Product Chat / fbx2gg v1.1 enemy character models not working after update: 2017.02.28

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Len the man
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Posted: 2nd Mar 2017 02:42 Edited at: 2nd Mar 2017 02:45
All of my fbx2gg enemy character models no longer work after the 2017.02.28 update...

Is this supposed to happen?

Do I need to take the decimated versions and run them through FBX2GG v1.2 again to update the models?

The character models just stand there and don't shoot, walk, run or move.

________________________________________
PLease help these old cowboys... LOL

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Pirate Myke
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Posted: 2nd Mar 2017 02:49
From the changelog.txt file for the update.

Commented out old AI globals (will affect any scripts using old AI system)
NOTE: To continue older script projects, you can comment global.lua OLD-AI back in

Notes from Lee.
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MXS
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Posted: 2nd Mar 2017 02:58
easy. you just have to set up the new animation system format in the fpe. it look something like this.

;anim
animmax = 5
playanimineditor = 1
anim0 = 573,597 ;idle
anim1 = 598,622 ;move
anim2 = 573,597 ;kick
anim3 = 40,59 ;hurt
anim4 = 573,597 ;reload

put the cowboy animation numbers in place of those I have here.

that set up above will go in the fpe place before the old csi set up

;AIAnims
csi_relaxed1 = 210,234
csi_relaxed2 = 210,234
csi_relaxedmovefore = 598,622
csi_cautious = 210,234
csi_cautiousmovefore = 598,622
csi_unarmed1 = 210,234
more than what meets the eye.Welcome to SciFi Summer

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Pirate Myke
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Posted: 2nd Mar 2017 03:06
Thank you.
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Peri
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Posted: 2nd Mar 2017 12:35
What about the way point, its not working since the last update I used the "ai civilian waypoint" from the forum but I tried also the AI soldier and there is no respond to the way points.
Pirate Myke
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Posted: 2nd Mar 2017 12:45
This appears to be fixed in the private beta, so watch for your version to have an update.
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Len the man
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Posted: 2nd Mar 2017 13:23 Edited at: 2nd Mar 2017 13:23
I just made a new character creator model and tried to cut and paste my old models names and stuff in there, but had no success in getting it to work.

I also tried to put in the new numbers like MXS showed, but with no success there either.

I sense a new headache coming on...

I hope a new update is coming soon...
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synchromesh
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Posted: 2nd Mar 2017 15:44
I'm sure Lee will get the Fuse characters up and running but playing with it may make things worse ...
When he does sort it your modifications may not work and you could be back to square one ... So I would hold out a little ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Pirate Myke
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Posted: 2nd Mar 2017 16:17
Character Creator AI does appear to be having issues still.
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Len the man
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Posted: 3rd Mar 2017 01:22
@ synchromesh

Quote: "When he does sort it your modifications may not work and you could be back to square one ... So I would hold out a little .."


I think you're right... I will hold off on the modifications.
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LeeBamber
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Posted: 6th Mar 2017 11:47
Can you email me a simple step by step on the issue you are having, with the media you are using, as simple as you can get it to demo the difference between what you had and what you have now? I have tested the new AI with the stock characters and the character creator characters, and they seem fine with the ai_soldier script.
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Len the man
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Posted: 6th Mar 2017 15:11 Edited at: 6th Mar 2017 18:12
Okay Lee, I will get on it.

Update:

e-mail sent...
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Len the man
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Posted: 9th Mar 2017 16:50 Edited at: 9th Mar 2017 19:22
I have now tried out the new “Public Preview” update and here is the success I have had so far, and how I achieved it.

I have now been able to get my old fbx2gg models to function with all their animations (including walking).

Here is how I did it:

1 Make a new basic model in the GG “Character Creator”.

2 You might want to back up some of your old FPE files in another folder, in case you wish to refer back to them in the future. Open the FPE file from the new “Character Creator” model you just made. This can be done with notepad or notepad++ or whatever software you prefer to use.

3 On line 2 (of the FPE file) change the name to the fbx2gg model name you want to update (mine was “cowboy”).

4 If you are making the FPE file for an fbx2gg character, you can delete lines 2 and 3 where it starts with the words “character creator”.

5 If you go down 2 more lines you should see the word “textured”, and if it's for the fbx2gg model, you can delete the terms Uber Soldier_D.dds

6 About another 8 lines down you should see that it says Model = Uber Soldier.x, and you can replace “Uber Soldier” with the name of your model (for me it was cowboy.x).

7 About 10 lines further down it states ;identity details and everything from that line down needs to be copied and pasted into all your fbx2gg models FPE files to replace all those old lines. This allows the model animations to work correctly with the new updates. You might want to make sure if your model is supposed to be armed or unarmed. You can make 1 of each in Character Creator and copy the correct FPE file to the right models.

This may be a bit of a task, especially for me, because I have a few dozen fbx2gg models, but this will make them work correctly with the new AI animation system update that GG has now been updated to.

You can click on the link below to see the video I have posted that shows what mine ended up looking like. Password = cowboy

https://vimeo.com/207656008

I hope this helps...

Update:

It looks like the civilian and wanderer scripts don't work so well yet... We might need to keep working on those. I end up with unarmed characters holding up their hands like they are carrying gun, but they don't really have guns.

Update:

I backed up an old version of civilian2 and wanderer2 scripts, and when I apply them to some fuse models, they seem to work okay. Those old scripts are likely around here in the forum somewhere.

I have noticed that, if you try to use a default script to make the fuse model stand in 1 place, they seem to get stuck in 1 pose as if they are a statue. Mine got stuck looking like he was pointing a gun, but he was unarmed.

It also looks like the old ai_neutral script has the same problem as the default script.

I also tried to put the appear script with the fuse model and they stood still like statues.
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