Third Party Tools / DBO to DirectX converter- for use with legacy, EBE and PBR DBO files

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Bored of the Rings
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Posted: 27th Feb 2018 19:39 Edited at: 27th Apr 2018 16:29
Hi all,

Here is a video showing the DBO2X converter I wrote which converts legacy, EBE structure and PBR DBO files into DirectX equivalent (and now OBJ format) which you can then import into your favourite modelling packages if you want. The code was based on my original exporter program for Entity Welder. You can multi-select DBO files and convert in batch if you want to or singularly.

[v1.6]
[update-new version 1.6 can be downloaded here: https://drive.google.com/open?id=1YaedBucmgQcLne5OtMGqWo5i4IUlhwFn]

password: youshallnotpass

NOTE: For PBR/EBE DBO's only, convert to OBJ format, first convert to .X and then change the .INI setting and convert to .OBJ.
.MTL file ro be created for the .OBJ export, hopefully will have this done for v1.7. For EBE DBO files, make sure ISEBESTRUCTURE=1 in the INI file (root of your drive).

I will do a new video for 1.6 soon as possible as there are a few more configuration settings due to the addition of OBJ format export.



How to use video guide:
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Posted: 27th Feb 2018 21:26
Thank you.
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Bored of the Rings
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Posted: 1st Mar 2018 16:34
getting there with multi-textures/materials, just a small issue with framematrix. hope to have this next version released for free soon once I'm happy with testing .
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Belidos
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Posted: 2nd Mar 2018 11:09 Edited at: 2nd Mar 2018 11:10
Very nice, and very useful. I don't suppose you would be able to add an option to convert it to OBJ would you? The reason i ask is that although you can use fragmotion to edit them etc. i'd love to be able to import some .dbo's into blender, but blender doesn't import .X, and i'm trying to streamline the amount of different programs i use, trying to use the least amount of different software as possible, so having an OBJ option would be awesome.

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Bored of the Rings
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Posted: 2nd Mar 2018 11:24
@Belidos-thanks for your comments. Yes this is something I will be adding.
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Posted: 2nd Mar 2018 12:58
Awesome!

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Bored of the Rings
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Posted: 15th Mar 2018 18:06 Edited at: 15th Mar 2018 18:07
Still working on this tool (and the EW). The export code is way better than it was before and I've had to go back and fix a 'normals' bug for some DBO files (in relation to FVF structure). Just leaves the texture staging code for multiple textures. Multi materials seems to work ok so far so no need to do any more tweaking on that side (at least for now). The .OBJ code is getting there slowly as I need to work out the code to correctly export Face/texture/normal data. I can import .OBJ and convert to .X but doing it the other way around is a little more complicated as it seems the Face data in the .X file differs quite a lot for .OBJ format.
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granada
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Posted: 15th Mar 2018 21:53
Sounds cool mike,thank you .

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Bored of the Rings
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Posted: 15th Mar 2018 22:33
thanks Granada

I have also added another option in the .INI file "ISEBESTRUCTURE". This will allow the removal of the sphere mesh attached to the EBE structure within the DBO and will not be included in the final .X file. Tested this out in Fragmotion and works fine i.e. "Group" mesh is no longer present.
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Super Clark
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Posted: 16th Mar 2018 01:41
Yes..
Quote: "This will allow the removal of the sphere mesh attached to the EBE structure within the DBO and will not be included in the final .X file. "
Will be looking forward to this app m8 indeed, great work
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Bored of the Rings
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Posted: 16th Mar 2018 03:16 Edited at: 16th Mar 2018 03:17
Thanks Super Clark. Once Obj conversion code works will add option "CONVERTTOOBJ" to ini file.
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Posted: 16th Mar 2018 04:48
Excellent.
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Posted: 16th Mar 2018 10:57 Edited at: 18th Mar 2018 16:20
Here is the new version of the converter app (v1.1).

[href]no longer valid-see first post for current version[/href]

the password is "youshallnotpass" without the quotes.

I'll be making a small(ish) video to show how to use and what it can do.

For PBR/EBE DBO files, I suggest converting one at a time as it can randomly crash when multi selecting DBO files. I'm currently looking into this.

For EBE DBO's, to remove the sphere mesh from the final .X file, open up the DBO2X.ini file (located on your root drive) and change the "ISEBESTRCTURE = 0" to "ISEBESTRCTURE = 1". Just remember to set back to 0 for other DBO types.

I've added "CONVERTTOOBJ=0", but this is just a placeholder at the moment and doesn't do anything (yet )
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Super Clark
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Posted: 16th Mar 2018 12:37
Been trying this for an hour m8, just keeps crashing did get 1 output file but had to put it into Entity Workshop Added texture
came out fine.
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Bored of the Rings
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Posted: 16th Mar 2018 14:21 Edited at: 16th Mar 2018 14:29
@Super Clark-no worries, I've taken the app off my google drive for now until I figure out the crashing issues your getting. What OS are you running and what DBO(s) were you trying to convert to X format? If you are able to upload, that would be beneficial. If you can provide screenshots, would really help. Also, did you run as administrator?


[update-ahhh-forgot to include the .ico file for the app window icon, please can you download the attached file and place in the same folder as the app EXE, thanks. Please let me know if it stops the crashing. I had the same problem and as soon as I placed the .ICO file on my desktop there were no more crashes. ]

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Super Clark
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Posted: 16th Mar 2018 20:06 Edited at: 16th Mar 2018 20:07
Nice......m8, so far no crashing,




Only thing i did notice if you remove the

;EBE Builder Extras
isebe = 1

from the FPE file or move the FPE & .x file to a separate folder the entity is transparent.
Only way to get a standard model .x file put the .xfile into Entity Workshop Added texture SAVE... and you have a
working model.

any way to have the app just create a standard .x so its not necessary o use Entity Workshop?
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Bored of the Rings
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Posted: 16th Mar 2018 20:24 Edited at: 16th Mar 2018 20:37
@Super Clark-
Quote: "any way to have the app just create a standard .x so its not necessary o use Entity Workshop?"


Yes, the app creates a standard .X file but there is still more to do with regards to the textures. The texturing side still needs more work i.e. texture staging handling code needs to be added. Multi materials work. The app is still a work in progress when I can find time to continue developing.
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Bored of the Rings
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Posted: 17th Mar 2018 08:04 Edited at: 18th Mar 2018 16:19
Here is version 1.2 of the app which sees some minor fixes. I'll add new versions to the first post for convenience. Video guide(s) will also be added to the first post. The first video is due to be added very shortly, just processing at moment

https://drive.google.com/open?id=14UuwH3dcDA-gmXsL9KxTw3Zwk9yBufrF

Still outstanding to do:
-- complete code for multi-staged textures
-- complete code for OBJ export
-- fix random crashing when multi selecting PBR DBOs
-- anything else that crops up
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Posted: 17th Mar 2018 08:43
Really well done on this, talented. And thank you for the video.
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Bored of the Rings
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Posted: 17th Mar 2018 08:48
@Defy-thanks very much for your comment. Still some quirks to iron out but once the texturing/OBJ export code is fully completed and the odd crashing is corrected, it should be quite a good little app.

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Super Clark
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Posted: 18th Mar 2018 15:09
Can not download it m8, Page Not Found Error 404
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Bored of the Rings
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Posted: 18th Mar 2018 15:24
Here is the new link:

https://drive.google.com/open?id=14UuwH3dcDA-gmXsL9KxTw3Zwk9yBufrF

working on this at the moment, I'm hoping to have multi texture staging working as soon as possible.
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Posted: 18th Mar 2018 16:08

Concrete EnclosurePBR


Very nice m8 Love It.... Excellent Work as usual. Thanks
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Posted: 18th Mar 2018 16:44
Bit of a strange one with fragmation, CityscapePBR (Barrel Rusty) PBR
the entity comes out 400 scale , even with scale set to 100 - but its fine output from DBO 2 .X Converter v.1.2_ minor_fixes
Not sure if its anything to do with DBO 2 .X Converter but just thought I would let you know.
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Posted: 18th Mar 2018 16:58 Edited at: 18th Mar 2018 16:58
@Super Clark-well spotted, for some reason I hadn't noticed. I'll take a peek after a cuppa. thanks again.
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Posted: 18th Mar 2018 17:01 Edited at: 18th Mar 2018 17:05
Just noticed also,




The textures are not quite same, barrel on left is the original, barrel on the right is new one.
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Super Clark
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Posted: 20th Mar 2018 14:13
Hi Bored of the Rings, m8 Found another problem with DBO 2 .X Converter.
I used segautowelder ages ago before it converted to .x output
so thought I would now convert the DBO files to .X files now, However when you use it on certain
full rooms segments , ie if it has two wall layers DBO 2 .X Converter is removing the outer wall
and you only end up with a single inner wall, as you can see from image below...,,,



I have attached files for you to test for your self also...

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Bored of the Rings
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Posted: 20th Mar 2018 18:31
@Super Clark-great find, ,thanks I will look at all the issues and try and find some time to fix them. I have new contract ,so my time spent on this might be a little less frequent than recently starting from next week. will try and resolve as soon possible.
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Posted: 20th Mar 2018 19:54
ok, so just a quick fix i.e. FrameTransforMatrix and SegAutoWelder DBO issue now fixed as raised by Super Clark.

https://drive.google.com/open?id=1aSLUXtk5_i6x-20wa7wvN_7uAIlK7mgL

Password is same as before.
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Posted: 21st Mar 2018 02:52
Outstanding. Thank you.
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Posted: 21st Mar 2018 12:24
Thanks m8, for the quick fix.
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Posted: 23rd Mar 2018 09:05 Edited at: 23rd Mar 2018 09:07
Just a quick update on the .X or .DBO to .OBJ format. Seemed to have cracked the case with this. I forgot to add 1 when handling face data. Here is an example .OBJ file and the result of a HUMVEE DBO converted to my so far crude .OBJ file. Texture coords and Normals still to do and look into the .MTL file.
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Posted: 23rd Mar 2018 09:16
brilliant and useful thank you so much for creating this fantastic tool
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Posted: 23rd Mar 2018 10:08
thanks GraPhix.

Here is the Humvee .OBJ imported into Blender 2.79a (Win10 32 bit version).
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Super Clark
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Posted: 23rd Mar 2018 13:05
This is outstanding work m8 looking forward to being able to finally have a app to
correctly convert x. to obj for blender...Thank you for your efforts.
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Posted: 23rd Mar 2018 17:39
ok for some models they show ok in Fragmotion/Blender but not all of them. Looking into it.
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Posted: 24th Mar 2018 18:03
more progress been made with the DBO/X to OBJ conversion code. Still quite a bit to do, but the normals/texture coords seem to work quite nicely after inverting the V texture coord in the program. All fairly straight forward, sort of ha
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Super Clark
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Posted: 24th Mar 2018 18:53
Looking Good m8,
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Posted: 25th Mar 2018 18:55 Edited at: 27th Mar 2018 05:14
sorted out the issue I was having with objects that have multiple mesh groups. The OBJ imported model was coming out disfigured, but have now moved all mesh group data into one mesh group and now comes out correctly in Blender and Fragmotion. Oh must try UU3D...... Once I've cleaned up the code and made it more efficient, I will add the dev code to the main app code. MTL file still being looked into.

[update...shows ok in UU3D also....]
[Update2... minor update to allow user to select .x (both binary and ascii) to .OBJ)]
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Bored of the Rings
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Posted: 28th Mar 2018 14:56
for the OBJ converion from either DBO or directX, I have removed duplicate vertices while maintaining the same number of faces. This is a lot more efficient and will reduce memory consumption. More on this soon.
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Posted: 29th Mar 2018 11:04 Edited at: 29th Mar 2018 11:59
continuing from my above post, the OBJ format conversion now allows you to remove the duplicate vertices while still maintaining the same number of faces. See the Elhumongo model before and after pics below. Also, notice that the texturing still works too (3rd pic) [update-now corrected]. Blender import works fine (4th pic). UU3D import also works fine (5th pic).
In addition, there will now be 3 options:

1. an option to remove duplicate verts
2. an option to combine multiple meshes (from individual limbs) into 1 single mesh (useful for older FPSC models e.g. Darkmatter).
3. an option to turn off/on smoothing groups

Just some more testing to do, then will add the code to the main converter program and do some more testing. If all ok, will release/upload to my google drive (virus checked).

[correction-ok, removal of dup verts can affect the texture UV mapping. I guess I need to think of a way of correcting that... sorry spoke too soon.]
[update2-the above texture issue now fixed with a small update to the code...phew!-will post corrected textured pics soon]
[update3-last 2 pics show fixed texture UV mapping, silly mistake]
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FPSC to GameGuru Tools: SegAutoWelder, Entity+Weapon Welder, FPEtoBAT, DBO2X

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granada
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16
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 30th Mar 2018 01:56
Great work mike,your working hard .

Dave
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Bored of the Rings
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Posted: 12th Apr 2018 15:43 Edited at: 12th Apr 2018 15:47
still working on this outside work times. at the moment still working on the .OBJ export side. works well so far for single meshes and reviewing/updating code to handle multiple meshes as it's a bit "hit and miss" as I'm working on some code to optimize how it handles indexing for each individual bone/limb mesh i.e. where an object limb FVF size is >0. all fun and games and getting there. didn't want to release too early with a few "bugs" still present.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; 12GB.
FPSC to GameGuru Tools: SegAutoWelder, Entity+Weapon Welder, FPEtoBAT, DBO2X
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Super Clark
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Posted: 12th Apr 2018 21:14
No worries m8, thanks for the update and your continuous efforts.
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Bored of the Rings
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Posted: 12th Apr 2018 21:30 Edited at: 12th Apr 2018 21:30
multiple meshes now works really well for the OBJ export, had to rewrite a method of recalculating indices. A bit more fine tuning/testing then will add to main exporter app code. Also will double check they still import into Blender without issue.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; 12GB.
FPSC to GameGuru Tools: SegAutoWelder, Entity+Weapon Welder, FPEtoBAT, DBO2X
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Pirate Myke
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Location: El Dorado, California
Posted: 12th Apr 2018 23:08
Very nice.
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Bored of the Rings
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Location: UK
Posted: 13th Apr 2018 03:25 Edited at: 13th Apr 2018 03:26
thanks both.

.OBJ still import into Blender ok, see terrain pic which had over 280 bone meshes stored in the DBO file. Will start getting this block of code into the main exporter app over the next few days.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; 12GB.
FPSC to GameGuru Tools: SegAutoWelder, Entity+Weapon Welder, FPEtoBAT, DBO2X

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Flatlander
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 20th Apr 2018 21:04
I was getting the infamous "7018" error message on almost all of my entities that I transferred to GG with "Entity Welder." It dawned on me that GG is not able to load the object which is the "x" file. So, I put 2 and 2 together and came up with the right answer. That is trying out the dbo2x app. Works like a charm. Creating a new "x" file with FPSC's dbo file does the trick. I thank you a thousand time seven for this new tool.

I have just downloaded blender and purchased a used book on how to use it and am glad I can get an "obj" file with this app now. Super.
Alienware Aurora R7 with SSD 256GB boot drive ( C: ) and a secondary drive ( D: ) that is 2TB
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Bored of the Rings
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Posted: 21st Apr 2018 00:28 Edited at: 21st Apr 2018 00:42
@Flatlander - thanks for the comments/feedback. The DBO2X app uses 'enhanced' code that the Entity Welder already uses and EW needs updating to use the same code, I just haven't gotten round to making the updates yet so that they both are inline.
GG is able to load in the 'X' file, but there are some issues with the last release of EW that are most likely causing the error you're getting. With the enhanced code, that should resolve this problem.
The .OBJ format export code will be implemented at some point into the main DBO2X app. I have also been playing around with my old code that converts .OBJ back to .X/.DBO which works but .OBJ file reading/processing is sooo slow for large files (also vertex count is higher) ...... might look into doing that with VS C+
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; 12GB.
FPSC to GameGuru Tools: SegAutoWelder, Entity+Weapon Welder, FPEtoBAT, DBO2X
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Bored of the Rings
GameGuru Master
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Years of Service
Recently Online
Joined: 25th Feb 2005
Location: UK
Posted: 22nd Apr 2018 12:55
on another note, if anyone has a preference to having flashy GUI buttons to press and/or being to run via the CLI, let me know.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; 12GB.
FPSC to GameGuru Tools: SegAutoWelder, Entity+Weapon Welder, FPEtoBAT, DBO2X
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