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FPSC Classic Product Chat / Camera Entity Does Not Display

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Leon Kennedy
17
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Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 7th Mar 2013 17:35
Ok, so I've got an odd issue here that I'm not sure how to get resolved.

I've got a custom map that I've created that has a few doors (some use, some fake), a couple of invisible walls, and one of the Holez. It also has the security camera from model pack 2 in it. I can see the camera in the map editor, but when I test the level the camera does not appear.

I wanted to validate that the issue was not my copy of FPSC, so I went through a whole spiel yesterday with updating to 120.016 and then back again to 119, and this didn't help. (Side note - I had far too many issues with 120 which is why I went back to 119.)

So I tried using a new map with a pre-fab (small bunker) and dropped in the camera. This time, when I go to test the game, I CAN see the camera. And it moves fine.

So I thought maybe it was the segment I was using (dungeon room 1). I changed to a segment from model pack 2, and still I can't see it. I tried removing the wall, the floor, the ceiling...nothing. I even tried changing the height of the camera, the walls it sits on...nothing.

So why is this happening? Why would I be able to see the camera in a pre-fab but not in another custom map?

I've attached a document with images to show what I'm seeing.

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Tomahawk
13
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Joined: 16th Dec 2012
Location: Where do you think I live?
Posted: 7th Mar 2013 20:21
This is an interesting issue, have you tried just placing it in the middle of the room? Or maybe changing it from dynamic to static. Also maybe it is inside the wall a little bit and when it loaded it shoot out of the level. I know i have had the problem of dynamic entities flying around the level.

Not sure if any of this will work but you could give it a shoot.
Leon Kennedy
17
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Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 7th Mar 2013 21:07
Ok, now this is just weird.

I took the advice of Tomahawk and dropped 4 new camera entities in my level - 2 dynamic, 2 static. 1 dynamic and 1 static camera were attached to the north (upper) wall, while the others were in the middle of the room with the arrows points north. Tested and they display properly AND they animate properly.

So I did another test, this time putting 1 camera on each wall. North, East, West all displayed/animated properly, but the camera on the South wall (down) did not. So I retested by moving the South camera off the wall into the middle of the room and it displayed but did not animate.

Another retest, this time to put the camera back on the wall, but create another room behind it. No dice - nothing displayed. Took out the wall between the 2 rooms, and nothing displayed. Moved the camera so it was near where the wall used to be, keeping the 2 rooms with no wall behind them - the camera displayed.

So I'm starting to wonder what is up with the camera. I retested everything above with the searchlight from Model Pack 2, and I got the same results. What the heck? Nothing works when attached to the South wall? This can't be as FPSC becomes almost useless if it is.

I decided I had to see if wall scenery and animations from other model packs worked. I attached a couple of lights from the Sci-Fi collection to the South wall, and they displayed properly. I attached a wall switch from WW2 to the South wall, and it displayed and worked as expected.

I then did a test with one of the pre-fabs to see what happens when I attach things to the South wall. I get the same results as above - Model Pack 2 models when attached to the South wall do not function, while all others do.

This is highly odd. I don't think I've ever seen this before. If it helps someone track down why this happens, I'm using Windows 8.

I'll just find a different model to use, but I was really hoping to use the security camera.

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Bejasc3D
17
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Joined: 17th Aug 2008
Location: Down Under
Posted: 8th Mar 2013 06:11
Try comparing the .fpe files of something that works, to any of the things that aren't working. I don't have a clue as to what they'd look like, but you never know, something might jump out at you.

These files would be found in the entitybank\SciFi\Wall Items, or something similar (I don't have access to FPSC at the moment)

I've never heard of anyone else posting this issue on the forums before, and you've already done some pretty intensive testing. Perhaps its something to do with windows 8?

Good luck.

Leon Kennedy
17
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Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 8th Mar 2013 16:53
B3D, that's a good idea. I compared the .FPE files of the security camera to one of the switches from the WW2 stuff. The only thing that jumps out at me as being odd are these 3 lines from the security camera that are not in the switch:



My first instinct is that if this were the problem, however, the camera wouldn't spawn anywhere. But it is spawning, just not on the south wall.

I am wondering if this has to do with Windows 8. Unfortunately, I don't have a machine with XP/Vista/7 on it anymore to test.

Anybody out there with a machine that doesn't have Win8 that can test this for me?

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 8th Mar 2013 17:04
Quote: "I am wondering if this has to do with Windows 8. Unfortunately, I don't have a machine with XP/Vista/7 on it anymore to test.

Anybody out there with a machine that doesn't have Win8 that can test this for me?"


As I have mentioned here, the camera from the pack spawns correctly for me. I tested on both Win 7 32/64 and Vista- I even tested on my VM system running XP. I did not have to alter the FPE at all. I just set the "spawn at start" to "no", and set the "If Used" field of the trigger to the name of the camera.


There's no problem that can't be solved without applying a little scripting.
Leon Kennedy
17
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Location: Neither here nor there
Posted: 8th Mar 2013 17:49
Right, but in the image you displayed the camera is attached to a north wall. I need someone to test this with the camera attached to a south wall.

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 8th Mar 2013 19:07
Quote: "Right, but in the image you displayed the camera is attached to a north wall. I need someone to test this with the camera attached to a south wall."


Ok. Here is the next test. Camera placed on all 4 walls. The "spawn at start" set to "no"; nothing else changed.



The trigger runs a script and spawns the cameras when the "X" key is pressed.



Here is a video to show it works properly. When I enter the level, no cameras are visible on all 4 walls. I return to the start and press "x". The cameras are now visible on all 4 walls.



Ran on Win 7, Vista, and XP (VM system). Results were the same.


There's no problem that can't be solved without applying a little scripting.
Leon Kennedy
17
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Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 8th Mar 2013 19:58
Thanks for that test, BF. Proves that this is an issue with Windows 8 with model pack 2 and not with FPSC itself. Or, more accurately, someone needs to update FPSC to work nicely with Windows 8.

Thanks!

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.

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