3rd Party Models/Media Chat / Non working model with updated fpe

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Defy
17
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Joined: 20th Aug 2007
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Posted: 18th Jan 2014 13:00
This has been covered in some prior posts, however here for future reference.

Below is a fast and easy way to update an old model with a new .fpe file.

And being able to work in test mode.



1. Find media in entity bank folder - Example: Tree1



2. Locate these files

tree1.x

tree1.dds

tree1.bmp (image file)

tree1.fpe



3. You do not need to copy the .dbo and .bin files associated.

(fpscr will recreate new updated files, apon new test build)



4. Make a new folder (name ??) and copy and paste the 4 files above into folder.



5. Next open the .fpe file in notepad and delete the current text

(make sure this is the backup (copied version)



6. And paste as follows below. Please note I renamed files to: treepalmz Edit the Bold areas to your correct entity file names.



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







;header

desc = Treepalmz



;visualinfo

textured = treepalmz.dds

effect = effectbank\reloaded\entity_basic.fx

castshadow = 0



;orientation

model = treepalmz.x

offx = 0

offy = 0

offz = 0

rotx = 0

roty = 0

rotz = 0

defaultstatic = 1

materialindex = 3

collisionmode = 11



;statistics

strength = 25

explodable = 0

debrisshape = 1



;ai

aiinit = appear.lua

aimain = default.lua

aidestroy = disappear.lua



;spawn

spawnmax = 0

spawndelay = 0

spawnqty = 0





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



7. Save the new edited .fpe file



8. Place the new folder in your Entity folder.



9. Run FPSCR, place 1 entity and Test

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almightyhood
11
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Joined: 9th Oct 2013
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Posted: 18th Jan 2014 13:54
so this has to be done for every entity, every barrel and tree type plus all the other buildings and such?. that's a lot of models and slightly off putting lol.. I did notice that the exploding barrel has no "collisionmode=" string in the fpe, so im guessing its the same for them all right, every last entitiy that came with reloaded as basic??. damn lol...

have fun stay safe

hood
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Defy
17
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Joined: 20th Aug 2007
Location:
Posted: 18th Jan 2014 15:17 Edited at: 18th Jan 2014 15:20
If you want to use older or pack media the strength value seems to be the one at issue at moment (from personal tests).



This may be a bug - who knows. Im not sure if it has to do with new additions. If you dont want to make a heap of files up, just wait a day or 2, The guys may have a update for it.



Check your models anyway, if it has a strength value already assigned your map may load and you may not have to do anything apart from .bin & .dbo file removal. If you get an error however, check for any that don't and either adjust in test or make a new .fpe for that model.



At the moment I am only creating a new .fpe file for media I really want to be using at the current time. However for those using Packs, there may be a update down the track I'm not real sure. Until then this is a fix, however the .fpe doesn't update for entities (with 0 Strength) in prior beta maps. only in new maps.

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Teabone
Forum Support
18
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Joined: 8th Jun 2006
Location: Earth
Posted: 23rd Jan 2014 08:29
Thanks for this post I actually didnt even consider the new LUA file type to be referenced in the FPE files.

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