3rd Party Models/Media Chat / converting models from fpscx9 to GG

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JC LEON
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Posted: 6th Mar 2015 15:43
Hi to all
Since I have all fpsc x9 model packs I started to convert them to GG and I 'm using PredicateC tool and it works fine .. I manage to work about everything except characters and weapons but other work well

I noticed that even into fpe file the models are marked as static into the editor the appear as dynamc and I must to make them static pressing Y key on keyboard or from proprieties button..

is the a way to avoid this
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synchromesh
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Posted: 7th Mar 2015 08:45
defaultstatic = 1 should make them static by default in the .Fpe
Just double check that's your setting ?
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Errant AI
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Posted: 7th Mar 2015 10:10 Edited at: 7th Mar 2015 10:12
Quote: "I manage to work about everything except characters and weapons but other work well"


FWIW, I've spot-checked several X9 weapons and most are able to drop into GG with relatively little changes.

For the most part, they just tend to look plastic wrapped as they generally don't have normal maps or specular maps (the now-stock fantasy weapons also have this problem). The plastic look can be diminished by reducing the global specular slider although that's really not the most ideal solution.

Another common problem is with positioning. I find that the gunspec settings for forward=x and simplezoommod=x each need to be increased by around 5. That usually does the trick if the weapon FOV slider is set to around 60.

You will also need to replace the crosshair.dds with a GG-compatible one (swipe one you like from a known-working GG weapon).

There are several other differences in gunspec but they are generally fine tuning tweaks because some of the input ranges are different. The notes above will usually get you going in the right direction though.

For pickup items, basically just follow the FPE settings for the stock stuff and assign the appropriate lua script.
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JC LEON
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Posted: 8th Mar 2015 11:05 Edited at: 8th Mar 2015 11:32
thanks to both EAI and Syncro.. good tips

but I have other issues when try to import my old models

majority of the models have y axis offset changed so the show as the following image and i must to adjust them manually to the terrain but if I press the enter key to positionnig them on the terrain the modela appears half on he terrain and helf under the terrain
+
this is a door
[img][/img]

I tried to modifiy offset x , y and z into fpe file but nothing happen


this is i the model importer

[href][/href]
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synchromesh
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Posted: 8th Mar 2015 14:33 Edited at: 8th Mar 2015 14:34
Ahh this is because of the way it was made.....

My money says if you put this into blender or similar the model will be halfway in the floor grid and was saved that way ...
You could probably put it in a model program and rectify it ( raise the height ) but in GameGuru its a case of raising it manually I think

I will look into it further for you ... see if there is a workaround
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JC LEON
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Posted: 8th Mar 2015 16:57
ok I'm waiting to see if you can find any solution to that...
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synchromesh
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Posted: 8th Mar 2015 18:58 Edited at: 8th Mar 2015 18:59
Hi JC_lEON

Back as promised .... and the issue is as I explained...But .. if you add .. offy = 0
to the fpe file or edit if its there you can then play around with the figure to set the right default height

Hope that helps
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Corno_1
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Posted: 8th Mar 2015 20:30
Quote: "I noticed that even into fpe file the models are marked as static into the editor the appear as dynamc and I must to make them static "

I will add a option soon for static objects. thats a great idea Thanks
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JC LEON
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Posted: 8th Mar 2015 21:27 Edited at: 8th Mar 2015 21:29
@ Syncromesh... thanks a lot I'll try and see if it work

@ Corno_1
thanks to you for your effort and your great tool ..I'm using it to convert all my model packs...


another issue I noticed for some models (especially for arteria village models is the if I use the Hightest shades the modles appears strange but this didnt happen with middle shader...I saw the fpe file but I didnt see any strange vaule or erro on texture or shader associated to them..

any tip??


medium shader....right
[href][/href]


hightest shader -...wasted
[img][/img]
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Errant AI
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Posted: 8th Mar 2015 22:15
Do the village models use multiple textures?
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JC LEON
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Posted: 8th Mar 2015 22:17
@ Errant AI

no only singles textures
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synchromesh
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Posted: 9th Mar 2015 11:13
Is that caused by the shadow of the trees ?
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JC LEON
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Posted: 9th Mar 2015 14:20
no no.. even without trees is the same problem
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JC LEON
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Posted: 15th Mar 2015 11:37
ak ..I tried for the offy=0 for object and dont work and the same is for wrong texture on hightest setting for some models...

can someone help me please??
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Pirate Myke
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Posted: 15th Mar 2015 15:05
I see that you maybe you don't have a model program to check these meshes original position.

Can you give me a couple of the items names and packs, and I will import it to my model program and check the position of them for you, and give you an answer, so you don't waste a bunch of time.
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JC LEON
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Posted: 15th Mar 2015 19:16 Edited at: 15th Mar 2015 20:35
OK THANKS...

almost every object into model pack 1 ,24 and 38 for wrong y object position and arteria model pack 13 and and 15 about wrong textures on hightest shader and model pack 76 )night city docks ) too.

I tried with other shader , converted the jepg texture into dds but dont work
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Pirate Myke
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Posted: 16th Mar 2015 20:47
ok, I can test some of those then.
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JC LEON
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Posted: 16th Mar 2015 21:35
thanks I'll wait for your response
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