Third Party Tools / Entity Welder

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Bored of the Rings
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Posted: 25th Feb 2018 11:23
DBO to X converter can be downloaded here.

https://drive.google.com/open?id=1_4KohhkGeaWjRNQk3aMhkDbC4XN0O7Cu
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seppgirty
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Posted: 25th Feb 2018 15:44
Cool, thanks.
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Pirate Myke
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Posted: 25th Feb 2018 16:43
Thank you.
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JPH-GAMES
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Posted: 26th Feb 2018 17:55 Edited at: 26th Feb 2018 17:56
Thank you, very kind

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Super Clark
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Posted: 26th Feb 2018 19:11 Edited at: 26th Feb 2018 19:14
Thanks m8 just what I needed
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Bored of the Rings
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Posted: 27th Feb 2018 09:51
more fixes to come for both tools i.e. more supported FVF sizes, texture/material fixes, ongoing bone hierarchy fixes. Also trying to get the DBO2X app to work with windows XP (working with virtual XP installation). I've also noticed some entities that were working with 1.7.1/1.7.2 EW don't necessarily work with 1.7.3. I will also correct this (some are down to textures not copying over).
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Bored of the Rings
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Posted: 27th Feb 2018 14:05
tested the DBO2X converter app on EBE structures and converts ok so far to X format. Just save the EBE structure first then run the app.

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Super Clark
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Posted: 6th Mar 2018 22:03
Hi, m8 been playing with the latest entity welder and found that is is not exporting all texture files out.
I am only getting Difuse2 no Difuse, Normal Maps or spec also some times no maps at all.

I have check the file paths and they are correct unless you have set up certain basic file paths
other the what is in the fpe file I'm stuped.

here is an example of the fpe for this item exported radar_D2.dds
is in the list but no texture has been exported to GG dir from FPS Classic

desc = Airfield Radar
;aiinit = appear1.fpi
aimain = default.lua
;aidestroy = disappear1.fpi
spawnmax = 0
spawndelay = 0
spawnqty = 0
model = radar.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
scale = 100
rotz = 0
fixnewy = 0
defaultstatic = 1
materialindex = 0
collisionmode = 0
strength = 0
isimmobile = 1
soundset =
soundset1 =
textured = radar_D2.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
animmax = 0
anim0 = 0,0

----------------------------------------------------------

This is the original file paths


;Created with Entity Workshop - made by Wehtam ( Wehtam.co.uk )

desc = Airfield Radar

;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;orientation
model = meshbank\modern_warfare\C_Profit\scenery_outdoor\radar.x

;visualinfo
textured = texturebank\modern_warfare\C_Profit\scenery_outdoor\radar_D2.dds


This is the test out text file


2 0 111 4 274
2 12 112 4 32
2 24 113 4 857
2 36 114 4 1530
2 60 115 27424 1086586880
2 27492 116 3060 131072
2 30560 117 4 4
2 30572 118 4 857
2 30584 119 4 510
2 30596 121 4 0
2 30608 122 8 0
2 30624 125 1 32257
2 30633 126 68 1061997773
2 30709 127 4 1
2 30902 128 181 141
2 30910 123 1 31744
2 30919 124 4 0
2 30947 129 1 33280
2 30956 130 1 33537
2 30965 131 1 33793
2 30974 132 1 34049
2 30983 133 1 34305
2 30992 134 1 34560
2 31001 135 1 34816
2 31010 136 4 2
2 31022 140 1 35073
2 31040 155 4 0
2 31052 156 1 40192
2 31061 157 4 0
2 31073 158 4 0
2 31085 159 1 40961
2 31094 160 1 42497
2 31103 166 4 0


Not Sure what the issue is ?
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Bored of the Rings
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Posted: 7th Mar 2018 09:16
@Super Clark-thanks for the feedback-I'll look into the texturing issue today if I get a bit of free time.
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Bored of the Rings
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Posted: 7th Mar 2018 10:45 Edited at: 7th Mar 2018 10:45
@Super Clark-Actually, I don;t have the radar , is this part of an FPSC model pack/open source model pack or somewhere else?
If you are able to upload the files that would help, otherwise if not don't worry I'll have another look at the logic. It seems version 1.7.1 / 1.7.2 work better than 1.7.3 for the texturing side so I need to look into what changed between versions to make things go wrong.
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Super Clark
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Posted: 7th Mar 2018 13:38
Here You Go m8 the Radar

Pass: Use_The_Force!

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Bored of the Rings
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Posted: 7th Mar 2018 13:43
thanks for the files Super Clark will be a lot of help find the issue, I'll be investigating shortly.
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Super Clark
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Posted: 7th Mar 2018 14:00
No problem m8, I have all the cosmic profit_files and extra textures from wayback
just let me know if you need anymore
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Bored of the Rings
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Posted: 7th Mar 2018 14:02 Edited at: 7th Mar 2018 14:03
@Super Clark-I placed the files in the folders specified in the FPE i.e. textures/.X file and then ran the EW version 1.7.3 tool against the FPE file and you are correct only the D2 texture gets copied over. I don't have a _D texture only the _I and _N which I will fix as soon as possible. I'll run the older versions of the tool and see if they copy over the other texture files as I may have messed up somewhere.
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Super Clark
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Posted: 7th Mar 2018 14:07 Edited at: 7th Mar 2018 14:10
Hi, there was no _D texture when I got the files i think he missed it out in the pack by mistake... i will double check the rar and
unpack all items again.

On another note, been using segwelder on the trench pack but the items are off the ground by default
anyway to fix?
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Bored of the Rings
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Posted: 7th Mar 2018 14:16
Not sure I have the tranch pack, but in the FPE's there might be a parameter DEFAULTHEIGHT=, which might need modifying or removing. In FPSC, are they off the ground?

Also, I need to not output the testout.txt file, that't only for debugging purposes.
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Super Clark
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Posted: 7th Mar 2018 14:21 Edited at: 7th Mar 2018 14:25
[img]null[/img]

Hi, I have just added default height -50

works fine.... if you need any of the pack it was 'free' community_pack from years ago. let me know
I'm splitting the trench rooms in to segments at the moment.
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Super Clark
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Posted: 7th Mar 2018 14:43
Looking good now m8

[img]null[/img]
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Bored of the Rings
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Posted: 7th Mar 2018 16:30 Edited at: 7th Mar 2018 16:30
tested out the copying over of _D _I _N and _S textures (added a couple of dummy textures for testing only) and these now copy over to GameGuru. I'll upload this as version 1.7.4 as soon as possible and send out emails to all owners of SegAutoWelder.

Still making improvements to the Xporter side of things and once completed/tested will send out version 1.8.
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Super Clark
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Posted: 7th Mar 2018 16:50
Ok m8 thanks for your work...
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MK83
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Posted: 7th Mar 2018 18:51
Quote: "Still making improvements to the Xporter side of things and once completed/tested will send out version 1.8."
Awesome, great work!!!
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Bored of the Rings
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Posted: 7th Mar 2018 20:25 Edited at: 7th Mar 2018 21:03
@Super Clark @MK83- thanks both.

I have sent out emails with link to version 1.7.4 which stops the creation of the debug file "testout.txt". You can delete those files should you have them present in the folders. Sorry about that (I have slapped my wrists for that one ). The program should now copy any existing DINS textures ie. _D _I _N _S extension files. If you are still having any issues, please let me know so I can implement any fixes/enhancements to the app.
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Super Clark
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Posted: 7th Mar 2018 20:33
Got it m8, will put it through its tests again.....Thanks
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Bored of the Rings
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Posted: 8th Mar 2018 00:05
Has anyone had issue with the archive ?. If so don't worry I will look into it in the morning.
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Bored of the Rings
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Posted: 8th Mar 2018 08:46
ok checked the archive file and extracts fine for me using the password. if anyone has problems, please try to download and extract again.

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Bored of the Rings
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Posted: 11th Mar 2018 18:38 Edited at: 11th Mar 2018 18:39
For both the Entity Welder and DBO2X apps, these now fully support multi-textures/materials, PBR and EBE models (binary .X format to ASCII .X and DBO to X formats).

See example pics below.
Loads of testing still to do and hope to have both these apps release as soon as I can.

More to come soon. DBO/X to .OBJ format code started. Vertices coming out nicely, getting the faces to come out correctly is another story.
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Super Clark
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Posted: 12th Mar 2018 00:35
Looking forward to the DBO/X converter, i have tried a few online they do not work well at all. and the old DBPro Model Converter will not work
on EBE Models... Great work as usual m8 thanks for your efforts.
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Super Clark
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Posted: 21st Mar 2018 19:43
Hi m8 been trying all day to convert some classic characters but the characters crash GG
with the same error runtime error: 7018 () .. I have all the latest Microsoft C+ installed 2015 / 2017 x64

any idea what could be causing it?
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Bored of the Rings
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Posted: 21st Mar 2018 20:03
@Super Clark-it's not your machine, it's a problem with the current Xporter code which I will be updating soon. Once I update Entity Welder and do some testing, I will release the next version.
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Super Clark
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Posted: 21st Mar 2018 20:28
Great stuff m8 thanks, thought i might have to do a clean install again, only just done one a month a ago
dam thing takes 3 days to set up how i like it.
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Flatlander
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Posted: 8th Jun 2018 21:54
For some reason, I don't have the email for version 1.7.4. The latest version I have is 1.7.2 and that one is not working on Windows 10 for me. It just doesn't do anything when starting the app by clicking on the exe icon. There is no GUI or any messages. I don't know why I always have issues with this app. It works one time and I weld a bunch of entities. I then want to do some more and nothing.
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