Product Chat / Entity Workshop?

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GubbyBlips
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Posted: 31st Mar 2019 00:39
Entity Workshop--
I saw on another thread a while back someone mentioned it.
Does it work alright, is it still valid for GG?
Is this a dumb question?
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Pirate Myke
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Posted: 31st Mar 2019 00:54
You will probably have to edit the FPE file afterwards, as that was made for classic.
Have you seen the stuff in BOTR thread under Third party Tools?
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GubbyBlips
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Posted: 31st Mar 2019 03:37
Thanks. Not really. Hey can I ask you a question really quick?
I got some bizarre behavior happening in the game editor/
test game. I have a platform that I change the scale to, then I test
the game and it seems back to original in test game, then I exit
test game, and sure enough that object is back to original scale?!?! What?
This was an object bought in TGCstore.

Propertis are dynamic/ physics on- yes/ Isimmobile- yes
with platform script.

It's rough enough working underground, don't need this!
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GubbyBlips
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Posted: 31st Mar 2019 03:39
BTW speaking of BOTR stuff-- what do you recommend?
Is there a tool to modify models?
Is there a tool to link 2 models together into one?
Thanks again!
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Pirate Myke
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Posted: 31st Mar 2019 05:01 Edited at: 31st Mar 2019 05:02
On the platform where did you change the scale? In the fpe file or in editor with the widget?
Is it multi textured? Are you light mapping? If you can give me the store product number that will help a lot.
Also have you tried contacting the seller of the object?

For BOTR tools, They do bunches of stuff. They will modify the models. Cut and weld of objects. Conversion of FPSC prefabs to x files for use in Game guru, Exchange weapons from what I am told and have read. You will need to play with them, as I do all my own modeling and modifications thru a 3d program. Most of these deal with converting FPSC Classic assets for Game Guru use.

I do use the heightmap to game guru one. I love it.
DBO to x file just converts the TGC format .dbo file back to x file. Most Some DLC only comes with the .dbo file making modifications tough for most that do not have Fragmotion.
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smallg
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Posted: 31st Mar 2019 08:51
The scale is probably being set in the script
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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GubbyBlips
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Posted: 31st Mar 2019 21:45
Thanks Pirate Myke very good information. Sorry to have bothered you
on the other part when all it was as smallg mentioned scale was changed in script!
Also the model wasn't very well designed for a lift system- so I find another.
As for modeling, one day I'll take it upon myself to learn some! Time, time, time!
Takes so much time to do these things, (and knowledge must be acquired first!)

Hi smallg. Haha, what duyaknow! it is. That baffled me, and never
thought of that being the cause and didn't look.
I used your script starting at top and going down by changing the up[e] = 1 at initiation.
I tested it at a blank location-- even thought we found the scale culprit!

BTW I would like to ask== does the call for SetRotation(e,0,0,0)
allow collision to player to work better? Is that what it's put there for?
I've been wondering how to get collision to player by objects (objects push player)
to work better if at all. This great platform script does just that!
So what's the secrets?!
Thanks a bunch.
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Pirate Myke
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Posted: 1st Apr 2019 01:49
The objects need to have a bone in them, just like characters have. If not then collision = 21 will not do anything.
PM me an object you would like this to happen to. I will put a bone in it and set up the FPE file and send it to you for a test with your script.
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GubbyBlips
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Posted: 1st Apr 2019 18:50
Great offer PM. I'll PM that as soon as I can PM it your way.
I don't want you to anticipate it soon though; explanation;

I may have several instances of various objects that I want
them to push/ lift/ move the player around. I am creating a level
"on the fly" so to speak, a physics based level as much as
possible, so I am not sure which all models I will end up
including. My quest it therefore to determine if all or most
models can push the player- or it's just not very feasible.

The platform script seems to lift the player without any undo
special requirements. For that I am very interested.
You are a modeling expert, I don't even know the first thing how to begin.
So I can't ask for much, but your offer is still a great offer. Thanks.
I think I have one in mind- sending the textures is not required- correct?
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Pirate Myke
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Posted: 1st Apr 2019 19:13
The texture is a formality in the 3d program, Being that what I will do will not change the texture UV mapping at all.

I can just make a dummy cube and map it to fit any square texture as a test and then you can play around with it till you get your list made.

But after thinking about this. AmenMoses' Physics Library for Lua scripting has all the constraints programed in. moving, rotating, hinging, repelling. Not sure if it has the repel feature build in as it is, but I am sure he can assist also. His QuantLib script is incredible also.

This way you could use most any object you want without having to mess with a model program.
Which is why he made the libraries in the first place. All operations start on the objects insertion point location in the editor and in 3d space. Then the magic starts.

I am sure you have seen his threads by now. Here is his script page in the script boards.
https://forum.game-guru.com/thread/220055

These libraries are standard in the Game Guru/scriptbanks folder.
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Pirate Myke
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Posted: 1st Apr 2019 23:15 Edited at: 1st Apr 2019 23:19
After some further testing with adding bones to objects and giving them character properties in the FPE file.
This is reasonable for things with small diameters, like door, and door frames , trash cans, tables, chairs, and so on.

But if you should happen to Rig an object with a number of bones in specific spots. GG scripting can detect the limb number and an action can be performed. One bone will not give you the full volume of the object in character mode. Hence the skeletons for AI characters.

But, I think our wonderful scripting community probably has or could have a scripting solution that could be used on a whole object, instead of having to Go into a model program. But either way or a combination of both will give you a lot of interaction with objects.

RIP
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