Product Chat / How to link entities?

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Team wolf
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Posted: 1st Feb 2017 15:32
L+LMB and drag doesent seem to work.
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synchromesh
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Posted: 1st Feb 2017 15:43
Quote: "L+LMB and drag doesent seem to work."

That as far as I know has never existed ?

Can you be more specific ?


The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Team wolf
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Posted: 1st Feb 2017 15:51
As stated in 1.4 release notes.
Composite Entities

To compliment the building editor, we have also introduced the 'linked entity' system which will allow you to assign an entity to a parent entity, including entities created by the building editor. This allows you to attach door frames, doors and roof pieces to your building and then drag it around as a single entity. These parent link references are also saved with your level so you can continue editing your buildings as they become more sophisticated.

When you press f1 in editor saying L+DRAG to link entityes
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synchromesh
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Posted: 1st Feb 2017 16:12
Yep your right ...Must be a last minute thing as I didn't have this in the beta ...
I will find out more info as just like you I cant quite work it out
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Belidos
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Posted: 1st Feb 2017 16:14
I htink he's just talking about the old LMB+Drag to select feature, it wasn't on the keybindings map, so he's added (just guessing here)

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LeeBamber
TGC Lead Developer
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Posted: 1st Feb 2017 16:42
I have made a video which shows how to use it, just compressing and will then upload. It also has a small bug when will be fixed in V1.141 for improved usage.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Team wolf
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Posted: 1st Feb 2017 18:22 Edited at: 1st Feb 2017 18:23
great Lee post the link to the video please i realy need this link tool.
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cybernescence
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Posted: 1st Feb 2017 18:38
It works for me. Click and extract an entity then while pressing 'L' drag the entity on to another one (it will light up) then release. The entities will be linked and maintain there distance/positioning with each other (you can move around the linked child entity independent of the parent, but selecting the parent moves both). Works for EBE and normal entities.

Just wished it also kept the linkage in game so if parent entities are dynamic and they move then the attached child entities would move with them
synchromesh
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Posted: 1st Feb 2017 18:51
Oh ye ... I get it .... Pretty cool feature
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LeeBamber
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Posted: 1st Feb 2017 19:19
My quick start video for you: https://www.youtube.com/watch?v=6ST1bMziIEw&feature=youtu.be
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

3com
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Posted: 3rd Feb 2017 18:48
@ Lee
There will be some sort of pdf manual, or user guide?
It would be nice for non english speakers, like me.

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LeeBamber
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Posted: 6th Feb 2017 10:11
I have no plans to make a PDF manual of the new features, but happy if someone from the community wants to give it a whirl using my video as a template. I would be happy to add that to the docs folder for future users.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Team wolf
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Posted: 10th Feb 2017 13:32
Can you unlink entityes?
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Earthling45
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Posted: 10th Feb 2017 13:49
Simply remove the linked entity and place a new one which is not linked yet.
The linked entities can be moved and rotated just like unlinked entities.
PCS
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Posted: 12th Feb 2017 11:31
i can ink any entity to my ebe building, and when you move the building they all move as one, and when you save the map, they all load as one entity ,,,,,
but if you want to save that ebe building as an entity with all the attach entities, and you reload the ebe building, al l the doors and windows and any thing else that was link is then missing. ?
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Jerry Tremble
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Posted: 12th Feb 2017 15:02
Quote: "but if you want to save that ebe building as an entity with all the attach entities, and you reload the ebe building, al l the doors and windows and any thing else that was link is then missing. ?"


You can't do that at this time.
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PCS
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Posted: 13th Feb 2017 10:57 Edited at: 13th Feb 2017 14:18
Its so sad. Ebe is the most briliant peace of software that lee has ever add to gg. What does it help to create a building with doors and windows, and some ather stuf, if you save your
Building as an entity, and then reload it, and then your doors and windows are gone
?
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synchromesh
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Posted: 13th Feb 2017 11:55
If you save your map with the windows and doors added they will be there on reload...
but no not just the EBE model only .... It didn't really bother me that much ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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LeeBamber
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Posted: 13th Feb 2017 12:44
I think one of the Building Editor tweaks will be the saving of composite entities, but it seems some more thought as the parent entities would also have to be referenced and then available when the entity is reloaded. If the one you are loading it used 15 child entities, ALL of those would have to be loaded in first before the entity could be restored. And what if you got the composite entity sent to you, minus the extra entities, you would have missing parts, so do the entities get included, and if so, are those entities yours to redistribute. As you can see, a lot of questions to answer before we plop in this feature.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

PCS
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Posted: 13th Feb 2017 14:33 Edited at: 13th Feb 2017 14:35
Yes you are right lee, but hell man if it can work like that, we can make anything we dream of. I just wana make an awsome game with the ebe, i think anyone must get it out of there mind to sell there buildings, to me its just wrong. It must only be part of the game that is to be sold. As normal it is still the reaponsibility of the person who makes the game. To make sure thy use only leagal entities. I cant wait for the ai to run around in the dubble storie ebe buildings. Thanks again.
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Cosmic Prophet
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Posted: 18th Mar 2017 12:45 Edited at: 18th Mar 2017 13:23
I also would like to see this expanded even a little. The ability to link standard entities would allow objects that use different shaders, textures, etc. to be linked and saved as a composite. An example of what I mean would be:

1. create an entity that has an animation shader applied. (like a monitor screen)
2. create an entity that serves as a console for the above screen. This object would use the standard bump shader to render nice looking surface detail with your normals. ( note: as great as Bond1's animated shader is, it lacked the ability to render surface relief through the normal maps).
3. Position the screen ( in editor) to line up on the console I've built. (it's orientation, and such could be defined with the .fpe)?
2. link them together with the fpe, or other method so the 2 parts can be saved together as a single usable object. ( similar to how segments were built and saved in classic. (multiple parts, one object).

Result: A sharp looking entity that uses the standard entity shader, with an animated monitor screen.

Another would be nicer window glass, and frames. ( such as a water effect shader to the glass mesh, in a standard frame, to build an aquarium type effect). Or candles, and torches that you could place on walls or whatever, that has the flame effect already attached to the entity.

Even classic had the ability to add, and position an animated sprite to an entity (attaching the sprite mesh to the entity mesh) with just a few lines in the .fpe. It's the same exact thing, I just don't know how to make it work. I'm horrible at scripting of any kind.

This would be one of, if not "the" most important, and useful features that could be made for modelers like me.

Thanks for reading. Cos.
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Wolf
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Posted: 18th Mar 2017 19:11
Nice to read from you again @cosmic! And yes, those where all things we could do somewhat easily in FPSC .
granada
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Posted: 18th Mar 2017 23:41
@Cosmic Prophet

Great to here a fresh outlook on things that need to be added to gg and what you can do with the added features.

Dave
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