Third Party Tools / 3D Asset Management - in progress

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GraPhiX
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Posted: 17th Jun 2019 21:29 Edited at: 17th Jun 2019 21:37
ha ha ha this is confusing sheesh no wonder people struggle with the settings thanks guys plodding on

decided to make the interface choice yes or no think that will be less confusing,
so as far as passing parameters yes = 0 no = -1
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Posted: 17th Jun 2019 21:42
Well that’s a bit too straight forward for GG

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Posted: 17th Jun 2019 21:51
To be really sure, use the source Luke!

And the source says, -1 no shadow, anything else shadows.
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Posted: 18th Jun 2019 04:43
This was the latest list as of last December. This does not account for what has been added since with all the new merges.

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Posted: 18th Jun 2019 07:39
@Graphix. If your new to programming then making an FPE editor is doing well! Don't put yourself down.

I think it would be a good idea to trim the FPE items down at some point to remove unused stuff completely. I'm not sure if the FPE settings get checked only once or continually in GG, but if they are it would improve performance a little as well. I imagine it's a one off thing, but even then loading time would be increased and file size would be smaller; not much but every little helps!
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GraPhiX
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Posted: 18th Jun 2019 10:15
Quote: "To be really sure, use the source Luke!"

HP or Daddies I prefer Brown

Quote: "This was the latest list as of last December. This does not account for what has been added since with all the new merges."


thanks Myke, I already did quite a bit of digging and found some docs on GitHub but like you say there is not much comments explaining what the setting does

Quote: "@Graphix. If your new to programming then making an FPE editor is doing well! Don't put yourself down."


LOL thanks DVader I am not really new just out of touch the last time I made a desktop app was in 2005 the year I found FPSC and my interests changed. My skills were in VB6 lol remember that? so .NET is quite new to me I did make the variation generator app but it did not go down well I think only me uses it lol so I did not progress with it, there is an abundance of very talented coders here that I know would help me if I get stuck I just didn't want to annoy anyone or look like a fool (I know I am out of my depth but if you don't try you will never know), I am giving it the best I can with my limited knowledge and I am sure it wont be to everyone's liking but I am designing it to help me as an artist to make my life a little easier and organised plus I think it is time the FPE was of a standard format that is easier to understand after all a bad FPE can break you model in GG.

I will post a video soon of where I am up to with it just need to finish the interface for the FPE Editor, I have decided to call the app '3D Asset Manager' or 3DAM as it will be known



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granada
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Posted: 18th Jun 2019 11:17
Great start mate, hope you manage to complete it

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Posted: 18th Jun 2019 11:58
Thanks Dave you and me both LOL

does anyone know what 'isobjective' does in the FPE all the character fpe's I have looked at is set to 0 I have not found any with a 1 ?
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Posted: 18th Jun 2019 13:00
This might help
https://forum.game-guru.com/thread/210639

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Posted: 18th Jun 2019 13:09
Thanks Dave that helps a lot
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Posted: 18th Jun 2019 15:36
not much to show really but I did say I would post a video of my progress, please bear in mind it is very early days, the first tool I have tackled is the 'FPE Editor' im about 50 - 60% through that

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Posted: 18th Jun 2019 18:52
Great start - you've got this up and running so quickly! Please be sure to include a dropdown for cullmode, I use that all the time.

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Posted: 18th Jun 2019 19:06
Quote: "Great start - you've got this up and running so quickly! Please be sure to include a dropdown for cullmode, I use that all the time."


Thank you,
yes I still have a few fields to add, I am running out of real estate lol might have to put them on separate tabs at the moment it is best viewed at full screen 1920x1080 is perfect it will go smaller but then you have to scroll around not ideal I will have to think about it, I will know better when I have them all on the form
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Posted: 18th Jun 2019 20:31
And you said, you are no coder This looks good
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Posted: 18th Jun 2019 23:43 Edited at: 18th Jun 2019 23:59
What?! This flew out of the gates! I thought it was just an idea still!
Cool stuff. When will it get put into GG, and please Graphix,
when will this same idea result in a GG Menu Manager?!
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GraPhiX
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Posted: 19th Jun 2019 08:23
Quote: "I thought it was just an idea still!
Cool stuff. When will it get put into GG"


Hi it is still only an idea I do not know what my limits are unless I try I am not promising anything.

unfortunately I don't think it will ever go in GG I am not a coder (well not a C++ coder) this is being created in Visual Studio 2019 its a VB.NET application GG's core is C++ so for now it will be a separate application, when I first opened the thread it was asking for a feature in GG there were some good responses but I think a lot of people did not quite understand what vision I have in my head I make web applications, PHP, JAVA and DB backends SQL etc.. so I do have some coding etiquette but not as advanced as most of the developers here so thought it best 'put my money where my mouth is' as it were and have ago at it myself, I struggled quite a bit but a few books and 'try it and see' mentality as worked quite well for me.

lets see how far I can take it, once I have the 'FPE Editor' complete (possibly end of this week) I will need some BETA testers while I carry on with the next tool in the box 'Settings Editor' - for manipulating settings.ini
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Posted: 19th Jun 2019 08:39 Edited at: 19th Jun 2019 08:40
Looks awesome. I would definitely use this, not so much for organizing stuff in gameguru (although it would make a great replacement for the existing properties panel if you could add all those properties to it and implement it inside gameguru too), but i would definitely use it as a model creator, when i make models i don't use the importer, i do it all by hand, so this would make the fpe part of that so much easier. I'd be happy to do some testing for you.

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Posted: 19th Jun 2019 12:40
Quote: " I'd be happy to do some testing for you."


Thank you kind Sir
I have added you to my list will send you a PM with details when I am ready
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Posted: 19th Jun 2019 15:57 Edited at: 19th Jun 2019 16:44
I need a little help from those with a bit more knowledge than me - Sorted

I have added most of the properties panel just finishing the anim stuff this evening,

the problem I have is two specific calls in the FPE 'Specular' no matter the value I set it does not pass through and the other is 'explodabledamage' lol I think I made that up because I cannot find a reference for it so wondered if it could actually be set in an FPE and what the 'calling' name is - Sorted

I have changed to a 'tabbed' forms format this allows me more scope to add extra settings I have also added a progress bar at the bottom of the FPE Output LOL go me …..

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Posted: 19th Jun 2019 16:13 Edited at: 19th Jun 2019 16:19
Quote: "'Specular' no matter the value I set it does not pass through"


Quote: " I have also added a 'specular' field to the FPE where you can force an override of the specular texture (or even entirely replace the _S texture file requirement) and simply specify: 0-no specular, 1-dull gloss, 2-average specular, 3-high gloss."


It doesn't alter the specular setting in properties or in tab/tab mode, it overrides the specular texture and replaces it with a generic level of specularity. So probably pretty useless for PBR because PBR doesn't use specularity.

https://forum.game-guru.com/thread/209845#msg2498741

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Posted: 19th Jun 2019 16:17
Quote: " 'explodabledamage' lol I think I made that up because I cannot find a reference for it so wondered if it could actually be set in an FPE and what the 'calling' name is"


It used to be an option in the fpe, but it broke some time ago, and although a fix was promised, it never happened, or it haopened and accidentally got broken again.

https://forum.game-guru.com/thread/214883

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Posted: 19th Jun 2019 16:17 Edited at: 19th Jun 2019 16:21
thanks Belidos not quite what I had in mind, the properties panel has a specular value default = 100 to get a 'wet effect' I usually increase it to 400 - 500 this is the item I want to change not the 'global specular' just the entity specular

I am not sure if all the properties panel was opened up to the FPE but some calling references don't match the properties panel name, made it a bit difficult to find a couple so it is possible the specular value I want to set is actually called something else for the FPE
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Posted: 19th Jun 2019 16:19 Edited at: 19th Jun 2019 16:22
Yeah, the fpe entry doesn't alter the specular setting in properties or in tab/tab mode, it overrides the specular texture and replaces it with a generic level of specularity. Th the properties field and the specular slider in tab/tab mode increases or decreases the level of the specular texture post texture/fpe settings. So probably pretty useless for PBR because PBR doesn't use specular textures.

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Posted: 19th Jun 2019 16:24
Quote: "Yeah, the fpe entry doesn't alter the specular setting in properties or in tab/tab mode, it overrides the specular texture and replaces it with a generic level of specularity and then the properties field and the specular slider in tab/tab mode increases or decreases the specular afterwards. So probably pretty useless for PBR because PBR doesn't use specular textures."


I only use it to give a wetlook but none the less I use it and I am sure others do too it does not break the PBR on assets I have used it with I made some rocks put then in water and changed that value to 500 they looked awesome.

I have emailed Lee for clarification but I do not expect to hear back off him this week at least
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Posted: 19th Jun 2019 16:27 Edited at: 19th Jun 2019 16:33
Quote: "Please be sure to include a dropdown for cullmode"


@Avenging Eagle - cullmode in now

Big thanks to Pirate Myke - the fountain of knowledge knew it was 'specularperc' again this is my difficulty lack of documentation but once I have finished it shall be a problem no more
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Posted: 19th Jun 2019 16:33
Quote: "I only use it to give a wetlook but none the less I use it and I am sure others do too it does not break the PBR on assets"


I'm not talking about the properties specular, that does work because it's an engine side adjustment.

I'm talking about the specular field in the fpe, it's there to replace the specular texture, but with PBR there's no specular texture to replace because PBR doesn't use them in GG, so it won't make any difference, if you get what i mean?

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Posted: 19th Jun 2019 16:38 Edited at: 19th Jun 2019 16:41
Quote: "I'm talking about the specular field in the fpe, it's there to replace the specular texture, but with PBR there's no specular texture to replace because PBR doesn't use them in GG, so it won't make any difference, if you get what i mean?"


yes I knew what you meant but that was not the specular I was talking about LMAO very frustrating how we have multiple things all named the same but do different things specularperc was what I needed

just tried different permatations of explodable damage and found that it is 'explodedamage' so I have that working too now
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Posted: 19th Jun 2019 19:02
anims are now in

my next question is spawnmax, spawndelay and spawnqty does anyone know the max values for these settings ?
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Posted: 19th Jun 2019 20:33 Edited at: 19th Jun 2019 20:33
@Graphix I actually bought Visual Basic 6 back in the day, although didn't do much with it in the end. They seemed to have changed stuff from 5 which I'd used a little before and there was no manual included! Apart from an sample chapter of one you could buy. I did end up buying a learn to use VB6 in 21 days jobbie, but the fact I wouldn't even be able to read it in 21 days put me off. That, and the first program listed did not work, lol. I was always more interested in game programming than applications.

I'm currently going full retro and refreshing my knowledge of Spectrum programming at the moment. All good fun. Not really done much bar some simple stuff and I'm currently rebelling and just using BASIC, as assembler is not for the faint of heart.

Can you tell what it is yet?

I'm not sure what the max values are for spawn. Not even sure they do anything? Pretty sure there just left over from FPSC.
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GraPhiX
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Posted: 21st Jun 2019 13:44
Hello

as promised 'FPE Creator' is now ready to be taken for a test drive if anyone would like to try the BETA please send me a PM with your email Address (only forum members with at least 1 years service please sorry )

Please be aware I am no professional programmer but I have taken steps to ensure that this is light weight and not taxing on system resources it is 64bit and designed for windows 10 so no 32bit testers sorry again I will compile a 32 bit version when I have it out of beta.
as with any software please backup any of your original FPE's.

any issues/feature request please post in this thread.

here is a simple video of creating an FPE from start to finish using a 'legacy fpe' as a guide


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Posted: 21st Jun 2019 18:40
Great progress Kev, your pushing this on well

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Posted: 21st Jun 2019 20:12 Edited at: 21st Jun 2019 20:14
thank you I have a couple of volunteers testing it out while I crack on with the library part

the library is where the 'Metadata' will be utilised
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Posted: 21st Jun 2019 21:19
Here are the screenshots of what i mean.
I don't know if these text windows can be widened enough for the whole text to show, or maybe it is better to have the descriptions in a help tab so that the size of the text for the selectable options does not exceed the windowsize and is completely readable.

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GraPhiX
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Posted: 21st Jun 2019 21:30
ahh ok I understand now yep I will auto size those to screen resolution give me ten mins or so and I will send you a new build
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Posted: 21st Jun 2019 21:33
Ok,

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Posted: 21st Jun 2019 22:24
New BETA sent out to all testers, thank you @Earthling45 see if that is better for you
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Posted: 22nd Jun 2019 08:50
Yes this works very good.
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Posted: 22nd Jun 2019 10:02
excellent please check your PM
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Posted: 22nd Jun 2019 21:23
New BETA sent out, only slight changes a button was off screen slightly and I have changed the physics to default to on I have also changed the default FPE save as name to match the asset description
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Tarkus1971
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Posted: 23rd Jun 2019 10:18
How did I miss this thread...... this is quite something Graphix. Simply awesome and so, so useful.......

Does this edit the FPE of the original entity or, because if the downloader in GG grabs entities, does it overwrite the FPE's that are edited.
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Posted: 23rd Jun 2019 12:26
Thank you
Yes if GameGuru updates any stock FPE will overwrite, if you look at my last video I have put an option in to save a .bak file of your new fpe.
Once I am happy it is doing what it is supposed to I will automate this process, fpe files are quite small so may create a clone option and store backup files in a folder with the application.
I have created 64 fpe files for my assets and it works quite well. I will be utilising the metadata from the new files with the library function I am working on at the moment.

It certainly does make creating fpe's a breeze
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Posted: 23rd Jun 2019 20:18
think it is only fair to move this to third party now as this feature will not be in GameGuru
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Posted: 24th Jun 2019 11:38 Edited at: 24th Jun 2019 11:40
I've had a good play with it, and so far i haven't been able to break it, the only "issues" (and they're not really issues just preferences) are:

1. On the first tab, the next button doesn't hi-light until you have entered the maximum number of tags. We might not always want to use the maximum number, and yes i know you can go top the next one by changing tabs, but it would be nice if the next button worked regardless of how many tags you add.
2. Only 5 anim slots, for a character 5 is all you really need, however we may need more for other things, would you be able to make it so instead of a dropdown with 5 anim slots, you have a "plus" button and we can add as many as we need?
3. Optimisation, the more there is on the .FPE, the more the engine has to read and load, many of those options have a default (possibly all), would it be possible that if you don't change anything then it's not added to the final .FPE?
4. No _csi tags, the anim fields are used for third person and should be all they need, but the first person controller still uses the _csi fields for some of the AI scripts.

Really good work so far Kev.

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Posted: 24th Jun 2019 12:31 Edited at: 24th Jun 2019 12:37
Quote: "I've had a good play with it, and so far i haven't been able to break it"


LOL that's good to know

Quote: "1. On the first tab, the next button doesn't hi-light until you have entered the maximum number of tags. We might not always want to use the maximum number, and yes i know you can go top the next one by changing tabs, but it would be nice if the next button worked regardless of how many tags you add.1. On the first tab, the next button doesn't hi-light until you have entered the maximum number of tags. We might not always want to use the maximum number, and yes i know you can go top the next one by changing tabs, but it would be nice if the next button worked regardless of how many tags you add."


Yeah I did that intentionally the reason being is the new format as a 'MetaData' field which when the library is complete will play a big role in searching, if no tags are added the search will not work on that FPE (you can how ever just put one tag in 'Tag 5' and the next button will allow you to continue so if you only want a couple of tags just make sure you put at least 1 in 'Tag 5'

Quote: "2. Only 5 anim slots, for a character 5 is all you really need, however we may need more for other things, would you be able to make it so instead of a dropdown with 5 anim slots, you have a "plus" button and we can add as many as we need?"


yes I only did 5 I looked at all my assets and didn't have more than 5 but if you notice I have left room underneath just in case we needed more slots, how many slots would you say?

Quote: "3. Optimisation, the more there is on the .FPE, the more the engine has to read and load, many of those options have a default (possibly all), would it be possible that if you don't change anything then it's not added to the final .FPE?"


yeah I wanted to get in as much of the control panel as I could so initially I need to test ALL fields to make sure they work, there is no clear documentation on the default properties which made things a bit tough for me to work out, when I am happy that the settings work as they should I will not add anything from advanced to the FPE unless advanced is selected, this application creates a fully working FPE you can still edit the FPE with notepad to make any tweaks I just want to make sure the settings I have parsed do actually work

Quote: "No _csi tags, the anim fields are used for third person and should be all they need, but the first person controller still uses the _csi fields for some of the AI scripts."


Not sure I understand what you are saying here? on the last tab I have listed all the CSI animations I could find, can you show me an FPE with the type of animations you mean sorry for the confusion.

I have not added 'ignorecsirefs = 1' is this the setting you mean ? there is also a 'headlimbs = 0,0' I also don't know if that is needed either
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Posted: 24th Jun 2019 16:12 Edited at: 24th Jun 2019 16:18
Quote: "ou can how ever just put one tag in 'Tag 5' and the next button will allow you to continue"


Is that in an update? Because right now it's greyed out unless you add add 5 tags.

Ah i get it now

Quote: "Not sure I understand what you are saying here? on the last tab I have listed all the CSI animations I could find, can you show me an FPE with the type of animations you mean sorry for the confusion."


Yes but i see no way of editing them or adding them to the fpe, it's reference only in the build i'm looking at. Those lines are used by some of the AI scripts.


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GraPhiX
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Posted: 24th Jun 2019 16:36
LOL tag 5 its always been like that


Yes the CSI animations are a reference list they have been that way for a while hence the 'ignorecsianims' until I have a clear indication on if this is still going to be used I have not enabled it, simply because of the extra lines it will add to the fpe like you say I am not sure of how it effects memory and if the fpe is called more than once ,
I am trying to work out the best way to approach them, its difficult because things seem to be moving to the FBX animations and adding them instead
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Posted: 24th Jun 2019 17:20 Edited at: 24th Jun 2019 17:25
That's cool, i've taken a look, and it looks like it's changed since i last looked, as far as i can see some of the older scripts still use the _csi calls, but the new combat core uses and the anim calls. There's actually more than 5 anims called by combat core, but you can get away with 5, the uber soldier uses all 16:

-- anim0 : Idle
-- anim1 : Move
-- anim2 : Punch/Kick/Bite
-- anim3 : Hurt
-- anim4 : Reload
-- anim5 : Punch/Kick/Bite Damage Frames
-- anim6 : Dying
-- anim7 : Stood to Duck
-- anim8 : Duck Idle
-- anim9 : Duck to Stood
-- anim10 : Run/Dash
-- anim11 : Roll to Duck
-- anim12 : Fast Crouch Dash
-- anim13 : idle sentry
-- anim14 : relaxed move
-- anim15 : strafe left
-- anim16 : strafe right

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GraPhiX
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Posted: 24th Jun 2019 19:44
yeah I noticed that, I will add the extra slots in case they are needed,

TBH I don't think many are interested in this tool so I may just release the FPE Creator as a separate application for the time being, when more are interested i may complete the library, I don't want to waste my time making all this if no one is going to use the creator the library will only work if the fpe's are all formatted the same well at least the header the same so that the library app can read the metadata, it will ignore the fpe's with no meta
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Posted: 24th Jun 2019 20:21
I think people will be interested when it’s ready it’s looking good to me

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Posted: 24th Jun 2019 23:09
Quote: "TBH I don't think many are interested in this tool so I may just release the FPE Creator as a separate application for the time being"


I will certainly be using the fpe creator, that is going to make my life so much easier.

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