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FPSC Classic Product Chat / Issue regarding in-game spawning of dynamic objects.

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Jiffy
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Posted: 28th Dec 2006 07:13 Edited at: 28th Dec 2006 08:12
Hey guys.

I've been doing a fair amount of work on my level in FPSC lately, and it's basically finished, savor this one issue.

See, in the level the player retrieves an object and then must backtrack to the entrance to leave the area and go to the next level... however, when they return, the find that someone has boarded up the exit, meaning they'll need to find another way out.

I thought this was a pretty good idea so I made all the necessary adjustments to cater to the idea. Everything is finished, although I face one issue that is stopping me from releasing the level to my testers; the boards themselves.

The entity being used for them is "planka", found under Sci-Fi > FurnitureA. The entity works fine for what I need, but there is an issue. See, to get the effect I need, I have to have the boards appear after the player hits a Trigger Zone, but the issue that occurs because of this is that the boards neglect the orientation I've given them in the editor, meaning they face the wrong direction (picture attached--it's not from the actual level, but I've recreated the problem to show you what it looks like).

I tried to accomodate this problem by giving the plank a pre-determined orientation in the FPE (rotx=90), but still it uses the same orientation it has without the extra rotation.

I'm not sure if this problem can be resolved any way other than changing the rotation in a modelling program, but I'm not exactly skilled in that area so I guess I might be out of luck.

Any help, advice or input is appriciated .

EDIT: Edited to include picture.


Evil has a new name. Demo out now!

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Thraxas
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Posted: 28th Dec 2006 09:28 Edited at: 28th Dec 2006 09:48
I just did this using ECS Pro but I'm not sure I can post it here for you as it's a TGC mesh...


edit: added picture...

edit 2: just thinking about it... ECS Pro doesn't change the .x file so I don't know why this works as it's also dynamic...

'Dawn of the Fallen Angel' coming soon(ish)...

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FredP
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Posted: 28th Dec 2006 10:43
Jiffy,
When you made adjustments to the model in question did you delete the .bin and .dbo files before you tested it?
I have noticed that if you don't do that FPSC tends to go to the model as it was per the .bin and .dbo files.
That might help.

Gam3r
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Posted: 28th Dec 2006 10:45
the 1 through 6 keys rotate them in the editor... not sure what else you wanted to know

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FredP
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Posted: 28th Dec 2006 10:54
I am almost sure that he knew that.

Jiffy
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Posted: 29th Dec 2006 01:03 Edited at: 29th Dec 2006 01:18
Yeah, Fred's right about me knowing the rotation keys, but thanks anyway Gam3r.

Fred: Thanks for the advice, that could very well be the problem. I'll try that now.

Thraxas, thank you also. I really need to consider getting ECS Pro.


Evil has a new name. Demo out now!
FredP
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Posted: 29th Dec 2006 01:18
I would get ECS Pro.
It is inexpensive and is great for importing entities into FPSC.
If what I told you before doesn't help let me know and I will run some tests and see if I can figure out what the problem is.

Jiffy
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Posted: 29th Dec 2006 01:44 Edited at: 29th Dec 2006 01:45
Well, with Thraxas' help, the problem has been fixed .

Fred, I'll be sure to get it, it seems to be a great tool and invaluable in situations like this.

Oh, and by the way, since this problem's fixed, I'll be releasing Project Luna: Episode I fairly soon--did you want to do some testing again, Fred? I'd appreciate it . If anyone else wants to test, head on over to my Showcase board thread.


Evil has a new name. Demo out now!
FredP
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Posted: 29th Dec 2006 02:12
I'll be happy to test.
Heading there now...

TZap
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Posted: 30th Dec 2006 17:00
I had the problem of making a DE active...appears but you can jump through it! Its a stone block...looks good...pull switch and it appears but you cannot jump on it. I switch on collisions using colon but still does not work.

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