3rd Party Models/Media Chat / Modern/scifi construction kit

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Timba
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Posted: 20th May 2015 18:28
Simple enough. I though this was going to be a hard one.
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Gtox
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Posted: 20th May 2015 18:38
That's what she said! But seriously, once you get the hang of all the engine's little foibles, you can make fairly rapid progress.
Timba
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Posted: 20th May 2015 22:44 Edited at: 20th May 2015 23:18
I just tried what you said to do but i still get the same problem. I'm thinking is because the single doors have a glass windows and if there is glass in the other side you will get that effect.
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Timba
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Posted: 20th May 2015 23:48 Edited at: 21st May 2015 00:57
You probably will want to kill me for what i'm about top ask. Can you make the single doors without a windows? This will be a really good walk around until GG can manage glass better. fix the problem. Is that i have areas of the game with many doors and some facing each others. See screenshots so you can see the problem i'm having. Also, i would like to mention that i don't get this problem with the large glass doors. It's only with the windows and the small doors.
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Gtox
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Posted: 21st May 2015 05:57
Lol, OK, I can do that. With a complex scene I can see that getting the glass placement exactly right would be a bit of a mission.
Timba
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Posted: 21st May 2015 10:36
Thanks once again.
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Gtox
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Posted: 21st May 2015 17:43
Right, I've added two alternate textures for each of the two door types (painted and wooden). The first two (with the suffix alt1) have the top panel the same as the bottom panel (ie no glass). With the second two (alt2) I kept the glass, but increased the opacity a tad and added some height detail (remember to set the entity shader to highest), so it looks like the sort of frosted glass you sometimes get in offices. Hopefully, the view through the glass will be obscured, and any issues behind the glass won't be noticeable.
The naming conventions are getting a bit out of hand ('door standard 2 alt2' etc), so you might want to rename them to something more intuitive.
https://www.dropbox.com/s/s7zuj2ade74lzl7/Door%20standard%20alt.zip?dl=0
Timba
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Posted: 21st May 2015 21:02
thanks. i'll check them out once i get home tonight. Below is a couple screenshots of what i'm building with your kit. What you see below is only about 20% of everything i'm planing to do. Not counting the details.
ASUS MAXIMUS VII HERO | Intel Core i7 4790k | 16 GB RAM | EVGA GTX 980 SC | 120GB SSD(OS) | 512GB SSD(Programs) | 1TB WD Black(Backups) | EVGA SuperNova 1000W G1

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Tarkus1971
Audio Media Maker
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Location: England, UK
Posted: 21st May 2015 21:31
useful to know gtox thanks
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Gtox
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Posted: 22nd May 2015 04:53
Great screenshots, Timba.
Timba
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Posted: 22nd May 2015 05:34
Thx. I'm almost done with the first floor. My goal is to makr 3 connected buildind of the same size. All of 3 will have 2 floors
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Timba
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Posted: 27th May 2015 21:16 Edited at: 28th May 2015 00:25
Hi Gtox, characters glitch and wont chase (zombies) inside rooms with ceilings. They work fine with any of your floors but once you add a ceiling they will glitch out and not move (like if it was in a second floor). Can you check it out, maybe it's an fpe issue? If you need me to take a video let me know.
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synchromesh
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Posted: 27th May 2015 22:07
Very Nice Shots Timba ....

You should make a video ...im sure it will up the sales even more for this pack
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Timba
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Posted: 28th May 2015 00:21
I will, once i finish the first two story building. I'm almost done.
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Timba
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Posted: 28th May 2015 14:33
Hi Gtox, have you had the time to look into the characters not moving inside rooms with ceilings? I can't get any of the zombies to move inside the building. The all work well outside.
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Gtox
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Posted: 28th May 2015 15:16 Edited at: 28th May 2015 15:23
Open the two ceiling's fpe files and change 'collisionmode=1' to 'collisionmode = 0'. I've just tried it and it worked for me.
Edit : having said that, I just tried it with collisionmode = 1 and they still move correctly, so now I'm stumped. I'll attach the fpe file I'm using, since it may be different to the one for the store models, (after losing my hard drive I only have the older files on my system, so I may have made changes)

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Timba
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Posted: 28th May 2015 15:22
Ok i'll try that and report back in a while.
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Gtox
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Posted: 28th May 2015 15:38
I'll post a video of what it looks like on my system in a few minutes. In the interim, check the fpe files of the offending pieces (include the floor pieces) and make sure that 'forcesimpleobstacle = 3'. I did update the pack to include that command, but with so many pieces and my scatterbrainedness, one or two may have slipped through the net.
Gtox
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Posted: 28th May 2015 15:49
This is what it should look like -

I think what I'll do when I have some money in my PayPal account is buy the pack myself - at least that way I'll know that my models are the same as everyone else's, which should make diagnosing issues a bit easier.
Timba
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Posted: 28th May 2015 15:54
so if i just click on download store items it should update the pack?

Also, in case the above doesn't work i just have to make sure that forcesimpleobstacle = 3 is in all the fpe files including door frames and doors correct?
ASUS MAXIMUS VII HERO | Intel Core i7 4790k | 16 GB RAM | EVGA GTX 980 SC | 120GB SSD(OS) | 512GB SSD(Programs) | 1TB WD Black(Backups) | EVGA SuperNova 1000W G1
Gtox
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Posted: 28th May 2015 15:56
I'll send you a PM. Once the issue is fixed, then I'll mention it here and update the pack if necessary.
Timba
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Posted: 28th May 2015 15:59
Quote: "I'll send you a PM. Once the issue is fixed, then I'll mention it here and update the pack if necessary."


Ok got it and thx once again
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Gtox
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Posted: 28th May 2015 17:06
It looks as though the ceiling segments also need 'forcesimpleobstacle=3' added to the FPE file. Since my version of the pack is old and out of date due to a hard drive failure, I'll buy the pack early next month, and once my pack matches everyone else's, I can update the relevant models. In the interim, if anyone has any issues, just add 'forcesimpleobstacle=3' to the offending model's fpe file (I don't think it matters where you add it, but add it below the collisionmode entry to be safe), and I'll announce it when the models have been updated.
Timba
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Posted: 28th May 2015 17:38
that worked. my zombies can eat now
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Gtox
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Posted: 1st Jun 2015 14:13
I've updated all the ceiling segments so enemy AI should be able to move freely now.
Gtox
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Posted: 2nd Jun 2015 15:25
I've added a grunge/dirt effect to many of the textures. The effect is subtle (but noticeable), so if you're not sure whether or not to download the set, have a look at the attached images. If you do download it, I would recommend keeping the new set in a separate folder, rather than mixing it with the original set. I think the result of mixing the two would be fairly chaotic, especially since I've used the same thumbnail images.
If you do keep them separate, you'll need to copy the relevant .X files from the original set to the new set. The zip file contains a readme file with a list of all the files you need to copy.
One problem with dirty textures on a modular kit is that you can get a very unrealistic tiling effect. To get around this, you can alternate between the different model types (wall, wall ceiling, floor wall etc). This won't work with wall 3 and ceiling 3 (because they don't have the same variety of models), so I've done 3 slightly different grunge patterns for each model (a, b and c).
https://www.dropbox.com/s/lngni2pphhgmudy/Modernscifi%20construction%20kit%20grunge.zip?dl=0

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