Product Chat / Medical Pack mesh files

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Avenging Eagle
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Posted: 11th Nov 2019 17:42
I recently bought the Medical Pack and want to cut a hole in a wall mesh from another pack big enough to put one of those nice double doors in. I'd also like to animate those doors so they actually open and close. However, the pack only appears to come with .dbo files and they don't seem to open at all in Fragmotion. Are there any other tools I can use to convert the .dbo mesh files included in the pack into something usable like .obj?

On a related note, I know TGC licenses these packs from Dekagon in order to sell them on to us GG customers but it seems like a pretty big oversight to include doors that aren't actually functioning doors. It's really not that hard to animate them

AE
granada
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Posted: 11th Nov 2019 22:13
UU3D has a DBO plugin

https://www.unwrap3d.com/u3d/index.aspx

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Avenging Eagle
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Posted: 12th Nov 2019 20:36
I don't have UU3D. At least...not yet? Didn't BOTR have a DBO conversion tool out at one stage?

AE
Bored of the Rings
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Posted: 12th Nov 2019 20:44
yes, I have a DBO -> .OBJ or .X converter plus a tool to do CSG. Tools are always being bettered/updated.
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granada
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Posted: 12th Nov 2019 21:07 Edited at: 12th Nov 2019 21:08
Sorry Bored of the Rings I forgot about thet one , you have so many tools

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GameGuruEvan
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Posted: 13th Nov 2019 12:50
Hi! The Double Doors in the Medical Pack were supplied as a whole, and also in individual parts. It would be possible to assemble and have these doors open and close by use of a script, in a similar fashion to how the cupboard doors can be opened in the Antiques in the Attic pack.

YouTube Link: https://www.youtube.com/watch?v=A85DKgI229I
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Bored of the Rings
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Posted: 14th Nov 2019 11:07 Edited at: 14th Nov 2019 11:41
I just purchased the medical pack via steam.
My DBO to X conversion tool (new code to handle current GG DBO version and legacy which do not load into Fragmotion or UU3d etc), converts to .X with no problem so far.
Will try out on the rest of the files.


[edit-also works with my AGK code which exports to both .X and OBJ no problem... both new codes are WIP - see 2nd pic]
both new codes work for PBR/EBE/entitybank->user->experiments (if you have those from Github) DBOs. if you're wondering what the differences are, it's basically down to the FVF. For PBR/EBE etc these are 0, where as your legacy DBO's can be FVF 274, 388 etc.
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cybernescence
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Posted: 16th Nov 2019 08:42
Actually it's pretty annoying that I can't adjust any of these DLC models as this format of .dbo won't load into any commercial editor.

Is it against the T&Cs to adjust these DLCs once bought for in game usage only? If so, then fair enough. But if not it takes the value away from them for me as I can't tweak or adjust the models to best suit game.

Cheers.

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Bored of the Rings
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Posted: 16th Nov 2019 09:09 Edited at: 16th Nov 2019 09:11
correct, you cannot load the current type of DBOs into any 3Deditor, only my program can do that because of the FVF=0 with various FVFsizes. This is the same with EBE structures ,whereas legacy DBOs have FVF=274 etc and various FVFsizes e.g. 274...

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3com
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Posted: 16th Nov 2019 09:55
We are in luck having BOTR tools, there is not any 3d editor out there, or at least I don't know any.
Honestly, dlc should comes in a comercial extension such as X, since the goal should be to re-tuch / retexture models to fit your needs, and to make it unique.
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synchromesh
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Posted: 16th Nov 2019 12:27
Quote: "Is it against the T&Cs to adjust these DLCs once bought for in game usage only? "

You can edit them as much as you like
They used to load into UU3D and convert with DBPRO Model converter.
for some reason it must have changed
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synchromesh
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Posted: 16th Nov 2019 12:46
Seems I can convert the latest DBO files created from my own models without a problem.
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Belidos
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Posted: 16th Nov 2019 13:24
Considering that gamegurus premise has always been that if you don't get on with gameguru you at least have the models to use in other engines (which personally i think should count doubly for paid for dlc's), putting them out in a format that can't be used in other engines is a bit underhanded in my opinion.

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smallg
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Posted: 16th Nov 2019 13:30
agreed, especially now GG is getting more support for .fbx i would like to see it become the main format - having an obscure format is great for security i guess but it would be nicer to open up the engine to more people by supporting a more common format.
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synchromesh
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Posted: 16th Nov 2019 13:31
Quote: " i think should count doubly for paid for dlc's), putting them out in a format that can't be used in other engines is a bit underhanded in my opinion."

Or Perhaps they just updated the compression method for optimisation which sounds more realistic ?
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smallg
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Posted: 18th Nov 2019 11:51
Quote: "Or Perhaps they just updated the compression method for optimisation which sounds more realistic ?"

sounds realistic but GG converts everything to dbo already anyway and is the only engine i know of that uses the format... so still means the models are limited - which is fine if that's the intention but it should be made clear if so
lua guide for GG
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synchromesh
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Posted: 18th Nov 2019 15:02
Would be handy if they supplied the .X models as well that is true.
Even if they can be converted it would save the hassle of doing it.
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Avenging Eagle
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Posted: 18th Nov 2019 17:33
Remember in FPSC when we had a DBO cleaner for clearing universe and lightmapping caches, and fixing entity errors? Such a tool now would be a disaster if it deleted all the meshes from these DBO-only model packs. I suspect the decision to only include DBOs is one of the reasons they are so cheap compared to their Unreal or Unity counterparts; they can't be as easily transferred. But I agree they should include .X or .fbx versions as standard to allow us to customise and optimise the models.

AE
Ratall
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Posted: 19th Nov 2019 08:40 Edited at: 19th Nov 2019 08:45
If you own "GameGuruLoader" for AGK you will find a directory in the DLC named fixpbr the routines in there can be used to create the missing .x files.
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3com
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Posted: 19th Nov 2019 15:30
Quote: "Such a tool now would be a disaster if it deleted all the meshes from these DBO-only model packs"

Not necessarily, as long as the tool first checks whether the two files exist, in which case it would delete the dbo file.

Having already the ability to know the entity's path, it is very easy to know the path of almost any file related to the entity.
If my entity is called mytable this means that there must be files such as:
mytable.fpe
mytable.bmp
mytable.x and / or mytable.dbo

Therefore a script that obtains the path of the entity / scan the folder> verify the existence of the dbo file, if it exists, check that the mytable.X file also exists, in which case delete the mytable.dbo file. Even if there is only the dbo file, if BOTR provides an api to their tool, directly call the routine that converts the dbo to x, and voila we already have the mytable.x file as well.
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Bored of the Rings
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Posted: 19th Nov 2019 20:47 Edited at: 19th Nov 2019 20:59
Conversion tool code now updated to handle multiple textures/materials for PBR/EBE and legacy DBO. Example pic 1 below shows the original dragon DBO (Medieval) coming out totally incorrectly. The 2nd pic is my tool converted DBO to X file imported correctly with all materials/textures + animations and the 3rd pic shows the X file materials/textures (a couple might have been truncated off screen).
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GubbyBlips
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Posted: 19th Nov 2019 21:12 Edited at: 19th Nov 2019 21:14
When I get to modeling, that would be great to know--
is the tools on Steam BOTR - or your website?

So, maybe Medical is not a pack to own?
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Avenging Eagle
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Posted: 19th Nov 2019 21:13
In case anyone is interested, I got my doors working, thanks in no small part to BOTR's tools! Thanks buddy

Had to modify a few of the pieces so the articulated arms actually fit under the door frame as seen here.



AE
Bored of the Rings
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Posted: 19th Nov 2019 21:38
@Avenging Eagle, doors look really good...
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synchromesh
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Posted: 20th Nov 2019 00:45
@AE
Looks great and so does the level ..
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Avenging Eagle
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Posted: 20th Nov 2019 07:16
Thanks both. The level is just a little test, managed to get it lightmapped but the quality of the lightmaps are poor and the compression and banding is ugly.

AE
Bored of the Rings
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Posted: 20th Nov 2019 10:27 Edited at: 20th Nov 2019 10:27
Shame I don't know too much about the lightmapper, maybe my next challenge. Nice looking level though.

The converter now works fully with multi texturing/multi materials , see attached pics showing the Desert Storm Pack dynamic bus and hummer. If you want a copy please feel free to PM me , I will send you details on how to purchase the program. Works with all PBR/EBE and legacy DBO's and all skinned meshes (animated).
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