I have noticed that if I import a .X file with the Import Model... in GG it creates the FPE with the reference to the .dbo file and also creates a physics shapes subset.
ie:
________________________________________________________________________________
;orientation
model = Tee Horz.dbo
....
;physics shapes
physicscount = 1
physics0 = "0,9.53740024567,7.56912279129,5.61377382278,0,0,0,0,0,0"
_________________________________________________________________________________
Q. I am wondering why it references the .dbo and is there an advantage to reference the .dbo instead of the .X file?
Q. What does the physics shapes subsets do/mean?
All the other entities I have that come with GG, and the ones I purchased through the store have a reference to the .X file and have no physics shapes subsets.
ie:
____________________________
;orientation
model = shrine_1.x
____________________________
Q. Which way should I reference the FPE to submit items to sell in the store?
I have attached two FPEs for a quick reference.
Cheers
;Saved by FPSCR Object Importer v1.000
;header
desc = Tee Horz
;visualinfo
textured = yp_D.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
transparency = 0
;orientation
model = Tee Horz.dbo
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
collisionmode = 0
defaultstatic = 1
materialindex = 2
;physics shapes
physicscount = 1
physics0 = "0,9.53740024567,7.56912279129,5.61377382278,0,0,0,0,0,0"
;identity details
ischaracter = 0
hasweapon =
isobjective = 1
cantakeweapon = 0
;statistics
strength = 25
explodable = 0
debrisshape = 0
;ai
aiinit = appear.lua
aimain = default.lua
aidestroy = disappear.lua
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;anim
animmax = 0
anim0 = 0,0
playanimineditor = 0
.......................
;header
desc = Aztec Shrine 1
;visualinfo
textured = aztec_shrine_D.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
;orientation
model = shrine_1.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 1
collisionmode = 1
;statistics
strength = 25
explodable = 0
debrisshape = 0
;ai
aiinit = appear.lua
aimain = default.lua
aidestroy = disappear.lua
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
I may be old, but at least my memory still ....hmmm
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