3rd Party Models/Media Chat / import animated doors form fpsc...is possible??

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JC LEON
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Posted: 27th Aug 2015 23:06
Hi ..I have many door .. an huge amount of doors from old fps creator(purchased packs and many other from free packs)..and I would to know if these can be used in gameguru

many of them are entites but other are segments... are there ways to adapt them to use in gamegur and making them works with gameguru doors scripts???
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HarryWever
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Posted: 27th Aug 2015 23:15
Open the x files in fragmotion, then you see if it is a doorand there is a animation yes or no, and if there is allready a animation, you can used it in GG.
Export in fragmotion to a x file, , you may have to adjust the textures. but it is possible
i believe there is also a fpi converter to fpe.

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JC LEON
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Posted: 27th Aug 2015 23:22
I know the there are doors and has animations too.. i'm testing them ito fpsc x9 and the all works correclty

so since these are doors with animations what I have to do to use them in gameguru?

and are there differencies if the doors are segments or enities about import and use into gg?
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HarryWever
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Posted: 27th Aug 2015 23:28
try to open them with the importer in GG, It also makes a fpe file for you then.



harry
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JC LEON
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Posted: 28th Aug 2015 00:25
thanks larry..



btw I'm doing some tries and I'm triying wih a simple sci model form fpsc x9 (door_a.X)

I noticed that gameguru importer dont reicognise the model so I first passed it into mender and resaved.

Doing that importer found the model but I prefer to do the things manually so I used predicate c to convert the fpe file to lua and after few tries (setting the correct texture, add animation number etc) I managed it to work..

and i'm really happy for this LOL

i tried with an entity door from old fps creator..tomorrow..(now it's 1.20 am to me) I'll try with a segment door (that has the frame) and I 'll tell to you my tests...

The same process is possible even with other animated doors imported from other packages like arteria or dexsoft assets?
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Errant AI
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Posted: 28th Aug 2015 08:31 Edited at: 28th Aug 2015 08:33
Segment doors may be a little sketchy as they have those CSG punch meshes for cutting holes in walls. Well the frames do at least. Keep in mind that the segment doors in classic were actually 2 models. The frame and the door itself.
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JC LEON
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Posted: 28th Aug 2015 10:03 Edited at: 28th Aug 2015 11:27
ok thanks errant..

btw segment doors are simply a door and a frame so maybe is better to treat them as 2 separate elements right? the door as a dynamic entity and the frame as a simple static ..right??

btw I noticed that the door I converted works fine but if i place it under a frame (i tried with the standard gg frame named brick door frame in the wharehouse pack) if I approach to the door the door dont be active and doenst show the " press e to open the door"...the same if i set it as autodoor...

but if I move the door a bit off the frame all works...

any hint??

here's a video of the bug...[video=vimeo]https://vid.me/HH30[/video]

https://vid.me/HH30


Hi imported the corct door frame for the door and the problem is the same

but i noticed tha if I place the door under the frame the door works correclty( 1test in my video) , if I put the door near the frame it works correclty too (2nd test in my video) but if i place the door correctly into the frame the door dont work (3rd test in my video)..

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JC LEON
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Posted: 28th Aug 2015 15:06 Edited at: 28th Aug 2015 15:08
I'm doing other test but with the same results..

btw this is my fpe for the door frame

;header
desc = door_a_frame

;ai
aiinit = appear.lua
aimain = default.lua
aidestroy = disappear.lua


;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;orientation

model = door_a_frame.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 0
fixnewy = 0
defaultstatic = 1
materialindex = 1
collisionmode = 1
strength = 0
isimmobile = 1
forcesimpleobstacle = 3

;visualinfo

textured = door_a_D2.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0

;Animationinfo
;animmax = 0
;anim0 = 0,0
[\code lang=lua]

and this is for the door


;Header
desc = Iron Door (auto)

;AI
aimain = doorauto.lua

;Spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;Orientation
model = door_a.x
offx = 0
offy = 50
offz = 0
rotx = 0
roty = 0
rotz = 0
materialindex = 3
soundset = audiobank\scifi\scenery\doors\lock.wav
soundset1 = audiobank\scifi\scenery\doors\close.wav

;Visualinfo
textured = door_a_D2.dds
effect = effectbank\reloaded\entity_basic.fx

;Identity Details
strength = 0
isimmobile = 1

;Anim
animmax = 2
anim0 = 0,30
anim1 = 31,60

playanimineditor = 0
[\code lang=lua]
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smallg
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Posted: 28th Aug 2015 23:50
its because the door script has a visibilty check in the code and it's not "seeing" the player due to the frame being counted as an obstacle, you can remove that check and it will work (its the GetPlayerVisibilty(e) part) but note you will need to add in your own check for the player being on the same level as the door if you do otherwise the doors can be opened from different heights and rooms etc as long as the player is in "range".
it might be possible to scale the door a bit to fix it too? maybe try making it slightly fatter than the frame so it can stick out more, that might make it see past the frame.
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JC LEON
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Posted: 29th Aug 2015 00:08
Quote: "its because the door script has a visibilty check in the code and it's not "seeing" the player due to the frame being counted as an obstacle, you can remove that check and it will work (its the GetPlayerVisibilty(e) part) but note you will need to add in your own check for the player being on the same level as the door if you do otherwise the doors can be opened from different heights and rooms etc as long as the player is in "range".
it might be possible to scale the door a bit to fix it too? maybe try making it slightly fatter than the frame so it can stick out more, that might make it see past the frame."

thanks for your suggestion ..bu ..why if i use the standard gameguru blue door..with the frame i imported the door works correctly..the script used is the same..
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