Things are in a constant state of change right now. So getting some info into written form can become obsolete over night.
Most fpe file commands are pretty straight forward, with the exception of the new ones, which actually have been posted multiple times when people ask.
// Transparency Modes
// 0 - first-phase no alpha
// 1 - first-phase with alpha masking
// 2 and 3 - second-phase which overlaps solid geometry
// 4 - alpha test (only render beyond 0x000000CF alpha values)
// 5 - water line object (seperates depth sort automatically)
// 6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)
// 7 - very early draw phase no alpha
rem forcesimpleobstacle This one set the collision for AI characters.
rem -1 : absolutely no obstacle
rem 0 : default
rem 1 : box
rem 2 : contour
rem 3 : full poly scan
collisionscaling = 100 Scales the collision box larger or smaller, to prevent player camera clipping thru an object.
resetlimbmatrix = 1 A function to compensate for scaled entities for after LM
Below are used for characters that do not follow waypoints.
ragdoll = 1
skipfvfconvert = 1
Definition are in the announcement for .027 or .028
cpuanims = 1
fullbounds = 1
Collisionmode are define in the pdf document in the docs folder for importing media into GameGuru.
What other info would you like to know about?
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