Supreme Props

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Re: Supreme Props

Postby svenni_badbwoi » 18 Jan 2019, 21:02

hello again,

the Supreme Props (BUG FIXES & LOD) integration into FAF is almost done. I tested the changes and it works.
But some questions came up (see next post), where I need an answer to progress.

Please take a moment and look at my changes before they make it into github.

The pictures below shows an overview over my workflow - what and why I did it.
And here is an .xls change file, that shows the current vs new bp value column by column (yellow marks changes, pink questions).

FAF - Supreme Props features.JPG
FAF - Supreme Props features.JPG (259.61 KiB) Viewed 264 times

geyser & mud pod (reclaimable block_path mass_value or not) + model orign off (red current blockd path, yellow optimization).jpg
geyser & mud pod (reclaimable block_path mass_value or not) + model orign off (red current blockd path, yellow optimization).jpg (72.34 KiB) Viewed 280 times

structures - no reclaim value - 3 props no texture.jpg
structures - no reclaim value - 3 props no texture.jpg (384.78 KiB) Viewed 279 times

thanks in advance..
Last edited by svenni_badbwoi on 21 Jan 2019, 19:56, edited 1 time in total.
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Re: Supreme Props

Postby svenni_badbwoi » 20 Jan 2019, 21:58

open questions:

geyser's and mud pot's are currently reclaimable (74 mass)
- should they become unreclaimable to be used more often as map element?
- If so, I will set categorie to 'INVULNERABLE' and mass value to 1 and create and exception for bp creation

the theta bridge is currently unreclaimable but has a mass value of 150
- should it stay a map element (same procedure like above^) or should it be reclaimable?

the origin of some props is off (can be seen on reclaim value icon)
- should I try to fix those as well?

can someone tell me what CollisionOffsetX, CollisionOffsetZ and CollisionOffsetz exactly does?
I thought I can correct a misplaced model origin with that, but its not working like I hoped it would. Seems to do nothing..
Last edited by svenni_badbwoi on 20 Jan 2019, 22:04, edited 1 time in total.
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Re: Supreme Props

Postby speed2 » 20 Jan 2019, 22:02

I think thats moving the collision box
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Re: Supreme Props

Postby svenni_badbwoi » 20 Jan 2019, 22:05

speed2 wrote:I think thats moving the collision box


is the collision box determined by sizeX,Y,Z?
than my approach should work..
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Re: Supreme Props

Postby speed2 » 20 Jan 2019, 22:26

svenni_badbwoi wrote:
speed2 wrote:I think thats moving the collision box


is the collision box determined by sizeX,Y,Z?
than my approach should work..

yes, you can display them with ctrl shift alt c
when cheats are enabled
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Re: Supreme Props

Postby svenni_badbwoi » 21 Jan 2019, 00:06

thx for the tip!

it workes, but unfortunately its not affecting the blocks area what I was aiming for.
It only seems to be used to break a tree group into single elements.
Does anybody know how I could create an offset for the blocked area (green), to fix misplaced model origins without changing the model itself?

I also found ctrl+alt+o for debugging o grid that shows blocks area (if prop blocks). that helps a lot in finding the culprits ;)

CollisionOffsetXY 20 (blue) + debuggong o grid (green).JPG
CollisionOffsetXY 20 (blue) + debuggong o grid (green).JPG (65.25 KiB) Viewed 247 times
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Re: Supreme Props

Postby svenni_badbwoi » 23 Jan 2019, 01:21

I made a pretty picture with the original prop values to explain my reclaim value changes.

- I like to change the highlighted props (all of them got strange or no value e.g. crystal, faction and structures props)
- "G" set mass from 1 to 38
- crystal mess (yellow): fixed 300 values (already fixed blocked area, had size of huge rock)
- map elements (pink): I like to change the category of "H" and "L" to 'INVULNERABLE', set mass value to 1 and LOD to 3000 (similar to FAF Seraphim II props)

mass_value A / mass_value B
-"mass_value B" are the values I had in mind, but if you think it is too much, we could go with 75 (mass_value A: for A, B, C, E & F) since it would fit the given props as well
-special: "K" to 75 because geothermal theme already has many 175 value props. And if "L" becomes a map elements the theme badly needs a 75 (also helps not buffing "the ditch" so much)
-special: "M" to 112,5 because the crystal theme has no 112,5 and 300 is to much (new value keeps also in line with evergreen rocks of similar size)

fixed_reclaim_values.jpg
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Re: Supreme Props

Postby svenni_badbwoi » 11 Feb 2019, 01:05

I just made the PR for the integration: https://github.com/FAForever/fa/pull/2721

BUG & 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
Spoiler: show
supreme_props_integration_workflow.JPG
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