Third Party Tools / Autowelder - last version (porting in complete FPSC FPM levels)

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Super Clark
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Posted: 11th Jan 2022 14:11 Edited at: 11th Jan 2022 14:15
I removed the file and it still does it.

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Bored of the Rings
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Posted: 11th Jan 2022 14:19 Edited at: 11th Jan 2022 14:20
@Super Clark-If you get a moment, pls download from the FTP site (details above) and grab the zip with your forum name in it:
when you run again, do the same as you did above and let me know what the full path is that shows up? make a backup of the current EXE if you want to.

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Super Clark
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Posted: 11th Jan 2022 14:22
Ok m8
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Bored of the Rings
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Posted: 11th Jan 2022 14:26 Edited at: 11th Jan 2022 14:26
I meant to add that it will be the first message that displays not so much the 2nd one. cheers
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Super Clark
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Posted: 11th Jan 2022 14:31 Edited at: 11th Jan 2022 14:33
Same thing

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Bored of the Rings
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Posted: 11th Jan 2022 14:36
hmmm, the first message should show your fpsc install path and then the texture path. IS the warning message above (yellow traingle) the first message or 2nd that came up, I can't tell)? What's the message under the runtime error, I can't see it?
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Super Clark
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Posted: 11th Jan 2022 14:44 Edited at: 11th Jan 2022 14:50
The yellow triangle is the first pop up then as you click ok up to this last box



then the box with the runtime comes up


this is the list of textures its failing to load

texturebank\nuevos logos\detraspared2.dds
texturebank\Firma\Room Textures\room_top_1_OUT_D2.dds
texturebank\Firma\Room Textures\room_down_1_OUT_D2.dds
texturebank\firma\Room Textures\room_down_1_OUT_D2.dds
texturebank\firma\Room Textures\room_down_1_OUT_D2.dds
texturebank\Firma\Room Textures\room_top_1_OUT_D2.dds
texturebank\nuevos logos\destraspared.dds
texturebank\Firma\Room Textures\room_top_1_OUT_D2.dds
texturebank\firma\Room Textures\room_down_1_OUT_D2.dds
entitybank\\HL\Hl-Lab 04-Electricite 04-Cameras\pen2_camera0.dds
entitybank\\Z-P\funiture\alarm.dds
entitybank\\HL\Hl-Lab 04-Electricite 03-Haut-parleurs\f3_loudpeakers0.dds
entitybank\\HL\Hl-Lab 04-Electricite 02-Ventilation\vent010.dds
texturebank\Firma\Room Textures\room_top_1_IN_D2.dds
texturebank\Firma\Room Textures\room_top_1_Corner_IN_D2.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\1mistexturas\Floor\techo1.png
texturebank\Firma\Room Textures\room_top_1_IN_D2.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\firma\Floor Textures\techo5.dds
texturebank\firma\Wall Textures\11pared_2_abajo.png
texturebank\firma\Room Textures\room_down_1_OUT_D2.dds
texturebank\Firma\Room Textures\room_top_1_OUT_D2.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_D2.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_I.dds
texturebank\Firma\Room Textures\room_top_1_IN_D2.dds
texturebank\firma\Wall Textures\pared_1_abajofoto1.dds
texturebank\firma\Wall Textures\pared_1_abajofotos.dds
texturebank\1mistexturas\Floor\techo1.png
texturebank\Firma\Room Textures\room_top_1_IN_D2.dds
texturebank\firma\Wall Textures\pared_1_abajofoto1.dds
entitybank\\Asylum\Nueva carpeta (3)\Double Doorway Trim.dds
texturebank\Firma\Room Textures\room_down_1_FLR_D2.dds
entitybank\\HL\Hl-Lab 04-Electricite 03-Haut-parleurs\f3_loudpeakers0.dds
entitybank\\Prison\Corner Up Pipes.dds
entitybank\\Asylum\Double Doors (Closed).dds
entitybank\\Asylum\Alt Textures\Double Doorway Trim.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_D2.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_I.dds
texturebank\firma\Wall Textures\pared_2_abajo.dds
entitybank\\Asylum\Nueva carpeta (3)\Double Doorway Trim.dds
texturebank\firma\Floor Textures\techo5.dds
entitybank\\HL\Hl-Lab 04-Electricite 04-Cameras\pen2_camera0.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_D2.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_I.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\firma\Wall Textures\pared_2_abajo.dds
texturebank\firma\Floor Textures\pilar1.dds
texturebank\firma\Floor Textures\piso_2_pasillo_azul.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_D2.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_I.dds
entitybank\\Prison\T-Pipes.dds
entitybank\\nuevos\gore\Symrak Dead Pack\04_tryp.dds
entitybank\\Z-P\jail booking-bar door.dds
texturebank\Firma\Room Textures\room_top_1_IN_D2.dds
texturebank\Firma\Room Textures\room_down_1_IN_D2.dds
texturebank\1mistexturas\Floor\techo1.png
texturebank\Firma\Room Textures\room_top_1_IN_D2.dds
texturebank\1mistexturas\Floor\techo4.png
texturebank\Firma\Room Textures\room_down_1_IN_D2.dds
entitybank\\Ausstattung\Industrie_Heizung_D2.dds
entitybank\\Ausstattung\Industrie_Heizung_N.dds
texturebank\firma\Wall Textures\pared_1_acolchada.dds
texturebank\Firma\Room Textures\room_down_1_IN_D2.dds
texturebank\Firma\Room Textures\room_down_1_FLR_D2.dds
texturebank\firma\Floor Textures\piso_7_sangre.dds
texturebank\firma\Floor Textures\piso_6_sangre.dds
entitybank\\Asylum\Single Doorway Trim.dds
texturebank\firma\Wall Textures\pared_2_habitacion.dds
texturebank\firma\Wall Textures\pared_2_habitacion.dds
texturebank\firma\Floor Textures\techo5.dds
texturebank\firma\Floor Textures\piso2_D2.dds
entitybank\\1 nuevos\bunker1\toilet_D.dds
entitybank\\Post-Apocalyptic Model Pack\Various\plunger_D2.dds
texturebank\LBS_Entities\TP_holder_d2.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\firma\Wall Textures\pared_2_abajo.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\firma\Wall Textures\pared_2_abajo.dds
texturebank\OfficePack\Doors\StairsDoor_D2.dds
texturebank\firma\Floor Textures\techo5.dds
texturebank\firma\Floor Textures\piso_2_pasillo_azul.dds
texturebank\firma\Floor Textures\techo5.dds
entitybank\\Z-P\cell light.dds
entitybank\\HL\Hl-Lab 11-Technologies 05-Sanitaire\showers0.dds
entitybank\\HL\Hl-Lab 11-Technologies 05-Sanitaire\showers0.dds
entitybank\\HL\Hl-Lab 11-Technologies 05-Sanitaire\soap0.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\firma\Wall Textures\pared_2a_abajos_sangre_2.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\firma\Floor Textures\techo5.dds
texturebank\OfficePack\Doors\StairsDoor_D2.dds
texturebank\firma\Wall Textures\pared_2a_abajos_sangre.dds
texturebank\firma\Floor Textures\piso_2_pasillo_azul_drenaje.dds
texturebank\firma\Floor Textures\piso_2_pasillo_azul_drenaje_sangre.dds
texturebank\Firma\Room Textures\room_down_1_OUT_D2.dds
texturebank\OfficePack\Doors\StairsDoor_D2.dds
texturebank\firma\Wall Textures\pared_2_habitacion.dds
texturebank\firma\Wall Textures\pared_1_habitacion.dds
texturebank\firma\Floor Textures\techo6.dds
texturebank\OfficePack\Doors\StairsDoor_D2.dds
texturebank\firma\Wall Textures\pared_2_habitacion.dds
texturebank\firma\Wall Textures\pared_1_habitacion.dds
texturebank\firma\Floor Textures\piso2_D2.dds
entitybank\\Z-P\light.dds
entitybank\\Z-P\doughnuts\jail doughtnut box.dds
entitybank\\Z-P\doughnuts\doughtnut blueberry.dds
entitybank\\Z-P\doughnuts\doughtnut glazed nuts.dds
entitybank\\Z-P\doughnuts\doughtnut powdered.dds
entitybank\\Z-P\doughnuts\doughtnut cherry.dds
entitybank\\Z-P\doughnuts\doughnut chocolate nuts.dds
entitybank\\Z-P\doughnuts\coffee cup1.dds
entitybank\\Post-Apocalyptic Model Pack 2\Various\electrical_hub01_D2.dds
entitybank\\Penumbra\Penumbra_32.dds
texturebank\firma\Wall Textures\pared_2_habitacion.dds
texturebank\firma\Wall Textures\pared_1_habitacion.dds
texturebank\firma\Wall Textures\pared_2_habitacion.dds
texturebank\firma\Wall Textures\pared_1_habitacion.dds
texturebank\firma\Floor Textures\techo6.dds
entitybank\\HL\Hl-Lab 03-Mobilier 07-Tables\bakery_counter20.dds
entitybank\\Penumbra\Penumbra_32.dds
texturebank\firma\Floor Textures\piso2_D2.dds
texturebank\Firma\Room Textures\room_down_1_OUT_D2.dds
entitybank\\nuevos\gore\Symrak Dead Pack\05_tryp.dds
texturebank\Firma\Room Textures\room_top_1_OUT_D2.dds
texturebank\firma\Wall Textures\pared_1_acolchada.png
texturebank\firma\Wall Textures\pared_1_acolchada.dds
texturebank\firma\Floor Textures\PISO_4_acolchada_SANGRE.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\firma\Wall Textures\pared_2a_abajos.dds
texturebank\firma\Wall Textures\pared_1_acolchada.dds
texturebank\Firma\Room Textures\room_down_1_OUT_D2.dds
texturebank\Firma\Room Textures\room_top_1_OUT_D2.dds
texturebank\firma\Wall Textures\pared_1_acolchada.dds
texturebank\firma\Wall Textures\pared_1_acolchada.dds
texturebank\firma\Wall Textures\pared_1_acolchada.png
texturebank\firma\Wall Textures\pared_2_acolchada.dds
entitybank\\HL\Hl-Lab 04-Electricite 04-Cameras\pen2_camera0.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_D2.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_I.dds
entitybank\\HL\Hl-Lab 04-Electricite 03-Haut-parleurs\f3_loudpeakers0.dds
entitybank\\HL\Hl-Lab pack 01\Hl-Lab 02-Medical 04-Materiel divers\instrumenttrolley0.dds
entitybank\\Z-P\doughnuts\doughtnut cherry.dds
entitybank\\Z-P\doughnuts\coffee cup4.dds
entitybank\\2\Henry Ham Gas Bottle\gas_bottle A_D.dds
texturebank\Firma\Room Textures\room_top_1_Corner_IN_D2.dds
texturebank\Firma\Room Textures\room_down_1_Corner_IN_D2.dds
texturebank\Firma\Room Textures\room_down_1_IN_D2.dds
texturebank\1mistexturas\Floor\techo2.png
texturebank\Firma\Room Textures\room_top_1_IN_D2.dds
entitybank\\Asylum\Single Doorway Trim.dds
texturebank\ww2\scenery\doors\door_e\door_e_D2.dds
texturebank\common\normal.dds
texturebank\1mistexturas\Floor\techo1.png
texturebank\1mistexturas\Floor\techo3.png
texturebank\firma\Wall Textures\pared_1_abajo_sangre_2.dds
texturebank\firma\Wall Textures\pared_1_abajo_sangre_1.dds
texturebank\firma\Floor Textures\piso_5_sangre.dds
texturebank\firma\Floor Textures\piso_4_sangre.dds
texturebank\firma\Floor Textures\piso_2_sangre.dds
texturebank\firma\Floor Textures\piso_1_sangre.dds
texturebank\firma\Floor Textures\piso_3_sangre.dds
texturebank\firma\Wall Textures\pared_1_acolchada.dds
texturebank\Firma\Room Textures\room_top_1_OUT_D2.dds
texturebank\firma\Room Textures\room_down_1_OUT_D2.dds
texturebank\firma\Wall Textures\pared_3_acolchada_SANGRE.dds
texturebank\firma\Wall Textures\pared_1_acolchada.dds
texturebank\firma\Wall Textures\pared_1_acolchada.png
texturebank\firma\Floor Textures\PISO_3_acolchada_SANGRE.dds
texturebank\Firma\Room Textures\room_top_1_OUT_D2.dds
texturebank\firma\Wall Textures\pared_1_acolchada.dds
texturebank\firma\Room Textures\room_down_1_OUT_D2.dds
texturebank\firma\Wall Textures\pared_1_acolchada_SANGRE.dds
texturebank\firma\Wall Textures\pared_2_acolchada_SANGRE.dds
texturebank\firma\Wall Textures\pared_1_acolchada.png
texturebank\ww2\scenery\doors\door_e\door_e_D2.dds
texturebank\common\normal.dds
texturebank\firma\Wall Textures\pared_2_acolchada.dds
texturebank\firma\Floor Textures\PISO_2_acolchada_SANGRE.dds
texturebank\Firma\Room Textures\room_down_1_IN_D2.dds
texturebank\Firma\Room Textures\room_down_1_Corner_IN_D2.dds
texturebank\Firma\Room Textures\room_down_1_IN_D2.dds
entitybank\\Post-Apocalyptic Model Pack 2\Overlays\garbage1.png
texturebank\firma\Floor Textures\piso_1_sangre.dds
entitybank\\Indoor\Yachik_D2.dds
entitybank\\Z-P\jail cuff rail bench.dds
entitybank\\BunkerPack\racovina_D2.dds
entitybank\\BunkerPack\racovina_D2.dds
entitybank\\Post-Apocalyptic Model Pack 2\Overlays\garbage5.png
entitybank\\Indoor\Yachik_D2.dds
entitybank\\Z-P\jail cuff rail bench.dds
texturebank\firma\Wall Textures\pared_2_abajo.dds
texturebank\firma\Wall Textures\pared_2_abajo.dds
entitybank\\Gangway\rohrleitung_D2.dds
entitybank\\Gangway\rohrleitung_N.dds
texturebank\firma\Floor Textures\pilar1.dds
texturebank\firma\Floor Textures\piso_2_pasillo_azul.dds
entitybank\\BunkerPack\racovina_D2.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_D2.dds
texturebank\OfficePack\Lighting\Ceiling_Light_1_I.dds
entitybank\\Z-P\doughnuts\coffee pot.dds
entitybank\\Z-P\doughnuts\coffee cup3.dds
entitybank\\Z-P\doughnuts\jail doughtnut box-2.dds
entitybank\\Z-P\doughnuts\coffee cup2.dds
entitybank\\Z-P\doughnuts\doughtnut coconut.dds
entitybank\\Post-Apocalyptic Model Pack 2\Various\ash_tray01_D2.dds
texturebank\firma\Wall Textures\pared_1_habitacion.dds
texturebank\firma\Wall Textures\pared_1_habitacion.dds
entitybank\\HL\Hl-Lab 03-Mobilier 07-Tables\bakery_counter20.dds
texturebank\OfficePack\Doors\StairsDoor_D2.dds
texturebank\firma\Floor Textures\piso2_D2.dds
texturebank\firma\Wall Textures\cellwall window2.dds

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Bored of the Rings
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Posted: 11th Jan 2022 14:47 Edited at: 11th Jan 2022 14:48
The EXE in the zip needs to be copied to your main AW install folder and then run (make a backup of your current EXE or rename it). In the .ini file in your AW install root folder, what is your install path set to as the app reads this in and/or tries to find your fpsc install path in the registry lookup.
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Super Clark
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Posted: 11th Jan 2022 14:59 Edited at: 11th Jan 2022 15:02
This is my FPSC file installed path



AWconfig.ini

[FPSCX9 settings]
defrootdir=C:\Program Files (x86)\The Game Creators\FPS Creator\Files
[GG settings]
defrootdir=C:\Program Files (x86)\Steam\steamapps\common\Game Guru\Files
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Bored of the Rings
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Posted: 11th Jan 2022 15:09
hmm, ok. looks fine. If the 1st message (that I added), doesn't include your install path , then that's where the problem lies and I can fix the issue. if the FPSC install path does show in the message then that's great and it might be the DDS files are not loadable for whatever reason.
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Super Clark
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Posted: 11th Jan 2022 15:15 Edited at: 11th Jan 2022 15:24
I thaught it might be down to the DDS files, because I think you found that on a few textures a few years ago.
I am going to convert the texture and try again, will let you know how i get on.

//EDIT

Ok just tried to load some of the textures in gimp and getting this

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Bored of the Rings
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Posted: 11th Jan 2022 15:29 Edited at: 11th Jan 2022 15:30
that explains a lot. Have you tried paint.net? You might get the same issue. sounds like dodgy dds files

if they from starmind server, I can probably check them out.
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Bored of the Rings
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Posted: 11th Jan 2022 15:39
for AW v3.5-I will add a fail safe for attempted load of images so that the app doesn't just fall over with error. thanks for the catch Super Clark.
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Super Clark
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Posted: 11th Jan 2022 15:41
No these are from here
https://www.indiedb.com/engines/fps-creator-x10/downloads/asimilacin


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Bored of the Rings
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Posted: 11th Jan 2022 15:58
might be dds files designed for FPSC - X10 - I have downloaded the rar file and will see if I can do anything with them.
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Super Clark
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Posted: 11th Jan 2022 16:08
Ok m8 im converting some to see now if they load.
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Bored of the Rings
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Posted: 11th Jan 2022 16:30
ok, I found that I can load the original and converted dds textures, it's down to a flag in my program, I will update which hopefully should fix. Please bare with me , still at work (work from home luckily).
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Bored of the Rings
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Posted: 11th Jan 2022 16:36
new EXE on the FTP site, will have same version:

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Super Clark
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Posted: 11th Jan 2022 17:00 Edited at: 11th Jan 2022 17:36
Ok will give it a try...

//Edit
using - asimilasion_1 Level.zip

it is saying the same thing on textures not loading but as you can see from pic it is loading some textures
but not all.


Ok so weird thing...

After running the new AW and saving the output - AW crashed and when I tried to access GameGuru
it has been deleted from my C Drive

good job I had backed it up a few days ago.

The only thing I noticed was the last exe i downloaded norton said it had a virus but i clicked
ignor and open,,, maybe that had something to cause the deletion. ?

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Bored of the Rings
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Posted: 11th Jan 2022 18:20
Hmmm, I hate Norton, when I used to have it, it conveniently always used to say I had a virus a day before my subscription ran out. I don't trust Norton.

I will scan all my files for viruses again, but should be ok. I will soon add error trapping code to stop app crashing out when attempting to load texture files.

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Super Clark
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Posted: 11th Jan 2022 18:27 Edited at: 11th Jan 2022 18:43
Ok m8, I have reinstalled GG from steam, i will run AW again see if it happens again..

//Edit...

I have converted the textures using GIMP 2.10.30 to DDS compression BC2 / DXT3

Still says texturefiles not present but some are loading as u can see again





Error on saving Level Output


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Super Clark
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Posted: 11th Jan 2022 19:27
Hey Mike, Is it possible to have the option to select the default files folder so we are able to select between
FPSCx9 & FPSCx10 that way I can place the folder in FPSCx10 see if that helps test some
x10 demo game files I have to see if they work or not.
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Bored of the Rings
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Posted: 11th Jan 2022 19:41
Originally, I had the app so user could configure to X10. I willl have a look into putting X10 configuration back in
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Posted: 11th Jan 2022 19:41
Gonna start charging soon hee
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Posted: 11th Jan 2022 19:59
Very cool Mike thanks...
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Posted: 11th Jan 2022 21:59
next few days will be bug fixing and have started the error trapping code for image loading etc. After that I will add back in the X10 config related code , then a ton of other stuff such as geometry vert welding / unwelding / CSG punching. Vert welding might help the 65535 exceed issue. Other geometry features will include the ability to remove sections (currently the levels are built on groups or limbs if you like). + other geometry fixes including shadows and maybe re-intoducing much improved level chunks and correct centering.
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Posted: 11th Jan 2022 23:17
the 65555 issue fix would be great for sure for fragmotion importing... and the rest sound great too, Thanks for yeh
efforts Mike..
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Posted: 12th Jan 2022 11:29
Hi all!
I want to add that DDS is not just a format, but a container. In fact, it packs all the same JPG, PNG, Tiff and other graphics files. And the official packages of models are different from the unofficial ones, which guarantee reliable rendering of resources.
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Posted: 12th Jan 2022 15:32 Edited at: 12th Jan 2022 15:58
Finally sorted the textures out on that ''asimilasion'' Level model it was down to 3 incorrect issues, some models textures had
the wrong tag names, and some textures were showing transparent in gimp - so I knew they were bad then.
lastly incorrect path in the original layout was different from the log text file.

Model has some issues still, some of the entities have low quality meshes so the have some fragmentation gaps
and I don't know if its down to AW but the wall vent in the shower block is not in position over the hole, the other issue
is the double doors have no hole punched so the doors are sitting on top of the wall. last issue is overlays showing
with white base texture....

Sorted 99% of the model looks ok in GG







VENT not properly set




SEE HERE DOOORS no hole punched


but not in fragmotion only 30% approx of the model shows



because of the max 65555 --- so sorting that would be good for sure

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Posted: 15th Jan 2022 07:15
EntityWelder (tool in AW) , incorrect texture file name reference in .X file bug fixed. There were a couple of errors in my program also, which have now been fixed.

AW-error trapping for loading of images now implemented, so any .dds files etc that won't load due to error will be replaced with a dummy image. Will add a log file of the ones that didn't load so you can reference it and correct files if you want to.
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Posted: 15th Jan 2022 11:21 Edited at: 15th Jan 2022 12:31
Thanks for the updates Mike, will test it and get back to you if any issues..

So far that is what i have found

Noticed no .FPE files show in segments under entitywelder is this right?

Some entities like doors are coming out 50% in ground in GG,



I have attached model....

I know it can be fixed in fpe but it it possible to auto fix in output of EW?

sciencepack/doors ... .fpe


desc = Classroom Door (auto)
;aiinit = appear1.fpi
aimain = autodoor.lua
;aidestroy = disappear1.fpi
usekey = %key
spawnmax = 0
spawndelay = 0
spawnqty = 0
model = classdoor.x
offx = 0
offy = 50
offz = 0
rotx = 0
roty = 0
rotz = 0
materialindex = 3
soundset = audiobank\sciencepack\open.wav
soundset1 = audiobank\sciencepack\close.wav
textured = classdoor.dds
effect = effectbank\reloaded\entity_basic.fx
strength = 0
isimmobile = 1

;anim

animmax = 1
anim0 = 0,30

------------------------------------------------------------------------------------------------------------------------------------------------------------

Characters tested 1 - when in GG it just stands in default pose



File attached

- so aded to .fpe
;anim
animmax = 5
playanimineditor = 1
ignorecsirefs = 1

then selected a different AI script but i get all kind's of crazy actions - so i assume Characters need more
work? maybe fixing in Frag if so how do we do that?

--------------------------------------------------------------------------------------------------------------------------------------------------

This model Window (animated)

]

crashes GG when testing level... put it into fragmotion but same result, I have attached file
so you might know why its doing it...

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Bored of the Rings
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Posted: 15th Jan 2022 17:23
@Super Clark- I will fix issues, the current aw version can't be tested yet as I haven't released it yet re: EW fixes posted above. Loads of fixes to do then will release. But still more things to do. Getting there.
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Posted: 15th Jan 2022 19:19
Ok m8 np Thanks....
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Posted: 16th Jan 2022 06:57
Quote: "Noticed no .FPE files show in segments under entitywelder is this right?"


For segments, use the segment mode (first button). EW is only for static and non-static FPSC entities. looking into other issues
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Posted: 16th Jan 2022 08:11
also with doors, I can either add "defaultheight=" parameter to the FPE or reposition the actual model y vertices for both door/frame. I did do this originally for AW segments but not for EW objects.
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Posted: 16th Jan 2022 11:18
Well i tried in reposition the animated doors in Fragmotion, I can move the door to the corrected position
but when i click the amimate button the door drops back down to where it was. I tried move all but still
get nowhere, I do remember doing it a few years ago but I have forgotten now how I did it.

So If it could be done in AW wold make life easier
Bored of the Rings
Quote: "reposition the actual model y vertices for both door/frame."
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Posted: 16th Jan 2022 12:10
ok, I will move the verts in the model and test
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Posted: 16th Jan 2022 18:13 Edited at: 16th Jan 2022 18:16
at last , fixed door_frames and animated doors to correct height using vertex correction and a bit of maths. For this to work correctly in EW and other apps, I need to detect the entity FPE name contains "door" and/or other way. Really happy with this method.



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Posted: 16th Jan 2022 18:32
Looking good Mike will be good to fix the doors issue that's been a headache
for a while now.... I can not test anything at the moment, My PC decided for
some reason it will not let FPS x9 run anymore when I close test game it just
hangs black screen. GameGure is crashing when I am testing models, And GGMax
wont even load. so going to have to do some defective work see what the hell is going on..
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Posted: 16th Jan 2022 18:47 Edited at: 16th Jan 2022 18:48
Yes I have uninstalled fpsc BIM advanced just keeps crashing. Dreadful. Gameguru is ok ish and I can't comment on ggmax at the moment would be unfair as it's alpha.

More fixes to come.

I will let you all know when new version of aw and tools gets released . There will no longer be dbofastreader tool and no obj exports due to dbo being closed format. I will only be using it for tgc products i.e. fpsc gameguru classic and max and agk
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Posted: 16th Jan 2022 20:55
the assistant teacher animations seem to work ok for me after putting in 'playanimineditor=1' in the fpe.

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Posted: 17th Jan 2022 01:04
Have you tested in game? and if it works what is the full .fpe setting?
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Posted: 17th Jan 2022 05:59
well I'll leave the game logic to you guys, but try changing the lua script to ai_viewanimations.lua and click the left mouse button to flick through the anim frames.
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Posted: 19th Jan 2022 10:43 Edited at: 19th Jan 2022 10:43
back to the door issue where they sink in the GG terrain, I am still working on the updating of the limb (frame) transform, as the mesh transform is easy, but also have to do some matrix (4x4) math recalculations. Now this is my area of expertise so shouldn't take too long.
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Posted: 19th Jan 2022 16:26
Cool Mike thanks for the update.
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Posted: 19th Jan 2022 19:29
Quote: "Cool Mike thanks for the update."
ditto
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Posted: 19th Jan 2022 21:18 Edited at: 19th Jan 2022 21:20
thanks guys.

Here is a short video showing the fixed ww2 fpsc door_f now sitting on the terrain and animating correctly. anim speed in X file now set to 30 instead of 24 as it should be for GG.



As usual, more testing and more fixes going on at the moment. really want to get going on updating FPI2LUA / Weapon Welder (new GUI).
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Posted: 20th Jan 2022 05:44
If I recall , door close animations in FPSC were anim0 = 30,0 but in GG it doesn't work like that so I need to add an anim1 = 31,61.
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Posted: 20th Jan 2022 08:21
Thanks Mike for the further update again....
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Posted: 10th Feb 2022 16:47
all old FPSC meshes now fixed that sink into the GG classic terrain. I still need to add sub code to the main AW app. If anyone wants to try out the sub project to fix their FPSC meshes, let me know and I will upload to my FTP site and remove when AW has been updated. Loads of other stuff going on with the tool, fixes, updates etc. more on that at some point.
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