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FPSC Classic Models and Media / Free segment - a working trapdoor.

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gps
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Joined: 16th Dec 2004
Location: England
Posted: 4th Jun 2006 08:07 Edited at: 16th Jun 2006 01:43
IMPORTANT EDIT

The original download .zip file had an incorrectly exported .x file which worked in test games, but caused built games to crash. This has now been fixed, and a new, renamed .zip file uploaded. Sorry for the inconvenience, and thanks to Higgins for telling me about the crash. More details about what caused the problem can be found further down this thread, which might be useful to anyone exporting animated .x files from Milkshape.





However, you'll need to do some segment editing to get it to work, so this might not be ideal for beginners.

Normally, you can't put openings into floor segments because they're set to be CSG immune by default (CSG = constructive solid geometry, the technique that FPSC uses for knocking holes in walls). This is to stop door punch CSG calculations from taking a chunk out of the floor as well as putting a door-shaped hole in the wall.

To use the trapdoor you'll need to do a bit of planning, and a bit of segment editing.

The simplest way is to modify a single floor segment. I used the 'Stone' floor segment located in 'WW2/platforms'.

Open 'Stone.fps' with a text editor. The line you need to change is this one;

csgimmune0 = 1

Change the value from 1 to 0 and FPSC can now perform CSG operations on the segment.

Save this modified files as 'Stone CSG.fps'

Launch FPSC and lay a floor of regular 'Stone' segments. Place the trapdoor segment, test the game and see that the trapdoor hasn't punched a hole in the floor.

Go back to the editor, delete the 'Stone' segment under the trapdoor and replace it with your newly created 'Stone CSG' segment. Test again and voila, now your trapdoor opens to reveal a hole in the floor.

The zip file contains full folder path info. For easy installation, just extract all the files to the root of the hard drive on which you have FPSC installed. WinZip will do the rest (assuming you have FPSC installed at the default location).

As with anything I put up here, it's free for use in commercial projects. Just don't redistribute the mesh and/or texture separately.

Cheers

- Graham

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DaReDeViL
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Posted: 4th Jun 2006 08:14
nice

-Tom
Please dont say "Oh christ. Not another Tom."
I can't get a picture here. It sucks.
kraM
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Location: SoCal
Posted: 4th Jun 2006 08:29
That's to cool! Thank you for it and the how to!

Regards
Mark

Surfin' The Apocalypse
bond1
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Posted: 4th Jun 2006 08:41
Very nice, I always thought it would work in theory, but I never tried it. Good to know that it actually can be done.

---------------------------------------------------------------------------------------------------
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
Candle_
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Location: kindergarten
Posted: 4th Jun 2006 09:03
Thank you for this and the tut on how to get it working. very cool and works great.

Enjoy today as Yesterday is gone and Tomorrow may never come!
Get your talking Head.
Essal
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Location: inside your webcam, watching YOU.
Posted: 4th Jun 2006 14:55
Thanks Dude, this is great

Check out http://www.freewebs.com/lasse-b for free Stuff for FPSC
xplosys
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Playing: FPSC Multiplayer Games
Posted: 4th Jun 2006 17:34
Excellent. I know some people have been waiting for this. Nice work.

Crazy Grandpa
KeithC
Senior Moderator
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Location: Michigan
Posted: 4th Jun 2006 17:38
Very nice contribution, GPS (as usual); this'll add a bit more strategy to people's levels.

-Keith


Sunflash
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Location: Seattle, Wa
Posted: 4th Jun 2006 17:38
Ahhhh! I've been waiting ages, thank you so very much GPS! Any plans for some more trap doors?

Lightning Bolt Studios
FPSC Reloaded Backer
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Posted: 4th Jun 2006 18:40
Great Work GPS!

Good...Bad...but I'm the guy with the GUN!
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Zaibatsu
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Posted: 4th Jun 2006 18:51
thanks !

"I alone walk the valley of shadow and death, and I fear no evil, for I'm the meanest Son Of A Bitch in the valley"
gps
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Joined: 16th Dec 2004
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Posted: 5th Jun 2006 05:52
Quote: "Any plans for some more trap doors?"


Yes, I've got a design worked out for a SciFi version

Sunflash
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Posted: 5th Jun 2006 09:18
All right! That will be awesome!

mr splatface
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Posted: 10th Jun 2006 21:20
now we just need those ladders...

' my cats breath smells like cats food' (ralph wiggum)
'purge your feelings' (darth vadar)
'a-ringdingding, dingadingabooowbaba a ringadingaDING,adingdingading!' (the crazy frog)
brummel
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Posted: 10th Jun 2006 23:37
Search the suggestions forum, Uman released a working ladder there.
Disturbing 13
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Posted: 11th Jun 2006 00:38
nice trapdoor there! Yes Uman did come up with a working ladder.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
MK83
FPSC Reloaded TGC Backer
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Posted: 11th Jun 2006 02:00
Help. I changed the stone segment, (no problem) The thing I'm having trouble with is placing the files in the right place. I tried several ways. none worked. I can get the trap door in fpsc but when I click on it and try to use it I get an error. Please someone help. You were a noob at one time too. Thank you in advance.

bombs away
MK83
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Posted: 13th Jun 2006 05:11
Nevermind I figured it out. It's awesome. thanks. I love this place.

bombs away
SpyDaniel
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Location: United Kingdom
Posted: 15th Jun 2006 14:36
Gps, I have a little bug report for you.

Now you may of done it on purpose, but when you build the game and have your trap door in it, the game crashes at line 16811. This is due to only having a Bin file in one of your GPS folders.

Was this a fail safe to stop people from selling games with your trap door in, or have you made a mistake?


Jon Fletcher
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Location: Taunton, UK
Posted: 15th Jun 2006 14:42
pretty cool gps

Quote: "Very nice, I always thought it would work in theory, but I never tried it. Good to know that it actually can be done. "


me too, i dont know why i never tried, i just never really needed it

good work gps

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Candle_
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Posted: 15th Jun 2006 15:26
Well is that why my game keep crashing?

SpyDaniel
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Posted: 15th Jun 2006 16:08 Edited at: 15th Jun 2006 16:10
Quote: "Well is that why my game keep crashing?"


Yes it is. I did a lot of testing to find what it was, that crashed my game. I found out it was Gps's trap door.

Works fine in test games, but crashes built games.

Also, you need to delete all of GPS's folders from your built game Dir', or the game will still crash, make sure you get every last folder.

You will have to do with out untill Gps fixes the problem or tells us why he did it.


gps
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Posted: 16th Jun 2006 00:45 Edited at: 16th Jun 2006 00:46
First up, mea culpa for not testing the trapdoor in a built game - it simple never occurred to me that a segment could work in a test game and not a built one. Sorry guys, I'll know better next time.

As for what's causing the crash...

There are no .bin files in the .zip file for the trapdoor. FPSC creates it's own .bin files were it needs them. That isn't the problem.

The crash is caused by the 'door_b.x' file, the animated trapdoor model itself.

I put together a quick test game - large study prefab, stone floor segment with CSG, and trapdoor.

Built the game, ran the exe. got the crash.

Then I went into the game files, and replaced my 'door_b.x' file with a copy of the WW2 'door_g.x' file, renamed to door_b.x

Now the game worked, with the obvious anomaly of having a trapdoor consisting of an upright door sunk halfway into the floor.

Unfortunately at the moment I have no idea why this occurs. The original model is a compress binary .x file, which as I understand it is the requirement for an animated .x file.

I thought it might be something to do with the Milkshape exporter, but another animated door that I made works fine in built games.

I'm going to try re-exporting the model with differing export setting and see what happens.

Sorry for the inconvenience, and thanks for the bug report Higgins.

Cheers

- Graham

Disturbing 13
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Posted: 16th Jun 2006 00:48
wich exporter are you useing for milkshape? The .8 or the JT?

gps
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Posted: 16th Jun 2006 01:19
Disturbing 13, I use the JT exporter, and I just figured out what the problem was

I saved as 'DirectX Skin and Bones', with 'Binary' checked, but I've found that I need to have 'S&B Templates' checked as well. Actually I think this is the default setting, but I must have unchecked it sometime in the past and not realised the significance as models saved this way work in test games, and I hardly every get round to building standalone games.

Ah, it's always the little things...

Live and learn eh?

I'll be updating the zip file and editing my initial post to reflect the bug fix.

Cheers

- Graham

Disturbing 13
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Posted: 16th Jun 2006 01:51
very cool, I'm glad you got it sorted out.

Razorback
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Posted: 16th Jun 2006 04:59
Gps, that’s nice looking trap door. Similar to workings of my
sewer segment, however we seem to have used different
methods. I'll give it a try when you fix it.

Razorback

Photoshop is my friend.
I replaced my video card
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Posted: 23rd Jun 2006 03:14
I have to say this trap door opened an entire natzi universe to me

It wont work it does the same thing over and over again I paid $300
Help!!!!!!
Arska
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Posted: 31st Jul 2006 21:44
Looking good. But where i put trapdoor? If I put it on floor, it doesn't cut hole to floor.

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