I just made the PR for the integration:
https://github.com/FAForever/fa/pull/2721BUG & LOD FIXES are integrated like in the original mod.
The reclaim values remain mostly untouched, except I considered them as BUG FIXES. The props I touched reclaim wise are highlighted in the picture, see here:
viewtopic.php?f=41&t=15934&p=171871#p171312 The applied values match "mass_value A", except "D", special "M" and "map elements".
CHANGES:1) FILE INPUT & FILE FIXES (manual)
- added 234 original FA env "_prop.bp" files to FAF
- replaced '# ' with '-- ' comments
- removed white spaces, tabs to spaces, corrected formatting
- fixed structure in \env\Geothermal\Props\Rocks\GeoRock01_prop.bp
- added new 'Oak01_Group2_LOD2_albedo.dds' to fix shade error!
2) READ ALL CURRENT BP DATA & WRITE CSV (python)
- fix values like SizeZ = .0 --> 0.0
- excluded Seraphim II, marker, emitter and other unsuited props
3) FIXES AND CHANGES IN CSV (manual)
- apply Supreme Props LOD where it was needed
- fix wrong or none LOD 3 (including shadername3 and adapted shadername2 if needed)
- fix SIZE where it is off (too huge block e.g. Crystalline; to small block e.g. Aeon, Cybran & Seraphim ). This also improves the collision boxes (check in game on fa_props map with ctrl+shift+alt+c). Some conflict could not be resolved due to the prop origin not being in the (volume) center
- fix RECLAIM VALUES where it was needed e.g. Structures (had no value), most of broken 300 mass props like small crystals (this allows map maker to use the props more often) and some props that were clearly off. See info and change pic:
viewtopic.php?f=41&t=15934&start=10#p171312- NOTE: props needs mass value >0 for footprint and blockpath to work
- TROPICAL single ficus' and palm's remain untouched
4) READ CHANGED BP CSV & OVERRIDE CURRENT PROP BP (python)
- ensure right structure-tree for different prop types (e.g. rock, tree, structures & wreckage have different value requirements)
- fix NUMBER VALUES like ReclaimEnergyMax = "" --> 0
- ensure AUDIO for props that are trees or should behave like those e.g. streetlights, fences behave like UEF counterparts (except Cybran_Fence_prop.bp - too big)
- make remaining props 'RECLAIMABLE' and remove 'SELECTABLE' from Ice_Crystal_01_prop.bp
- ensure COLLISION OFFSET for props that are trees or should behave like those e.g. streetlight, fences (except Cybran_Fence_prop.bp - too big)
- ensure DEFENSE for remaining props
- remove LOD4 from Brch01_prop.bp
- ensure BLOCK PATH (true, false) and FOOTPRINT (OccupancyCaps = 3, OccupancyCaps = 0) if needed. Both are connected and bound to ReclaimMassMax (>= 10 blocks, <10 does not block)
- DO NOT BLOCK PATH for floating or flat props even if mass value is > 10 (only used for ThetaBridge01_prop.bp, Cybran_Dock_prop.bp, UEF_Dock_prop.bp & Seraphim_Car_02_prop.bp)
- made geyser's, mudpot's and theta bridge MAP ELEMENTS (similar to FAF Seraphim II props): Set category to 'INVULNERABLE' (removed 'RECLAIMABLE'), reclaim values to 1 (only to ensure block path if needed) and LOD to 3000
- remove FootprintSizeX/Y => redundant, seems to be replaced by FOOTPRINT (only used in RedRocks\Props\Rock_SM01-7_prop.bp, RedRocks\Props\Rock01-2_prop.bp, Tropical\Props\Rocks\Rock01_prop.bp)
- ensure SCRIPTCLASS & SCRIPTMODULE for all props that are trees or should behave like those e.g. fence, streetlight
Changes as picture to check number of changed props

- supreme_props_integration_workflow.JPG (251.75 KiB) Viewed 71 times