Third Party Tools / Segment AutoWelder for GG v2.0

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Bored of the Rings
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Posted: 26th Mar 2016 23:27
@Super Clark-thanks for your post, yes you are correct, for now until I get the tool to copy over FPE and image files , .x files etc, this should be manually done for ammo/weapon map entities.

@Granada-many , many thanks for your donation, very much appreciated.

Just got in from concert, will send out welder 3.5.7.4 in morning as a bit cream crackered
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Posted: 26th Mar 2016 23:44
I am willing to build and host your own website specifically for your stuff when your ready ...
Just say the word
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Bored of the Rings
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Posted: 27th Mar 2016 08:03
@synchromesh-wow that would be good, thanks for the offer will take you up on that at some point. thanks again
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Bored of the Rings
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Posted: 27th Mar 2016 09:47
weapon tool tip of the day --- for weapons that come out black, rename the _D2.dds texture to _D.dds if there are no DNS textures present but only _D2.
I also used Gimp plugin insanebump to produce the missing NS textures, works well. I did this for the model pack 6/dual ingram weapon, one of my favs.


I will implement code to look at available textures in the folder and if no DNS textures present, rename the D2 to D, just so that the weapon appears.
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Super Clark
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Posted: 27th Mar 2016 15:23
Hi ho, SegAutoWelder 3.5.7.4 just tested it and getting quite few crashes
on some segments here is one issue see image attached. I will try see if there is anymore
in between doing Gun Conversions.

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Bored of the Rings
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Posted: 27th Mar 2016 16:14
Oh poop, will have a look when get free time busy weekend
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PartTimeCoder
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Posted: 27th Mar 2016 17:34
ah I figured as I was having less than no luck trying to get me some London roads in blender I thought I'd give your tool a try, it would be worth the price just to get rid of this dam headache! lol
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Bored of the Rings
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Posted: 27th Mar 2016 18:59
@PartTimerCoder-thanks for your order-I will send any new orders out as soon as I apply a fix regarding the recent mesh loading issue above. Sorry for inconvenience, hopefully should have it fixed shortly
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PartTimeCoder
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Posted: 27th Mar 2016 19:10
not a problem, enjoy the weekend I'm in no rush, need to make some prefabs before I can export them aye! lol
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MK83
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Posted: 27th Mar 2016 19:12
Made an fpsc prefab out of scifi prefabs and a lot of textures did not show up. See attached.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



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Bored of the Rings
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Posted: 27th Mar 2016 19:20 Edited at: 27th Mar 2016 19:42
@Super Clark - I tried to reproduce issue you had with meshes not loading, but they work fine for me - see pics,, silly question but did you run as administrator?

@MK83 - strange-I'll take a look-thanks for reporting-which OS are you using? did you run as administrator? Do you know the texture file names? Are the textures in the Level/prefab GameGuru folder where you saved the level/prefab out? Did you create a separate folder for the prefab/level or save it with an existing level? One last question, do you know the FPSC original location of the texture files? If possible, are you able to send me the universe.dbo file?
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MK83
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Posted: 27th Mar 2016 19:35
Nevermind, I built the game in fpsc with shaders ticked to on. I rebuilt without shaders on and it worked just fine.
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Bored of the Rings
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Posted: 27th Mar 2016 19:44 Edited at: 28th Mar 2016 09:04
Please remember that the DNS feature only works for X10 version of FPSC for levels and with compatible shaders.
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Bored of the Rings
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Posted: 27th Mar 2016 21:00
@PartTimeCoder-links now sent to your email address, hope you enjoy the products
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Super Clark
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Posted: 28th Mar 2016 04:07 Edited at: 28th Mar 2016 05:05
I have tried all day I can not get it to work on any modern day segments at all, se video i know its slightly blared no idea why

https://www.youtube.com/embed/MedFqwSjMU8

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Bored of the Rings
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Posted: 28th Mar 2016 08:26 Edited at: 28th Mar 2016 08:27
@Super Clark-it seems the first error (inbuilt error check), is thrown out because it can't physically find the .X file in that location. Please can you check that the .X file e.g. meshbank\modernday\villa\rooms\living_room\floor_a.x exists or not. If it does, it's very odd and I'll have a look into it. Maybe it's looking at GameGuru instead of FPSC directory which it shouldn't be doing. I'll remove my old GameGuru modernday segments contents and see if I get an error.

Does anyone else have issues with .X files not loading in? e.g. modernday.
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Bored of the Rings
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Posted: 28th Mar 2016 08:53
@Super Clark- I did a test to see if the code looks at the correct directory within FPSC and it does. I basically renamed my FPSC directory from "living_room" to "templiving_room" and I got the message you get (see pic). It seems that your meshes do not exist within those folders that the error is throwing up. Please check that the directory structure meshbank\modernday\villa\rooms\living_room\ is the same as the one in the error i.e. "Mesh ....... not found". If the directory is correct then the meshes don't exist for some reason. I still have no problems with modernday segment import.

If anyone is getting the same, please let me know.
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JC LEON
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Posted: 28th Mar 2016 11:27
how can i make a weapon or ammo pickupable?

irosight must be setted manually.. since iùI imported some scifi weapons but when i use ironsight the weapon is not aligned


great stuff...i love weapon welder and segment welder...
hope Weapon welder could be ironed out quickly and after that i cant wait for Character welder LOL
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Bored of the Rings
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Posted: 28th Mar 2016 12:27
@JC LEON-thanks for your post/comments-glad you like weapon/segment tools. Still working on the weapon features as there still a lot to do with entity pickups etc. The first version just gets you started until all these other functions are added. For pickups, I can either do a video to show what needs to be done or wait until the tool is completed with all features
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JC LEON
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Posted: 28th Mar 2016 13:41
ok many thanks...for your reply.. i waited for ages .. not is not problem to wait for a little ...good work.. and thaks again for your effort
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Super Clark
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Posted: 28th Mar 2016 15:28 Edited at: 28th Mar 2016 15:45
Well that is odd, you were right mate the installed files were in a folder scenery why it could not find them.
works now, nice fix. Thanks.


PS weapons the millsno36_grenade ? can not seem to get this one to work it pulls pin throws but nothing shows
or explodes, is this one still being worked on?, also Target Sights is not quite right its to the left is this also
still being worked on?

Thanks

@ JC LEON

I have sorted the ammo pick up, this is the Fpe for Mas_36_Ammo

;Entity Spec

;Header
desc = Mas_36_Ammo

;Identity Details
isweapon = ww2\mas_36
quantity = 1
speed = 100
isimmobile = 1

;ai
aiinit =
aimain = weapon.lua
aidestroy =

;Visualinfo
textured = gamecore\guns\ww2\mas_36\ammo_D2.dds
effect = effectbank\reloaded\entity_basic.fx
transparency = 1
isimmobile = 1


;Orientation
model = mas_36_ammo.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
fixnewy = 0


;Spawn
spawnmax = 1
spawndelay = 500
spawnqty = 1


;Decals
decalmax = 1
decal0 = glowzone


You will need to copy and paste replace the Gun spec with this below ( all will work provided you have the Fpe & .x files for
Mas_36_ & Mas_36_Ammo in GameGuru weapons folder.

If anyone wants the textures I have done let me know I will add them.

;// Mas_36 Sniper Rifle
;// Revision 1.0 27/03/16
;// Right-Click to Scope-In


;// Ammunition

poolammo = rifle
reloadqty = 5
chamberedround = 1
noautoreload = 0
nofullreload = 1
forcezoomout = 1
addtospare = 0
npcignorereload = 0



;// Range and damage

damage = 20
damagetype = 2
range = 20000
iterate = 0
force = 100
scorchtype = 1
noscorch = 0

;// Depth Of Field Zoom Override

dofdistance = 0
dofintensity = 0
zoomhidecrosshair = 0

;// Accuracy

simplezoom = 7
accuracy = 100
runacc = 300
simplezoomacc = 1
second = 0


;// HUD handling characteristics




recoily = 70
recoilyreturn = 80
recoilx = 10
recoilxreturn = 80

zoomrecoily = 50
zoomrecoilyreturn = 90
zoomrecoilx = 1.5
zoomrecoilxreturn = 95



gunlagspeed = 9
gunlagxmax = 3
gunlagymax = 3

simplezoommode = 1
simplezoomspeed = 6


;// Visuals


zoomscope = scope1.dds
textured = gun_D2.dds
effect = effectbank\reloaded\weapon_bone.fx
transparency = 2
minpolytrim = 0


;// GUN HUD (0-colt,1-magnum,2-uzi,3-shotgun,4-rifle,5-rpg)
statuspanelcode = 4

;// WEAPON Style (1-pistol,2-rocket,3-shotgun,4-uzi,5-assault)
weapontype = 5

;// NPC Decal
decal = muzzleflash4
decalforward = 125



;//Model positions

horiz = 0
vert = 2
forward = -5
runy = -7
simplezoommod = 0
simplezoomx = 100
simplezoomy =

;// Muzzleflash

muzzleflash = 4
muzzlesize = 180
smokedecal = smoke1
smokespeed = 0

alignx = 15
aligny = -6
alignz = 140



;// Brass System

brass = 0



;// HUD ANIMATION (timeline 0-?)

keyframe ratio = 1
simplezoomanim = 0
useempty = 0
disablemovespeedmod = 0
select = 0,17
idle = 18,52
move = 54,70
run = 586,604
start fire = 0
end fire = 0

startreload = 79,91
reloadloop = 92,103
endreload = 105,125
fire = 175,206
putaway = 1026,1040

zoommode = 1
zoomto = 0
zoomfrom = 0
zoom idle = 0
zoom move = 0
zoom start fire = 0
zoom end fire = 0
empty select = 0
empty idle = 0
empty move = 0
empty run = 0
empty reload = 0
empty putaway = 0
empty zoomto = 0
empty zoomfrom = 0
empty zoom idle = 0
empty zoom move = 0

melee start = 714,719
melee end = 720,733



;// GUN Sounds (0-zoom,1-fire,2-reload,3-dryfire,4-putaway)

sound0 = zoom.wav
sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = zoom.wav
sound5 = open.wav
sound6 = loadbullet.wav
sound7 = close.wav
fireloop = 0


;// HUD sound frames list

keyframe ratio = 1
soundframes = 4
sframe0 = 175,1
sframe1 = 79,5
sframe2 = 92,6
sframe3 = 105,7

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PartTimeCoder
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Posted: 28th Mar 2016 17:03
Quote: "hope you enjoy the products"


I am yes, the tool works pretty well on most items but unfortunately its not saving textures for the London roads, if I select a single piece as a segment it saves the texture ok but build a road section in FSPC and save, build and export and no textures are saved

everything else I tried works flawlessly.... its just something about those roads, Im just not meant to use them lol, other wall segments from the London pack seem to be ok... just those roads, don't get me wrong I'm not complaining about the tool, its awesome and I know there are many variables to consider, I made a full on sifi level/maze and had it running inside GG within ten minuets, the tool works and works well, except on the one dam thing I want! lol ......... Sods Law I guess lol

weapon welder is cool, most of them get junked but I'v managed to get a few working weapons, some cool things like a fryingpan, crowbar, sledehammer, (tweaking my shotable locks to only fall off when hit with a hammer or crowbar, its cool)

as for weapon pickups, guys just look in the weapons folder, copy the fpe of an existing pickup and edit it to point to the new weapon, copy over the .x and bmp and texture from FPSC, its that easy, i think there is only 4 places in the fpe you need to edit (as well as the filename), the model, texture, weapon and desc

and the same procedure for ammo pickups, just dupe and existing ammo pickup fpe and copy the files over and edit
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Bored of the Rings
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Posted: 28th Mar 2016 18:10 Edited at: 28th Mar 2016 18:30
@PartTimeCoder - thanks for your feedback-I'm interested in looking into the London roads textures issue, I'll take a look as I have the London segments also. Can you give me an example name of the road segment that is not coming out right, there may be more to it than the average segment. I've done the first 3 and seem to come out ok for me in GG (see pic).
For the ammo pickups, I will be adding code to do all this, although there is some tweaking involved and the ammo entities have to go in "ammo" directory of GameGuru. If anyone needs a video on how to do it, I can make one when I get a free moment.

[actually did a few more london road segments and they are fine on my system (see 2nd pic), these were the ones located in C:\Program Files (x86)\The Game Creators\FPS Creator\Files\segments\London\RoadSystem, let me know if these are the ones you mean or something totally different, also usual standard question, did you run as administrator?]
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PartTimeCoder
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Posted: 28th Mar 2016 21:09
Yeah the segments are fine when exported single like that but when used as part of prefab level the textures do not show, I made a corner section and t junction, long and short straight to make placement in GG a little easier, aligning those curb stones manually is hard work lol, none of it worked very well with snap, I just tried again and used just the Plain Road section 6 of them in a square and again the textures are a no show, none copied to GG and the textured field in the fpe is blank, no texture shows in the tool preview either, it is very odd because everything else works flawlessly, something about that pack I guess

and yes first thing I did was set run as admin in the file properties
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Bored of the Rings
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Posted: 28th Mar 2016 21:33
@PartTimeCoder-Another user had similar issue with black textures because in FPSC when building the level/prefab they had shader effects option on. If you had this set on then they will come out black. If not I'll check the texture paths to make sure they are being picked up. Also, try using Grid mode for snapping 100x100 pieces together and not snap. Hope this helps
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Bored of the Rings
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Posted: 28th Mar 2016 22:04
ok so I'm also having the same problem with london road as fpsc level/prefab. Am looking into this at the moment.
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PartTimeCoder
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Posted: 28th Mar 2016 22:33
ok cool, the same is happening with pretty much all the London segments, I tried prefabs made the Cracked Panel wall and another with the Subway and both lost there texture, but both import fine as segments though, thanks for your help on this btw, that London pack is my game lol
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Posted: 29th Mar 2016 07:39 Edited at: 29th Mar 2016 07:55
found the problem with the london textures (it's a .PNG thing), will try and correct it before going to work, otherwise will be tonight.

[update- applied a fix this morning, I need to update the code to do what the segment code does and convert .PNG to .DDS, but for now this temp fix works, will send out 3.5.7.41 this morning-working from home is a god send]
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Posted: 29th Mar 2016 08:15
Ah wicked you are awesome, notting hill will get finished after all lol
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Bored of the Rings
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Posted: 29th Mar 2016 08:26 Edited at: 29th Mar 2016 08:34
The hotfix for 3.5.7.4 (3.5.7.41) is now released and sent to all purchasers of the tool. Sorry for the issue, I should have applied the same code to the level/prefab import code to handle PNG and other formats - > DDS. Temp fix done for now, but will update the code to be more inline with the segment code.

oh , don't forget you can export as .X now not just DBO (fully textured-for those that aren't/weren't aware).

In the pic, 1 of these is the real .X file (will the real X file please stand up ha )
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PartTimeCoder
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Posted: 29th Mar 2016 08:52
ah I wasnt aware we could export as .x, thats perfect, thanks for taking the time out to fix this issue and thanks for the prompt update, making a game with the look and feel of my hometown will be so much fun, recreate areas I used to live in .... and shoot them up! lol, your tool is making it possible now, awesome stuff!
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Bored of the Rings
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Posted: 29th Mar 2016 09:23
@PartTimeCoder-no problem at all, I think I will have to do an update video guide for the current version as there have been quite a few changes/additions. I also was thinking about doing a small level that looked like my old home town but too busy with other stuff, one day maybe
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PartTimeCoder
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Posted: 29th Mar 2016 16:49
@BOTR, Did you send out the update?, I dont seem to have any new email from you, got my day finished and sat down to have a play with some roads, guess I'll go do the washing up instead lol
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Posted: 29th Mar 2016 18:06 Edited at: 29th Mar 2016 18:06
@PartTimeCoder- yes update sent to all that purchased. Sometimes emails go to junk folder. If you don't have it, PM me your paypal email address you used and I can check my records and resend
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MK83
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Posted: 29th Mar 2016 18:06
@BOTR, Made a door segment using scifi/door control room. Saved as an .x and it did not show up in guru editor also it saved default static=1.
deleted that and saved as .dbo default static=0 now, and the .dbo version is usable in guru. I know default static has nothing to do with it not showing up in guru, but, that was something that I noticed. Also, on a side note, that door has a light atop of the frame, I copied over the _N, _S, _I textures from fpsc, but the light is not illuminating. I tried the illumination map from fpsc that don't work. Any thoughts on that?
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Lance
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Posted: 29th Mar 2016 18:10
BOTR:
The latest update 3.5.7.41 works with Level/Prefab build 'Modern Day' . Everything I have tried so far works except I get no .BMP generated . I haven't got a bitmap generate since version 3.56 .. I tried 3.56 again today since I still have it and it generates a bitmap . I do get bitmaps generated with the Segment build part .
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Bored of the Rings
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Posted: 29th Mar 2016 18:26
@MK83: animated doors only work when saving out as DBO, I still have to figure out the exporting of animation data for X format, I will try and find some time to do that as it something I want also. DNS textures only work with FPSC X10 levels at the moment. Also, a lot of the FPSC effects .FX files aren't compatible with GG.

@Lance-I'll have a look at v3.56 and see what's happened between that version and the current one.

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Posted: 29th Mar 2016 18:53
seems like several users didn;t get the update this morning as outlook didnt copy all email addresses over from my records. those users should now have it in their inbox.

more fixes to come.
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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Posted: 29th Mar 2016 19:02 Edited at: 29th Mar 2016 19:07
@MK83- thought I'd test test the scfi control door in X format-it comes out but only when you click left mouse button, most likely because there is no root/default pose-Ill see if I can add it in and the animations.
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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PartTimeCoder
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Posted: 29th Mar 2016 19:12
Absolutely awesome, thank you so much, its already looking great

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Bored of the Rings
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Posted: 29th Mar 2016 19:14
wow, looks really good , good job !
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Posted: 29th Mar 2016 19:16
you can also break up the levels into chunk if you want to improve performance, lighting/ shadows etc......
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Posted: 29th Mar 2016 19:36
Been testing bitmaps out and work fine for me with levels. Anyone else have problems with taking snapshots to produce bitmap for levels/prefabs apart from Lance?

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PartTimeCoder
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Posted: 29th Mar 2016 21:52
Bitmaps working fine for me, also, and I was hoping this would work, optimizations, export the generated .x with fragmo to .obj, import into blender, merge all double verts and remove all unseen faces, export back to .x.... working perfect, I am a happy man, only been trying to achieve this for 3 weeks and SegAutoWelder made it happen, this tool is a gem and I highly recommend it to everyone.

now my maps can be that little bit bigger, for every road section I create I can half the resources it uses and make room for more, mission accomplished! lol

now, back to work
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Posted: 30th Mar 2016 07:04
@PartTimeCoder-that's great to hear , it would be good to see the end result. Not sure what you mean by "merge all double verts" but sounds interesting. When exporting to .obj and importing into Blender, I lost all my textures. How did you manage to retain textures?
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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Posted: 30th Mar 2016 07:47
ok, like Lance, I am still randomly getting the camera image missing for FPSC levels (welder tool), doesn't seem to happen anywhere else so it must be some sort of memory issue or existing code is conflicting somewhere, so I will take a different approach. It's only minor issue but an annoying one.

Also, last night and this morning have been updating the weapon tool wth better code to create all necessary core folders and copy files over from FPSC, works a charm. Although the tool will only make directories/copy files if they don't exist in GameGuru, it would be wise to make a backup of your original gamecore folder in GameGuru. Will be continuing implementation of ammo pickups etc. From what I can tell, you need the entities in entitybank, but also the ammo needs to go into gamecore\ammo and the projectile system is different too. So that will be fun to do. I must admit some of the FPSC guns, I won't be using but others come out really well and like. Version 1.1 will be a lot better (hopefully), but I think I will need to do thorough testing before it goes to you guys as the 1.0 was just a starting point and not much testing was done (slap wrists ha) .
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PartTimeCoder
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Posted: 30th Mar 2016 11:36 Edited at: 30th Mar 2016 11:42
Quote: "Not sure what you mean by "merge all double verts" "


150 or so flat boxes aligned a grid, there's a ton of overlapping vertices, in blender you can "remove doubles" and it joins them to create a single object, then I delete all those hidden faces, can cut the cost of the model by 2/3 (my PC isnt exactly high end! lol)

Edit;

Quote: "How did you manage to retain textures?"


I didnt, not in blender anyway I'm working in wire mode anyway, the textures were fine once exported back to .x and in GG, it was a trial n error thing lol
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Posted: 30th Mar 2016 12:16
@PartTimeCoder-thanks for the response, I'll have to try the "remove doubles" function in Blender, I still have tons to learn
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Posted: 30th Mar 2016 20:05
tonight been making updates to weapon welder as I had to fix a lot of "ALT" type parameters that have spaces between each key word, as the tool compresses everything together so that specific rules can be applied. So the next smallish update will see a lot of gunspec updates/fixes to these types of parameters.
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Posted: 30th Mar 2016 22:55
Weapon Welder version 1.1 released and sent to all welder purchasers and recent purchasers. Many thanks for all your continued support.
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