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FPSC Classic Product Chat / Model Placment

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Cross Bones
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Posted: 30th Sep 2012 04:12
The few minutes of my day not ruled by evil teachers, I've been wondering about item placement. I'm not entirely sure what level of items on a desk looks natural. Any suggestions? Another question, how do I place something like a pistol or ammo flush with a table?

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TriSpefear Studios
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Posted: 30th Sep 2012 05:26
Well you press enter to make it insta-on top of the object or just press the page up or down buttons to move it vertically!

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
Ross tra damus
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Posted: 30th Sep 2012 12:00 Edited at: 30th Sep 2012 12:02
TriSpefear Studios is correct but a small thing to mention is that you must hover the object you want on the desk 'directly' under the desk 'and' then Press Enter which will bring the object up to sit on the surface 'directly' above.
Same rule applies for all entities.

Quote: "I'm not entirely sure what level of items on a desk looks natural. Any suggestions? "


Just search the net for desk images and compare them to each other and pick the items you think best to use (most common items)but I would not 'clutter' too much because all the small items will still use memory from the FPSC engine.

Good luck.
Cross Bones
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Posted: 1st Oct 2012 03:45 Edited at: 1st Oct 2012 03:54
The problem is that items like the Colt45 aren't flush with the table or other object. It's a lot farther off the table than I want it to be. Let me see if I can get a screenie up.
Edit Alright, let me correct my earlier question. Why do some models appear flush with a table and some don't? It seems like the WW2 models don't and those are the models that I use the most. Here's the screen.

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Ross tra damus
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Posted: 1st Oct 2012 11:00
Cross Bones
Best thing to do is 'rotate' the gun slightly because in the real world people do not align everything they put down perfectly.
Cross Bones
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Posted: 2nd Oct 2012 04:55
I know that. This was just to demonstrate that the Colt45 does not become flush with the table in comparison with the M4A1.

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TriSpefear Studios
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Posted: 2nd Oct 2012 05:11
what do you mean by "flush"?

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Thraxas
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Posted: 2nd Oct 2012 06:30 Edited at: 2nd Oct 2012 06:38
He means it's floating about 12 inches above the table as opposed to the M4A1 which is actually sitting on the table.

Flush - Completely level or even with another surface.



I'm not sure why this is happening for you, as I just used all the same items in a test level and the Colt sat flush on the table after pressing 'enter'. Although I'm using 119003 and you're using 119009, so it's possible it's something that has been introduced in an update.

Thraxas
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Posted: 2nd Oct 2012 07:54
Double post:

I updated to the same version as you and can confirm that this must be a new unintended feature. In the editor the gun sits flush, in test and built games it floats above the table. Even if you lower it in the editor so it sits inside the table it still floats the exact same height above the table in test/built games. Also as I had downgraded on purpose I hadn't realised how the new culling system makes object disappear when you're only 3 steps away. At first I thought there was no gun on the desk only for it to magically appear in the air as I took a step forward.

It does this for a few items. I'm not sure if this is fixed in the newest beta or not. Maybe someone already using the new beta can try it out and see if it is fixed.

Ross tra damus
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Posted: 2nd Oct 2012 14:11
Cross Bones
Sorry about my last comments (and pointing out the obvious) as I did not see the Colt in the screenshot supplied.

All the best of luck.
TriSpefear Studios
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Posted: 2nd Oct 2012 14:14
just update your version then,before you make any real progress in your game

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
Thraxas
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Posted: 2nd Oct 2012 14:47
Quote: "just update your version then,before you make any real progress in your game"


It's the latest official release which has this problem. I'm not downloading the beta to see if it has been fixed. I downgraded back to the version I was using where I had no issues. That doesn't help Cross Bones, though.

Scene Commander
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Posted: 2nd Oct 2012 14:57
Quote: "It's the latest official release which has this problem. I'm not downloading the beta to see if it has been fixed"


This issue has been fixed since V120.1. I'd personally suggest that anyone using V119 consider using V120 upwards, as although it's still in beta stage, a more controlled testing procedure has been successful in weeding out quite a few of the problems users have been encountering.
maho76
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Posted: 2nd Oct 2012 15:05 Edited at: 2nd Oct 2012 15:07
version v119 and the latest beta had some collision-problems that may came from a coordinate-change that scene commander did in v119.
nonstatic entities/characters seemed to level up or down around "10cm" to avoid framedrops through collision-probs, was my guess. scene commander is aware of this and it should be corrected with the next beta/finalv120. you can avoid this problem in setting the item to immobile and "enter-placing" everything, wich works fine for me to avoid this kind of "safety distance".

@thraxas:
Quote: "Also as I had downgraded on purpose I hadn't realised how the new culling system makes object disappear when you're only 3 steps away."


had the same issues when updated to v119, deleted temp-folder and clean fpsc, experimenting cullmode=1,cullrange=700+ OR cullmode=0 in setuplevel.fpi or in appear-scripts used. after replacing the item and maybe set object to always-active worked for me somehow, but i cant say what exactly was, but now it works besides the collision-problems, no issues with new-placed objects since v119.

edit: too late, commander has spoken.^^

Cross Bones
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Posted: 4th Oct 2012 03:50 Edited at: 4th Oct 2012 03:54
Alright, I'll see what version I have. I think I have V1.20, but I haven't had a chance to check the updates. Will I have to get rid of my game file? The one in the screenie is just a small prefab room that I created for the purposes of this issue. More later. Edit: I have 1.19, when was 1.20 released?

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TriSpefear Studios
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Posted: 4th Oct 2012 05:34
Quote: "when was 1.20 released"


Well the first beta came out in like june

"Everyone may doubt me, but you're just giving me more of a reason to continue on..."
Cross Bones
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Posted: 11th Oct 2012 21:37 Edited at: 11th Oct 2012 21:48
Sorry for dragging my butt about answering this, but I'm pretty sure I have the latest version. I'm re-installing just to make sure (as I type this) We'll see how it works then. UPDATE Nope, still not working.

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Cross Bones
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Posted: 3rd Nov 2012 08:12
Anyone have new input? This problem still very much exists for me, and I'd like to get it fixed before moving on in my game.

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A dude
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Posted: 3rd Nov 2012 14:10
Quote: "The few minutes of my day not ruled by evil teachers,"


Evil?

Cross Bones
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Posted: 4th Nov 2012 17:08
Aye, evil. Please post something relevant, I'm sort of ticked off that my software isn't working how I'd expected it to, but hey, I guess I should've expected THAT.

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Braden 713
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Posted: 5th Nov 2012 00:56 Edited at: 5th Nov 2012 00:57
As far as the floating Colt45 goes, if the item doesn't become flush with the surface of something by pressing Enter, just use the Page Up and Page Down buttons on your keyboard for a more accurate placement.

Desks vary depending on where they are though, which I think is the key to what you'll want to cover one with. If it's sitting in a dusty room at the back of a warehouse, I'd say you could get away with a monitor, keyboard, an old coffee mug and a piece of paper for example. If you intend for the player to stumble across a cave-dwelling Lovecraftian desk beneath a creepy church, I'd suggest some tomes, old books, candles and maybe a skull just for flare.

Just think about where the player is supposed to be, and what good it serves the environment you're trying to sell.

Life would be much easier if I had the source code.
Cross Bones
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Posted: 5th Nov 2012 21:26
Aye, this has already been suggested, and it does not work. I'm starting to get the desk type stuff sorted, it's not hard once you practice a bit. My only concern is weighing down my level with too much junk. May have to kick up the RAM to get it going faster.

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Troutflies
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Posted: 5th Nov 2012 21:54
@crossed,

I wasnt going to reply because I figured someone would have already mentioned it.

Place your entity on the table using the enter trick. Then left click on the entity to pull up it's specs. Now with the cursor on the item window us your arrow keys your number keys 1-7 and Shift+pgup or shift+pgdown. you can also zoom in with the scroll wheel.
Ross tra damus
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Posted: 6th Nov 2012 11:38 Edited at: 6th Nov 2012 11:38
Cross Bones

Have you tried changing the 'Desk' collision mode value to see if that helps?
Just another thought.
Maybe even give the item a 'defaultheight' on the 'Y' axis in the items FPE file?

Good Luck.
Cross Bones
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Posted: 9th Nov 2012 03:53
The Page Up-Down thing doesn't work, even with the 1-7. I tried putting the gun under the desk, then moved the desk up, but nothing happened. How do I change the collision? I'll use the FPE editing as a last resort, I don't fancy messing with things like that.

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