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91
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by Randomdays on October 02, 2021, 03:15:39 PM »
Checked Skeleton 1 again and he's working for me. I didn't put a readme in the first rar so maybe its a little unclear, but you have to place the new kf in the directory, delete the old one, and rename the new one either "character.kf" or "keyframes.kf."

You'll know if its working in character creation when you assign a melee attack. When you select the animation, you should see "melee1",etc. If the title at the top is blank, then its still bad.

Uploaded 12 more fixed imports - these have both the box fix and the melee fix.

NWN2 - Bombardier Beetle, Fire Beetle, Lobster an Stag Beetle

Oblivion - Mud Crab. You can also copy the kfs from here to the DAoC Crab and that should fix him.

UO - Giant Beetle

WP2 - Bluetip Shark, Crocodile, Giant Lizard, Hammerhead and Hammerhead Rider, and Ankylosaurus.

Another dozen or so and I think everything will be update and working.

Also, the WP2 imports have the problem of only having 2 testkeys as stated above, but I was able to figure out to how add more keys. Simply go to where the total keys is shown, change it from a 2 to 3, or whatever you need, update, and it creates a new blank key where I can put in time and type (contact)

So I'll be able to fix the warrior and scorpion and put their fixes up later.

Please keep me informed of any issues, suggestions, or possible help. I'll try to work out any issues.

RD
92
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by cranlox on October 02, 2021, 01:46:04 PM »
I keep playing with the skeletons and vampires and I still have trouble getting them to die and get hit properly.
They are generally detained, I will try the new thing that you recently uploaded for the others
93
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by Randomdays on October 02, 2021, 12:18:25 PM »
I'm pretty sure all of the keyframe imports will wind up having the melee issue - about half of them are turning out to have the bounding/ selection box problem. Thats the problem I thought you were talking about, but fixing both problems needed to be done for the imports to be useful in game.

Thanks again for the heads up on the problem to get me looking into fixing things up.

Edit - A second kf fix pack has been uploaded with a readme on what's fixed, finishing out yesterdays uploads and a few that were skipped since they didn't have a box problem . On the Civ4 scorpion and the EE3 barbarian, there's only 2 textdata entries for start and finish. I'll need someone to show me how to create a new entry since I couldn't figure out how to create one. Those are on hold.

Also, adding the contact point fixed another problem. With the imports that had alternate melee attacks to choose from, they weren't showing up before, and now they are. I wasn't sure why before since the naming looked right, but that turned out to be it.

RD
94
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by cranlox on October 02, 2021, 12:00:52 PM »
Great, great news that you managed to correct the melee issue. Maybe I hadn't expressed myself well about it. flyman and hornetman also have the same theme surely. With projectiles they work perfect.
95
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by Randomdays on October 02, 2021, 11:51:27 AM »
Found out a few more things and that fixed the melee problem. Collision and selection seems to be okay with the corrected boxes - characters pathfind and go around objects and don't go thru anything. Selecting another squad member or an enemy to target is working as well.

Searching the forum, I found an old post by Seraglio that helped with the melee issue.

It was the kfs. Each animation has a "NiTextKeyExtraData" line near the top when you expand it. Inside this line, it has textkeys with various times in it - mainly when the animation starts and when it ends. For melee to work, you need a text key called "contact" with a time on it to indicate where in the animation the target is actually hit.

The imports didn't have this line, but were still able to hit the two times without it somehow. Adding this in fixed the problem, and the imports now will melee until it or the enemy is defeated. Some of the imports had an "attack" line that I just renamed to "contact", while some didn't have anything like that all. The Civ 4 units actually have calls during their animations to play sounds, IE creaking leather, clangs, etc, that would call on external mp3 to play during the animation.

I think SA brought contacts up a few pages back, but it passed me by as I didn't get what he was saying. I'm sure the senior modders know all about this, but hopefully the info will help some of the people out there still learning, and fixing the problem with the imports makes them much more useful.

Instead of re-uploading (again) the files I fixed yesterday, I'll just post some rars with the fixed kfs in them. The first one is already posted with the fixes for the new Vampire Lord, vampires and skeletons. I'll get the others up soon.

Posted in the keyframe folder on the megasite.

Everything posted today or further on will have both the boxes fix and the melee fixes in them. I'm going to try to do one other upgrade to the creatures based on the spider and the scorpion to see if I can get the climb animation working on them, so you might see that in the future as well.

Sorry for all the extra downloads involved, but hopefully the new imports are nice enough to be worth the trouble.


RD

96
Freedom Force Discussion / Re: 2021 Halloween Artistic Challenge
« Last post by Randomdays on October 02, 2021, 11:27:41 AM »
The problem with the new imports having limited attacks has been fixed. Probably something simple for some of the old timers like SA or Benton, but not something I was familiar with.

Thanks to an old post by Seraglio, I found that the problem was that the melee animations in the kfs didn't have contact points. Adding those in fixed the problem. More info for those interested will be in the projects thread.

After adding the contact points, I watched 4 of the new imports beat 4 copies of themselves up until one side was defeated.

Instead of re-uploading all the files again, I'm just going to upload a rar with the fixed kfs in it. The "Svulture" kfs are for the Vampire Lord, and the "Swordsman" kf are for the skeletons and vampires, but will work with the Vampire Lord also. Just rename them to "character.kf" and replace the old ones.

Uploaded to the import folder on the mega site.

Sorry for the trouble, but at least the imports are getting better in game functionality as I pick up new info.

RD
97
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by Randomdays on October 01, 2021, 11:33:22 PM »
Gave one of the imports a ranged attack and that worked perfect - it attacked until the map item was destroyed.

Trying to do some research of collision and contact points as that might be the issue after all. Not finding a lot of info. Not sure if it needs to be set up with the mesh or the animations in the kfs.  Still not sure why it would work and then stop working.

Over halfway through the character testing. The following characters had the bounding/ selection box problem and have been retested in game. They have been re-uploaded and ready for anyone to work with;

AO - Flyman, Hornet, Wasp, Scorpion

Civ 4 - Camel Rider, Mongol Warrior

DAoC - Cicada, Crab, Dragonfly, Scarab 1 and 2, Winged Scarab

98
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by Randomdays on October 01, 2021, 06:22:01 PM »
So, After a heads up on the new Halloween uploads that they weren't working right, I did some checking and found out a few things.

1) I had just been adding in the bounding and selection boxes from an old mesh to a new one in Blender. They weren't working as they weren't tied in correctly,and you couldn't select them if they were an enemy on the map. The problem has been fixed on the new vampires and skeletons, but I'll have to check all the imports to see which other ones need correcting.

2) The problem of the imported character, as squad or enemy, only attacking twice and then going to melee idle persists. They still do damage so I know they're connecting, and can even knock out their target. If was the bounding boxes or contact points, then I don't think that would happen. No clue on this problem.

3) When looking at a character in the game, creation, rumble room select, etc., you can actually control the view a bit with the bounding box. A bounding box smaller than the character will zoom on it, and one that starts at the waist will show the character from the waist up. A standard box the size of the character from head to toe fixes the view problem.

I think that the bounding box also controls the selection ring on map, but I'm not sure. For the Civ 4 elephant, the boxes look good, but in game the ring is very large, and the character will start melee combat very far away from the target.

Going to go through all the older imports and check them all, so unfortunately, it may mean correcting a bunch and re-uploading, and re-downloading for anyone who wants the corrected units.

Sorry for the trouble, but this is still a pretty new process bringing in new animations, and its a learning experience.

RD
99
Requests for Skins and Meshes / Marvel Shriek skopes?
« Last post by Jimaras8 on October 01, 2021, 04:22:11 PM »
Hello folks, does any of you have anyShriek meshes/skopes since the yahoo groups have been snapped by Thanos? Here is a pci for eference.
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQLjWuAkAAJjcP41eBM5iOwGwUQnMV8XeT-IhpGD3gkRwl1-_4xhMgh0QBZTsF5ojJirMc&usqp=CAU
100
Freedom Force Discussion / Re: 2021 Halloween Artistic Challenge
« Last post by Randomdays on October 01, 2021, 04:10:58 PM »
Doing a little more testing on them since I got a report of issues with them in game. Testing the two new skeletons and vampires, they move about in game and can attack map items, and they can take damage, but when they're set up as enemies you can't target them. I did set them up with selection boxes and bonding boxes

Edit - Problem found. The selection and bonding boxes were not in the proper spot in the nif. moving them from the mesh to the bip seems to have fixed the problem. I'll be fixing and re-uploading them as the day goes on - and probably a bunch of other previous releases as well.

Thanks Cranlox for testing them and finding the problem.

Edit 2 - Problem fixed. Looking at some of the default FFvt3R characters, the ones I looked at all had bounding boxes, and some had selection boxes. Even with only the bounding box, I was able to target the enemy. The 5 vampires and skeletons have been re-uploaded with the boxes in the right place. Tested and working for this problem.

Still 2 unresolved issues with just about all the new imports though - 1) the characters will only attack twice and then stop. If you move away from the target and then back, they''ll attack once more. Same with the imports as enemies. I have no idea why.

2) Depending on the way the original game handles animations, after the character falls, they jump back up again. Has no effect on game play - they will still fade away, or end the rumble room combat if they're the last on their side.

I'll put some info up on the project help page of others things found, instead of crowding it on here.


RD
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