would be the one to fix this issue looking forward to getting the fixed version then I can
delete all my sad sunken doors LOL.

Other point Prefabs, I have tried to do the full rooms but the come out as a box cube only is it possible
that we would be able to out put the full size original prefabs from classic FPS Creator at some point
or am a just doing something wrong on setting.

Have to say I love this app 10**********
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Bored of the Rings
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Posted: 6th Mar 2016 10:24
@Super Clark- this is a bit strange-you might be doing something not quite right somewhere--is there an FPSC classic prefab you are having problems with as I have no problems at with them (or all of them?). Maybe an example would help as I could test it my end. I can knock up a quick(ish) video on how to do it also, although it's the same as the FPSC level process.

The "sinking door" fix will be in the minor update 3.5.7.1 which I will send out to all purchasers once any other minor issues have been resolved if any.
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JC LEON
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Posted: 6th Mar 2016 10:25 Edited at: 6th Mar 2016 10:29
Quote: "yes I have an answer for everything, Im a programmer ha .... anyway the door.lua script turns off collision when you press e and open the door allowing you time to walk through the door. When you press E again to close the door, the door.lua script turns collision back on.... simple !"


yes I know this but..

the door frame became crossable too when door is opened ...and this is not good

here the video
https://youtu.be/-Ng5LUHGDy4


and about sinking door.. tthis bug is related to other segments too..like arteria scfi pack1 .. since the curved wall you will see in the video attached have the same problem of the sinking door due (there are half above and half under the terrain)
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Bored of the Rings
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Posted: 6th Mar 2016 10:40 Edited at: 6th Mar 2016 10:47
the door frame thing....this is the script not my tool. maybe try adapting the lua script.... simple test-> remove the code that turns the collision off in the script and see what happens. Keep collision=1 in the FPE. What happens? The problem is the door frame and the door are 1 object. Originally I had the door frame and door saved out as 2 separate objects but was not practical.
sinking door issue now resolved will be in next update.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Bored of the Rings
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Posted: 6th Mar 2016 11:10 Edited at: 6th Mar 2016 11:11
There is a workaround also, you can (within the tool) select just the door frame part (deselect the punch and door parts). Save out as usual call it something else. Change the FPE so that the static parameter is 1 i.e. static = 1 and collision = 0 (box).

then place the static door frame over the dynamic door. not ideal but it should work.

seems like GameGuru is a little flawed when it comes to door pieces and door frames.
I'm off out for mother's day, but will be back late afternoon (around 5:30 pm UK time)
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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JC LEON
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Posted: 6th Mar 2016 11:17 Edited at: 6th Mar 2016 11:23
yes i know is the script , I was thinking you could bypass this in th tool.. btw this not important
(edit .. read now your ankser.. the workaorund is a good start ..thanks...)

waht i think would be great is the option to set the scale factor when impoting segment so we dont resize them by hand afte importing..this cannot be a great task for you ..and the possiblity to import characters from old fpsc and the tool will be Really Great...

i love this tool ...


n.b. and waht about lifts and elevators... can import hem too and the works correclty???

17:30 uk time it's a great moment today.... Mound and blade 2 Bannerlord(the videogame i'll be waiting for years) streaming video (40mins) at the PC Gamer Weekend in London,, LOL
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Bored of the Rings
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Posted: 6th Mar 2016 11:33 Edited at: 6th Mar 2016 11:36
You probably noticed that in FPSC classic, the door frames are exported out along with the static levels. Then FPSC loads in the dynamic door objects afterwards. Unfortunately, GameGuru doesn't work in the same way as it doesn't use CSG etc. I will be looking into these, not sure I can do that much, but you never know.
Great idea about scaling the segments, I will add prior to 3.5.7.1 release. be back later
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Interests: Drumming, Saxophone, Art, Theatre, Music.

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