3rd Party Models/Media Chat / simple utility to fix static legacy models for FPSCR beta2

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Green Gandalf
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Posted: 22nd Nov 2013 13:43
I've attached a simple DBPro utility for fixing certain legacy FPSC models so they show correctly in FPSC(R) Beta2. Hopefully this utility won't be necessary as the software develops.



The utility might not work correctly on some models and certainly not on animated models but works fine on all the static models I've tested.



The program does two things:



1. It converts the object FVF (= flexible vertex format) to the default DBPro format. The main effect of this is to remove vertex diffuse if the object has it, and to add vertex normals if it doesn't.



2. Optionally, the program will calculate the vertex normals (necessary if the original object didn't have them).



Option O will perform action 1, option N will perform actions 1 and 2.



The zip file contains a screenshot showing the before and after FPSCR view of the English house object from the history pack. In that example the main change was the removal of vertex diffuse.



Make sure you keep a back up copy of the X files you want to convert before converting them.



When using the program you will first open the desired object and then the program will prompt you to load the desired texture - you'll need to know which to use of course and in most cases it's obvious but not in others (such as the castle pack where the same texture is used for different objects in some cases). You may need to check various image formats from the file browser, typically .jpg or .dds but not necessarily).



The simplest way to use the utility is as follows:



1. Make a backup copy of the X files you want to convert.

2. Use the utility to replace the original X files with their converted versions.

3. Remove the original .dbo and .bin files for those objects - FPSCR will then recreate new ones from the new objects when you next use them.





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granada
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Posted: 22nd Nov 2013 15:20
Many thanks for taking the time to make this for us .



Dave

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Emrys
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Posted: 22nd Nov 2013 18:33
Great thanks !



This will save so much missing about ! I'm using 2 programs at the moment to do this.



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Pirate Myke
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Posted: 24th Nov 2013 03:06
Excellent information. Thank you and thanks for the download.

Pirate Myke
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Posted: 24th Nov 2013 16:05
Would it be possible to get a compiled version of this. DBpro is giving me a cant find dir in line 39 error. I am DBpro illiterate. I am using win 7 pro.

Installed the online free version and all available update to 77.



Thanks

Green Gandalf
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Posted: 24th Nov 2013 18:24
Quote: "DBpro is giving me a cant find dir in line 39 error. I am DBpro illiterate. I am using win 7 pro."




My apologies . I thought that command was a built-in DBPro command. It isn't. You need to install the excellent free Matrix1 utilities provided by IanM to compile that. There may be other instances where I've used those as well, so just in case, here's a zip file with the exe.



Let me know if you still get problems.





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Pirate Myke
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Posted: 24th Nov 2013 20:35
Sweet. Thanks for the info. I will get the other utility and try again.



I will also try the exe provided and see how that works.

Pirate Myke
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Posted: 24th Nov 2013 20:38 Edited at: 24th Nov 2013 23:37
Thanks. The exe file works fine with out the other utility.



Picture of difference in the view button.

MK83
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Posted: 25th Nov 2013 00:56
@Green Gandalf thank you so much for this little app. here's the church from the medevil pack. I think it looks good.

mk83 Productions
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Green Gandalf
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Posted: 25th Nov 2013 11:22
Pirate Myke



Thanks for the feedback.



I don't know how my utility managed to make that scene look so good in your before/after screenshot, but very encouraging nonetheless.



Just make sure you still have copies of your original media - just in case things change in later betas.





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Pirate Myke
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Posted: 25th Nov 2013 11:36
This media has been in a classic map for a year and one half. So the textures have been refined and edited multiple times already. So the looking good part is set. Just the proper collision to deal with now. For me it is hit and miss at the moment.

Pirate Myke
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Posted: 26th Nov 2013 11:39
Ok. Thanks to your utility program collision is in order. I am able to walk all over the structure. Thanks again.





Green Gandalf
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Posted: 26th Nov 2013 14:07
Thanks for that.



Looks like my utility is like a certain lager





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Tingalls
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Posted: 30th Nov 2013 16:50 Edited at: 30th Nov 2013 16:54
I've tried everything to get these to work right deleted MeshVertexColors fron .x files -- used Green Gandalf's utility on the .x files but still having trouble with 'Arteria Village Pack One' & 'Arteria WildWest Pack'. I haven't checked the other "Arteria" model packs yet.



There is too much Glare on the models. What am I missing?



See attached screenshot
Green Gandalf
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Posted: 30th Nov 2013 17:49 Edited at: 30th Nov 2013 18:16
That certainly doesn't look right.



I'll check the Arteria Village Pack and see what I get.



Edit Just used my utility with those three objects and this is what I see:







Did you close FPSCR and delete the old .bin and .dbo files before reopening FPSCR?





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Tingalls
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Posted: 30th Nov 2013 18:25
Yes I deleded all the .bin and .dbo files in the folder ( got use to that.. lol)



I even deleded the castshadow =1 from the .fpe. but still getting it.



I know I still have some marbles left in this brain....lol
Green Gandalf
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Posted: 30th Nov 2013 18:28
Could you zip up all the vchurch*.* files that you are using and post or email the zip and I'll take a look?





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Tingalls
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Posted: 30th Nov 2013 18:33
Yes I deleded all the .bin and .dbo files in the folder ( got use to that.. lol)



I even deleded the castshadow =1 from the .fpe. but still getting it.



I know I still have some marbles left in this brain....lol



I'll try a new copy from FPSC and start over on the Arteria pak
Tingalls
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Posted: 30th Nov 2013 18:41
Here is the vChurch files. these are after I ran your utility on them.



Thanks for helping...
Green Gandalf
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Posted: 30th Nov 2013 18:43
Thanks. I'll take a look now.





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Green Gandalf
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Posted: 30th Nov 2013 18:59 Edited at: 30th Nov 2013 19:00
I don't know what to suggest. Those files work perfectly. I get this using the default settings:









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Tingalls
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Posted: 30th Nov 2013 19:07
OK Thanks for looking in to it for me. it seems funny that I only have problems with the Arteria Packs. All the other ones work great.



I'll just have to keep problem solving on them.



have a nice weekend
Green Gandalf
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Posted: 30th Nov 2013 19:17
Quote: " it seems funny that I only have problems with the Arteria Packs. All the other ones work great."




It is weird - there's nothing strange in that x file at all. Could you try putting those files into a subfolder on their own, e.g. .../Files/Entitybank/testfolder, and see if they work when loaded from there?





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Tingalls
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Posted: 30th Nov 2013 20:04 Edited at: 30th Nov 2013 20:05
I placed the vchurch files in a test folder



had no good result



I haven't checked everything yet BUT!! -- I replaced the .fpe command

effect = effectbank\bumpent\bumpent.fx

With

effect =effectbank\reloaded\entity_basic.fx



and it worked!!! I hope that is all that was wrong
Green Gandalf
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Posted: 30th Nov 2013 20:17
That is still weird because it worked for me without that change. Did you uninstall beta1 before installing beta2? I guess you must have done because you'd probably have other problems otherwise.



Anyway, as long as it's working I shouldn't worry too much because Lee is still considering how best to support legacy models so anything we do now is at best a temporary fix.





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Tingalls
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Posted: 30th Nov 2013 20:37 Edited at: 30th Nov 2013 20:40
Yes I agree that these may be temporary, but it's fun to solve a problem now and then. I had the same thought about it working on your system and not on mine. I'm not going to worry too much about that right now.



I did not uninstall beta1 at first, but I did later when I read about doing that. And maybe that is where the real problem is. When beta 1.003 get here, I will uninstall everything before-hand.



BTW -- I changed the .fpe but did not have to use your utility on them.. Strange???



I might do it anyway to make the .x files more readable
Green Gandalf
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Posted: 30th Nov 2013 21:08
Quote: "BTW -- I changed the .fpe but did not have to use your utility on them.. Strange???"




That is weird. Also, my versions of the fpe files have the shader line commented out. For example, for vhouse1.fpe I have:











The creation date on my copies is 19/7/2007.



I'll look into this a bit further in case I missed something simple.





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Tingalls
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Posted: 30th Nov 2013 21:52 Edited at: 30th Nov 2013 22:12
I checked my original files and none of the .fpe shader lines have been commented out they were modified 11/15/2010. The .x files were modified 7/18/2007.



The mystery gets deeper.....lol



Just to keep the timeline straight, I started with FPSC in January 2013. Downloaded all the files 1/30/2013
Green Gandalf
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Posted: 30th Nov 2013 22:50
Quote: "The mystery gets deeper"




It does indeed.



The model pack 13 download file, which I believe is the Arteria Village Pack One, has a last modified date of 12 Nov 2010. I don't know when I downloaded it though - my order history says I ordered it on 10 Nov 2010. The order history says the file was last updated 22 Feb 2011. No idea now whether I downloaded before or after that date.



The X files were last modified on 18/7/2007 the same as yours.





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Tingalls
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Posted: 1st Dec 2013 18:14 Edited at: 1st Dec 2013 18:18
It looks like they fixed the FPSC model issue. I copied all the entitybank (except _markers) into entitybank and texturebank & meshbank to the reloaded file area. I'm going through each folder to make sure they all work. But so far so good.

The stuff we worked on yesterday is a wash. They work without doing anything to them.

I tried one of my own models and it looks great in the editor, BUT!! when I test it, the entity is about half the size. ???? I deleted .bin .dbo beforehand too. Set the .fpe scale from 400 to 200 and it didn't change anything that I could see.



I Love Problem Solving
Green Gandalf
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Posted: 1st Dec 2013 22:48
Yes, beta3 has fixed all the models I've checked. But I haven't checked those without normal yet.



Quote: "Set the .fpe scale from 400 to 200 and it didn't change anything that I could see."




I'm fairly sure scaling hasn't been implemented yet. Just make sure the X file itself scales the object correctly.





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