Product Chat / Classics entities (all) show 'default.fpi' in properties

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benjiboy
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Posted: 4th Sep 2019 12:16
I am trying to fix all the fpe's for all the entities in the classics folders and have spotted that if you look at the properties of one of the entities in the map editor, they show 'default.fpi' in the AI System/main slot.
two questions:

Is there an easy way to do a bulk convert to make this 'default.lua', ( I have tried searching in all files in entitybank for this reference and drawn a blank)?

Does it matter/ Is there a payback in changing it?
Belidos
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Posted: 4th Sep 2019 12:21
Use notepad++ in that you can open all of the files at the same time, then press ctrl+H to bring up the replace tool, type the from in the top box, and what you want it to change to in the seocnd box, then click "replace in all open documents", then you just close down each one and confirm the save .

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synchromesh
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Posted: 4th Sep 2019 12:33 Edited at: 4th Sep 2019 12:39
If they are all static it would be easier to edit a default up to date .fpe and just keep using that for each model making the obvious changes to the model and texture lines.
It would probably be a lot faster process ?
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benjiboy
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Posted: 4th Sep 2019 13:05
Oops. I wasn't patient enough. I thought my scan had finished. It hadn't. Apologies.
Wolf
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Posted: 4th Sep 2019 19:51
This shouldn't matter .
benjiboy
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Posted: 5th Sep 2019 06:03
So, having fixed the fpe's for classics, how does one get the fixes included in the release schedule?
synchromesh
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Posted: 5th Sep 2019 11:06
Quote: "So, having fixed the fpe's for classics, how does one get the fixes included in the release schedule?"

Email Lee and ask if he will include them .
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Teabone
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Posted: 5th Sep 2019 18:31 Edited at: 5th Sep 2019 18:34
Changing the FPI to LUA won't actually make a difference as the static models that have that line in there ignore that line within the FPE. They don't run scripts.
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GubbyBlips
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Posted: 5th Sep 2019 18:41
Yeah, what's the point. Wouldn't it be better to assign them an animated task?
AI's do wanna play. So they can shoot and run like their nieces and nephews.

An update worth putting in would be AI scripts.
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Teabone
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Posted: 5th Sep 2019 18:43 Edited at: 5th Sep 2019 18:52
Any models with default.fpi are basically models that do NOT reference LUA as they are static and do not move or do anything. You could even technically erase the ai_main line entirely. It really doesn't make a difference though doing any of these tasks as static entities just simply do not read LUA.

I wouldn't bother Lee with a "fix" for something that won't actually change the behaviors of statics.
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benjiboy
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Posted: 6th Sep 2019 07:06 Edited at: 6th Sep 2019 07:19
A small misunderstanding. I have amended the fpe's for *all* the classics entities so they're not so bright and aren't shiny, not just characters, . There have been a number of posts about it, both here and on Steam.
I did ask the question in my original post as to whether fixing the FPI reference was worth doing - it would have been helpful to have had a reply earlier.
But this is clearly the "big boy's" playground. I'll leave you to play with yourselves.
Belidos
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Posted: 6th Sep 2019 08:28
If you are updating the FPE's with adjustments for the brightness issue anyway, then you might as well do the simple task of changing .fpi to .lua as it won't make it any more work for Lee when he adds them to the build, and it's always nice to have a clean file structure, having legacy and unrelated lines in the fpe looks untidy and is confusing for new users regardless of whether they effect anything or not.

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Teabone
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Posted: 6th Sep 2019 15:30 Edited at: 6th Sep 2019 15:31
Oh! Didn't know about the other fixes you were doing thought it was just the FPI to LUA switch for the statics. Hopefully, Lee can get your fixes added before the September build goes public. Did you update them to use the correct shaders?

Its also been noted that some of the characters AI now fails to work since one of the more recent GG updates.
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benjiboy
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Posted: 6th Sep 2019 18:31 Edited at: 6th Sep 2019 18:32
Yeah - I chose a bad title for the thread, Teabone. Sorry.
Mostly I've set the effect and materialindex lines and replaced the fpi references. There's more work to be done - as you say the character ai's seem to need attention, the soundsets seem odd, (0.wav being the same as 1.wav being the same as 2.wav) - things like that.
Long term Lee, (or someone) should undo the data misuse of making materialindex control both sound and specularity. I appreciate it was a way to make these models work without the relevant dds files, but long term it's a limiting compromise.
Should keep me busy for ages, (which means I won't have to display my lack of game making abilities )

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