Third Party Tools / Segment AutoWelder for GG v2.0

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JC LEON
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Posted: 6th Mar 2016 11:52 Edited at: 6th Mar 2016 11:52
yes I know.. sadly fpsc has some realy good functionaliy That GG missing..

btw with charater and weapon importer this tool ha evrything we need to make aold good fpsc chartcter/segments /models to live again and rocks on GG
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ACKohollic
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Posted: 6th Mar 2016 12:30
Hello BOTR,
I have notice that there are alot of people having issues when they install a new version of the software. I believe and maybe wrong but if the file had the same name but the version Number was not part of the name everybodys PC / Mac s would have less issues with there firewall. place the the version number in help about is fine. Everyone stil needs to and should always run as admin to run this program but the firewalls and the avti-virus program would not flag them a a program that has not been used by many. This May keep down the emails each time you have a new relaese of the software. I love new features but the core must be in place or the focus get so far off thack that a small change might mean a large we-write just to implement a small change. Just my humble option. Thank you for your ear and keep up the great work.
Addicted to Coding.

Super Clark
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Posted: 6th Mar 2016 13:27
Ok me sorted the prefab import issue it was for some reason it keeps going back to classic fps creator entity folder
instead of GG entity folder when i try to load in the level zip. Not sure if its a bug but does it on my system win7 64bit.

But hey it works.

Ok now here is a question see if you can help me. I convert the dbo file to .x and thats fine but because
prefabs have multi textures the textures will either be wrong because everything is in the same texture
or the prefab is just black unless I add a .dds in the texture fpe line.

Is there away to maybe when you sort the out put to .x format it will be possible to have the textures work
correctly for the .x format output ?
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Bored of the Rings
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Posted: 6th Mar 2016 14:54
OK good idea, I will remove the version number from the app name and only have version displayed within the app. I will be looking into X file texturing.
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Bored of the Rings
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Posted: 6th Mar 2016 17:45
so now I'm back, I have renamed the tool to just SegAutoWelder (actually may drop the "Seg" part will see). Tonight, will investigate and start looking into adding texture references into the .X files, after all it's just a text file.
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Bored of the Rings
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Posted: 6th Mar 2016 22:25 Edited at: 6th Mar 2016 22:26
Here is a video showing fixed sinking doors and the segment editor prototype plus technical hiccups during the video ....currently working on X file textures

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JC LEON
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Posted: 6th Mar 2016 23:23 Edited at: 6th Mar 2016 23:34
so did you solved the crossable door frame ???

great!!!


please get a look at the weapon and character importer..i'll pay for it ..again.. and like me many others users..
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Bored of the Rings
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Posted: 7th Mar 2016 06:57 Edited at: 7th Mar 2016 07:03
@JC LEON-I will be updating code again so that you can save out the door frame as static and the doot as dynamic. The only fix at the moment is to have 2 separate entities (although I will be testing out a possible option but possibly won't work). Yes I will be charging for the construction kit, weapon and character importer.
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JC LEON
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Posted: 7th Mar 2016 07:46
Quote: "Yes I will be charging for the construction kit, weapon and character importer."



supercool
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Bored of the Rings
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Posted: 7th Mar 2016 07:55
there will be a 5 min video uploaded shortly to show how to resolve walk through (able) door frames. conversion in process
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Posted: 7th Mar 2016 08:22
link to door frame solution video->>

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Posted: 7th Mar 2016 08:35
so by adding texture references in the X file, this works on a test I did this morning, now need to do it programatically... more fun
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Bored of the Rings
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Posted: 7th Mar 2016 08:51
link to 3.5.7.1 now sent to all that purchased. thanks again for your support and to those who recently purchased.
best wishes
Mike
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Super Clark
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Posted: 7th Mar 2016 10:11
Nice fix mate, Now just tried ww2 doors and the Vault Door with the Wheel to open when you press E to open
the Door wheels both sides fly off then the door opens. press e again they come back. Just letting you
know 1 I found so far.
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Posted: 7th Mar 2016 10:55
@Super Clark- thanks for reporting back, very interesting about the vault door if not frustrating . I only tested on a few of the basic doors. I'll take a look and see whats going on.
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Posted: 7th Mar 2016 11:09 Edited at: 7th Mar 2016 11:16
@Super Clark-see what you mean now with vault doors (look quite funny) but on serious note, this hopefully should be easy to fix (he says) - think I will be testing all the doors I have and see if I can find other weird behaviour
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Super Clark
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Posted: 7th Mar 2016 11:18 Edited at: 7th Mar 2016 11:20
Ok also found these issues

Wall Large.fps ( Out Put into GG Floating High Off Ground )

Wall Large.fps ( Out Put into GG Floating High Off Ground )


Unable to access Object not found runtime error 7008
line 2636

ww2 Scenary:

Window Grand.fps

Lift Base (platform).fps

Lift Top (platform).fps
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Bored of the Rings
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Posted: 7th Mar 2016 11:32
@Super Clark-thanks for feedback-for the Wall large.fps, which model pack is this as there a probably a lot of large Wall segments? I'll have a look at the other issues, it may be that I will have to remove the Y axis fix or have a user option to apply it or not.....
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Posted: 7th Mar 2016 11:40 Edited at: 7th Mar 2016 11:41
so here is a pic showing 2 versions of the vault door in Fragmotion. Looks like limb offset issue.....so this is going to be interesting to fix...... please bare with me, could take 5 mins or 5 days to fix

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Bored of the Rings
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Posted: 7th Mar 2016 11:58 Edited at: 7th Mar 2016 12:02
so silly me removed some temporary fix code that dealt with segments that are not doors e.g. windows (Window Grand) etc but have CSG punches and frames so they are seen as dynamic animated objects. The tool hasn't yet been coded to identify window and other CSG type segments, only doors and straight forward static segment objects. The next version will have all other types of segment identified and handled correctly. You can of course deselect punches and/or use the Punch tool to help as an interim fix. I guess I got so carried away with level importing and other stuff I never got round to implementing code to handle all the other segment types. Of course, I will endeavour to apply fixes and release further small updates, next one will be 3.5.7.2.
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Super Clark
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Posted: 7th Mar 2016 14:14
Thanks for you efforts matey I keep you posted of anything else I find, I am converting as I go along
so will post what else I find.
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Posted: 7th Mar 2016 14:27 Edited at: 7th Mar 2016 14:32
@Super Clark-I recreated the vault door successfully in Fragmotion. While I figure a way of fixing it programatically, let me know if you would like a video showing how to reconstruct manually in FM
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devlin
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Posted: 7th Mar 2016 19:18
they say patience is a virtue. well done on the door fix
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Super Clark
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Posted: 8th Mar 2016 00:33
I hang out until you find away to sort it no rush I have 1,000 items to convert so I got stuff to do.

Thanks .
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Posted: 12th Mar 2016 07:08 Edited at: 12th Mar 2016 07:09
[edit-posted on wrong thread oops]
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JC LEON
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Posted: 12th Mar 2016 08:41
ehi bored -... when you release the new version with the scale factor optios?'

I'm waiting to converts my segments till release to dont have to set scale manually for very segment,,
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Posted: 12th Mar 2016 09:01 Edited at: 12th Mar 2016 09:03
Working on scaling of segments for 3.5.7.2 release. Here is a pic.
Also, for the new 3.6 version GUI, trying to decide whether I like vertical toolbar or prefer horizontal toolbars (pic below).
version 3.6 will be renamed to just "AutoWelder".
Still looking into the recent door issue with "flying handles" which is happening on the ww2 vault doors. So far, no joy
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JC LEON
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Posted: 12th Mar 2016 09:22
yes. cool... cant wait
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Posted: 12th Mar 2016 10:09
segment scaling done, just about to test, if all ok, will release 3.5.7.2 (sorry no door fix yet, it's more complicated than I first thought )
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Posted: 12th Mar 2016 12:21
Version 3.5.7.2 now ready for download. Link sent to all those that have purchased. Social website links now removed. Happy segment scaling

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Super Clark
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Posted: 12th Mar 2016 13:21
Thanks work the new version BOTRings... Just tested it seems to have a directory collection issue see attached image

I have set dir in menu to classic, is says I'm in classic already but everytime same issue.

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Bored of the Rings
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Posted: 12th Mar 2016 13:29 Edited at: 12th Mar 2016 13:33
I'll check and see if that segment runs on mine or not?

[update-weird, ok it's doing it on mine, I'll fix and re-upload the fixed version-be back later as off out now]
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Super Clark
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Posted: 12th Mar 2016 13:34
Yup as Admin, seems to keep looking for GG dir instead of FPEC for some segments, sci-fi lift platform
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Lance
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Posted: 12th Mar 2016 17:35
The 3572 build works good for me . I have only tried the 'level' build so far . Like the scale feature , but I miss the camera/picture .bmp . Hope you activate it soon .
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JC LEON
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Posted: 12th Mar 2016 18:03
TRIED 3.5.7.2 and al works fine.. love the scale segment tool...

@ Super Clark..

I see you are converting many packs and segments.. i would to ask to you which scale factor is the best to the GG scale factor.. so can finally start to convert my segments
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Posted: 12th Mar 2016 18:08
looks like scifi segments ok in 3.5.7.1, looking at this at the moment. Will also check the camera bmp issue not sure what's happened there. Looks like the 3.5.7.2 build is a bit of a dud, sorry about that, endeavouring to correct it.
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Posted: 12th Mar 2016 18:29 Edited at: 12th Mar 2016 18:30
Looking better and better every day,well done.

Dave
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Posted: 12th Mar 2016 19:39
All the sci-fi segments that I tried work for me in 3572 .
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Super Clark
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Posted: 12th Mar 2016 21:42
JC LEON I use 1oo scale for standard items like item, floors, any wall i do at 120 scale or textures seem to go bit off.

I been modding some with new textures but would like to have .x as the output to save me converting the dbo files .x
the re texturing.
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Posted: 12th Mar 2016 22:02
@Super Clark-perfect timing as I just finished code to do export dbo files to direct X textured format and will concentrate on fully implementing code and do full testing tomorrow where I can.

Couldn't find any problems with camera for FPSC level import in 3572, seems ok unless I'm misunderstanding somewhere. Still looking at the scifi platform issue, weird.


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Super Clark
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Posted: 12th Mar 2016 22:08
Ok mate great work. This is the what is possible with Seg Welder

See Image attached.

Excellent little tool.

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Posted: 12th Mar 2016 22:25
@Super Clark-good collection, thanks for sharing
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Posted: 12th Mar 2016 23:48
pic showing textured X file level from DBO.

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Posted: 13th Mar 2016 07:33 Edited at: 13th Mar 2016 07:38
I found the line of code that was causing the scifi platform segment to throw error, this line has been updated and the segment is now loaded in ok.
X format export code now integrated with the tool, just need to add user interaction to select the format. So soon, you will be able to save to direct X with texturing for all DBO objects i.e. segments and FPSC levels. The X files I tested (both segment and levels) load ok in Fragmotion (although I got the usual "exceeded vertex limit" warning but still loaded most of the level), DX Studio and Deep Exploration (shown in pic above this post). No problem with segments (so far with fingers crossed).
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granada
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Posted: 13th Mar 2016 10:54
All sounds good .

Dave
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Posted: 13th Mar 2016 11:19
@granada-thanks, it seems X files work really well now for segments/levels. Doing a video shortly to show segment scaling and exporting of textured X files.
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Posted: 13th Mar 2016 12:17
have to go out shortly, but video now converting and fixed version 3.5.7.2 should be with purchasers some point today once I get back home.
very pleased with the way this version has worked out and the new textured X format export.
will be going back to dynamic entities,seg editor,puncher after this and also continue with the major update 3.6 (or 4.0 not sure yet).
enjoy your Sunday

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Posted: 13th Mar 2016 15:55 Edited at: 13th Mar 2016 15:56
video demo of the fixed 3572 version. this demonstrates the textured and exported X file format for both segments and FPSC levels as well as the resolved scifi segment issue plus segment scaling. Also fixed some path issues, so hopefully this version is more solid now than previous versions.

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Posted: 13th Mar 2016 20:09
replacement version 3.5.7.2 now sent to all purchasers. Hope you like it and works for you.
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seppgirty
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Location: pittsburgh, pa.
Posted: 13th Mar 2016 21:05
Got it. thanks.
gamer, lover, filmmaker

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