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Author Topic: Possible Projects Interest  (Read 19818 times)

Offline SickAlice

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Re: Possible Projects Interest
« Reply #510 on: October 11, 2021, 05:35:28 PM »
I would do it the same as Windblown, observing the animations I mean and finding when and where the problem was then zeroing in on the number data. Sounds about right, I mentioned the scaling issue before and the problems that can cause, freeze to full game crash when it's the main Biped on say a known nif (male basic and so on). The latter is something that needs to be caught in game usually though, too hard to notice a small change in the size of the model in CTool half the time. But if that main node or any, like the Neck for example changes too much it throws the engine into a tizz, CTool won't care and will still display the thing.

Else sure thing, pack up whatever. I have my Files open anyways so it won't be a problem to check those out. The weather is bad here anyways so my work is at a halt. Just make sure to send me a PM prompt so I'll notice of course. Otherwise Spider-mobile is very much close, I'm finishing the riders and a couple keyframes speaking of then it's good to go. Lastly going to adjust my Spider-man page before uploading. That mess is long overdue to be cleaned up while I'm at it.

Offline Randomdays

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Re: Possible Projects Interest
« Reply #511 on: October 11, 2021, 11:16:20 PM »
Windblown, you have mail.

And once again, thank you and SA for all your help.

SA, and anyone else, I've uploaded "Test pack 1.rar" to the requests folder on the mega site. It includes the broken crayfish (already fixed by windblown), the octopus, and the UO male basic. These are all beta and unfinished - they still need contact points ,bounding and selection boxes and more animations and problems fixed.

The male basic has 8 animations(so far) on it, including the ones talked about on the last page.

The male basic has a "Granny" folder in it. These are all the possible animations that could put on the mesh if I can get them converted into kfs properly - over 180!

RD


Offline Randomdays

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Re: Possible Projects Interest
« Reply #512 on: October 13, 2021, 10:57:08 PM »
Doing some more experimenting ; Reinstalling gmax and put in the scripts for NWN1, NWN2 and nifs. Not much different than with max, except gmax can't import dae or fbx files, so I can't test the crash issue.

I'm still having the uo male mesh completely vanish during an animation. Checked the scales for all bones and they all have 0 keys. The quat keys time is all correct for all bones. Maybe SA or Windblown can provide more help.

Trying to complete the kf imports for everything in progress.

Offline SickAlice

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Re: Possible Projects Interest
« Reply #513 on: October 14, 2021, 01:33:18 AM »
When I get a little time I'll look at it. In the meantime I was skimming something tonight, I think there's some straightforward things of interest in this link. As well I think Animkit is of high interest to you. I also noticed they covered the sound in keyframes thing you asked about. It seems limitless and has my interest peaked. I'm going to read this entire thing front to back, maybe when I finish my seamless textures for SmB.

https://www.tamriel-rebuilt.org/content/modelling-resources
« Last Edit: October 14, 2021, 01:51:20 AM by SickAlice »

Offline Randomdays

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Re: Possible Projects Interest
« Reply #514 on: October 16, 2021, 09:53:03 PM »
That's a very interesting post SA.

The file that can split up the Morrowind kfs could make those usable for FFvt3R

I tried a few different things again with the NWN crab and got a good looking mesh and animations going in Blender 2.49b, even an individual animation by itself. The exported kf though was not linear, but xyz for each bone, with no quaternion keys. I had just read somewhere when researching that Blender handles armatures differently than nifs. The armature for NWN1 and 2 looks good in nifskope, but very different in Blender.

I was looking at Bearded's Spider that he did many years ago and it looks like its from NWN1. So it looks like he figured it out with Max somehow.

Some other odds and ends;

1) For Hanna Barbera - I was going though some files and found Josie and the Pussycats - Josie, Melody, and Valerie, in costume, created by Daglob, downloaded from one of his Yahoo groups. I don't think its on Alex's or SA's site so I'm uploading it the the HB heroes folder on the Mega Site. It should go with his other work if one of you two want to grab it.

I found the VX keyframes that work with them and converted all 3 to FFvt3R, since they were crashing the character viewer.



2) The 4 Halloween entries are done - rat, witch, wraith and the black cat - and will be posted to the mega site soon. The witch still has the alpha problem for the broom skin.

Dana - I didn't see a lot of of  other 'ghost" type meshes for NWN1 or 2, but as with the Phase Spider, alpha transparency could be turned on and make any mesh a ghost.

3) The snake and the crayfish creature are also done and tested and seem to working right. They'll also be going up soon. I don't think I've posted a pic for that yet, so its below - comes with another two alternate skins as well.





4) SA, I think you said you had a problem with getting the timeline in Blender 2.49b to work? I tried working with that with the NWN crab and that was how I got the long animation for it cut down to just one action. I'll try your Knightrider in a little bit and see if I can break up the animation for that as well.

5) I'll also be uploading a kf pack with the new climbing animations for the spider and scorpion based creatures, and the corrected kfs for the mudcrab with the proper land run/walk animation istrad of the swimming idle replacement.

6) The Octopus has the same two disappearing tentacles and a tentacle tip in three animations now - two attack and one pain. If I could fix it for one I could probably fix it for all. Tried Windblown's tip on zeroing out the scales key for what I think are the proper bones, but its not working. Timing for the quaternion keys look right.

Same with the completely disappearing mesh for the UO male basic.

Edit - The rat is in the animals folder

The Wraith is in the Others folder.

The witch, crayfish, snake, black cat and new keyframe pack are in the keyframes folder.







« Last Edit: October 16, 2021, 10:02:33 PM by Randomdays »

Offline Randomdays

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Re: Possible Projects Interest
« Reply #515 on: October 16, 2021, 11:18:08 PM »
SA

Michael Knight experiment.

You have to really zoom in to see the mesh in nifskope since its so spread out.

First check in Blender was also really hard to see anything though after import I did get a vertex/face/obj count in the upper right corner as usual.

1st pic - this is an adjusted view of what I saw in max 8 ; the mesh and armature is on the far right, and on the far left it looks like some cameras. Running animation, it did animate but stopped at 100 frames.



2nd pic - exported out the nif from max 8 in FFvt3R format with the kfs still embedded.



In Blender, the mesh was a lot more visible now and still animated. Blender saw 250 frames of animation - it looks like an idle or looking around, walking across the screen to the left, and then spinning around back in forth.

The two long lines stretching out are the right and left forearms, for some reason. The mesh is 682 vertexes. The vertex groups look like your standard ones seen in the ff games and others - bip01 spine, bip01 calf, etc.

Way to the left are two bones, bip01 Tube05 and bip01 Tube06. No cameras were visible.

Rotating the bones in pose mode moved the mesh like normal.

Exporting the mesh and the kf out separately, the mesh still has the stretched out forearm bones, though they could probably be shortened in edit or pose mode in Blender.

The kf looked good with standard NiKeyframecontrollers and linear quaterneon keys. The NikeyframeControllers put animation at about 48 seconds, while the quaterneon keys look like they usually end about 8 seconds.

Did not edit the kf or put them in the FFvt3R directory to check them out.

Let me know if you want the converted files to check out and I'll post them.


« Last Edit: October 16, 2021, 11:21:20 PM by Randomdays »

Offline SickAlice

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Re: Possible Projects Interest
« Reply #516 on: October 16, 2021, 11:58:58 PM »
Love the Josie and The Pussycats. Thanks for all the work. Lol, no it's simpler than all that. What I mean is I don't know how to get the timeline itself to display. Like how you can see it on the bottom of your screenshots? I can't find the function nor key shortcut to actually display it is what I mean.

Yeah interesting stuff in the link or at least the straightforward essential stuff. Blender has a problem with how it stores things in it's memory (so does the FF games and character tools for that matter), well known but it explains a few of the issues here. Also the writer there noting those fussy values too and how not just different versions of the Nif engine are different but so is what options any game developer chose to include and/or fully in their product. Notable for what we do because of lacking or absent features in either game and/or between the two games. Alpha channels for example are recognized by the first game however they never completed the script for them so they won't display properly (in the second they added Stencil Masks and such to counter this). The second likewise either has incomplete Netimmerse features and some aren't utilized at all, something to look for when doing conversion. Like neither game actually handles bump maps. I studied that one a lot and while you can "sort of" an illusionary effect they never included those features fully so they won't be displayed properly either. Specular channels are an issue in either, the second recognizes them but doesn't handle them completely. I got rid of them from Spider-mobile last night because they were creating a bug with the alpha channels. Same went for built in alphas which you had on the window for example. This game isn't properly coded for it and what happens is then the model in question can never be hidden from sight (it's texture alpha channel can not be alternatively utilized) nor can it be fixed at all from that point and must be scrapped to correct the problem. In addition the presence of it interrupts the lighting values of the other models in the nif when displayed in game to where they all look like glaring light bulbs basically, the specular function also causes that bug. Just examples of stuff to look out for. I wish I had the manifests of what the developers actually did and didn't use in their games but otherwise this all stuff I've just come across over time. Like the fact the ladder function is broken in both games just to point one out. Usable to an extent but not really and it can cause errors pretty easily since they didn't finish the code for it as it seems. And of course all this applies to Blender and differences in versions minding there that these are dev plugin projects and much of what we use rarely completed and/or directed at a single game of interest and the game never being these ones (almost always Morrowind).

Thanks with KR, mostly looking at KITT itself given the unique animations. However given what I'm saying I'm doing with the Spider-mobile elsewhere I think I won't need it anymore and figured out a better way for our games (getting working weapons on vehicles and so on). And I knew some of that, Knight Rider 2 is, well the set-up looks real weird. As I said a lot of the functions are handled by external files these included your standard text based ini's and such. I think it's important to dissect that game though just to learn about this stuff since my understanding is it's set up the way the Netimmerse is meant to be where we and in these games are using it in an unorthodox manner. Same with the nifs themselves of course being exclusive containers holding everything from the animations to the very textures themselves even. Just as important as dissecting  :ffvstr: and understanding how things are set up and the big differences between it and the first game engine, of course because nearly all of the nifs and keyframes we use are converted from the first one instead thus not properly set up (mostly the added Dummy node with a 90 degree angle rotation hence the animation stuff for wall climbing I been on about) and an additional node somewhere though I forgot which.

Else I'm sorry I haven't looked at the files you uploaded yet. I've been real busy. Tis the season and all the pine needles and leaves in my forest are falling and I'm working fast to clean them up before the freeze hits. Like I literally pitch forked so many for so long today I ended up puking. Otherwise I'm deep in your Spider-mobile right now, at the very moment completing the animations you wanted that make the headlights flip into the hood and the WebshootersŪ come out during the ranged. It's a lot of math of course to do but the idea is to be complete so no skoper after the point will have to bother, they'll be able to just copy keyframes and make new ones however they want without any issues after I'm all done. You'll see when it's released, looking a week out from now if the server issue isn't persistent. But just so I let you know I'm not ignoring you. I have a lot going on and picking up the slack for two cancer patients, love em as much as a pain in the patoot they can be dominates my free time often. With exceptions where I ship them off to a casino hotel somewhere for a weekend, they like that stuff for some reason so it's a decent trick to give myself a breather for me-time lol. Anyways thanks for the opportunity to do this Spider-mobile thing, I'm very happy with everything that's going to come from this.

Offline Randomdays

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Re: Possible Projects Interest
« Reply #517 on: October 17, 2021, 11:18:01 AM »
You're welcome on the Spider-mobile - I'm glad you took it on and you're doing such an excellent job on it, and learning while you're at it.

I've seen the embedded textures in some of the AO nifs, and Civ 4 has the sound calls in its kfs. Interesting enough, take a look at Bearded's rat for FF1 using the FFvt3R viewer. For walk and run, he has either the sounds themselves or sound calls in those animations. In game, you can hear his little feet pitter - patter as he runs. Some of the other animations look like they have sounds, or sound calls, as well.

For the Timeline, to access it, its just something you overlooked - on the bottom left corner of the action bar, click on the small graph button to bring up a rollout of different screens - timeline is about a third of the way up. I Usually don't deal with split windows, but I'm sure you know how to do that to be able to see the graph and the 3d window at the same time.

Max always has the timeline on the bottom as part of its default setup.



« Last Edit: October 17, 2021, 11:20:10 AM by Randomdays »

Offline SickAlice

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Re: Possible Projects Interest
« Reply #518 on: October 17, 2021, 11:21:59 PM »
Maybe it's my set-up for Freedom Force stuff. I have it saved as is and clicked through the various menus, Timeline included but nothing popped up. I'll have to dig in the preferences or consider finally starting fresh with my Blender set-up.

I seen some about the sound effect thing, that link I provided mentions it. I can't find anything in detail but apparently it's one of the numerous options in the Insert drop down in Nifskope. I don't know that either Freedom Force even utilizes that though, again no manifest on that stuff to be found anywhere. They should have included that actually on a modding specific game really, should have included a lot for that matter between the specific sound ratios to a timeline bar on CTool (the track notes are a decent touch there though). I hate guessing and/or throwing darts until I find what works and doesn't. Also I don't know where to dl Bearded's rat? I never knew he even made one.

I whipped through the keyframes, finishing a few hours ago. Short is I more than doubled what was originally there which wasn't much as you know. Guns of course that pop in out during ranged. The other which you'll see soon is moving wheels. With vanilla hubcaps that doesn't matter much but with these special Spider-mobile ones you can really see they aren't spinning and it looks terrible right? The problem is rotating wheels are a big pain. Ask TJ how that went on Judge Dredd. It's a lot of math and when you're done they end up looking wobbly and weird (rotate around their own axis).

So I had to stop and create a new method and one again that was cumbersome to people here. What I came up with was an illusion using the texture animation property. The wheels have their own texture and use the rotating animation option. Now there's two copies of the wheel mesh, one is the original and it's assigned to a separate instance of the texture in the nif that is not animated. The copy is assigned to the animated version and they are 0.99 the scale of the original and fit comfortably inside the other, our non-moving wheel where the player can't see them. In the keyframes for Idle both are set with a visibility of 1.0000. During the animations where we need them to "move" the visibility changes, the non-moving "parked" wheel to 0.9900 and the one with the animated texture to 1.0100. This makes them swap places but never seen to the naked eye. The whole reason for this is the other complication with swapping models out, at the point we go from one animation to the other where there's a difference you would normally see the models shrink and grow all the way out of existence. It's a problem that's perplexed people for awhile so my resolution is one model is naturally smaller than the other by a hair then the shrink/grow is only a small amount so they never actually have to leave the visible range in fact thus eliminating the problem.

Now I made the entire thing of static models that all share the same exact XYZ so a person can easily import models in with no sweat but the wheels were an exception. They mostly line up with what you'd work with in an outside program however in their cases I had to move them to the zero point position on the axis then move them back to their positions in Nifskope. That marked them essentially giving them a fixed center position for each and resolves the other problem where an object shrinks and grows from center point in the scene. That would normally make the wheels in this example shrink to and from the center of the bottom of the car then which looks horrible of course. Now that isn't a problem anymore and at the same time it still isn't too complicated for people with little no how to work with this whole thing and make whatever vehicle they want from it. Likewise skinners can just as well do what they want with the wheels and make them animated without doing any 3d work if they want to.

So you'd figure eight wheels in the keyframes and coming up with something new I would be in for a world of hurt but darn if I just got lucky here. One flaw the entire way that I had to backstep to the prior saved .kf and I hit the mark with keyframes that are completely workable for future use and the most seamless looking tire animations I've seen in this game. Without using actually 3d animation or weighting at all. There's a few other features like this on the work I'll surprise you with when you see it CTool. Anyways I'm pleased with myself over this of course and happy to introduce it. Now I just have the bonus textures to do (which I mostly did as I modelled anyways to save myself a headache), writing a short How To for it then uploaded and site page work. Next project after is another vehicle but with moving driver, I know exactly how I'm going to do that one already too. I hope this solves a big vehicle headache for the modders here. Oh and I included a separate kf that's just the Idle so people can use it as a map object (driver can removed by it's texture alpha channel, everything can be stripped out that way for that matter).

Next up Captain Caveman, already have him worked out I just need to do the work itself.