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🗿 Litestone Studios 🗿 / litestone-modeling
A channel for all model-based Litestone postings and discussions.
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The Cap'm (Reese) 13-Feb-20 09:26 PM
mems
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V A H K I T I 13-Feb-20 09:26 PM
Wow you jumped RIGHT onto that. :v
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The Cap'm (Reese) 13-Feb-20 09:26 PM
I was waiting 😛
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sweg (Andrew) 13-Feb-20 09:26 PM
modeling
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ShadowDraikana 13-Feb-20 09:26 PM
dude i changed the fucking spelling for a reason
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V A H K I T I 13-Feb-20 09:27 PM
And I changed it to the proper English spelling because fuck you. xP
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The Cap'm (Reese) 13-Feb-20 09:27 PM
fuck your proper english
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V A H K I T I 13-Feb-20 09:27 PM
REEE
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The Cap'm (Reese) 13-Feb-20 09:27 PM
i demand my american ethnocentrism be enforced
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😺 ChibiErica97 13-Feb-20 09:31 PM
Suddenly 3 new litestone channels
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The Cap'm (Reese) 13-Feb-20 09:31 PM
so dev chat doesn't get too crowded
we split dev chat into a bunch of them
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😺 ChibiErica97 13-Feb-20 09:31 PM
Ah, makes sense
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V A H K I T I 13-Feb-20 09:33 PM
Mostly in preparation for future projects where there will be a lot of discussions about all those different things probably ongoing at the same times
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V A H K I T I 13-Feb-20 10:30 PM
@The Cap'm (Reese) Let's continue this discussion here.
Try those new models I sent in the meantime
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The Cap'm (Reese) 13-Feb-20 10:30 PM
ERROR -- the handle to < gear > is nothing!! -- is < gear > in the slk ?? OSI ERROR: Requested variant conversion unimplimented. Recompile to debug for types [ 0x00073091 "lego_moveableobject.setdefault" (Current Subroutine) ]
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V A H K I T I 13-Feb-20 10:31 PM
>Try those new models. :p
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The Cap'm (Reese) 13-Feb-20 10:31 PM
this doesn't seem like an issue with the model itself
it seems to be fucking up on finding it at all
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V A H K I T I 13-Feb-20 10:31 PM
But did you try it?
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The Cap'm (Reese) 13-Feb-20 10:31 PM
I literally just got done checking it in VS :v
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V A H K I T I 13-Feb-20 10:32 PM
My dude
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The Cap'm (Reese) 13-Feb-20 10:32 PM
@ShadowDraikana gear fuckup got moved in here
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V A H K I T I 13-Feb-20 10:32 PM
Try the NEW models
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The Cap'm (Reese) 13-Feb-20 10:32 PM
I AM
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V A H K I T I 13-Feb-20 10:32 PM
Well you didn't say that, you just said you were running the game through VS
:v
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The Cap'm (Reese) 13-Feb-20 10:32 PM
I WAS IN THE MIDDLE OF CHECKING THE OTHER ONE IN VS WHEN YOU POSTED THEM
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V A H K I T I 13-Feb-20 10:33 PM
So you were just checking the output with the old models, or you converted the new ones and got the same result?
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The Cap'm (Reese) 13-Feb-20 10:33 PM
gn[aoebgojre
okay
my process
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V A H K I T I 13-Feb-20 10:33 PM
You're not being AT ALL clear (edited)
😛
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ShadowDraikana 13-Feb-20 10:33 PM
look
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The Cap'm (Reese) 13-Feb-20 10:33 PM
You send gear.dae
I convert to .x
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ShadowDraikana 13-Feb-20 10:33 PM
there is NO reason this should be happening
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The Cap'm (Reese) 13-Feb-20 10:33 PM
it shuts down
I report that
I then say I'll run through VS
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ShadowDraikana 13-Feb-20 10:33 PM
it's not happening on my end
using his same assets
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The Cap'm (Reese) 13-Feb-20 10:34 PM
you send new models mid-test
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V A H K I T I 13-Feb-20 10:34 PM
🙃
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The Cap'm (Reese) 13-Feb-20 10:34 PM
I finish test
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ShadowDraikana 13-Feb-20 10:34 PM
or at least we SHOULD have the same assets
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The Cap'm (Reese) 13-Feb-20 10:34 PM
I report findings of test
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V A H K I T I 13-Feb-20 10:34 PM
Kay are you testing with the NEW models or the OLD ones?
I sent two sets
After Reese reported a problem with the first I reexported.
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ShadowDraikana 13-Feb-20 10:34 PM
im not testing anything
lol
there's no issue on my end
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V A H K I T I 13-Feb-20 10:34 PM
?????
ShadowDraikanaToday at 22:33 it's not happening on my end using his same assets
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ShadowDraikana 13-Feb-20 10:35 PM
by that i mean the fucking default repo assets
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V A H K I T I 13-Feb-20 10:35 PM
There was never a problem with those
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ShadowDraikana 13-Feb-20 10:35 PM
for the clusterfuck branch
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V A H K I T I 13-Feb-20 10:35 PM
Pac
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ShadowDraikana 13-Feb-20 10:35 PM
see that's my point
but it apparently does for him
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V A H K I T I 13-Feb-20 10:35 PM
No
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The Cap'm (Reese) 13-Feb-20 10:35 PM
...no?
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V A H K I T I 13-Feb-20 10:35 PM
it doesn't
😛
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The Cap'm (Reese) 13-Feb-20 10:35 PM
It works with the repo assets
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ShadowDraikana 13-Feb-20 10:35 PM
...
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The Cap'm (Reese) 13-Feb-20 10:35 PM
not the first dae he sent
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ShadowDraikana 13-Feb-20 10:35 PM
why are messing with the gear again
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V A H K I T I 13-Feb-20 10:36 PM
jesus CHRIST this CONVERSATION is a clusterfuck
Pac
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The Cap'm (Reese) 13-Feb-20 10:36 PM
its normals are bad
so we fix
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V A H K I T I 13-Feb-20 10:36 PM
Same with the Element of melting
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ShadowDraikana 13-Feb-20 10:36 PM
which broke it entirely
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V A H K I T I 13-Feb-20 10:36 PM
So I sent a new set
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ShadowDraikana 13-Feb-20 10:36 PM
from the game's standpoint
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V A H K I T I 13-Feb-20 10:36 PM
Which I'm still not clear whether or not has been tested btw
😛
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The Cap'm (Reese) 13-Feb-20 10:36 PM
why would fixing the normals make the gave give the "is this in the slk?" error
I'm converting the gear now
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V A H K I T I 13-Feb-20 10:36 PM
Okay
Thank you
xP
ANYWAYS
it was probably a bad export cause I got a warning trying to export the selection from a group.
Maya sometimes doesn't like making valid dae files that way
So they'll often times just end up as empty models
So I fixed that in the new set
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The Cap'm (Reese) 13-Feb-20 10:37 PM
works
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V A H K I T I 13-Feb-20 10:38 PM
Gud
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The Cap'm (Reese) 13-Feb-20 10:38 PM
but it looks no different in-game than before
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V A H K I T I 13-Feb-20 10:38 PM
Maybe not from a distance, but the normals were fucky regardless.
Anyways, push that and the element of melting to both rebuilt, main, and alpha. Push the skates just to rebuilt
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The Cap'm (Reese) 13-Feb-20 10:39 PM
I've not touched melting yet due to this whole fisaco
i'll get to that now
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V A H K I T I 13-Feb-20 10:40 PM
It's probably not super apparent because it lacks vertex colours. it would be a lot more apparent I think if it was shaded.
Which come to think of it I should try and do sometime for these items.
Nothing fancy, just some pseudo-AO.
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The Cap'm (Reese) 13-Feb-20 10:41 PM
i assume the original file name is crst
for the element of melting
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V A H K I T I 13-Feb-20 10:41 PM
ye
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The Cap'm (Reese) 13-Feb-20 10:41 PM
k
melting works
will push those to the repos before I do skates
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V A H K I T I 13-Feb-20 10:43 PM
Aight
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The Cap'm (Reese) 13-Feb-20 10:44 PM
so you want these pushed to the alpha repo as well?
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V A H K I T I 13-Feb-20 10:44 PM
Ye
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The Cap'm (Reese) 13-Feb-20 10:46 PM
liam
i can't commit to the alpha repo
at all
not even on a new branch
halp
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V A H K I T I 13-Feb-20 10:47 PM
Oof, hold up
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ShadowDraikana 13-Feb-20 10:47 PM
is it all protected?
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The Cap'm (Reese) 13-Feb-20 10:48 PM
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ShadowDraikana 13-Feb-20 10:48 PM
yeah that's permissions
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The Cap'm (Reese) 13-Feb-20 10:48 PM
I know 😛
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V A H K I T I 13-Feb-20 10:49 PM
I'm on it, hold on. xP
Should be good to go now
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The Cap'm (Reese) 13-Feb-20 10:50 PM
pr is up for beta main
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V A H K I T I 13-Feb-20 10:51 PM
Also while you're repo-grinding, feel free to fix that fuckup in the beta repo with the mbch waterfall
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The Cap'm (Reese) 13-Feb-20 10:51 PM
I'm not exactly sure how to do that
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V A H K I T I 13-Feb-20 10:52 PM
IIRC you can just pull the changes locally, delete it, then push that as a new change.
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The Cap'm (Reese) 13-Feb-20 10:52 PM
pardon
trying to push the alpha changes and it says this
the hell does this mean
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ShadowDraikana 13-Feb-20 10:54 PM
also did that waterfall change end up in the right place even? like did that file also end up on the correct branch on that date
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V A H K I T I 13-Feb-20 10:54 PM
I noticed that earlier when trying to pull the latest clusterfuck at my grandparents' place
I have no idea about the waterfall. I have updated it since then so if it didn't get there before it should be now
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ShadowDraikana 13-Feb-20 10:55 PM
aight
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V A H K I T I 13-Feb-20 10:55 PM
Or.. maybe not. maybe that WAS the update.
What might have happened is I was working on that waterfall at school, and I may have gotten the repos mixed up in my rush to push it before the next class. (edited)
I was using a maya file for editing rather than a local clone of the repo, so I'd have had to have redone my setup
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The Cap'm (Reese) 13-Feb-20 10:57 PM
pr is up for the alpha
skates time
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V A H K I T I 13-Feb-20 10:57 PM
Okay so for the waterfall, just take bikini bottom that file from the main branch and push that somewher else to rebuilt master (edited)
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ShadowDraikana 13-Feb-20 10:58 PM
that's kinda what i was thinking hence why i asked. else we would have deleted it and then be wondering later where the rebuilt change went
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V A H K I T I 13-Feb-20 10:59 PM
ye
Like hex's alpha animevents fixes or whatever he did (edited)
Those changes are just gone now and I don't even remember what they even WERE
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The Cap'm (Reese) 13-Feb-20 11:00 PM
oh great my make is rebuilding everything since I switched from master back to clusterfuck
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ShadowDraikana 13-Feb-20 11:00 PM
fixed backstep issues with the toa
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V A H K I T I 13-Feb-20 11:00 PM
Ah
Was that ever re-resolved, or do we even know what he did?
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ShadowDraikana 13-Feb-20 11:01 PM
don't know exactly what he did
but i think i have the files still somewhere
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V A H K I T I 13-Feb-20 11:01 PM
Ah okay good.
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The Cap'm (Reese) 13-Feb-20 11:02 PM
getting the skates in now
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V A H K I T I 13-Feb-20 11:02 PM
if not I think @Ondrik🅱 (Ondrej) still has backups of the older patches
Nice Reese
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The Cap'm (Reese) 13-Feb-20 11:02 PM
I think I still would have them in all likelyhood
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V A H K I T I 13-Feb-20 11:02 PM
nice
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The Cap'm (Reese) 13-Feb-20 11:02 PM
I kept my previous alpha build so in theory I should have them
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V A H K I T I 13-Feb-20 11:02 PM
We should store them remotely somewhere just in case
Or if people ever want to revert for some reason
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The Cap'm (Reese) 13-Feb-20 11:02 PM
did we have an alpha dropbox
back when we were doing that
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V A H K I T I 13-Feb-20 11:03 PM
We had nothing BUT dropbox back then
😛
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The Cap'm (Reese) 13-Feb-20 11:03 PM
would they be on said dropbox?
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V A H K I T I 13-Feb-20 11:03 PM
No, that was all on my personal Dropbox, which I cleaned out after we switched to Github proper.
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The Cap'm (Reese) 13-Feb-20 11:03 PM
oof
rip
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V A H K I T I 13-Feb-20 11:03 PM
Which we didn't do until Rebuilt started production.
IIRC
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The Cap'm (Reese) 13-Feb-20 11:09 PM
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V A H K I T I 13-Feb-20 11:10 PM
nice
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The Cap'm (Reese) 13-Feb-20 11:10 PM
are these supposed to be kinda eschew like this
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V A H K I T I 13-Feb-20 11:10 PM
Yes
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The Cap'm (Reese) 13-Feb-20 11:10 PM
okay then they're good
pushed to clusterfuck branch
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V A H K I T I 13-Feb-20 11:12 PM
nice
Attention to detail is FUN
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The Cap'm (Reese) 13-Feb-20 11:13 PM
hoooraaaaaaaaay
so i'll push the mbch waterfall model to clusterfuck
you can revert the commit on master when you get the time
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V A H K I T I 13-Feb-20 11:18 PM
if I remember
😛
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The Cap'm (Reese) 13-Feb-20 11:18 PM
well i can't
so
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V A H K I T I 13-Feb-20 11:18 PM
o
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The Cap'm (Reese) 13-Feb-20 11:18 PM
You'd better 😛
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The Cap'm (Reese) 14-Feb-20 12:42 PM
so hey
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V A H K I T I 14-Feb-20 12:49 PM
Po-wahi castle?
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The Cap'm (Reese) 14-Feb-20 12:49 PM
no
I'll probably end up styling that somewhat similarly, but this is museum
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V A H K I T I 14-Feb-20 12:50 PM
ooo
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Ondrik🅱 (Ondrej) 14-Feb-20 12:50 PM
the Museum of Idiots
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V A H K I T I 14-Feb-20 12:50 PM
Fuck I really want to work more on this stuff but I always have assignments and no real way to combine them unless I really grasp at straws. :v
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The Cap'm (Reese) 14-Feb-20 12:50 PM
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Roblord 14-Feb-20 12:51 PM
One of the displays in there needs to have loss on it
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The Cap'm (Reese) 14-Feb-20 12:51 PM
right now I'm getting the basic floor layout done
then I'll continue adding "paintings" and some other small details
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V A H K I T I 14-Feb-20 12:52 PM
Nice
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The Cap'm (Reese) 14-Feb-20 12:55 PM
after this though I'll finish the couple walls I hadn't put in BMTN yet and then probably move on to CSTL
(that's the name I'm using for the castle)
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V A H K I T I 14-Feb-20 12:57 PM
nice
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ShadowDraikana 14-Feb-20 01:01 PM
can we like, y'know, work on other shit that needs fixing instead of adding new shit? k thx bai
just for a bit
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The Cap'm (Reese) 14-Feb-20 01:02 PM
you do realize this is just me doing this right
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ShadowDraikana 14-Feb-20 01:02 PM
im referring to liam wanting to work on it
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The Cap'm (Reese) 14-Feb-20 01:02 PM
I think he's being general
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ShadowDraikana 14-Feb-20 01:02 PM
greyboxing now yes
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The Cap'm (Reese) 14-Feb-20 01:02 PM
not this specifically
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ShadowDraikana 14-Feb-20 01:02 PM
but full blown working on it? no
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V A H K I T I 14-Feb-20 01:02 PM
What exactly am I supposed to be working on? There's isn't really much I can do right now other than modelling.
Otherwise all I really do is manage what other people do. 😛 (edited)
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ShadowDraikana 14-Feb-20 01:04 PM
all i'm saying is i feel like we're rushing to add new things in that we model with everything left out to dry
idfk what to do on some of this stuff that needs to be done tho
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The Cap'm (Reese) 14-Feb-20 01:07 PM
getting there
I'm gonna add some of those red velvet ropes in front of the pictures and then probably be done
(and add colors)
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V A H K I T I 14-Feb-20 01:08 PM
Nice. 😛
@ShadowDraikana So what you're basically telling me is to work on other things that need more work, but you can't tell me what any of them are or why they are prioritized. Pac
Give me something specific that I can do and a good reason to do it, THEN get on my case about working on additional content. 😛
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The Cap'm (Reese) 14-Feb-20 01:32 PM
benches
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V A H K I T I 14-Feb-20 01:33 PM
Wew
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The Cap'm (Reese) 14-Feb-20 01:33 PM
coloring time
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The Cap'm (Reese) 14-Feb-20 01:50 PM
boom
gotta go grocery shopping now but I'll get right on BMTN when I get back
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The Cap'm (Reese) 14-Feb-20 02:01 PM
Know what? Nevermind, this is okay as-is
CSTL later, then
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V A H K I T I 14-Feb-20 02:01 PM
:v
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The Cap'm (Reese) 15-Feb-20 12:14 AM
Work has caused me not to do more work tonight. Will start on that in the morning
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V A H K I T I 15-Feb-20 12:18 AM
Ouf
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The Cap'm (Reese) 15-Feb-20 12:19 AM
I'm determined to do this now though
I was strapped for ideas on lev3 rebuild things so this is big for me
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V A H K I T I 15-Feb-20 12:21 AM
eyes2
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The Cap'm (Reese) 15-Feb-20 12:31 AM
Like, seriously, aside from combining parts of the old BLR areas into new on-foot stuff and some small general things I've had little in ideas for this level for some reason
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V A H K I T I 15-Feb-20 12:32 AM
That's good though, it means it's not a bad level as is. :P
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The Cap'm (Reese) 15-Feb-20 12:32 AM
True
It really only had two major changes between builds
The village and the bull running
The latter being an actual improvement
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V A H K I T I 15-Feb-20 12:33 AM
Ye
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The Cap'm (Reese) 15-Feb-20 01:01 AM
I do think it needs more space to use the grapple
Since as is you use it literally once
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The Cap'm (Reese) 15-Feb-20 10:24 AM
stairs
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The Cap'm (Reese) 15-Feb-20 10:43 AM
room blocked off by rubble
...okay. This question will determine how I continue with this.
So.
What if I make this 2-3 different, connected maps? The inside, which I've started here, and an outside? That way there could be a semi-detailed inside section without having to worry about creating too huge a map for both? Because as-is, the inside alone is looking like this so far:
(that bit on top is just the extension of the walls, not an intentional feature)
My idea here was to get outside through one of the two long side rooms on the second floor, climbing along the sides of the castle until reaching a non-ruined tower on top, where you'd jump off the castle to the exit (edited)
what do you think @V A H K I T I
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The Cap'm (Reese) 15-Feb-20 11:10 AM
Update: Exit via 3rd floor.
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The Cap'm (Reese) 15-Feb-20 11:19 AM
Basically, the layout would go thusly: GATE: You enter from...I dunno, GLY3, and see the castle looming ahead of you. It's huge, extending way up high. You solve some sort of puzzle, which opens the front gate. CSTL: The interior here, where you explore different rooms and exit through a window on the third floor. WALL: Climbing along the outer walls, reaching the top of them and climbing a guard tower. From the top of the tower, you can jump to the exit, which would lead to...erm...the map stitched together from BLR4/5/6.
The shrine progression would thusly go: SHRN GLY1 (GULY) (map made from alpha BLR1/2/3) SHRN (upper GLY1 exit from alpha) GLY3 (original entrance from alpha) GATE CSTL WALL (GLDE) (BLR4/5/6 map) SHRN (upper GLY3 exit from alpha) BKIK BOSS
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V A H K I T I 15-Feb-20 11:32 AM
I like it
It keeps resource usage low and gives us more freedom
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The Cap'm (Reese) 15-Feb-20 11:32 AM
yay
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V A H K I T I 15-Feb-20 11:33 AM
Nice work so far.
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The Cap'm (Reese) 15-Feb-20 11:33 AM
It makes me work more but I'm happy I had a useful idea
putting some Rahi in here also allows for use for the Stone Rain as well
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V A H K I T I 15-Feb-20 11:34 AM
Nice
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The Cap'm (Reese) 15-Feb-20 11:42 AM
the window in question
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The Cap'm (Reese) 15-Feb-20 12:02 PM
gave the third floor a throne(-ish thing) and a veritable infestation of hives (the rings there)
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The Cap'm (Reese) 15-Feb-20 12:18 PM
small bedroom
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The Cap'm (Reese) 15-Feb-20 12:25 PM
obligatory room filled with boxes
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V A H K I T I 15-Feb-20 12:26 PM
You're REALLY getting into this grayboxing huh? :P
A little more learning and you could probably make a proper model easily
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The Cap'm (Reese) 15-Feb-20 12:26 PM
Hey, I can't do any art period aside from this apparently
I can't draw for shit
And apparently I'm okay at mashing shapes together until they look like something else so I'm a tad into it, yes. 😛
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V A H K I T I 15-Feb-20 12:27 PM
How about I send you some of my school lectures when I get home tonight? It'll be catering to 3ds max, but I can translate for you where necessary
It's all just pdfa
*pdfs
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The Cap'm (Reese) 15-Feb-20 12:27 PM
Sure. I work 5-11 tonight but I'd appreciate 'em
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V A H K I T I 15-Feb-20 12:28 PM
Aight. Probably goes against the terms of my school to share that stuff but fuck it. This is all non-profit anyways. :P
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The Cap'm (Reese) 15-Feb-20 12:28 PM
Pac
this is also a wholly original map like MAN2 so I'm stretchin' my creativity muscles
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V A H K I T I 15-Feb-20 12:31 PM
Yeet
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The Cap'm (Reese) 15-Feb-20 12:43 PM
Chandelier of lightstones for the entrance (ignore the little hive bit poking through the ceiling there)
(whoever models this eventually is free to make it look better 😄 )
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The Cap'm (Reese) 15-Feb-20 12:56 PM
random question
do lightstones have specific colorations in canon or can they be any color
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The Cap'm (Reese) 15-Feb-20 01:42 PM
most walls are missing as usual
here's a view from the foyer
two rooms of crates on the sides, the left one explorable
second floor; blocked off room here... (edited)
...and another one here
small bedroom here, with bed, desk, and nightstand
Hallway with table on the wall. Was going to make this a kitchen, but I was really not sure how to make it work
Broken staircase up to floor 3, with a grapple point here
for consitency some of these details are over here as well
And lastly, the throne room, with its ambush of a shitload of Rahi
...with the window exit, blocked off until you beat the Rahi (like BUGS)
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The Cap'm (Reese) 15-Feb-20 02:20 PM
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The Cap'm (Reese) 15-Feb-20 03:39 PM
chonk
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The Cap'm (Reese) 15-Feb-20 03:55 PM
aight so here's GATE
Yellow d20s there are hives. Giza symbol there is the Rau hint for opening the door (we don't actually need to use the symbol obviously, just put it there to symbolize the hint) (edited)
R/G/B panels there you need to shoot in a certain pattern to open the gate
(and they don't need to be RGB but that was an easy way to differentiate when modeling)
figured this exterior didn't have to be too complex
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The Cap'm (Reese) 15-Feb-20 05:26 PM
I'll do the outer wall/roof tomorrow probably since I have work.
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V A H K I T I 15-Feb-20 05:53 PM
Very nice, though I feel like it might be wise to cut back on some of the things in this.
Remember it's supposed to be a ruin right?
Having entire sets of furniture and all that doesn't really mesh with a Rahi infestation.
The way I looked at it was like an old abandoned structure.
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The Cap'm (Reese) 15-Feb-20 09:02 PM
Yeah I decided to wait for your fabled modeling things to try making the furniture decrepit
Breaking the desk in half was one immediate thing I had in mind
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The Cap'm (Reese) 16-Feb-20 12:33 AM
Yeah I'll get on that in the morning
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V A H K I T I 16-Feb-20 12:36 AM
ouf
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The Cap'm (Reese) 16-Feb-20 10:20 AM
I brokeded it
and tore two legs off the bed
made part of the chandelier fall to the floor and break
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The Cap'm (Reese) 16-Feb-20 10:50 AM
anything else you think I should break
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Roblord 16-Feb-20 10:51 AM
The island
GWchadThink
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The Cap'm (Reese) 16-Feb-20 10:51 AM
Pac
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The Cap'm (Reese) 16-Feb-20 11:08 AM
added the printing element here for fun
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The Cap'm (Reese) 16-Feb-20 02:02 PM
That a bit better @V A H K I T I ?
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V A H K I T I 16-Feb-20 02:54 PM
ye
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V A H K I T I 16-Feb-20 03:41 PM
@Grampa Walker You busy today? 😛
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Grampa Walker 16-Feb-20 03:44 PM
Possibly not too much. Why doth thou ask?
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V A H K I T I 16-Feb-20 03:45 PM
The usual. 😛 is SHRN done or have you not done those last few tweaks yet?
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Grampa Walker 16-Feb-20 04:00 PM
I sent SHRN to Reese before you changed up the channel layouts, meaning I'm guessing Litestone dev, and the messages in it don't exist, anymore which would definitely be sad losing all of that log. I was, however, told a few other tweaks I should make, which I do still need to get around to finishing. I don't have the reference for one of them anymore if Litestone Dev is gone forever, but I know I do need to make a way out of the water, still, and have an idea for that.
- Also, if you still have the old dev channels, I think you should keep them, but lock them from being typed in anymore, sort of a legacy channel where everything that was there is kept given I feel the process, and such that went on in there is important.
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V A H K I T I 16-Feb-20 04:05 PM
Nothing was removed?
Dev just became programming
@Grampa Walker
But you are right, that isn't super clear.
I'll make a new programming channel and archive the old dev one with the secret beta dev chat
Any objections @Team Litestone?
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Metroidwave 16-Feb-20 04:06 PM
Sounds fine to me
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Seruwu😺 16-Feb-20 04:07 PM
yea
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 16-Feb-20 04:07 PM
alright
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The Cap'm (Reese) 16-Feb-20 06:29 PM
Sure
Also re:CSTL, good. I get home around 9:30/10 tonight and have no school tomorrow, so I should be able to start on the final castle map, WALL.
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The Cap'm (Reese) 16-Feb-20 10:52 PM
I'm home now. Gonna get settled in and work on WALL.
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V A H K I T I 16-Feb-20 10:52 PM
Nice.
I'm done my Makuta base mesh for the night btw. Back is starting to get me from being in this chair all day.
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The Cap'm (Reese) 16-Feb-20 10:53 PM
Oof
But nice
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V A H K I T I 16-Feb-20 10:53 PM
Thank. Tomorrow I'll do the hands and then I can start detailing it.
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The Cap'm (Reese) 16-Feb-20 10:53 PM
Yey
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V A H K I T I 16-Feb-20 10:54 PM
I'll probably end up putting way too much into it for something that'll have to be zremeshed down to about 3k polys, but hey, we'll have a CG quality model to use in promotional media. 😛
Also here's the reconstructed and sharpened concept art.
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The Cap'm (Reese) 16-Feb-20 10:58 PM
Eyy
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The Cap'm (Reese) 16-Feb-20 11:14 PM
there, WALL is done
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The Cap'm (Reese) 16-Feb-20 11:35 PM
initial climb
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Aurora 16-Feb-20 11:37 PM
@V A H K I T I I can try a hand at MOCing that Makuta if you want
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The Cap'm (Reese) 16-Feb-20 11:38 PM
Final tower
grapple point inside
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Aurora 16-Feb-20 11:38 PM
It's kind of an ugly Makuta design but hey, faber draws what he wants
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V A H K I T I 16-Feb-20 11:46 PM
If you want, but I think we're gonna stick with the organic design.
Also another weird thing I noticed. The kept the stupid hand design for Mask of Light. :v
Three fingers, two thumbs.
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The Cap'm (Reese) 16-Feb-20 11:51 PM
exit on the nearby cliffside
still going on this part, but you'll obviously be able to see the rest of the castle from the wall here
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Aurora 16-Feb-20 11:52 PM
@V A H K I T I are you guys not using my design anymore? Or do you just mean for one of your projects.
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The Cap'm (Reese) 16-Feb-20 11:52 PM
we're using your design for form 2
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Aurora 16-Feb-20 11:53 PM
Ahh, I gotcha
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The Cap'm (Reese) 16-Feb-20 11:53 PM
form 1 is all the animal forms, form 2 is yours, form 3 is that thing
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V A H K I T I 16-Feb-20 11:53 PM
Think Calamity Ganon. :P
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The Cap'm (Reese) 16-Feb-20 11:54 PM
how's the wall looking so far liam
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V A H K I T I 16-Feb-20 11:55 PM
Looking good
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The Cap'm (Reese) 16-Feb-20 11:56 PM
not sure if I want to put literally the entire landscape around the castle below; I might just put a couple walls around it and a big plane pit beneath
maya is having a tough time rendering all my rectangles
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The Cap'm (Reese) 17-Feb-20 12:28 AM
gonna stop for the night with this; will do a bit more tomorrow probably
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Aurora 17-Feb-20 04:12 AM
@V A H K I T I are you going to give the player an unlimited number of light arrows and a dumb meaningless cutscene at the end?
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The Cap'm (Reese) 17-Feb-20 10:24 AM
so hey
turns out
alpha blr1 and blr2 match up almost perfectly
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Roblord 17-Feb-20 10:25 AM
BecauseSaffire
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The Cap'm (Reese) 17-Feb-20 10:25 AM
...no that's interesting
only imperfection I can find is right here
which they probably added once they split the models up
this makes combining them for GULY much easier
BLR3 doesn't line up quite as cleanly
...though adding BGLF makes it a bit better
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Roblord 17-Feb-20 10:30 AM
One presumes Saffire split these areas for reasons unknown to mortal science
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The Cap'm (Reese) 17-Feb-20 10:36 AM
...okay so
apparently
excluding PTOS
BLCV>BLR6 were initially modeled as one area
the blocked off part on blr4 leads directly to the blocked off entrance part of BLR5
the only one that doesn't line up is BLR3, and honestly that might be chalked up to them slapping in a wall when they split the areas up
remove this wall and it works
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V A H K I T I 17-Feb-20 11:10 AM
MOST of Po-Wahi was modelled as one area, James established this quite a while ago. 😛
IIRC these line up all the way back to Po-Koro
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The Cap'm (Reese) 17-Feb-20 11:11 AM
Yeah, but the specifc cutting points in this area are what I'm interested in
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V A H K I T I 17-Feb-20 11:11 AM
:v
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The Cap'm (Reese) 17-Feb-20 11:11 AM
considering parts of these are going to be stitched together, remember?
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The Cap'm (Reese) 17-Feb-20 12:50 PM
anyways
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V A H K I T I 17-Feb-20 12:50 PM
Me 2
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The Cap'm (Reese) 17-Feb-20 12:51 PM
nice MAN2 there
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V A H K I T I 17-Feb-20 12:51 PM
Shush :v
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The Cap'm (Reese) 17-Feb-20 12:51 PM
...that wasn't a joke but ok
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V A H K I T I 17-Feb-20 12:51 PM
Well I have it named "TotallyNotMan2"
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The Cap'm (Reese) 17-Feb-20 12:51 PM
is there anything else you want me to add to WALL right now btw, because I don't want to literally model the entire top of the castle and land underneath if I don't have to
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V A H K I T I 17-Feb-20 12:52 PM
😛
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The Cap'm (Reese) 17-Feb-20 12:52 PM
oh
did not know that
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V A H K I T I 17-Feb-20 12:52 PM
Cause this is supposed to be for Greg & PD 3
xP
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The Cap'm (Reese) 17-Feb-20 12:52 PM
i need my glasses
ye
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V A H K I T I 17-Feb-20 12:52 PM
Okay so regarding the wall you NEVER need to do that even in a final model.
You've seen how the mountains are made, yes?
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The Cap'm (Reese) 17-Feb-20 12:53 PM
yes
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V A H K I T I 17-Feb-20 12:53 PM
That concept applies to pretty much everything large and in the background or behind other objects.
Just make the front faces that will be visible from the playable area and nothing else.
Ez
YOu could make the entire castle top out of maybe one cube and a few planes depending on how much you can see
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The Cap'm (Reese) 17-Feb-20 12:54 PM
well right now I have this
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V A H K I T I 17-Feb-20 12:55 PM
I assume inside the wall there would be the castle itself
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The Cap'm (Reese) 17-Feb-20 12:55 PM
yes
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V A H K I T I 17-Feb-20 12:55 PM
Okay so for that you could block it out in the same way you have here but simpler.
One big cube, or two planes if you want to go even simpler
Cause you'll only be able to see it from X and Y, not from -X or -Y, etc.
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The Cap'm (Reese) 17-Feb-20 12:57 PM
so this sort of thing
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V A H K I T I 17-Feb-20 12:57 PM
Well it depends on what your idea for this is I guess. Are the walls of the castle going to extend up past the wall you ahve already built, or is this inner area just an open courtyard?
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The Cap'm (Reese) 17-Feb-20 12:58 PM
I kinda imagined just...a roof 😛
I mean a courtyard does sound like a good idea
having something below (aside from...the actual ground) to look at to give a sense of elevation
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V A H K I T I 17-Feb-20 12:59 PM
Ye
If you want ideas, I took a lot of pictures of Pembroke Castle and The Tower of London while I was over in England. (edited)
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The Cap'm (Reese) 17-Feb-20 12:59 PM
i had an idea for MTOP a while back to do something similar with Ga-Koro before we decided to scrap it since it was a BECH clone
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V A H K I T I 17-Feb-20 01:00 PM
Also if ya have Facebook go ahead and add me I guess. :v
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The Cap'm (Reese) 17-Feb-20 01:01 PM
i did
but then I didn't use it for a good six years
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V A H K I T I 17-Feb-20 01:01 PM
Lel
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The Cap'm (Reese) 17-Feb-20 01:01 PM
logged in once to do shit
then got locked out needing to send my ID to facebook, which I decided not to do
okay so wall extension
fountain with nasty algae filled water
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V A H K I T I 17-Feb-20 01:14 PM
Ehhh
It's Po-Wahi remember?
If anything it should be dried out.
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The Cap'm (Reese) 17-Feb-20 01:14 PM
awwwww but the algae
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V A H K I T I 17-Feb-20 01:14 PM
Save that for Lewa
😛
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The Cap'm (Reese) 17-Feb-20 01:15 PM
fine
just grass then :v
endless expanse of grass
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V A H K I T I 17-Feb-20 01:16 PM
:v
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The Cap'm (Reese) 17-Feb-20 01:18 PM
castle
...and this is the point where I realize GATE has to match this size of castle
meh whatever
(resent that one since it has the broken furniture and print glyph location)
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V A H K I T I 17-Feb-20 02:17 PM
Outer walls. 😛
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V A H K I T I 17-Feb-20 02:35 PM
"Space Station"
😛
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The Cap'm (Reese) 17-Feb-20 03:05 PM
Indeed
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The King 17-Feb-20 04:21 PM
@The Cap'm (Reese) hey there i have a question
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The Cap'm (Reese) 17-Feb-20 04:21 PM
yes?
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The King 17-Feb-20 04:22 PM
which softwara would you recommend for general modeling
or like which is the easiest to work with
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The Cap'm (Reese) 17-Feb-20 04:22 PM
i'm really not the person to ask
I've only used maya
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The King 17-Feb-20 04:23 PM
is it like other autodesk programs
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The Cap'm (Reese) 17-Feb-20 04:23 PM
and have severely limited modeling skill
I've basically only done the grayboxing in this very chat
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The King 17-Feb-20 04:24 PM
ok
ok
ok
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The Cap'm (Reese) 17-Feb-20 04:24 PM
and I've not used (or am aware of) any other autodesk products
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The King 17-Feb-20 04:24 PM
ok
oh yeah
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The Cap'm (Reese) 17-Feb-20 04:25 PM
thanks for that discord :v
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The King 17-Feb-20 04:26 PM
@V A H K I T I how is maya for modeling
im just doing sone research about stuff and i want to see how it is since i have experience with autodesk products before
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benji 17-Feb-20 05:04 PM
Maya is ❤️
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V A H K I T I 17-Feb-20 05:11 PM
To put it in perspective I used 3ds Max for several years before legend of Mata nui happened, then once benj showed me Maya I used it now to such an extent that I ignored everything my school taught me and just use that instead
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The Cap'm (Reese) 17-Feb-20 05:45 PM
wow
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The King 17-Feb-20 06:07 PM
ooooh
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V A H K I T I 18-Feb-20 09:15 PM
Hey look, I made a TRAIN
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The Cap'm (Reese) 18-Feb-20 09:15 PM
T R A I N
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sweg (Andrew) 18-Feb-20 09:21 PM
is that thomas
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V A H K I T I 18-Feb-20 09:21 PM
Even better
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sweg (Andrew) 18-Feb-20 09:22 PM
percy
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V A H K I T I 18-Feb-20 09:22 PM
It's a Thomas bootleg that our class has started calling our animation teacher for some reason
"Frank The Tank"
Pac
He hates it
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sweg (Andrew) 18-Feb-20 09:22 PM
derp
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V A H K I T I 18-Feb-20 09:22 PM
Also it's technically a modkit. 😛
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ShadowDraikana 18-Feb-20 09:31 PM
choo choo motherfuckers comin thru
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V A H K I T I 18-Feb-20 09:43 PM
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V A H K I T I 18-Feb-20 09:54 PM
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V A H K I T I 18-Feb-20 10:07 PM
Man2 is now back in the fold as well. I think with this I've effectively doubled the necessary parts for a modkit just from my train alone. xP
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The Cap'm (Reese) 18-Feb-20 10:08 PM
lel
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V A H K I T I 18-Feb-20 10:08 PM
Not including Man2 I think I have about 15 parts
I only needed 8
😛
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🌻 sher1bot! 🌺 18-Feb-20 11:42 PM
choo choo
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V A H K I T I 19-Feb-20 02:19 AM
@Modelers Posting this here for future reference: Tonight I was trying to edit Whenua to be a compatible player model, and in doing so, I had an issue highlighted to me that to varying degrees has effected every single rigged model we've ever edited. Walker's are fine because they are original. I'll still need to re-import them into the game just to be sure we haven't fucked anything up since they were made, but anything we've converted FROM the game itself for editing and then ported back in is now broken. Even if it's not immediately noticeable. So PSA: Until @benji resolves the need to unweld verts in LOMNTool on import, or else we can find a way to preserve weight paints no matter how many geometry changes are made, no further edits of pre-existing rigged models can be made for the foreseeable future without breaking them to some degree. (edited)
Pinned a message.
Pinned a message.
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ShadowDraikana 19-Feb-20 08:05 AM
welp. we be fucked bois. (edited)
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V A H K I T I 19-Feb-20 11:23 AM
:v
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The Cap'm (Reese) 19-Feb-20 11:49 AM
Wut
Well that's weird
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V A H K I T I 19-Feb-20 11:10 PM
We be fucked, at least for Main.
For Rebuilt we'll eventually be totally fine since at some point in the future presumably every rigged model will have been redone anyways. Wheter by Walker or somebody else
For which we'll have all the source files so any edits can be made there.
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Grampa Walker 20-Feb-20 02:00 AM
Hey, @V A H K I T I , sorry to bother you, again, but can you convert the Makoki into fbx for me? I still can't import the daes anyone sends me, for some reason. (edited)
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V A H K I T I 20-Feb-20 02:02 AM
Ah okay
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Grampa Walker 20-Feb-20 02:03 AM
Thanks very muchly.
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V A H K I T I 20-Feb-20 02:03 AM
Likewise can you send me that maskless whenua? 😛
Or rather mask on a separate mesh
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Grampa Walker 20-Feb-20 02:06 AM
Of course, I'll quickly put that together.
I'll need a moment to replace some missing components of Whenua's mouth since I deleted the inner mouth faces for optimizeation since you'd never see them, but for this I presume we'll be seeing his mouth, and we don't want him just having a viewport to what's behind him in his mouth.
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V A H K I T I 20-Feb-20 02:11 AM
No he won't be losing his mask
No changes needed there
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Grampa Walker 20-Feb-20 02:12 AM
Ah, well, if you're sure, then alright then.
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V A H K I T I 20-Feb-20 02:12 AM
I just need the mask separated because characters have to have a mask model loaded on if they have use of mask powers
Meaning I have to remove the welded on one so it doesn't attach a second one on top
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Grampa Walker 20-Feb-20 02:12 AM
Ah, so the game just needs to be able to know he's wearing a mask otherwise it won't give any powers.
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V A H K I T I 20-Feb-20 02:13 AM
Well no more like if you HAVE mask powers, you have to load a mask model as well.
If Whenua already has his welded on he'll be wearing two
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Grampa Walker 20-Feb-20 02:13 AM
Alright, I had it backwards. Well, alright, then. I still don't know how to fix the texture reflectiveness issue we talked about before, so you'll have to fix that, but at least he'll be facing the right way for you, now.
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V A H K I T I 20-Feb-20 02:14 AM
ye
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Grampa Walker 20-Feb-20 02:15 AM
Try that on for size. The mask is still there, but it's a separate mesh, now.
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V A H K I T I 20-Feb-20 02:15 AM
thank
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Grampa Walker 20-Feb-20 02:16 AM
Welc.
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V A H K I T I 20-Feb-20 02:19 AM
dfgtsyuyhgu
Question
You rotated the character to fix the orientation didn't you? 😛
Without freezing the transforms. Pac
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Grampa Walker 20-Feb-20 02:21 AM
Pardon?
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V A H K I T I 20-Feb-20 02:21 AM
come on man we've been over this a dozen times. 😛
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Grampa Walker 20-Feb-20 02:22 AM
I'm just doing what I can to get this darn thing working. Here, let me try another.
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V A H K I T I 20-Feb-20 02:22 AM
Well no that's not the issue. it looks fine in maya
But unless this is unrelated, (I'm testing now) it's a thing you've forgotten before. Though it has been a while so I can't blame ya, aha
Maybe you'll remember the result. 😛
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Grampa Walker 20-Feb-20 02:24 AM
I don't know what you're talking about, that's a perfectly normal pod racer.
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V A H K I T I 20-Feb-20 02:24 AM
Pac
Just go back to the way you had it I guess, that way at least imported fine. xP
It's not a big deal
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Grampa Walker 20-Feb-20 02:27 AM
I'll have to experiment with this later on a day where you have time to kill importing the same model into Maya over, and over again to see which one works out the best.
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V A H K I T I 20-Feb-20 02:27 AM
Ye 😛
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Grampa Walker 20-Feb-20 02:31 AM
I will say, if possible, I recommend you use the mesh of the mask he's wearing, since the mask peg is extended to cover the parts of his mouth where there's no mesh, otherwise you'll see through his inner mouth at some specific angles.
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V A H K I T I 20-Feb-20 02:32 AM
that's the plan
😛
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Grampa Walker 20-Feb-20 02:33 AM
Righty dighty, I'll leave ya to it, and hop back to making the rock man.
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V A H K I T I 20-Feb-20 02:45 AM
So dumb hacky fix to have whenua as both a player with a real mask and an NPC with a welded onewithout using different characters for each
Just have both masks take up the exact same space. Pac
He's still wearing two, but you'll never see that
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Grampa Walker 20-Feb-20 02:59 AM
Alrighty, nice. It's at least more functional than Saffire's hacky methods.
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V A H K I T I 20-Feb-20 05:43 AM
@The Cap'm (Reese)
Oh that is SEXY
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Grampa Walker 20-Feb-20 06:05 AM
So, it might be hard to see the details with the similar textures, and the lighting, but how's this for the head so far?
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V A H K I T I 20-Feb-20 06:07 AM
You're right it is hard to see 😛
I can sort of make out an eye?
Looks a bit goofy tbh
Pac
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Grampa Walker 20-Feb-20 06:09 AM
You got it sort of right. The teeth, and eyebrow were sort of last second ideas, and wanted to get some thoughts. I can show how it looks without those two features if you want.
I was originally thinking a different jaw design with teeth, but it looked terrible, so I scrapped it.
Also, the curved half-circle is the Makoki stone, so that would be the eye.
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V A H K I T I 20-Feb-20 06:11 AM
I like the idea, since most of the elementals do have faces, but they all have more of a threatening vibe to them. The eye on this one just makes it look like he just had his favourite koli ball kicked over the Turaga's wall. Pac (edited)
Here, I'll do a qick mockup of what I think could work
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Grampa Walker 20-Feb-20 06:13 AM
Here he is without the eyebrow, and the little boulder above the actual eye for a better idea of what I had in mind when modelling that.
Also, sure, I'd love to see what you have in mind, and see if I can implement it.
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V A H K I T I 20-Feb-20 06:15 AM
So the way I envisioned it was like the stones are in a way POWERING the elementals, and it can be embedded within them in certain spots with a slight glow around it. With this guy the moment you brought it up, I evnsioned like a cyclops kind of deal.
That's why I mentioned vertex painting since in that prominent of a position it would be very visible, and pretty easy to accent
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Grampa Walker 20-Feb-20 06:17 AM
He is definitely a cyclopse given he has one eye, Although it is on one side. However, the problem arises that the stone is actually really small compared to the elemental, so I really found myseld limited on what I could do.
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V A H K I T I 20-Feb-20 06:17 AM
I mean I see no reason you can't scale it up. It's not like this game or any game has never done that befor
😛
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The King 20-Feb-20 06:17 AM
my boi vahkiti
i had an idea
maybe makuta can morph himself into different elements
like a blazing inferno for fire
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V A H K I T I 20-Feb-20 06:19 AM
We already have our documents set up for all of his content
😛
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The King 20-Feb-20 06:19 AM
😭
awwwwwww
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Grampa Walker 20-Feb-20 06:19 AM
Yeah, the ideas in place for him are mostly lined out, with the exception of anything the originator of the idea might decide to change along the way.
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V A H K I T I 20-Feb-20 06:19 AM
Input is always appreciated, but we've had most of the content on lock for about a year now
I assume you've seen the phase 2 design we have lined up, yes?
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Grampa Walker 20-Feb-20 06:21 AM
Anyhow, I'm not sure how I feel about resizing the stone, but I'll at the very least make the head I'm working on invisible, and make some edits to a copy to see how it looks, regardless.
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Leena 20-Feb-20 06:21 AM
Good morning to you too
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Grampa Walker 20-Feb-20 06:21 AM
Also, I'm a bit behind on Makuta's ideas, I assume they've changed since I last saw the ideas everyone accepted from Shadow.
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The King 20-Feb-20 06:21 AM
yea
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V A H K I T I 20-Feb-20 06:22 AM
Not by much, aside from the mech design, and an additional third phase building off of Faber's recently released Hollow Chest concept art
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Grampa Walker 20-Feb-20 06:23 AM
Wait, so that thing is going to be in the game?
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V A H K I T I 20-Feb-20 06:23 AM
That's why I was working on it in zbrush. 😛
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The King 20-Feb-20 06:23 AM
us there anything you havent come up with
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V A H K I T I 20-Feb-20 06:24 AM
MAKUTA The Final Boss THE SHADOW EMPEROR’S IDEA Shadow Emperor's Doc TEMPLAR’S UNUSED IDEA MAIN FORM FIGHTING IDEAS Three phases: Phase 1: Animal forms (see Kelsey’s doc above), each of which take one/two hits to take down. Phase 2: The big form Ganto built, where he uses...
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The King 20-Feb-20 06:24 AM
neat
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V A H K I T I 20-Feb-20 06:25 AM
This needs updating somewhat with the new phase, but the entire fight is basically going to play our like Calamity Ganon
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Grampa Walker 20-Feb-20 06:25 AM
Um.. Well, I assume he'd be drastically downsized in polycount afterwards, but that aside.. I feel like that design would look a bit out of place. I'm guessing the decidion was made by everyone, and agreed upon, but I'm uncertain.
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V A H K I T I 20-Feb-20 06:25 AM
With the hollow chest design being his final form as just a construct of pure shadow and malice
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Grampa Walker 20-Feb-20 06:25 AM
Aaaah, so it won't be organic, it'll be shadow.
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V A H K I T I 20-Feb-20 06:25 AM
It'll share the same shape and design, it'll just be an elemental construct
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The King 20-Feb-20 06:25 AM
@V A H K I T I i think mukuta should be tough as nails
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V A H K I T I 20-Feb-20 06:26 AM
Which helps tie it back to the other bosses
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The King 20-Feb-20 06:26 AM
like have you ever played pikmin (edited)
you ever fight the emperor bulblax
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Grampa Walker 20-Feb-20 06:27 AM
Okay, I'm more okay with that. I think he should still have a few stray parts swirling around him considering he would turn into a vortex as well earlier in the fight. And it would force you to keep your distance since if you get hit by one of the parts you'll take damage. (edited)
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The King 20-Feb-20 06:27 AM
ganto's phase should basically like that
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V A H K I T I 20-Feb-20 06:29 AM
Part of our idea is that the Infected Hau will be a constant throughout each phase representing his true consciousness. In the final phase, the indescript light in the chest on Faber's design will be that. Our earliest idea for adding this will be that the Hau is entirely encased in the chest by shadow tendrils. The previous mech fight damaged the lair and let light into the area. The only way to damage this form will be to force him into the light, opening up his chest like the concept art and exposing the Hau. Hit that, he melts like the Mud Elemental and relocates to form again.
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Grampa Walker 20-Feb-20 06:31 AM
That actually sounds like a fun final phase fight idea. I could imagine the tendrils wrapping around all the parts, even the shattered mandible parts.
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V A H K I T I 20-Feb-20 06:34 AM
The reason I compare it to Ganon is just because the path of progression is very similar.
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The King 20-Feb-20 06:34 AM
i just had an idea
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V A H K I T I 20-Feb-20 06:34 AM
The gold mask beasts parallel the Blights, the mech Calamity Ganon himself, and Hollow Chest with Dark Beast Ganon.
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The King 20-Feb-20 06:34 AM
you know how all the toa have sample made voices?
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Grampa Walker 20-Feb-20 06:35 AM
Honestly, yeah, that fight sounds like it'll really flow well, and would truly feel like a final boss.
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The King 20-Feb-20 06:36 AM
i think id be really haunting if makutas used a mix of really old synthesizers like this
"Daisy Bell" was composed by Harry Dacre in 1892. In 1961, the IBM 7094 became the first computer to sing, singing the song Daisy Bell. Vocals were programmed by John Kelly and Carol Lockbaum and the accompaniment was programmed by Max Mathews. This performance was the inspira...
combind with hellish noises like screaming and oher unworldly flares
but the one thats there works great as well
@V A H K I T I you like?
it gits the duality of makuta to mata nui
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Grampa Walker 20-Feb-20 06:40 AM
Well, I guess we do need a new doalogue voice for Makuta now, since the Kaita are going to be added to rebuilt, but I'm not sure the example in the video really fits him.
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The King 20-Feb-20 06:40 AM
it show hes old
like realllly old
an equal to mata nui
and hes just so forign so alien
the toa have never seen such pure evil before
but i think youve got a point
maybe instead it a regular synth like the toa
but under horrific detail like screams and chanting and choking
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Grampa Walker 20-Feb-20 06:46 AM
But we aren't trying to convey his age, MAkuta is destruction, chaos incarnate. He exists opposed to creation, and that is what his focus should be. Even what he builds in the boss fight will just barely be held together, parts drifting in, and out of connection, all while trying to destroy. Also, while ideas are always valued, I feel like things would be trying to hard for shock value if we just start adding screams, and chocking sounds. We do plan to add a roar sound that'll act as a warning that an attack you can't really see will happen, but nothing more extreme than that.
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The King 20-Feb-20 06:46 AM
yea that sounds like a better idea
@Grampa Walker probaly instead it sould be like a synth played through a radio with static and it occasionally breaking its signel
i think your right about the schock value
knowing 2001 makuta a more sutble, sophisticated yet caotic evil voice should be used
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The King 20-Feb-20 07:21 AM
thanks for your help!
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Grampa Walker 20-Feb-20 07:28 AM
@V A H K I T I Better? I have the eye, and the immediate area around it painted orange, and I presume I leave the rest white. I don't know how vertex painting works on an entity that's affected by dymanic light, but I guess I'll find out eventually.
I haven't resized the stone yet since I wanted to see if I could make it work at its' original side, first.
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V A H K I T I 20-Feb-20 07:29 AM
I think it looks a bit small still but otherwise decent. 😛
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Grampa Walker 20-Feb-20 07:31 AM
I really want to see what it looks like in-game if I get the vertex painting to make it glow before I do the bigger version, but if it still needs some size addition, I'll give in, and make the stone bigger. As it stands, here is what he looks like, now.
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V A H K I T I 20-Feb-20 07:32 AM
JESUS CHRIST he got an upgrade
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Grampa Walker 20-Feb-20 07:32 AM
You know it. Now he actually looks like a threat.
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V A H K I T I 20-Feb-20 07:32 AM
This is like fuckin Spyro NPC level of upgrade
Pac
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Grampa Walker 20-Feb-20 07:33 AM
Well, I wouldn't go that far, but I'm definitely happy with the outcome. Now I just need to tweak a few more UV unwraps, then make his assembly "animation."
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V A H K I T I 20-Feb-20 07:33 AM
Nice 😛
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Grampa Walker 20-Feb-20 07:34 AM
I have some ideas I want to try with how he assembles, and I'm hoping I can do it using only the three frames I have to work with, excluding the fourth given that has to look like his default pose.
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The King 20-Feb-20 07:35 AM
@Grampa Walker you know i noticed that most of the toa's voice lines are sentence mixed English
i think i'd be quite interesting to base makuta in like a similar germanic lanuage like german or even danish for some meta humor
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Grampa Walker 20-Feb-20 07:37 AM
That's definitely something we could possibly do, take some inspiration off the Kaita voice lines, and work from there.
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The King 20-Feb-20 07:37 AM
neat!
thank you so much for the feedback!
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The Cap'm (Reese) 20-Feb-20 10:21 AM
Liking that MAN2 render @V A H K I T I
Also re Makuta's voice, no we're not using the Kaita clips for the Kaita. They won't be talking, so those can still be used/modified for Makuta
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The King 20-Feb-20 10:29 AM
oooooh
I think a very deep synth voice with distortion like that you see on old vhs tapes or on am radios would be pretty formidable
@The Cap'm (Reese) you like?
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The Cap'm (Reese) 20-Feb-20 10:35 AM
In class.
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The King 20-Feb-20 10:36 AM
yes
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V A H K I T I 20-Feb-20 11:42 PM
@Grampa Walker How's ya progress coming along? :p
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Grampa Walker 20-Feb-20 11:43 PM
It's going along well. IT's just a bit of a process doing his construction segment. I'm trying to carefully plan it out so it hopefully looks better than the original.
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V A H K I T I 20-Feb-20 11:44 PM
Fair. @ShadowDraikana Can we do one other thing whenever we get around to implementing this?
The current boss just explodes into clones of the same round boulder just rescaled yeah?
Let's have it explode into its actual component boulders with this
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The Cap'm (Reese) 20-Feb-20 11:45 PM
I think the implication is that it crashes through the ground, and the ground it breaks bursts out
its actual pieces presumably going into the pit below
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V A H K I T I 20-Feb-20 11:45 PM
Granted that'll require more models and splitting up the script for their velocity and shit, but it should be doable
I dunno about that
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Grampa Walker 20-Feb-20 11:46 PM
It looks like it TRIES to convey that. Not very well, though. (edited)
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V A H K I T I 20-Feb-20 11:46 PM
It's very vague
If that's the case then we should do the same thing with pieces of the ground.
Not just.. stock round balls textured like r9ock
😛
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Grampa Walker 20-Feb-20 11:47 PM
Ah, yes, my favorite. big_rock_5.dae
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The Cap'm (Reese) 20-Feb-20 11:47 PM
big_rock really_big_rock big_fucking_rock
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V A H K I T I 20-Feb-20 11:47 PM
Btw, when you get around to doing the earth elemental I can already think of a way you can improve it.
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🌻 sher1bot! 🌺 20-Feb-20 11:48 PM
large_rock bigger_rock humongous_rock
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Grampa Walker 20-Feb-20 11:48 PM
I'll take any ideas you've got, because I'm at a blank of what to do with that thing on my own without some form of guidance.
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The Cap'm (Reese) 20-Feb-20 11:48 PM
in theory the hydra could get its other two arms from the concept art, I guess?
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V A H K I T I 20-Feb-20 11:49 PM
Saffire apparently didn't take basic high school physics and didn't understand the concept of conservation of mass. So when it turns into a puddle in between phases, the model is just flattened out, (badly) with no horizontal expansion to compensate.
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ShadowDraikana 20-Feb-20 11:49 PM
hell to the fuck no
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V A H K I T I 20-Feb-20 11:50 PM
This is another morph animation, so it should be easy to do
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Grampa Walker 20-Feb-20 11:50 PM
I do have the idea to have the MAkoki stone inside the mouth of the Earth elemental, but that's it. Oh, I can definitely see the problem, there. It needs to get bigger when it's flat.
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ShadowDraikana 20-Feb-20 11:50 PM
no?
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V A H K I T I 20-Feb-20 11:50 PM
wot
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ShadowDraikana 20-Feb-20 11:50 PM
bruh have you looked at how this works
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V A H K I T I 20-Feb-20 11:50 PM
????
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ShadowDraikana 20-Feb-20 11:51 PM
the way rock man's code works is done through some exe function bullfuckery as well
the death is partially hardcoded
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V A H K I T I 20-Feb-20 11:51 PM
actually what are you on about right now? If you're talking about the boulder explosion we're not discussing that right now. :v
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ShadowDraikana 20-Feb-20 11:51 PM
oh
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V A H K I T I 20-Feb-20 11:52 PM
We're discussing how some of the boss animations are just multi-model morphs. :v (edited)
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ShadowDraikana 20-Feb-20 11:52 PM
w h a t
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V A H K I T I 20-Feb-20 11:52 PM
You didn't know about that?
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ShadowDraikana 20-Feb-20 11:52 PM
i knew about the functions
but i didn't know HOW that worked exactly
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V A H K I T I 20-Feb-20 11:53 PM
The earth elemental's squash & stretch, and the rock elemental's assemble and death animations are just morphs between 3-5 preposed models.
It's the same way the diggable walls work
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The Cap'm (Reese) 20-Feb-20 11:53 PM
hydra does that too
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V A H K I T I 20-Feb-20 11:53 PM
And that's why they all have weird posed clone models
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The Cap'm (Reese) 20-Feb-20 11:53 PM
if you remove all its animations it snaps between predetermined poses
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V A H K I T I 20-Feb-20 11:54 PM
It just uses those models as keyframes then uses GcModelDirector:: morph something, (I forget what exactly it's called) to fill in the blanks
Presumably using those animations I guess since you mention that happens
though I'd be curious to see what those animations do WITHOUT the keyframe models now
Oh FYI I got the crab working fine over the existing one last night. Had to do some hacky gemonetry edits due to the eye stalks lacking a finished animation but it works
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The Cap'm (Reese) 20-Feb-20 11:56 PM
neat
did other animations work on it
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V A H K I T I 20-Feb-20 11:57 PM
Basically I pre-posed the eye stalks, offset from their real bones. Otherwise they stay perfectly flat to the ground. The eye itself never animates, so I didn't need to worry about that bone. Just the base, which I could physically rotate to offset.
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The Cap'm (Reese) 20-Feb-20 11:57 PM
ah
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V A H K I T I 20-Feb-20 11:58 PM
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The Cap'm (Reese) 20-Feb-20 11:58 PM
all the existing animations worked?
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V A H K I T I 20-Feb-20 11:58 PM
Otherwise it animates like this. 😛
And some of them do
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The Cap'm (Reese) 20-Feb-20 11:58 PM
yeah I know :v
some?
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V A H K I T I 20-Feb-20 11:59 PM
Well the walk animation doesn't look great, but we have that one native. Hit works fine. I can't speak for the others because they're never run
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The Cap'm (Reese) 20-Feb-20 11:59 PM
All it really has to do is idle and run, right?
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V A H K I T I 20-Feb-20 11:59 PM
Ye
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The Cap'm (Reese) 21-Feb-20 12:00 AM
so we're all good then
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V A H K I T I 21-Feb-20 12:00 AM
What I need now is to figure out why it renders invisible as its own character. Or rather doesn't render at all.
I can tell it's present though at least for a frame because when I spawn in it shoots at me
but the shot comes from nothing
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The Cap'm (Reese) 21-Feb-20 12:00 AM
did you copy the crb1 replacement verbatim and rename it to test?
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V A H K I T I 21-Feb-20 12:01 AM
Additionally, if you try to load in WHenua in the same level as this invisible crab it'll crash
but only if you switch characters from the menu
speaking of, I tinkered with his movelist last night and narrowed down some blocks that allow for player movement
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ShadowDraikana 21-Feb-20 12:03 AM
anyway
imma head to bed
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The Cap'm (Reese) 21-Feb-20 12:03 AM
night
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V A H K I T I 21-Feb-20 12:03 AM
<entry id_1="wh01" id_2="wh01" flags_1="0000000000000000" index="0" long_1="0" float_1="0" float_2="0" flags_2="00000000000000000011111010000101" reserved_counter="0"> <split_trigger input="00000000000000000000010000000000" id="wh00" float_1="0" float_2="0" float_3="-1" flags="00000000" /> </entry> <entry id_1="wh02" id_2="wh02" flags_1="0000000000000010" index="0" long_1="0" float_1="0" float_2="0" flags_2="00000000000100000000000000000000" reserved_counter="0"> <split_trigger input="00000000000100000000000000000000" id="wh01" float_1="0" float_2="0" float_3="-1" flags="00000000" /> </entry> <entry id_1="wh00" id_2="wh01" flags_1="0000000000000011" index="12" long_1="0" float_1="15" float_2="0" flags_2="00000000000000000011110110000111" reserved_counter="0"> <split_trigger input="00000000000000000000010000000000" id="wh00" float_1="0" float_2="0" float_3="0" flags="00000000" /> <split_trigger input="00000000000000000000000000000000" id="wh01" float_1="0" float_2="0" float_3="-1" flags="00000000" /> </entry>
Some flag in one or more of those three entries will allow for player input
Though as it's set up there the animations don't split correctly, and it also fucks up NPC control
Even if it's tacked onto the existing entries
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ShadowDraikana 21-Feb-20 12:04 AM
so we WILL need a whenua clone?
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The Cap'm (Reese) 21-Feb-20 12:04 AM
should we just make a new character for playable whenua
saves on time and frustration i'd assume
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V A H K I T I 21-Feb-20 12:05 AM
I'm still not ENTIRELY convinced we can't do both. I didn't put a ton of time into this after all.
But it will probably be the inevitable utcome yes
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ShadowDraikana 21-Feb-20 12:05 AM
we need more movelist R&D on these flags
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V A H K I T I 21-Feb-20 12:05 AM
I'd like to dig a bit deeper first though. Learning what we can from this will be a start
It's only 3 entries after all
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ShadowDraikana 21-Feb-20 12:06 AM
yes but we need to check what the hell the exe sets with these flags
cough what i begged for in data-mining months ago cough
anyway
i need to go to bed
i can't stay up
have fun
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The Cap'm (Reese) 21-Feb-20 12:07 AM
i repeat
night
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ShadowDraikana 21-Feb-20 12:07 AM
keep me posted
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V A H K I T I 21-Feb-20 12:09 AM
Okay I inverted all references to wh00 and wh01 in that set of entries and the animations work properly now
So currently with this you can make him walk
That's it
At that only forward
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The Cap'm (Reese) 21-Feb-20 12:10 AM
which considering his animations include such gems as "walk," "idle," "talk 1," and "talk 2..."
that makes sense that he can't sidestep or jump
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V A H K I T I 21-Feb-20 12:13 AM
Removing the two bottom etires lets you walk backwards but it just loops his normal walk animation indefinitely cause the slit is no longer there
Oh no grampa's having a moment again
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The Cap'm (Reese) 21-Feb-20 12:18 AM
.-.
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V A H K I T I 21-Feb-20 12:19 AM
So I narrowed it down to the top two entries and both characters can now move. However... (edited)
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The Cap'm (Reese) 21-Feb-20 12:21 AM
.-.
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V A H K I T I 21-Feb-20 12:21 AM
Grampa go NYOOOM
And then gets stuck on walls and climbs a shelf
I think it's only playing his walk animation once and that's what's stopping him
Okay so
Removing the second entry, just leaving the first one allows both character whenua and NPC whenua to move normally. Albeit with the animation splitting issue for the character mentioned earlier
Either way it means you CAN control an NPC to a certain degree without fucking them up. Though Idk how far we can take it.
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V A H K I T I 21-Feb-20 12:33 AM
Found it
So
Changing the split trigger input flag in the first entry of the vanilla WHenua movelist (edited)
00000000000100000000000000000000 is the default. 00000000000000000000010000000000 allows player control.
Granted it will not animate correctly, but it's the bare basics for gaining control in a default movelist
Doing this apparently DOES fuck up his ability to move as an NPC though so further digging is needed
With that I too must slep
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The Cap'm (Reese) 21-Feb-20 12:37 AM
same
have a good night
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V A H K I T I 21-Feb-20 12:37 AM
And you as well
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Grampa Walker 21-Feb-20 12:42 AM
I beg to differ, I've never NYOOOMed in my life.
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V A H K I T I 21-Feb-20 09:36 AM
:v
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The Cap'm (Reese) 21-Feb-20 09:37 AM
Morning
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V A H K I T I 21-Feb-20 09:40 AM
soup
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The Cap'm (Reese) 21-Feb-20 09:41 AM
Also just got up
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V A H K I T I 21-Feb-20 09:47 AM
neat
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The Cap'm (Reese) 21-Feb-20 09:51 AM
What you doin
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V A H K I T I 21-Feb-20 09:52 AM
Getting ready for class
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The Cap'm (Reese) 21-Feb-20 09:55 AM
ah
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Grampa Walker 21-Feb-20 11:17 AM
So, I'm still making adjustments, namely to the left arm part positioning, but so far, I feel this might look pretty cool in motion.
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V A H K I T I 21-Feb-20 11:17 AM
Niiiice
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The Cap'm (Reese) 21-Feb-20 11:17 AM
okay that looks fuckin sick
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 21-Feb-20 11:18 AM
sick
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V A H K I T I 21-Feb-20 11:18 AM
I can test it in game whenever you like. Assuming you have it rigged yet anyways
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Grampa Walker 21-Feb-20 11:24 AM
It's rigged, yes, but there are still a bunch of messy, leftover meshes I need to delete, or tody up/rename, but I'll definitely have a finished version for you to test today. I just need to make a few final tweaks.
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The Cap'm (Reese) 21-Feb-20 11:26 AM
nice
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V A H K I T I 21-Feb-20 11:35 AM
Sweet. Keep me posted
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ShadowDraikana 21-Feb-20 11:45 AM
holy shit thardus lives
i just hope the game actually works with it properly
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V A H K I T I 21-Feb-20 11:49 AM
Well the actual animation should be fine.
It's the morphs that could get fucky
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ShadowDraikana 21-Feb-20 11:50 AM
i'm looking forward to seeing how it handles that
maybe it will actually look like thardus morphing lol (edited)
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V A H K I T I 21-Feb-20 12:36 PM
For the record @Grampa Walker I can think of ways the stone can be handled for other bosses.
For the water elemental it'll be likely as simple as just having it floating in the center of its body
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The Cap'm (Reese) 21-Feb-20 12:37 PM
like froggy in chaos 6
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V A H K I T I 21-Feb-20 12:37 PM
Prtty much 😛
If we use addpart to put it in there we may even be able to have it rotate via script
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The Cap'm (Reese) 21-Feb-20 12:37 PM
and gali has to use her fishing rod to get it out
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V A H K I T I 21-Feb-20 12:37 PM
Idk if those two can interact though
For the earth elemental we could have it sort of jutting out of its head or something
A stick in the mud. Pac
Ice can be a similar case to water but we instead just texture it on and make it look like it's frozen inside.
Wind is going to be hard to do in the way I want to see it.
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The Cap'm (Reese) 21-Feb-20 12:41 PM
And give dragon boi a horn like sonic and the black knight
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V A H K I T I 21-Feb-20 12:41 PM
Assuming we CAN rotate an object attached via addpart, we could offset the pivot and just have it orbit the center, basically like its blowing around within his mass
For fire we could embed it in its chest like a heartlight
or a horn
That also works
😛
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Grampa Walker 21-Feb-20 12:42 PM
So, you might have to copy sphere_stone.dds, and pohatu.dds from lev3 into textures, but otherwise here is everything you'll need. (edited)
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The Cap'm (Reese) 21-Feb-20 12:42 PM
and you attack it to damage him like in sonic and the black knight
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V A H K I T I 21-Feb-20 12:42 PM
eyes2
I'll test now
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Grampa Walker 21-Feb-20 12:43 PM
I'm fully expecting a ton of trial, and error to get the Makoki stone to glow, because I have no idea if vertex colors do anything for entities.
- Touching upon the other elementals, what I was thinking the stone just in the center of the water hydra, like you said, in the mouth of the Earth elemental, your idea for the ice elemental is better than mine, so I won't even say mine, swirling around inside of the air elemental if we can find a way to do it, and the best I have for fire is just held in one of the claws, which so far would be the lamest implementation. (edited)
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V A H K I T I 21-Feb-20 12:54 PM
ouf
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Grampa Walker 21-Feb-20 12:54 PM
I don't like that sound
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V A H K I T I 21-Feb-20 12:54 PM
Like.. 50% of the boss works! Dunno what the hell's going on with the morph tho. :v
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The Cap'm (Reese) 21-Feb-20 12:55 PM
vid plz
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V A H K I T I 21-Feb-20 12:55 PM
GOOD
FUCKING
EMBED
Thanks Discord
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The Cap'm (Reese) 21-Feb-20 12:55 PM
proper embed plz
so other than the morph it works
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Grampa Walker 21-Feb-20 12:57 PM
Well, I'm happy that the model itself works well with the skeleton, but... I.. Really have no fucking clue what the absolute hell is going on with the morph phase.
It looks a lot like what my Onua model looked like back when we first tried importing new models, but.. Worse.
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V A H K I T I 21-Feb-20 12:59 PM
oh
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The Cap'm (Reese) 21-Feb-20 12:59 PM
.-.
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Grampa Walker 21-Feb-20 01:00 PM
What?
Not sure what I'm looking at, what be the situation?
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The Cap'm (Reese) 21-Feb-20 01:03 PM
this giant wall of what the fuck
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Grampa Walker 21-Feb-20 01:03 PM
That... Isn't my model, is it...?
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The Cap'm (Reese) 21-Feb-20 01:04 PM
as is the mess of polygons beneath, yes
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Grampa Walker 21-Feb-20 01:05 PM
Well... Shit. In that case, I might have an idea of what fucked it up. I'll fix it in a moment, need to do something else, first.
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V A H K I T I 21-Feb-20 01:06 PM
No I don't think it's anything you did
I experimented by just rescaling a part of the original, and it absolutely fucked that part of the morph.
I think there's more going on with the morph animations that we don't yet understand
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Grampa Walker 21-Feb-20 01:07 PM
Well, shit, so despite the model being done, we can't really use it yet.
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V A H K I T I 21-Feb-20 01:07 PM
Not without a bit more research into what morphs actually DO anyways
@ShadowDraikana Woodshed? :v
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ShadowDraikana 21-Feb-20 01:09 PM
i dont have time right now, maybe later
dont touch anything lol
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Grampa Walker 21-Feb-20 01:09 PM
Well, it's there, and ready once we find out what the hell determines the morph movement. I just assumed the game looked for mesh copies, and strung them together.
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V A H K I T I 21-Feb-20 01:11 PM
Indeed
Don't forget btw that I still need you to send the Turaga and Tohunga daes
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Grampa Walker 21-Feb-20 01:28 PM
I'll get right to finishing those up, shouldn't take long at all. Do you want me to separate the masks from the other Turaga, or is it only necessary for Whenua?
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V A H K I T I 21-Feb-20 01:37 PM
Only really necessary for whenua
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Grampa Walker 21-Feb-20 02:07 PM
The only one not in the folder is Whenua since I sent you the "maskless" version before. (edited)
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V A H K I T I 21-Feb-20 09:38 PM
Started back onto HC Makuta a bit. Begun working on his giant murderfucker hands. Pac
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The Cap'm (Reese) 21-Feb-20 09:39 PM
spindly johnny
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V A H K I T I 21-Feb-20 11:16 PM
Fucked up on the murderfucker hands. Decided a break in favour of what I'm used to was in order. 😛
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The Cap'm (Reese) 21-Feb-20 11:16 PM
oh no the kraken mask
neet tho
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V A H K I T I 21-Feb-20 11:19 PM
Thank
I'm doing something I am otherwise not used to with this however
This is entirely modelled out of planes
Just lots of extruding and welding (edited)
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The Cap'm (Reese) 21-Feb-20 11:20 PM
oooOOOOOooOOOOoo
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V A H K I T I 21-Feb-20 11:20 PM
Normnally I just royally distort a cube or two
😛
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The Cap'm (Reese) 21-Feb-20 11:20 PM
ah
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mc fish 21-Feb-20 11:21 PM
I always pictured Makuta as some sort of abstract demon, this is perfect!
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V A H K I T I 21-Feb-20 11:21 PM
You can thank Faber for that. 😛
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The Cap'm (Reese) 21-Feb-20 11:21 PM
ah yes
^A|CUTA
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mc fish 21-Feb-20 11:22 PM
Hopefully they bring Bionicle back in a big way!
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V A H K I T I 21-Feb-20 11:22 PM
Gonna have to take some liberties with the back since there's obviously no full turnaround here BUT
I can guestimate what it should look like given its similarities to the actual Krahkaan.
Actually it looks closer to a Hordika mask
Specifically Vakama or Onewa
Or Whenua actually, he may be the closeswt
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The Cap'm (Reese) 21-Feb-20 11:23 PM
LoMN now canonically has a Krahkaan Hordika
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V A H K I T I 21-Feb-20 11:37 PM
:v
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The Cap'm (Reese) 21-Feb-20 11:38 PM
all that time and that's your best response
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V A H K I T I 21-Feb-20 11:38 PM
bite me
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V A H K I T I 23-Feb-20 11:12 AM
So in an oddly specific case, Litestone actually saved me from failing my texturing exam the other day.
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The Cap'm (Reese) 23-Feb-20 11:12 AM
Oh?
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V A H K I T I 23-Feb-20 11:12 AM
Remember that issue we had when first importing Rebuilt Onua where the textures wouldn't load on Walker's model in game?
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The Cap'm (Reese) 23-Feb-20 11:12 AM
ye
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V A H K I T I 23-Feb-20 11:13 AM
It turned out to come down to multiple UV sets, and only the first one on the list was being read.
Weeeelll the same thing happened to my texturing assignment, and the teacher couldn't open my real UV maps in 3DS Max.
If it weren't for that weirdly specific issue months and months ago here, I would have failed that exam and with it the entire class.
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The Cap'm (Reese) 23-Feb-20 11:14 AM
well there you go
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V A H K I T I 23-Feb-20 11:15 AM
The issue was probably to do with the way I duplicated and split up the model. Same as Walker I think. (edited)
It still took a good stressful 10 minutes of back and forth with the teacher on grading day to figure out the problem, but at the end it just clicked and I was like "No, there's NO FUCKING WAY it would be THAT." Pac
I've had plenty of instances of school stuff helping Litestone, but aside from generic experience with Maya and other things giving me a head start in some aspects there, nothing quite like this has happened before. 😛
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The Cap'm (Reese) 23-Feb-20 11:25 AM
ah
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The Cap'm (Reese) 23-Feb-20 11:35 AM
well good work
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ShadowDraikana 23-Feb-20 11:44 AM
wow
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V A H K I T I 23-Feb-20 12:45 PM
Btw @Grampa Walker, can you get your Voriki model over sometime today? It shouldn't be hard to rig. You should just be able to copy the skin weights from Tahu for the most part.
I could probably do it myself in short order, (knock on wood) if you sent it over as-is.
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Grampa Walker 23-Feb-20 08:52 PM
Your request has been heard. (edited)
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ShadowDraikana 23-Feb-20 08:55 PM
oh no
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V A H K I T I 23-Feb-20 08:55 PM
:v
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Grampa Walker 23-Feb-20 09:00 PM
I just need to know one thing. Since Voriki is planned to be (And this is in spoilers since I don't know if we're keeping this secret, or not.) a sort of completionist unlock for Nobua Mode, or was last we spoke about him , Will he wear other masks besides the Gahaa, or will he have access to them all, including the Gahaa? I don't know if plans for him have changed since I was last involved in the conversation.
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V A H K I T I 23-Feb-20 09:02 PM
For now we'll just keep it as the one
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Grampa Walker 23-Feb-20 09:02 PM
Alright, then.
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Grampa Walker 23-Feb-20 09:50 PM
What is Voriki's mask power, again? I remember hearing once it was the mask of lightning, and once it was the mask of electricity, but I just wanted to make sure. I need to rename the texture since it's still named "strength."
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V A H K I T I 23-Feb-20 09:50 PM
We just made it fucking everything. :v ¯\_(ツ)_/¯
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The Cap'm (Reese) 23-Feb-20 09:51 PM
It literally has every mask function in the game
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Grampa Walker 23-Feb-20 09:55 PM
Oh god, we actually went through with that? Welp. In that case, despite it just being a purple Pakari texture, I'll name it "the_works" or something. (edited)
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The Cap'm (Reese) 23-Feb-20 09:55 PM
Heh
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Grampa Walker 23-Feb-20 09:58 PM
If it ever gets its' own mask power implemented, and we add the other masks for him as well, then I'll just name it back to "strength" since the Gahaa, and Pakari share it, so I guess there wasn't much reason to think about naming it differently anyhow, come to think of it.
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Grampa Walker 23-Feb-20 10:44 PM
@V A H K I T I It is done. The prodigal son has returned for his day. (edited)
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V A H K I T I 23-Feb-20 10:49 PM
eyes_shaking
Okay so first thing
I need the staff to not be a separate object right now. That goes for the other Toa at the moment too. Since we don't yet have equipment figured out, and I can't merge them myself without fucking up the weight paints.
I forgot about that when you were sending me the other Toa models as daes.
So that's on me
@Grampa Walker
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Grampa Walker 23-Feb-20 10:53 PM
Aaah, okay. Do I need to send you Lewa, Kopaka, and Tahu with the weapons merged, as well? (edited)
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V A H K I T I 23-Feb-20 10:54 PM
Ideally yes. I'll keep the unmerged ones as master copies for later though
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ShadowDraikana 23-Feb-20 10:54 PM
>taku what did i miss
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V A H K I T I 23-Feb-20 10:54 PM
Cause we weill be making this work sooner or later
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Grampa Walker 23-Feb-20 10:54 PM
Okay. Let me just do that real quick, but Voriki first.
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V A H K I T I 23-Feb-20 10:54 PM
thank
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Grampa Walker 23-Feb-20 10:55 PM
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V A H K I T I 23-Feb-20 10:57 PM
thank
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Grampa Walker 23-Feb-20 10:58 PM
Welc, the other three are coming up soon.
I merge Kopaka's shield, too, right?
I presume no merging works on your end quite yet, so I should have all tools merged.
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V A H K I T I 23-Feb-20 11:03 PM
Ye
Also just a head's up, you forgot to rename the texture you sent me for the mask
😛
Might wanna do that on your end
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Grampa Walker 23-Feb-20 11:04 PM
I thought I did rename the texture? LEt me check.
Nope, you're right
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V A H K I T I 23-Feb-20 11:06 PM
I got it on my end, just letting you know
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Grampa Walker 23-Feb-20 11:06 PM
I know, figured I'd toss it up as well.
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V A H K I T I 23-Feb-20 11:08 PM
The TRUE SEVENTH TOA has arrived Pac
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Grampa Walker 23-Feb-20 11:09 PM
My boy's finally a star
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sweg (Andrew) 23-Feb-20 11:09 PM
we must pin
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V A H K I T I 23-Feb-20 11:09 PM
Pinned a message.
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Grampa Walker 23-Feb-20 11:10 PM
The only awkward part is his staff handle clips into the arm, but that's a small price to pay, for now. (edited)
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V A H K I T I 23-Feb-20 11:10 PM
Petition for a double secret final cutscene where Nobua becomes Voriki Pac
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Grampa Walker 23-Feb-20 11:12 PM
The perfect lore
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V A H K I T I 23-Feb-20 11:16 PM
:v
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V A H K I T I 23-Feb-20 11:27 PM
Action shot. :v
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The Cap'm (Reese) 23-Feb-20 11:30 PM
Just remake the opening of Heroes DS but with Nobua
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V A H K I T I 23-Feb-20 11:35 PM
:v
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Grampa Walker 23-Feb-20 11:37 PM
Oooh, it surprisingly looks like the staff doesn't clip into the floor. Also, I just suddenly really had want to see Tahu walk up to Voriki, yelling "Wait, who are you?" and Voriki turning around to say "I'm you. But better."
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V A H K I T I 23-Feb-20 11:40 PM
xP
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Grampa Walker 23-Feb-20 11:42 PM
I have a name for the mask power that is absolutely perfect.
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V A H K I T I 23-Feb-20 11:42 PM
Oh? 😛
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The Cap'm (Reese) 23-Feb-20 11:44 PM
oh by the way
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Grampa Walker 23-Feb-20 11:44 PM
It's Google translate, so the accuracy is questionable, but translating English to Maori, "All" is translated to "Katoa" which sounds like something a cheesy superhero would say to activate their power, and has the word Toa in the name. It's basically like it embodies ALL Toa, and feels like an onomatopoeia in a comic book.
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The Cap'm (Reese) 23-Feb-20 11:44 PM
in no way will I add treespeak into this game :v
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V A H K I T I 23-Feb-20 11:45 PM
I like it. :v
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Grampa Walker 23-Feb-20 11:46 PM
Now we just need to have a sound byte of him yelling "Katoa!" every time he activates his mask power. (edited)
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V A H K I T I 23-Feb-20 11:46 PM
SHAZAM
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Grampa Walker 23-Feb-20 11:46 PM
YES
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The Cap'm (Reese) 23-Feb-20 11:46 PM
LANANAROO!
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V A H K I T I 25-Feb-20 03:17 PM
@Grampa Walker Progress on SHRN?
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Grampa Walker 25-Feb-20 03:37 PM
The progress on SHRN is at a temporary pause, as I need a few pictures of where the water level rests in it to determine how to place a few things. So for the moment, it's on hold. However, I'm modelling the first Technic part in perhaps almost, if not a year.
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V A H K I T I 25-Feb-20 03:38 PM
Nice. Also what pictures do ya need?
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Grampa Walker 25-Feb-20 03:39 PM
Probably a picture of the main room with the waterfalls so I can see just how high the water rests. That area has the most going on for vidual clarity, so I'll better understand from an image of it.
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V A H K I T I 25-Feb-20 03:41 PM
Original model or whatever you set previously?
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🌻 sher1bot! 🌺 25-Feb-20 03:46 PM
oh i know that piece
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Grampa Walker 25-Feb-20 03:48 PM
Either works since the main shrine wasn't changed if I recall correctly, so it should be the same.
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V A H K I T I 25-Feb-20 10:20 PM
Whoosh
Also oof on this
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Grampa Walker 25-Feb-20 10:20 PM
Yeah, I'll me moving that down a bit.
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V A H K I T I 25-Feb-20 10:21 PM
I feel like it looks kinda weird having the waterfalls.... fall underwater. Idk how best to handle it otherwise though
Also Idk if this is new to your version or what, but they only have collision on the surface.
If you're swimming underwater, you can go right through them.
@The Cap'm (Reese)
@ShadowDraikana
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The Cap'm (Reese) 25-Feb-20 10:22 PM
yeah i noted that already
ya mook
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V A H K I T I 25-Feb-20 10:22 PM
Just checking
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Grampa Walker 25-Feb-20 10:23 PM
I don't know what else to do about the water falling beneath the water, that's just how it is in the game, so I leave it as is to avoid further complications. The picture dues help give my an idea of the water level, though.
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joint-Dogg666 25-Feb-20 10:24 PM
Could you move the waterfall up and add white foam where it meets the water?
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V A H K I T I 25-Feb-20 10:24 PM
Well that's not the purpose
The purpose of the waterfalls here is to block the holes underneath
Which are exits to trial rooms
The easiest way would be to cheat and raise the ground up. Or we could try and make some kind of separate "current" model & texture. (edited)
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joint-Dogg666 25-Feb-20 10:25 PM
Hm. That’s tough, then
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V A H K I T I 25-Feb-20 10:26 PM
Maybe it'll look better once they have proper transparency
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Grampa Walker 26-Feb-20 04:20 AM
Late-night model tinkering before bed. How's this for shaping of a way to get out of the water, @The Cap'm (Reese) ?
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kaltathenoblemind 26-Feb-20 07:36 AM
i extracted all the 3D assets from the mata nui explorer game if anyone wants. most of the terrain areas are around 800 square meters and a few have interesting elements such as the ground for Kini Nui, the above ground entrance to onu koro and a lava river for ta koro.
also textures for whatever
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The Cap'm (Reese) 26-Feb-20 08:16 AM
I'd need to see it in game but that could work
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Grampa Walker 26-Feb-20 11:04 AM
Alright, I'll refine, and connect the meshes, vertex paint, then toss it over for testing.
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V A H K I T I 26-Feb-20 04:58 PM
🅱
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The Cap'm (Reese) 26-Feb-20 05:00 PM
Some crazy bastard wants to hit meeeeeeee He's waving me over so he can hit meeeeeeee And who the hell is he? I can't believe this is happening That crazy bastard wants to hiiiiiit meeeeee
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V A H K I T I 26-Feb-20 08:19 PM
Oi @The Cap'm (Reese)
What should I use to represent table memes?
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The Cap'm (Reese) 26-Feb-20 08:19 PM
oi oi
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V A H K I T I 26-Feb-20 08:19 PM
:v
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The Cap'm (Reese) 26-Feb-20 08:19 PM
Wooden table. system of a down memes
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V A H K I T I 26-Feb-20 08:20 PM
:v
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V A H K I T I 26-Feb-20 08:29 PM
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The Cap'm (Reese) 26-Feb-20 08:29 PM
whydyouleavethekeysuponthetable
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V A H K I T I 26-Feb-20 08:30 PM
omg
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The Cap'm (Reese) 26-Feb-20 08:48 PM
epic bro
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The Cap'm (Reese) 26-Feb-20 09:15 PM
lel
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V A H K I T I 26-Feb-20 09:16 PM
Just realized I sent the same damn video
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The Cap'm (Reese) 26-Feb-20 09:16 PM
oof
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V A H K I T I 26-Feb-20 09:16 PM
There. :v
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The Cap'm (Reese) 26-Feb-20 09:16 PM
great attack timing there 😛
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V A H K I T I 26-Feb-20 09:17 PM
:v
OH SHIT OH FUCK
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The Cap'm (Reese) 26-Feb-20 09:22 PM
I'm glad my volume is turned down
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V A H K I T I 26-Feb-20 09:28 PM
IDK WHY IT'S THAT LOUD IT'S NOT SUPPOSED TO BE
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V A H K I T I 26-Feb-20 09:38 PM
I wonder
if I can just put Voriki in the background doing the default dance
Pac
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ShadowDraikana 26-Feb-20 09:51 PM
what in the ever living fuck
have i just witnessed
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sweg (Andrew) 26-Feb-20 09:53 PM
god's creation
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V A H K I T I 26-Feb-20 10:57 PM
@Swert CAN HE BE CANON NOW? ( ͡° ͜ʖ ͡°)
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Swert 26-Feb-20 10:58 PM
short answer, no
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V A H K I T I 26-Feb-20 10:58 PM
This is by far the most cursed thing I have ever made
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Swert 26-Feb-20 10:58 PM
long answer, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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V A H K I T I 26-Feb-20 10:58 PM
But we even have his Takara!
@Grampa Walker Suuuup? :v
@The Cap'm (Reese) SUS
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The Cap'm (Reese) 26-Feb-20 11:05 PM
sus
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sweg (Andrew) 26-Feb-20 11:06 PM
God is dead
and voriki has replaced him
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V A H K I T I 26-Feb-20 11:45 PM
...is done. Pac
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Grampa Walker 26-Feb-20 11:46 PM
Why have you made that. Also, I'm just finishing up the vertex painting on the changes I've made to SHRN so you should, in theory, be able to get out of the water, now.
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V A H K I T I 27-Feb-20 12:09 AM
Why SHOULDN'T I have made it? Pac
Also neat
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The Cap'm (Reese) 27-Feb-20 12:58 AM
wow you actually got the table part of the meme song in the video, kudos (edited)
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V A H K I T I 27-Feb-20 12:58 AM
:v
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The Cap'm (Reese) 27-Feb-20 12:58 AM
nice tho
perfectly cursed
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Swert 27-Feb-20 01:00 AM
@V A H K I T I that will be $43,295
$1 per braincell you just SLAUGHTERED
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The Cap'm (Reese) 27-Feb-20 01:00 AM
table
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V A H K I T I 27-Feb-20 01:00 AM
meme
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V A H K I T I 27-Feb-20 01:02 AM
Now we just need to get @benji back on animation import/export and we can default dance in LOMN
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The Cap'm (Reese) 27-Feb-20 01:02 AM
when the DANKness is falling down in the sUN SuN SUN sun sUn SUn
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V A H K I T I 27-Feb-20 01:02 AM
The Greatest Takara
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Ondrik🅱 (Ondrej) 27-Feb-20 01:02 AM
dear god
you don't want to anger the maori, do you
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V A H K I T I 27-Feb-20 01:03 AM
Pac
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The Cap'm (Reese) 27-Feb-20 01:03 AM
no
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Ondrik🅱 (Ondrej) 27-Feb-20 01:03 AM
memes
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The Cap'm (Reese) 27-Feb-20 01:03 AM
if we're giving voriki a dance for some dumb reason, we're not doing a fucking fortnite dance
i outright refuse :v
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V A H K I T I 27-Feb-20 01:03 AM
Yes we are. :v
His Takara audience will all be clones of COldsteel The Hedgehog
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Ondrik🅱 (Ondrej) 27-Feb-20 01:03 AM
unstoppable force meets immovable object
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V A H K I T I 27-Feb-20 01:04 AM
The background music will be one of Hal Rushton's christmas songs
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Ondrik🅱 (Ondrej) 27-Feb-20 01:04 AM
No
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The Cap'm (Reese) 27-Feb-20 01:04 AM
okay that part I'm OK with
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Ondrik🅱 (Ondrej) 27-Feb-20 01:04 AM
All of them at once
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V A H K I T I 27-Feb-20 01:04 AM
Pac
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Ondrik🅱 (Ondrej) 27-Feb-20 01:04 AM
All of Hal's songs played at once for maximum effect
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The Cap'm (Reese) 27-Feb-20 01:04 AM
Just have it be the snorkel over and over to the christmas covers 😛
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V A H K I T I 27-Feb-20 01:18 AM
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V A H K I T I 27-Feb-20 01:20 AM
I AM BORED AND HUNGRY
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Grampa Walker 27-Feb-20 01:20 AM
THEN HAVE FOOD, AND EAT FUN
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Swert 27-Feb-20 01:20 AM
GO TO SLEEP
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V A H K I T I 27-Feb-20 01:21 AM
BUY ME PIZZA
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Grampa Walker 27-Feb-20 01:23 AM
How late even is it over there? There's a time for Pizza, and night is not it. (edited)
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V A H K I T I 27-Feb-20 01:23 AM
1am. :v
T
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Grampa Walker 27-Feb-20 01:23 AM
I fucking hate the quote feature sometimes, it bugs out.
Also, you want a freaking Pizza at 1 AM. Boy, I'll buy you a damn pizza tomorrow if you go to sleep.
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V A H K I T I 27-Feb-20 01:24 AM
Imma hold ya to that Pac
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Grampa Walker 27-Feb-20 01:24 AM
Okay
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V A H K I T I 27-Feb-20 01:25 AM
Fine fine I suppose I have been working hard today. I gave Greg his cars, I made exploding tables, and made Voriki even more cursed. I did pretty good today. :v
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Grampa Walker 27-Feb-20 01:27 AM
Not sure we quantify good the same way, but okay
I will hold my end on the pizza, though, just PM me the stuff I'd need to know to have one sent to you.
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V A H K I T I 27-Feb-20 01:28 AM
Yeet. :v Gn
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Grampa Walker 27-Feb-20 01:28 AM
Good night in return.
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V A H K I T I 27-Feb-20 01:41 AM
Oh yeah one last thing before I go, Voriki wasn't entirely pointless.
To make him do that, I had to get a brief crash course in creating an IK rig in Maya.
Cause I had to retarget the animations from the fortnite guy
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Grampa Walker 27-Feb-20 01:42 AM
Oh, neat. I still need to learn how to make IK rigs, considering my first proper attempt was the Matoran, but given they don't have a traditional leg structure, that didn't go well. (edited)
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V A H K I T I 27-Feb-20 01:43 AM
It's obviously far from perfect, especially given the fundamental difference between how your rig and an actual human handle clavicles, (yours doesn't. :P) but largely it worked out pretty well
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Grampa Walker 27-Feb-20 01:43 AM
I take no fault, blame the set design.
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V A H K I T I 27-Feb-20 01:43 AM
Tru :p
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Grampa Walker 27-Feb-20 01:44 AM
Now go to sleep, or no pizza, tomorrow.
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V A H K I T I 27-Feb-20 01:44 AM
Okay mom Pac
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Grampa Walker 27-Feb-20 05:53 PM
Try these out, let me know if I need to make any further changes. (edited)
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The Cap'm (Reese) 27-Feb-20 05:56 PM
did you change the waterfall models? asking just in case I need to convert them again
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Grampa Walker 27-Feb-20 05:56 PM
I did lower them a little bit, so let's hope that will give a better connection.
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The Cap'm (Reese) 27-Feb-20 05:56 PM
aight
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The Cap'm (Reese) 27-Feb-20 06:04 PM
well waterfalls are much better
problem currently is that while you can make it across the gap from your new rock to the ramp, it's a bit too precise
the ramp before the boss door is much better though, so this is the only problem left
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Grampa Walker 27-Feb-20 06:13 PM
Alright, so I just need to tweak the jump from the rock to the slightly crumpled ledge.
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The Cap'm (Reese) 27-Feb-20 06:15 PM
ye
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Grampa Walker 27-Feb-20 06:15 PM
How much closer should I make the jump? Guesstimate in measurements of Galis. (edited)
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The Cap'm (Reese) 27-Feb-20 06:17 PM
uh
two Galis, I think?
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Grampa Walker 27-Feb-20 06:38 PM
Look at us, Souce has hammer units, but us? We have Toa Units. Anyway, let me know how this works.
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V A H K I T I 27-Feb-20 06:40 PM
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Grampa Walker 27-Feb-20 06:41 PM
The madness continues, I see.
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V A H K I T I 27-Feb-20 06:42 PM
:v
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The Cap'm (Reese) 27-Feb-20 06:52 PM
better jump
good stuff
model is pushed to clusterfuck
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Grampa Walker 27-Feb-20 07:08 PM
Awesome, so that means I FINALLY got my shit together, and finished SHRN. Only took, what, a few years?
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The Cap'm (Reese) 27-Feb-20 07:08 PM
😛
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V A H K I T I 27-Feb-20 07:09 PM
So what's next on the to-do list for level 2 then?
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The Cap'm (Reese) 27-Feb-20 07:09 PM
lemme check
BECH, it seems
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V A H K I T I 27-Feb-20 07:10 PM
eyes_shaking
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The Cap'm (Reese) 27-Feb-20 07:11 PM
at least in terms of priority listing
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sweg (Andrew) 27-Feb-20 07:14 PM
oh god not walmart microphone kamikazes from serious sam
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V A H K I T I 27-Feb-20 07:14 PM
YOu up for round 2 @Grampa Walker, or need a break?
( ͡° ͜ʖ ͡°)
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Grampa Walker 27-Feb-20 07:14 PM
I can at the very least take a look at what I have to work with, and decide whether I want to tackle it now, or later.
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V A H K I T I 27-Feb-20 07:15 PM
Well this one you'll have grayboxing to work with
So that should make things clearer right away
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The Cap'm (Reese) 27-Feb-20 07:15 PM
so what do I do to get this out
just export all on the scene?
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V A H K I T I 27-Feb-20 07:15 PM
Ye just export all to fbx
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The Cap'm (Reese) 27-Feb-20 07:16 PM
k
just a sec then
...if maya feels like cooperating
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V A H K I T I 27-Feb-20 07:22 PM
:v
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Grampa Walker 27-Feb-20 07:26 PM
Blender master race
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The Cap'm (Reese) 27-Feb-20 07:28 PM
cant wait till we make a game that likes blender models
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V A H K I T I 27-Feb-20 07:29 PM
so uh
Got that export?
:
*:p
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The Cap'm (Reese) 27-Feb-20 07:30 PM
remember two seconds ago when I said if maya feels like cooperating
yeah it ent yet
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V A H K I T I 27-Feb-20 07:30 PM
I mean that was 7 minutes ago and also doesn't tell me what the issue is. :v
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The Cap'm (Reese) 27-Feb-20 07:30 PM
that's assuming I know the issue
it's just not doing shit despite being open
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V A H K I T I 27-Feb-20 07:30 PM
Actually 15 minutes what am I saying
😛
Wot
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The Cap'm (Reese) 27-Feb-20 07:32 PM
finally
Feel free to ask me what things are here, Walker
oh I should also send the current water model shouldn't I
1 sec
there
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Grampa Walker 27-Feb-20 07:40 PM
Okay, this is definitely a confusing display. There's also one pink texture, so I might need what ever is mapped to that spot.
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The Cap'm (Reese) 27-Feb-20 07:41 PM
got a screencap?
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Grampa Walker 27-Feb-20 07:41 PM
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The Cap'm (Reese) 27-Feb-20 07:42 PM
ah tha
I assigned the vuata maca crystal sphere texture to that I think
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Grampa Walker 27-Feb-20 07:43 PM
I don't have that, then, considering Vahkiti is the one that dealt with the creation of that.
Anyhow, I'm definitely in need of some descriptions, because I'm seeing a lot of "The fuck are these" and "The fuck are those."
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The Cap'm (Reese) 27-Feb-20 07:44 PM
and sure
ask away
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Grampa Walker 27-Feb-20 07:46 PM
First off, this thing. My best guess is it's a greek-like structure with collumns.
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The Cap'm (Reese) 27-Feb-20 07:46 PM
tis
It (by Liam's reccomendation) is supposed to be kind of buried into the hillsides there partially to show its age
and you shouldn't be able to get on top ftr
the bits behind it by the cliff are there to fill a giant hole beneath the waterfall
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ShadowDraikana 27-Feb-20 07:55 PM
tf is going on with that scene (edited)
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V A H K I T I 27-Feb-20 07:58 PM
Clearly a drag race has taken place
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The Cap'm (Reese) 27-Feb-20 07:59 PM
these damn kids fucking up our beaches
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V A H K I T I 27-Feb-20 07:59 PM
Re-Tired is already leaking into LOMN
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The Cap'm (Reese) 27-Feb-20 07:59 PM
oh no
secret racer nobua
his weapon is his throwing disk and winning personality
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sweg (Andrew) 27-Feb-20 08:00 PM
idea: if nobua loses the race he will be forced to hear everyone speak in treespeak
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V A H K I T I 27-Feb-20 08:00 PM
eyes_shaking
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The Cap'm (Reese) 27-Feb-20 08:01 PM
NO
a fate worse than death
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sweg (Andrew) 27-Feb-20 08:01 PM
further incentive to win the race
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V A H K I T I 27-Feb-20 08:01 PM
Treespeak language option, go
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The Cap'm (Reese) 27-Feb-20 08:01 PM
You mod that yourself, I ent touching treespeek with a sixty foot pole
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Grampa Walker 27-Feb-20 08:03 PM
I take it I'll need to recenter the cluster fuck of offset origins. Also, I just want to say I'm not sure about the whole idea with the structure in the cliff. I feel like it wouldn't exactly look... Well, very naturally done. If the structure had partially collapsed with rocks on it, maybe, but otherwise I'm not sure. Overall, though, this is a confusing display. Anyhow, second picture coming up in a moment.
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The Cap'm (Reese) 27-Feb-20 08:03 PM
well I don't have the modeling capabilities to make it look disheveled
I just wanted the general idea in there
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Grampa Walker 27-Feb-20 08:06 PM
Now, what in Mata Nui is all of this representing? I feel like I'm seeing what's meant to be leaves, or coral, or something, and I presume some of this will be invisible walls, but otherwise I'm lost. (edited)
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The Cap'm (Reese) 27-Feb-20 08:06 PM
invisible walls yes
the stuff there is seaweed
and the outer stuff is just meant to represent extending the ground more so you can't see the void
because seeing the void is currently an issue
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Grampa Walker 27-Feb-20 08:08 PM
Okay. And these things, if I may ask? I have an assumption, but given how rough it is I do need details.
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The Cap'm (Reese) 27-Feb-20 08:08 PM
Broken house.
Somewhat similar in design to the GLY3 ruins
10 bucks says i need to screencap said ruins
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Grampa Walker 27-Feb-20 08:09 PM
Okay, I don't have the GLY3 ruins. I might want those to use as a design reference to help make sure everything has a thematic tether to each other.
I don't think I do, anyhow.
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The Cap'm (Reese) 27-Feb-20 08:11 PM
example
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The King 27-Feb-20 08:11 PM
wuss poppin gamers
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The Cap'm (Reese) 27-Feb-20 08:11 PM
another example
In theory you might still have the GLY3 model?
You added the exit to this version a long while back
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Grampa Walker 27-Feb-20 08:12 PM
Ah, alright, then. So, just based on everything I'm seeing here, this is going to be a major task, and a bit of a headache, so unfortunately I'll want to wait until I'm VERY fresh in energy, and mentality to tackle this.
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The Cap'm (Reese) 27-Feb-20 08:12 PM
got it
(plus general model touch ups since this is a rough ass alpha map)
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Grampa Walker 27-Feb-20 08:13 PM
Well, yeah, I see the old coral, and such lying about.
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The Cap'm (Reese) 27-Feb-20 08:13 PM
you did good work as usual on shrn so take as much recharge time as you need
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Grampa Walker 27-Feb-20 08:15 PM
Well, I don't want to take too much time. If I add up how much time I actually worked on SHRN, that was about four days of work total, so obviously I should have had that sent much sooner. I'll definitely be a bit with this one whenever I start it, though. It's the roughest one I've been handed thus far.
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The Cap'm (Reese) 27-Feb-20 08:15 PM
yeah...
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V A H K I T I 27-Feb-20 08:15 PM
I'd beg to differ tbh
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The Cap'm (Reese) 27-Feb-20 08:15 PM
can you tell I've not done modeling work before
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V A H K I T I 27-Feb-20 08:15 PM
Ga-Koro was A LOT of work
Here's the thing, Grayboxing isn't something you're supposed to remould and fix up.
It's just a template
Something for you to build your own assets around.
Eg I place down a box with a triangle on top and tell you it's a house. You delete that entirely and model a house in the same place at roughly the same scale
It's just like a rough drawing.
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Grampa Walker 27-Feb-20 08:17 PM
Hey, at least we can give Saffire credit for one thing. They're remarkably consistent at not finishing anything. Also, I figured, I have a rough idea of what to do, and I can assure you the temple at the top won't be that shape. I'll use the idea as a template, but placement of things, even the collumns, will be via my thoughts on placement, and what fits. (edited)
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V A H K I T I 27-Feb-20 08:18 PM
That's the idea. Just make sure whatever you do with it can still be climbed.
This is there to replace the floating platforms in front of the big waterfall.
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The Cap'm (Reese) 27-Feb-20 08:18 PM
because those platforms are a pile of wank
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V A H K I T I 27-Feb-20 08:19 PM
The idea is that you instead now climb this ruin to reach the top
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Grampa Walker 27-Feb-20 08:19 PM
So you pillar hop? Will there be grappling, or no?
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V A H K I T I 27-Feb-20 08:19 PM
I mean there can be
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The Cap'm (Reese) 27-Feb-20 08:19 PM
there was grappling intended in the version I sent just to vary things a bit but there doesn't need to be
pillar hopping was the intention though, yes
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Grampa Walker 27-Feb-20 08:20 PM
Hmm... This game relies on grappling a lot, so I have a thought. I'll have a grapple marker in the map, but it's going to be on the ground, broken in half near fallen rocks. Symbolizing you could grapple at one point, but now you have to work with what you've got. (edited)
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The Cap'm (Reese) 27-Feb-20 08:21 PM
ahh neat
interesting idea
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Grampa Walker 27-Feb-20 08:23 PM
But yeah, I'll plot this thing out, and tackle it when I can in the future. I do just have one last question.
What are these cubes, and the cone?
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The Cap'm (Reese) 27-Feb-20 08:23 PM
oh that
The cone was supposed to be a broken lightstone lamp (I also put some "shards" on the ground beneath)
The cubes are said grapple points I put in
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Grampa Walker 27-Feb-20 08:25 PM
Ah, I'll probably need a grapple point model from another level to use since those don't look like finalized versions. (edited)
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The Cap'm (Reese) 27-Feb-20 08:28 PM
I feel like my grayboxing has let you down
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The King 27-Feb-20 08:29 PM
looks like i was caught boys
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V A H K I T I 27-Feb-20 08:32 PM
I mean you're not entirely wrong. The message wasn't intended to be quite so obvious but what's done is done. :v
Also friendly reminder that just posting that in this channel is in itself kind of disregarding that.
Soooo don't do that. Or the next action taken will be direct and intentionally obvious. 😛
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The King 27-Feb-20 08:34 PM
ok
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Grampa Walker 27-Feb-20 08:35 PM
I had a hunch the boxes were grapples, but wanted to make sure. I will need grapple point models whenever possible in the future, though, since that will definitely help. I get the gist now that it was explained, it was just confusing at first.
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V A H K I T I 28-Feb-20 03:02 PM
@benji MAYA QUESTION
What is the equivalent to 3DS Max's pelt functions for UV unwrapping?
Google is absolutely not helping.
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benji 28-Feb-20 03:03 PM
What's a pelt
There is an Unwrap command
The new UV toolbox is pretty cool, but I start all my UVs by unwrapping in the free Roadkill tool
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V A H K I T I 28-Feb-20 03:05 PM
IIRC pelt is basically an all in one tool for unwrapping with organic models and relaxing the UV
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V A H K I T I 28-Feb-20 03:30 PM
Anyways if you recommend Roadkill, think you'd have time sometime next week to give me a quick crash course?
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V A H K I T I 01-Mar-20 10:31 PM
Potentially dumb idea but you know what would be cool moving forward is to have like an LDraw to LOMN converter of sorts.
Where like.. you build a model in LDraw, and the converter accesses a database of parts Walker has produced, and assembles a game ready model, (sans rigging or welding) based on the locations of the LDraw equivalent components. (edited)
That would definitely make things like say building the Kaita models super easy.
Or hell, even Makuta.
Walker would in theory only have to model one of each part, and then this hypothetical converter would just assemble the character based on Ganto's existing LDraw model.
As long as everything lines up 1:1 it should work in theory.
I don't expect you to DO anything on this @benji, but your thoughts on the idea would be appreciated. Especially since you were already working on some really cool 3D lego rendering stuff a while back.
This would also inevitably make it a lot easier for other staff to contribute to the modelling effort for things like additional Rahi.
Hmmm.... actually.
Is there any reason walker's models can't just straight up be USED IN LDRAW? (edited)
@Aurora You're probably the best one to ask about this.
You and your many custom parts. (edited)
Cause if Walker's models can just be imported wholesale into LDraw and then re-exported as an editable mesh, this could simplify things even further.
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benji 01-Mar-20 10:40 PM
LDraw models are terrible for games
please trust me on that
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V A H K I T I 01-Mar-20 10:40 PM
No no I realize that
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benji 01-Mar-20 10:40 PM
oh the other way around?
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V A H K I T I 01-Mar-20 10:41 PM
My initial idea was to have something built in ldraw be used as like a template for a hypothetical converter to assemble walker's model parts into the same formation
But then I remembered there's TECHNICALLY nothing stopping us from just using Walker's parts IN LDRAW as custom parts.
Either way the idea is to just generally use LDraw as a tool to assemble game ready models using Walker's existing pieces.
Granted there aren't a lot of them right now, but it would become more viable as his database grows beyond just the Toa, Turaga, and Tohunga. (edited)
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Aurora 01-Mar-20 11:02 PM
It would take a lot of effort and connection mapping, but if you got me a custom parts pack with your low-poly parts, I could make anything for you
Now do I want to be the one to map the parts for studio? No
Am I the most qualified? Yes
Do I have time to do it? No
Do I have time to teach someone? Yes
@V A H K I T I
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V A H K I T I 01-Mar-20 11:04 PM
Fair. I wasn't necessarily asking anyone to do it, just scoping out how feasible it might be.
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Aurora 01-Mar-20 11:04 PM
It's definitely feasible
In fact if it gets done, sign me up for a piece of that action
I could literally make any rahi you want ready for LoMN
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V A H K I T I 01-Mar-20 11:06 PM
Sounds good. 😛
The idea here of course is to make assembly of things like Makuta go a lot quicker
Where the parts you have could theoretically just be swapped for the low poly parts and exported en-masse
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Aurora 01-Mar-20 11:08 PM
Exactly
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Grampa Walker 01-Mar-20 11:34 PM
I'd be game for this if it's possible, I'll just need to finish modelling the parts. I would only need one thing, and that is a file from Stud.io that has every technic part that existed in 2001 - 2002 that are available so I can use them to see what parts I have left to make. I'm slowly getting back into my groove, so I can do it, especially since the most recent part I finished was one of the ones I thought would be the hardest.
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V A H K I T I 01-Mar-20 11:35 PM
Nice. 🙂
The only thing doing this would definitely still need is manual cleanup.
Ie: None of the parts such as Onua's claw to his wrist would be welded together and would still contain hidden geometry.
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Grampa Walker 01-Mar-20 11:49 PM
Yeah, I can understand that.
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V A H K I T I 02-Mar-20 12:57 PM
So my animation teacher gave us this assignment last week to animate a bouncing ball with a tail. He INSISTED that we do nothing with the ball so that we don't mentally end up treating it like an animal rather than an object with a secondary action. So of course the class got started asking the various subtle things we could do to it like giving it cat ears, or putting a moustache on it. Well as it would turn out I like to be difficult.
ENHANCE
Pac
Nothing fancy, just a little Pringle hidden inside the ball. Nobody will ever know. ( ͡° ͜ʖ ͡°)
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The King 02-Mar-20 01:00 PM
@V A H K I T I looks like 3D Ballz
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Mr.Artacka 02-Mar-20 01:03 PM
That is pretty ballsy
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UTTER_BODGE 03-Mar-20 05:56 PM
As long as everything lines up 1:1 it should work in theory.
that'd be one of the biggest problems unfortunately
or it potentially could be
LDraw models are very hit-or-miss on basic dimensions
i.e. all LDraw technic beams with studs have the technic pin holes at the wrong height
and by now fixing it would involve fixing a shitton of part models, and break existing models built with the old ones
so they're just not gonna fix it
it's not a huge amount of distance but it does affect connectivity in some scenarios
as for LDraw's bionicle pieces specifically, I have no idea how good they are
they could be fine, they could be completely wrong, they could be a mix
probably the latter
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V A H K I T I 03-Mar-20 08:50 PM
Ouf
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V A H K I T I 04-Mar-20 02:26 AM
It's not perfect, but it's like.. literally the first attempt at a walk animation I have ever done in my entire life. :p
Low key IK rigs are a fucking godsend (edited)
@Grampa Walker You gotta figure this shit out for LOMN. Even if only for use in Maya. If you do I can probably help you animate shit later down the line.
With rigs like this if I move the controller for the foot, it moves the entire leg within its constraints at the same time.
Obviously it's not perfect, but it beats the everliving fuck out of animating bone by bone. 😛
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Grampa Walker 04-Mar-20 07:47 AM
I've been meaning to improve on my rigging in the sense of learninghow to properly IK rig limbs, and spines, so I'll probably take one of my Toa with custom rigs to practice that with. I'll let you pick which of my custom Toa I'll try this with, and I'll send them to you when I figure out how to do the limb, and spine IKs.
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V A H K I T I 04-Mar-20 07:56 AM
Voriki
:v
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Grampa Walker 04-Mar-20 08:12 AM
You got it I'll start on him later today, I can't do it right now since I have to leave soon, but expect a fully-IKed Voriki thrown up here at some point.
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arkabit09 04-Mar-20 11:29 AM
whoo hoo
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🌻 sher1bot! 🌺 04-Mar-20 11:34 AM
YO THATS REALLY GOOD THO!!! NICE
❤️ 1
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V A H K I T I 05-Mar-20 02:13 PM
Real talk a second: Gali actually has a really good walk cycle to learn from. Based on all the fundamentals I was taught in class, the only thing Gali is really missing is more shoulder movement.
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The Cap'm (Reese) 05-Mar-20 02:14 PM
realer talk: why are the kaita standing jumps the only smoothly blended animations in the entire game
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V A H K I T I 05-Mar-20 02:15 PM
You know I was thinking about something similar actually.
The one thing I have a loose idea of how to do now is blend animations in Unreal. I'd really like to find some time with Benji to get those exporting properly so I could import them and see how they look with that enabled.
Not so clear on how to do it in Unity, but now I'm wondering if there's a way @UTTER_BODGE could directly translate a movelist XML into a character prefab.
Or part of one anyways
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UTTER_BODGE 05-Mar-20 02:17 PM
eehhhh
nnnnot really
none of it really works the same way
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V A H K I T I 05-Mar-20 02:18 PM
Well I haven't looked into Unity, but I know Unreal handles characters with just a bunch of states that contain animation data and other associated functions.
Which is basically what LOMN does in a way
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The Cap'm (Reese) 05-Mar-20 02:19 PM
Let's rewrite the entire movelist system, good idea
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V A H K I T I 05-Mar-20 02:19 PM
:v
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The Cap'm (Reese) 05-Mar-20 02:19 PM
anyways I must go to class now
i shall return later
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V A H K I T I 05-Mar-20 02:20 PM
Well I was more thinking that if we ever did intend to continue with that eventual idea of porting LOMN to BMOP/Unreal, the character state system is not ENTIRELY unlike movelists and animevents combined
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UTTER_BODGE 05-Mar-20 02:20 PM
there isn't really a single way to do "characters" in unity
the systems are all more granular and specific
even just animating things, there's multiple systems to handle it
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V A H K I T I 05-Mar-20 02:20 PM
So it would be more like translating specific data from different parts of whole entries to entirey different sub-systems in Unity
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UTTER_BODGE 05-Mar-20 02:21 PM
more like building your own character control systems etc
and linking them up with your own animation control systems
however you want to do it
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V A H K I T I 05-Mar-20 02:22 PM
Well I'll take your word for it cause I don't really know any better. Was just an idea, cause we already have a lot of data importing directly that without a ton of work could probably function in engine.
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UTTER_BODGE 05-Mar-20 02:22 PM
so like, there's mecanim
an animation control system
which I personally don't like
I just handle all my animation logic via C# cause I find it infinitely more readable
mecanim overcomplicates things for my needs
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V A H K I T I 05-Mar-20 02:23 PM
So what you're saying is that movelists should be converted to C# instead of XML or YML. :v
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UTTER_BODGE 05-Mar-20 02:24 PM
there's no real "converting" to be done, like
until/unless you already know how you personally wanna handle animations
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V A H K I T I 05-Mar-20 02:25 PM
Well "handling" them is relative in the case of what we're doing with the actual game. For just making a character in Unity, I'd just as soon do it in whatever way is easiest, and gets the job done.
In other words, use your best judgement if you ever decide to look into this. 😛
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UTTER_BODGE 05-Mar-20 02:26 PM
I think it'd lead to spending way way more time than it saves
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V A H K I T I 05-Mar-20 02:26 PM
Well I'm not suggesting this for doing anything with the original game.
I'm suggesting it was a way to kickstart eventually porting the game to Unity. Or at least getting characters functional in-engine for shits & giggles.
Obviously porting the game is not on our agenda at present
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UTTER_BODGE 05-Mar-20 02:27 PM
I'd just get animations themselves imported and make my own stuff from the ground up
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V A H K I T I 05-Mar-20 02:27 PM
But it would make say.. testing levels a bit easier when we're just making model or layout changes
Fair
I just thought it would make it more authentic if we could somehow use the original data
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V A H K I T I 05-Mar-20 10:42 PM
Bit of 3D concept art for the capstone project we're working on.
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The Cap'm (Reese) 05-Mar-20 10:42 PM
epic
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V A H K I T I 05-Mar-20 10:43 PM
Fun fact, the guys milling around behind the counter are just the same two guys that get flipped around out of sight. :v
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The Cap'm (Reese) 05-Mar-20 10:43 PM
i've seen that done before somewhere
can't recall where
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V A H K I T I 05-Mar-20 10:44 PM
A LOT of games will do this. 😛
Saves resources
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The Cap'm (Reese) 05-Mar-20 10:44 PM
I know, I'm just struggling with the specific example
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V A H K I T I 05-Mar-20 10:45 PM
This one also swaps models behind the wall. The new one is always just waiting for its next animation.
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 06-Mar-20 05:18 AM
But why use two models?
i've seen that done before somewhere
@The Cap'm (Reese) home alone?
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V A H K I T I 09-Mar-20 03:00 AM
Another silly animation. Party house! 😄
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V A H K I T I 09-Mar-20 03:10 AM
As gifs. :p
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🌻 sher1bot! 🌺 09-Mar-20 02:27 PM
omg!!! nice
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V A H K I T I 11-Mar-20 12:40 AM
Apparently I just modelled, shaded, and partially rigged a car from the ground up in 3 hours.
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The Cap'm (Reese) 11-Mar-20 12:41 AM
kewl
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V A H K I T I 11-Mar-20 12:41 AM
Mfw I can apparently do that. Pac
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The Cap'm (Reese) 11-Mar-20 12:41 AM
you're gaining too much power
something must be done
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V A H K I T I 11-Mar-20 12:41 AM
I'm particularly proud of the interior.
To maintain the same silhouette aesthetic of my houses, I made something of an optical illusion.
The interior of the car is an inverted cube with a material that has 0 diffuse and max ambient colour to erase all shading. The result is that no matter how you look at it, it looks like the man inside is being seen in shadow through the windows when in reality, there are no windows at all. 😛 (edited)
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The Cap'm (Reese) 11-Mar-20 12:43 AM
epic
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🌻 sher1bot! 🌺 11-Mar-20 12:44 AM
whoaaaa
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V A H K I T I 11-Mar-20 12:45 AM
As a bonus, I also recorded the entire process from start to finish.
Am uploading it now.
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The Cap'm (Reese) 11-Mar-20 12:47 AM
neet
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V A H K I T I 11-Mar-20 12:48 AM
Gonna get demonetized to fuck though
I had music going the entire time
:v
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The Cap'm (Reese) 11-Mar-20 12:48 AM
oof
just unlist it
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V A H K I T I 11-Mar-20 12:49 AM
Nah I don't care as long as I don't get a strike.
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🌻 sher1bot! 🌺 11-Mar-20 12:49 AM
or dont monetize it in the first place lmao? dgshxg
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V A H K I T I 11-Mar-20 12:49 AM
Forgoing monetization doesn't protect you from a strike. 😛
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🌻 sher1bot! 🌺 11-Mar-20 12:49 AM
oh my god really
youtube is a garbage website
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V A H K I T I 11-Mar-20 12:50 AM
I mean it never did. Copyright shenanigans was always separate from monetization and long predates it.
IIRC it even predates YouTube Partnership being a gatekeeper to monetization.
For all the abuse claims have, they're still better than the way things were.
Even as recently as 2011, the only answer to a copyright infringement was a takedown.
That's how I got into a huge spat with Dunkey back then. 😛
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🌻 sher1bot! 🌺 11-Mar-20 12:54 AM
wild
anyway corporations bad etc
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V A H K I T I 11-Mar-20 12:55 AM
:v
Eat the rich
mfw the short one already has 4 claims. :v
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🌻 sher1bot! 🌺 11-Mar-20 01:01 AM
dgzkzgf jesus
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V A H K I T I 11-Mar-20 01:30 AM
How demonetized are these videos gonna get from my Spotify background stuff? How massive a copyright deadlock is about to brew? LET'S FIND OUT BOYS AND GIRLS. :V Did this in 3 hours as a last minute addition to a concept art & GDD assignment for TFS term 3.
How demonetized are these videos gonna get from my Spotify background stuff? How massive a copyright deadlock is about to brew? LET'S FIND OUT BOYS AND GIRLS. :V Did this in 3 hours as a last minute addition to a concept art & GDD assignment for TFS term 3.
How demonetized are these videos gonna get from my Spotify background stuff? How massive a copyright deadlock is about to brew? LET'S FIND OUT BOYS AND GIRLS. :V Did this in 3 hours as a last minute addition to a concept art & GDD assignment for TFS term 3.
@The Cap'm (Reese) Feel free to peruse over this. :p
FYI the car was entirely made out of a single cube and 6 cylinders.
(Not counting the driver and other silhouettes, but even that just adds 1 cube and two cylinders)
Also 16 different claims. :v
GOOD NIGHT
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The Cap'm (Reese) 11-Mar-20 01:33 AM
night 😛
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Grampa Walker 11-Mar-20 06:03 PM
So, obviously this isn't Voriki, I'm still stuck on the foot, and toe rigging, and working on figuring that out, but in the meantime I've decided to do something a bit productive. So I'm modelling a part that's seriously needed to be in some kind of parts archive for a while.
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kaltathenoblemind 11-Mar-20 06:11 PM
how are you modeling these elements? from photos?
measuring the actual piece?
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Grampa Walker 11-Mar-20 06:13 PM
I'm using the Rahkshi leg, and double socket for reference (As I didn't make that part), and just eye-balling the rest from the actual part as I can.
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kaltathenoblemind 11-Mar-20 06:18 PM
ah!
it looks very good so far
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Grampa Walker 11-Mar-20 06:20 PM
Thank you, the finer details are definitely proving difficult, though I won't consider it finished until I can hold up the part to the model from multiple angles, and be able to say "Yeah, that looks right." (edited)
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kaltathenoblemind 11-Mar-20 06:24 PM
most LDraw models are made similar right? combination eyeballing and kitbashing from previous models
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Grampa Walker 11-Mar-20 06:55 PM
Well, I think reference images imported into the modelling software might play a part, but I wouldn't doubt a fair few are made purely from looking ar the part in-hand, and using the existing assets they have so far to easily cut corners so the blanks they have to fill are easier.
In this case, I'm using the liftarm pin connectors, and the ball placement since the Inika leg is the exact same height as the Rahkshi one in connection points, I have the socket there as well in case I need it, as well. Such as, to prevent clipping.
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kaltathenoblemind 11-Mar-20 07:00 PM
also reusing parts would ensure compatability though i am told the quality of ldraw is very iffy dispite that
i'm personally suprised somebody hasnet tried making a collection of all bionicle elements, doubly so by 3d scanning for maximum accuracy
i seen a lot of photogrammetry for it to not be impossible. and one prominent community member has a laser scanner
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Grampa Walker 11-Mar-20 07:18 PM
I guess it just isn't something many have the money to put into, or simply don't care enough to spend the money to do so if they can.
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kaltathenoblemind 11-Mar-20 07:30 PM
that's the thing with photogrammetry though. just need a smartphone which everyon has
and with how big 3D printing is in the bionicle community makes it even odder as they would want compatability and replacements
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Grampa Walker 11-Mar-20 07:34 PM
Have people done it, and printed parts that are practically exact to the photographed parts? I'd think even with multiple photos there would need to be some edits to the model after the images.
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kaltathenoblemind 11-Mar-20 07:37 PM
oh that's for manual photogrammetry. there are all manner of apps that would generate a 3d model if you have enough images.
and isnt there a creator called ballsocket who is known for their point-to-point accuracy of their STLs?
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UTTER_BODGE 11-Mar-20 07:39 PM
I know the guy who runs mecabricks does some 3D scanning sometimes
I have a matterandform scanner. It takes a long time to clean up and retopologize the mesh so I only use it for extreme situations. It is not a magic tool.
still neat tho
could be useful for really organic/sculpted shapes like masks (edited)
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kaltathenoblemind 11-Mar-20 07:47 PM
Oh yeah I remember reading a comparison between LDD stud.io and meccabricks and meca had the tightest geometry and the latest elements because of the acans
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Grampa Walker 11-Mar-20 07:52 PM
It's nifty, and once perfected could be cool for, just as an immediate thought, taking pictures of sprus to try printing copies of kits, or replacing a broken part of something my scanning the two mieces, and merging them in an external software, but otherwise I'll happily stick with doing it manually.
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Grampa Walker 13-Mar-20 12:58 AM
Not finished yet, but I think I'm getting close. I'll never get everything perfect, unfortunately, but I think I'm pretty damn close. I just need to spend a bit longer fine-tuning details, and hope the proportions are good enough that it comes together as close to the real thing as possible.
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benji 13-Mar-20 01:03 AM
Super nice, though I can't wait to see it with properly smoothed edges!
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🌻 sher1bot! 🌺 13-Mar-20 01:08 AM
oooooh
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Grampa Walker 13-Mar-20 01:10 AM
Thanks, this part has honestly needed some sort of 3D representation for people to use for too long, so I wanted to contribute a desired part to hopefully be put into the massive database of 3D LEGO pieces. Especially since it seems BIONICLE parts are the most ignored by the majority of contributers.
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Zhokker 13-Mar-20 05:47 AM
Looks great
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Oonie 14-Mar-20 02:26 AM
Gotta say, you all are doing amazing work with the Bionicle-based modeling and animation. Very inspiring
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V A H K I T I 14-Mar-20 02:34 AM
❤️
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Grampa Walker 14-Mar-20 06:40 AM
And like that, it's done. You know, aside for getting rid of extra meshes lying around, and inverting the normals so they're all backwards since that's apparently how software like Stud.io handle them. This thing obviously isn't perfect especially with some specific, and small details (Namely the three ribs near the back of the leg, and the dot patterns), but I'm honestly really happy, and content with this end result. I'd say it would more than suffice in a part database. (edited)
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kaltathenoblemind 14-Mar-20 06:47 AM
This is pure modeling no texture right?
How did you do the circular texture on the knee?
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Grampa Walker 14-Mar-20 06:51 AM
Yep, purely modelling. As for the circular pattern, I made the main shape first, then used cylinders to boolean holes in them, fill in the holes with a mesh, extrude inwards, and shrink the round face so even from the front you can see the details clearly.
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🌻 sher1bot! 🌺 14-Mar-20 11:24 AM
god DAMN that must have taken forever
nicely done dude!!!
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V A H K I T I 14-Mar-20 01:12 PM
Looks fantastic, but my modelling teacher is fucking banging his fists on the desk in the back of my head about your edge flow there. xP
Personally I could absolutely not have done it any better though.
I will say however, you really want to avoid starring like you have with the points of the tris inside the circles.
That can really fuck with the normals and textures.
You can also still avoid ngons but also reduce faces by deleting every other edge inside a circle.
This reduces starring and turns every tri into a quad.
Ie:
I would personally have those circles spread from the center with extra cuts like this, so that halves your tris and your starring, then just connect each of them together like you have between the first two.
Another habit you want to get out of is modelling IN tris. You should generally always be modelling in quads.
A model can always be triangulated automatically if you need to put it into a game engine, but if you want to add normals or details in something like ZBrush, tris are your worst nightmare.
Learning little tricks like what I showed above is the best way to get out of that habit.
This still looks fantastic, don't get me wrong. Just passing down some information from my own experiences as you'd requested before. 😛
@Grampa Walker
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Grampa Walker 14-Mar-20 03:00 PM
@V A H K I T I Trust me, I know tris are considered the devil in modelling of this variation, though I was just taking into account a few different things which lead me to doing what I have. For example, Having a vertex in the center of every circle increases the total number of tris on the model, and I was doing my best to make sure this wouldn't be TOO intensive on Stud.io if loaded in. Granted, I'm sure when I toss it to those guys they're going to condense the poly count to make a slightly more clunky-looking version you actually BUILD with, and have the model replaced with this one when you export, or render the build. I might want to send them my own lower-poly version just so they don't butcher it like they have with, for example, some smaller curved slope parts where the sidesdon't even line up with the curve, sometimes, and you see through it. Also, the reason I even use tris in my topography at all is because when it comes to quads I always have one issue I can never get past, and that's quads splitting themselves in a way that ruins the shape. Say I need a curve, I make a quad, move the left top, and right bottom vertices backwards, I want the two front fertices to think "Ah, cut here." Instead, though, the two backward vertices think "Ah, cut here" and cause the simple two-tri shape to now become a ramp by dipping inwards instead of sloping outwards. The only way I know how to manipulate that shaping is to force it to by cutting the tris myself. In the end, with my experiences, when you texture map the mesh behaves like it has tris with how it stretches the textures anyhow, so I honestly have learned to get past it. In short, yes, quads look nicer, and clean up a mesh more, but tris give me more control, if that makes sense.
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V A H K I T I 14-Mar-20 03:38 PM
Yeah that's pretty much the only way to do it in regards to making sure it cuts where you want it to, but it's usually only necessary if you have what's known as concave faces. Which generally aren't a good thing to have in your model anyways so.. it's kind of a rabbit hole.
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UTTER_BODGE 14-Mar-20 03:39 PM
question
sup with the normal(s?) here that's acting wonky?
but ye good attention to detail
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Grampa Walker 14-Mar-20 03:41 PM
I might have a stray edge connecting two things together, that screws up lighting, and how it smooths things, sometimes. That, or just being such a small tri is enough to make it wonky.
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Swamp Kryakwa 16-Mar-20 08:15 AM
Can invite to bionicle 3d modeling server be posted here?
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The Shadow Emperor 18-Mar-20 12:19 AM
it looks like the Amana Volo Sphere is actually made from real pieces like many of the other items. I think that's a system boulder with a round title on top, though not sure what's going on at the bottom
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V A H K I T I 18-Mar-20 12:20 AM
Interesting. I may have to redo the LOMN model in light of this. Though it may look weird.
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kaltathenoblemind 18-Mar-20 12:21 AM
isnt the amana volo launcher just the cyberslam missile launcher?
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V A H K I T I 18-Mar-20 12:21 AM
Different items
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kaltathenoblemind 18-Mar-20 12:21 AM
oh
what am i thinking of then?
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V A H K I T I 18-Mar-20 12:21 AM
You're thinking of the Volo Lutu launcher
😛
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kaltathenoblemind 18-Mar-20 12:21 AM
ah!
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V A H K I T I 18-Mar-20 12:21 AM
But yes
Also are those sprites for the Toa Stones ever used in game? I don't recall them having colour.
Or that much detail
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kaltathenoblemind 18-Mar-20 12:22 AM
what was the thing posted then? amana volo. that's the energy power ups right?
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V A H K I T I 18-Mar-20 12:22 AM
Ye. Increases the max
Acquired when you get a toa stone or return a VUata Maca tree crystal.
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kaltathenoblemind 18-Mar-20 12:23 AM
got it! those were the "berries" made out of single joint balls on technic bars right?
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The Shadow Emperor 18-Mar-20 12:23 AM
joint dogg started a blog about the GBA game https://bioniclegba.blogspot.com/
Cataloging strange things about Lego Bionicle (GBA), aka Tales of the Tohunga, aka Quest for the Toa, aka "the other Saffire Bionicle game."
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V A H K I T I 18-Mar-20 12:23 AM
nope. 😛
@kaltathenoblemind
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The Shadow Emperor 18-Mar-20 12:24 AM
the Toa Stones are unused
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V A H K I T I 18-Mar-20 12:24 AM
Interesting
Well it's nice to see proper sprites of them outside of the ending
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The Shadow Emperor 18-Mar-20 12:24 AM
oh yeah
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V A H K I T I 18-Mar-20 12:24 AM
THatll help us with ANOTHER plan we had for LOMN. 😛
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The Shadow Emperor 18-Mar-20 12:24 AM
we only see Gali and Onua's iirc
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V A H K I T I 18-Mar-20 12:24 AM
@Grampa Walker
Pinned a message.
Pinning that sprite sheet so I can get him to model those later
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kaltathenoblemind 18-Mar-20 12:26 AM
you guys are only using era specific elements right?
because the toa stones would look cool if made from those pawns from lego board games.
or be cobbled together from those lego pens
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V A H K I T I 18-Mar-20 12:27 AM
Well the Toa Stones will probably be modelled as they appeared in Tales of the Tohunga
As in the ending
In which they were literally small stone idols
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kaltathenoblemind 18-Mar-20 12:28 AM
ah!
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joint-Dogg666 18-Mar-20 12:28 AM
oh neat, i didn't make the connection but the amana volo sphere is totally a boulder
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V A H K I T I 18-Mar-20 12:28 AM
The idea is that for Nobua's opening area Kini, we'd have destroyed versions of the Toa Stones sitting on their pedestals to drive home the point that this campaign takes place directly between the two games.
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joint-Dogg666 18-Mar-20 12:31 AM
The toa stones in QftT do actually have individual sprites/models and color palettes btw. I only have Onua ripped so far, but I'll get to the others sometime eventually
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V A H K I T I 18-Mar-20 12:31 AM
eyes3
That'll be SUPER helpful in recreating the models
Pinned a message.
Also I think I know what's going on at the bottom of the Amana Volo btw
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The Shadow Emperor 18-Mar-20 12:32 AM
oh?
do tell
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V A H K I T I 18-Mar-20 12:33 AM
Maybe
May be too small
Best guess at the moment
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joint-Dogg666 18-Mar-20 12:33 AM
I don't think the boulder piece has an axle hole, does it?
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The Shadow Emperor 18-Mar-20 12:34 AM
it has an anti stud with a bar-sized hole
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V A H K I T I 18-Mar-20 12:34 AM
Hmm
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The Shadow Emperor 18-Mar-20 12:39 AM
not the prettiest looking thing
but it does work with a lightsaber bar
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V A H K I T I 18-Mar-20 12:40 AM
Yea it's too small
Hmm
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kaltathenoblemind 18-Mar-20 12:40 AM
did the arctic city sets come out before bionicle? because i think their meteor element is small enough
also ...wait no spider man 2 came out in 2002
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The Shadow Emperor 18-Mar-20 01:00 AM
Peri suggests this
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V A H K I T I 18-Mar-20 01:01 AM
HMMM
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The Shadow Emperor 18-Mar-20 01:01 AM
I cannot test as my only two copies of that piece are on the Millennium Falcon which I have somehow lost
how does one lose a fully built Millennium Falcon
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Grampa Walker 18-Mar-20 01:04 AM
I was summoned?
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V A H K I T I 18-Mar-20 01:04 AM
Ye
Apparently Tales of the Tohunga has unused sprites for the Toa Stones
Which will make it a lot easier for you to model them eventually
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Grampa Walker 18-Mar-20 01:04 AM
Oh?
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V A H K I T I 18-Mar-20 01:05 AM
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Grampa Walker 18-Mar-20 01:05 AM
I didn't even know we had plans for the Toa Stones.
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V A H K I T I 18-Mar-20 01:05 AM
We were going to put charred or shattered versions in Kini for Nobua Mode
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Grampa Walker 18-Mar-20 01:05 AM
Wait a second... Those aren't Toa Stones.. Those are Funko Pop Toa!
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V A H K I T I 18-Mar-20 01:05 AM
Pac
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Grampa Walker 18-Mar-20 01:06 AM
I kid, Funko Pop Toa would look horrible. They do liik like gift shop trinkets, though. (edited)
So, in short, I'm making chibi Toa carvings.
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The Cap'm (Reese) 18-Mar-20 01:07 AM
wait arent the fragments the unlock method?
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V A H K I T I 18-Mar-20 01:07 AM
?
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The Cap'm (Reese) 18-Mar-20 01:07 AM
charred or shattered versions in Kini
wouldn't we need shattered versions for the fragments?
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V A H K I T I 18-Mar-20 01:08 AM
I mean yes
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The Shadow Emperor 18-Mar-20 01:13 AM
I can't find any of my Star Wars Legos for that matter
how in the fucketh
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joint-Dogg666 18-Mar-20 01:16 AM
seems plausible
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kaltathenoblemind 18-Mar-20 01:51 AM
do both games use existing lego elements as is or do they cheat somewhat?
cuz i could see them blowing up the 4 toothed gear to make the model work
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Grampa Walker 18-Mar-20 01:55 AM
Given the fact LEGO has cheated with connections, and such in BIONICLE games before I'm looking at you BIONICLE Heroes, you, and your ball-on-ball connections I wouldn't say it's impossible. (edited)
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kaltathenoblemind 18-Mar-20 01:56 AM
i know they blow up minifig stuff to bionicle scale such as the element of melting being a blown up rock raiders crystal
what was connected ball to ball in bionicle heroes? XD
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Grampa Walker 18-Mar-20 02:15 AM
Here's the biggest example that comes to mind. Look at the elbow.
I love how it looks, don't get me wrong. I even plan to make a custom part for this to be possible when I finally have a printer of my own, but come on.
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kaltathenoblemind 18-Mar-20 02:18 AM
ooh! i just thought they turned the metru leg's knee into a socket
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Grampa Walker 18-Mar-20 02:20 AM
That's what I plan to do when I make the custom part, but that sure ain't what the team for the game did. there's plenty of examples to give, but most of them are actually Hero Mode builds, and given nobody really takes screenshots of that, and I only have the game on Gamecube, Idon't even really have other examples to show.
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kaltathenoblemind 18-Mar-20 02:20 AM
hero mode are unique models right? cuz i bet you can rip them
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Grampa Walker 18-Mar-20 02:21 AM
I don't know how to rip from BIONICLE Heroes, but I don't doubt they are their own models.
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kaltathenoblemind 18-Mar-20 02:22 AM
heroes is from travaler's tales right? i think rock raiders united have special tools designed for their games
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Grampa Walker 18-Mar-20 02:25 AM
Oh, actually, I think I downloaded one of their tools in the past, back when LEGO Worlds was somewhat moddable with minifig texture replacements (You know, before they broke that, promised to bring it back, then abandoned the game, and a multitude of other promises that have made me never want to buy from them again, but that's neither here, nor there.). I don't know where I put it, there's a lot of loose software I don't remember the original purpose of, or where they are, anymore, which probably isn't my best decision. I'll have to download it, and perhaps find either a rom, or a PC copy of the game somewhere. A PC copy might end up being easier to work with.
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kaltathenoblemind 18-Mar-20 02:26 AM
and BMP has all bionicle games uploaded.
i wonder if all these game studios had to model their own bricks and such or if lego provided them with their own assets to model off of
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Grampa Walker 18-Mar-20 02:27 AM
Ooh, that might be even more convenient if they aren't compressed into a rom, and just are the raw disc files in a zip.
Given how little detail there is on a lot of the parts, replaced with textures, I'd say they had access to sets, and eye-balled everything from there.
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kaltathenoblemind 18-Mar-20 02:30 AM
eh the lack of detail can just be them optemizing the models for game standards. no different from retopologizing CAD
and the PC version of bionice heroes is an ISO
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Grampa Walker 18-Mar-20 02:31 AM
I suppose, but the amount of detail that would need to be removed, it would be easier making the Heroes models from scratch.
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kaltathenoblemind 18-Mar-20 02:32 AM
i hae to read up the things but i think the retopology method was gaining popularty
Preserving BIONICLE media for past, current, and future BIONICLE fans.
wonder if anyone ripped the bionicle the game 2 demo.
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Grampa Walker 18-Mar-20 02:35 AM
Maybe someone did, but I wouldn't know, honestly. Also, I just had a thought. I totally want to export a Stud.io model of the Rahkshi, export the textures from BIONICLE Heroes, and apply the textures to it, make custom hands, and see how that looks.
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kaltathenoblemind 18-Mar-20 02:36 AM
sounds sweet 😄 i think you can project the textures from one model to another.
i think with xnormal
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Grampa Walker 18-Mar-20 02:37 AM
Well, I think I'd more likely map the textures myself. Stud.io models aren't even UV unwrapped as far as I know, so I'd need to do the work with that, anyhow. No clue what Xnormal is.
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kaltathenoblemind 18-Mar-20 02:37 AM
https://xnormal.net/ texture baking app
xNormal is a free app to bake texture maps
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V A H K I T I 18-Mar-20 02:38 AM
I mean
Substance Painter is the industry standard
It's free forstudents too
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kaltathenoblemind 18-Mar-20 02:38 AM
i only know maya but i bet blender has similar workflows
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Grampa Walker 18-Mar-20 02:38 AM
Now that one I've heard about. The person that gave me the Beast Wars Waspinator model I plan to refine used Substance Painter for the materials. I know of that one, but I've never used it.
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kaltathenoblemind 18-Mar-20 02:39 AM
painter can project maps? and like really transfer all maps not just diffuse and bake normal and displacement
only app i know that does projection on all existing maps is mari and it is way overkill XD
i am told mamroset toolbag does texture projection too
if the game models and stud.io models have similar shape and topology you can technically just transfer the UVs and apply the original texture maps
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The King 18-Mar-20 02:30 PM
more modeling!!!!!!
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joint-Dogg666 18-Mar-20 05:58 PM
Did you know that each Toa stone has a unique sprite and color palette?   Did you know that I don't know how to arrange ...
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The King 18-Mar-20 05:59 PM
nice!!!!!!!!!!!!!
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The King 18-Mar-20 08:07 PM
bob
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The Cap'm (Reese) 18-Mar-20 08:08 PM
Not to sound rude, but that's not really Litestone related.
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The King 18-Mar-20 08:09 PM
i mean vahki's uploaded un lite stone modeling stuff
like the house party and car
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V A H K I T I 18-Mar-20 08:26 PM
Pinned a message.
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The King 18-Mar-20 08:27 PM
bob 2 eletric bobgalo
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😺 ChibiErica97 18-Mar-20 08:29 PM
This is probably better suited for #beaverhouse-art-comics since it isn’t related to litestone
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The King 18-Mar-20 08:31 PM
good idea
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joint-Dogg666 21-Mar-20 09:37 PM
here's the amana volo sphere as it appears in-game (complete with strange black dots that were in the middle of the sprites) (edited)
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V A H K I T I 21-Mar-20 09:39 PM
Hmm... not really much clearer. Thoughts @Grampa Walker?
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joint-Dogg666 21-Mar-20 09:39 PM
i think the "feet" might just be 4 of these bois?
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V A H K I T I 21-Mar-20 09:39 PM
Would those come out that far?
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The King 21-Mar-20 09:39 PM
those werent invented yet
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joint-Dogg666 21-Mar-20 09:39 PM
"Years Released: 1976 - 2004" per bricklink
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Grampa Walker 21-Mar-20 09:40 PM
Yeah, I was going to say, those were invented for Pre-minifig era sets. they were actually hands, and those bending technic hinge tubes were arms, if I recall correctly. I do, however, deel those parts should make a comeback. With the mixel sockets, they'd be perfect.
I'll open up Stud.io, and see how it looks.
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V A H K I T I 21-Mar-20 09:41 PM
I'm also considering changing the colour of the amana volo in game.
Cause now it's pretty much confirmed that the green was just kind of a highlight colour for items universally
I'm tempted to make it a bit closer to a bright blue like Bionicle The Game. Even if that version was just a big dumb particle effect.
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Tokugami 21-Mar-20 09:43 PM
God that takes me back. I got that game with my GBA and a Donkey Kong bobblehead on my 5th birthday in 2001.
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V A H K I T I 21-Mar-20 09:43 PM
The Vuata Maca Tree Crystal can probably stay as-is just because it shares the same colour as the liquid in the tree keeper's cauldron. While this itself was most likely a pallet limitation, it's at least consistent with a related environmental element.
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Grampa Walker 21-Mar-20 09:44 PM
I mean, it could work.
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V A H K I T I 21-Mar-20 09:44 PM
Hmm... yeah actually.
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Tokugami 21-Mar-20 09:44 PM
Waaaaay too big in comparison, but what else is there to go off
Or wait is it
Huh
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Grampa Walker 21-Mar-20 09:45 PM
Not really, those look pretty close, I'd say they're almost perfect. These are definitely not too big, if I can give my input.
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V A H K I T I 21-Mar-20 09:45 PM
Alternatively I have another suggestion.
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Tokugami 21-Mar-20 09:45 PM
Needs a round tile or something on top (edited)
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V A H K I T I 21-Mar-20 09:46 PM
There are pre-2001 parts just like that but ending in a pin instead of a ball, no?
That would attach to a 2001 ball joint quite nicely.
👀 1
(The ones on Pohatu's shoulders)
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Grampa Walker 21-Mar-20 09:46 PM
It's funny, I was too focused thinking of technic parts that would work, I feel dumb I didn't think to try these parts when I ws asked before. Also, ending in a pin? I can look, but the first part I think of is still around, technically.
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V A H K I T I 21-Mar-20 09:47 PM
Well I mean as long as it existed in 2000, it would be fine whether or not it still does. 😛
If you have time tonight on that note, do you think you could do some quick and dirty enhancements on the LOMN Koli ball model? It's not perfect, and that's laregly why the rudimentary cap I put on it doesn't look right
Aside from the center not being well... at all centered it's also not even level. (edited)
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Grampa Walker 21-Mar-20 09:49 PM
No go.
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V A H K I T I 21-Mar-20 09:50 PM
Hmm
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Grampa Walker 21-Mar-20 09:50 PM
On the bright side, Stud.io updated, it has those cool minifig support stands to make them look like they're jumping, or flying, now.
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V A H K I T I 21-Mar-20 09:51 PM
Imma take a look in studio myself now. You have me curious. :p
Also yeah, reiterating: Not even centered. :v
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Grampa Walker 21-Mar-20 09:51 PM
Is the the game model boulder?
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V A H K I T I 21-Mar-20 09:51 PM
Ye
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Grampa Walker 21-Mar-20 09:52 PM
That's sad.
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joint-Dogg666 21-Mar-20 09:52 PM
I wonder how saffire made the amana volo sphere if that was the boulder they had to work with
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V A H K I T I 21-Mar-20 09:52 PM
Hence why I was asking if you're up for some wuick and dirty enhancements
@Grampa Walker
And it probably wasn't what they had to work with
They probably had a much higher poly model prior to putting it in LOMN
Just the Toa went through three different level of detail revisions
And that's just in the span of several months
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Grampa Walker 21-Mar-20 09:53 PM
Yeah, I can fix it up, most likely.I'll probably round out the tops a little bit, too. It's a LEGO piece, so it deserves a bit of love.
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V A H K I T I 21-Mar-20 09:53 PM
Aight, I'll send you the FBX then
I think at the very least the facets are accurate. It's just the studs and sockets that are kinda fucky
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Grampa Walker 21-Mar-20 09:55 PM
Well, it's a good thing I have Pohatu on my computer desk. I'll just have to steal his boulder for a moment for reference.
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V A H K I T I 21-Mar-20 09:55 PM
:p
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Grampa Walker 21-Mar-20 09:59 PM
Anyhow, if you'll excuse me, I'm going to watch ReBoot while I clean up this rock.
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V A H K I T I 21-Mar-20 09:59 PM
AIght, have fun. :p
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The Cap'm (Reese) 21-Mar-20 10:18 PM
Aww yeah ReBoot
What season
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Grampa Walker 21-Mar-20 10:27 PM
Well, considering I just recently started watching it, I'm still on season one. Just finished episode 12.
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The Cap'm (Reese) 21-Mar-20 10:27 PM
Hell yea
Great show
dont watch the Netflix reboot
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Grampa Walker 21-Mar-20 10:28 PM
So far, yeah, a pretty fun time. when I learned the people behind Beast Wars made it, I kind of had to watch it, especially since it's technically THE first CG cartoon. Also, don't have to tell me twice, I heard that was a shitshow.
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The Cap'm (Reese) 21-Mar-20 10:29 PM
Yeah, so you know Code Lyoko? And you know how it had a shitty live action sequel series?
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Grampa Walker 21-Mar-20 10:29 PM
Oh no
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The Cap'm (Reese) 21-Mar-20 10:29 PM
Imagine that, but with Reboot
Literally
Scanners beneath a school and all
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Grampa Walker 21-Mar-20 10:30 PM
Oh my fucking god... Why.. WHY do these stupid companies NEVER LEARN
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🌻 sher1bot! 🌺 21-Mar-20 10:30 PM
they want money
and live action is cheaper than animation
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The Cap'm (Reese) 21-Mar-20 10:30 PM
No but I mean
It's a Code Lyoko tipoff on top of that
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🌻 sher1bot! 🌺 21-Mar-20 10:31 PM
omfg
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The Cap'm (Reese) 21-Mar-20 10:31 PM
4 kids go under their school and step in scanning devices to enter a virtual world
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kaltathenoblemind 21-Mar-20 10:31 PM
ooh this is the netflix original series right?
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The Cap'm (Reese) 21-Mar-20 10:32 PM
And one of them is a girl who is also a computer program (I know CL changed that in season 2 but this ripoff plays that straight)
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kaltathenoblemind 21-Mar-20 10:33 PM
the User is an actual individual in the netflix series
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Grampa Walker 21-Mar-20 10:35 PM
So they missed the entire point of the show. How typical. (edited)
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The Cap'm (Reese) 21-Mar-20 10:35 PM
Yup.
Oh, and it was made by the company that bought out and fucked Mainframe Animation, so take that as you will.
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kaltathenoblemind 21-Mar-20 10:37 PM
also they used the unreal engine as a moviemaking tool
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Grampa Walker 21-Mar-20 10:44 PM
Well, ignoring that monstrocity exists. HEy, Vahkiti, what is the name of the texture this rock uses? I can't make changes until I know what texture it being used on it so I can make changes as needed.
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V A H K I T I 21-Mar-20 10:48 PM
Uuuuh le tme check
po_cha_10xx_pohatu_rock.dds
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Grampa Walker 21-Mar-20 10:59 PM
Alright, thanks, man.
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kaltathenoblemind 21-Mar-20 11:00 PM
could the vuata maca fruit be this piece instead of the boulder? came out in 2000
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Grampa Walker 22-Mar-20 01:58 AM
So, I didn't really take the time to perfect the model, it's one of those things where the geometry is just too.. Strange for me to ever get right, but I at least cleaned it up a bit, and now the connections are center with the boulder mesh for the most part. I'll get it exported as a Dae, and tossed your way.
Try this one out when you can. I'll keep the file open in case something still isn't satisfactory enough.
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V A H K I T I 22-Mar-20 01:51 PM
Thanks, I'll have a look now.
@Grampa Walker
@kaltathenoblemind It's POSSIBLE? What do you think @joint-Dogg666 @The Shadow Emperor?
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joint-Dogg666 22-Mar-20 02:04 PM
i mean, maybe? the sprites look more angular/faceted, like the boulder, but that could easily be due to weird shading
whoever designed the amana volo sphere, whether they were at lego or saffire, probably knew about the boulder piece (since it comes with pohatu, after all). it's imo less likely that they'd know about this relatively new meteor piece
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kaltathenoblemind 22-Mar-20 02:12 PM
also the faceted dome piece from insectoids also fits on the meteor
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joint-Dogg666 22-Mar-20 02:17 PM
huh, neat. i think the top of the sphere is more irregular than that part, though. it doesn't really look like it has a pattern to its deformations. (also you couldn't put the round tile on top of the insectoids dome) (edited)
idk, it also looks too tall
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Ondrik🅱 (Ondrej) 26-Mar-20 08:07 AM
Hey, so I was derusting my Kopaka level skills and
There's just this little hole to the side of the exit
It even has textures
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ShadowDraikana 26-Mar-20 09:27 AM
this tele?
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Ondrik🅱 (Ondrej) 26-Mar-20 09:28 AM
ye, tele
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ShadowDraikana 26-Mar-20 09:28 AM
yep they left this in from the alpha
never removed it
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Ondrik🅱 (Ondrej) 26-Mar-20 09:28 AM
BecauseSaffire
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ShadowDraikana 26-Mar-20 09:28 AM
exactly
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The Cap'm (Reese) 26-Mar-20 10:53 AM
Yeah I found that a month or two ago
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ShadowDraikana 26-Mar-20 01:37 PM
yee
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Ondrik🅱 (Ondrej) 26-Mar-20 01:37 PM
oh
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The Cap'm (Reese) 26-Mar-20 01:37 PM
For the rescue bit they cut
I'm considering porting TELE's alpha code at some point to see if the puzzle might work now that the Matatu works
I'm pretty sure you were supposed to carry the ice block to the button, which would raise the pillar the matoran was on, and then it would path to that hole and open the door
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V A H K I T I 26-Mar-20 04:02 PM
Only one way to find out
In the meantime though, I'd like to get started on TTUN if at all possible. I can probably help modelling stuff there.
But first
I need a map of the area, and we need to brainstorm exactly what we want and where.
I know some ideas we had were a sunken ship and Makuta fish bones, (which was also an idea for GLY2 but whatever)
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The Cap'm (Reese) 26-Mar-20 04:08 PM
*gly3
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V A H K I T I 26-Mar-20 04:08 PM
Whatever. :v
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The Cap'm (Reese) 26-Mar-20 04:09 PM
So by map of the area
What do you mean? Just the model itself, or
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V A H K I T I 26-Mar-20 04:10 PM
I mean if you want to graybox shit in go for it, but I mainly just meant like an actual map with markers for what we want at what locations
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The Cap'm (Reese) 26-Mar-20 04:10 PM
Ah
I wasn't suggesting I gray box out all that but I see what you mean
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The Cap'm (Reese) 26-Mar-20 04:31 PM
well one thing
I don't think I can match them up, but TTUN has unused models for coral and seaweed/mushrooms (edited)
but anyways do we have exact things we want in here besides possibly working in the seaweed and coral
sunken ship of some kind I know
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V A H K I T I 26-Mar-20 04:35 PM
That's what I was literally just asking. Pac
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The Cap'm (Reese) 26-Mar-20 04:35 PM
Yeah well I didn't know if you had anything else
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The Cap'm (Reese) 26-Mar-20 04:54 PM
okay fuck this 😄
i can't get the camera inside the damn area to start marking out spots for items
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kaltathenoblemind 26-Mar-20 08:01 PM
i extracted all the models from mata nui explorer. does anyone want them to add to LoMN?
has Kini Nui and the island with locations of each village
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V A H K I T I 29-Mar-20 01:11 PM
Isn't that game like...
Stupid low resolution?
We have no need of PS1 quality models here, though the offer is appreciated. 😛
@The Cap'm (Reese) Did you port GIZR yet or is that in the to-do list? Just asking to see where best to find the model (edited)
Nvm I found it.
Does it have any code at all in the alpha?
Followup question for: @ShadowDraikana. Since we're gonna be looking into TAKV anyways, remind me again what the current issues with Shoefitter in Beta are? I know it was something to do with BLKs or something like that.
To that end, is it presently in any state in either build that it can help us untangle the Tarakava?
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ShadowDraikana 29-Mar-20 01:19 PM
not presently
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V A H K I T I 29-Mar-20 01:19 PM
In your professional opinion, do you think it can be? 😛
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ShadowDraikana 29-Mar-20 01:20 PM
the actual animation playback has a breakdown somewhere in letting the rest of the code know that there are animations loaded
as long as we have movelist R&D yeah
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V A H K I T I 29-Mar-20 01:20 PM
What do you need exactly? Flags?
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ShadowDraikana 29-Mar-20 01:20 PM
ding ding ding
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V A H K I T I 29-Mar-20 01:21 PM
@JrMasterModelBuilder Are you free? 😛
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The Cap'm (Reese) 29-Mar-20 01:24 PM
yeah gizr had squat in the alpha aside from the model
and a single door model that isn't even loaded in
heck it didn't even have a proper start point or collision
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V A H K I T I 29-Mar-20 01:24 PM
I think we'll keep it that way given that TAKV already has one for the exit
Re: the door
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The Cap'm (Reese) 29-Mar-20 01:24 PM
ye
hell, you couldn't even load the area in the alpha since the debug menu typoed it as GIZA
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V A H K I T I 29-Mar-20 01:26 PM
God every time I open Maya now I end up having to take like 30 seconds to relearn the controls now.
Not because I really forgot, but because of school.
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The Cap'm (Reese) 29-Mar-20 01:27 PM
oof
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V A H K I T I 29-Mar-20 01:27 PM
Working with Maya, Unity, Unreal, and ZBrush all at once for 3 months, and they ALL HAVE DIFFERENT VIEWPORT CONTROLS
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The Cap'm (Reese) 29-Mar-20 01:27 PM
yikes
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V A H K I T I 29-Mar-20 01:27 PM
It was especially bad when I was going back and forth between Maya and Unreal when working on Greg & PD 3
Unreal has the weirdest fucking viewport controls.
Primarily it functions like an actual game, where you pan around the scene by physically moving the camera with WASD
Imagine the LOMN debug cam but put on WASD I guess.
And you have Unreal's viewport controls
Then I go into Maya and reflexively start hitting WASD which doesn't only not work, but sometimes brings up menus and panels I don't want and I freak out. Pac
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The Cap'm (Reese) 29-Mar-20 01:29 PM
oof
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V A H K I T I 29-Mar-20 01:30 PM
Anyways
The one on the left here is the exit, yes?
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The Cap'm (Reese) 29-Mar-20 01:30 PM
yes
the one on the right is the entrance that needs to not be underwater anymore
(just as a reminder for that)
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V A H K I T I 29-Mar-20 01:31 PM
I'll just cut both tubes then
I was gonna cut the exit anyways
Looks way too long
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The Cap'm (Reese) 29-Mar-20 01:32 PM
don't cut all of the entrance; reminder that it has that door sequence where it shuts behind you
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V A H K I T I 29-Mar-20 01:32 PM
Well yeah but that's like right where it opens into the main chamber right?
Not far back in the tube
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The Cap'm (Reese) 29-Mar-20 01:32 PM
ye
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V A H K I T I 29-Mar-20 01:33 PM
I was gonna cut it like this
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The Cap'm (Reese) 29-Mar-20 01:33 PM
ye that gud
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V A H K I T I 29-Mar-20 01:33 PM
Aight
More good news btw
GIZR and TAKV have basically the same vertex colours
So less work there
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The Cap'm (Reese) 29-Mar-20 01:33 PM
nice
when you do that remember to move the backtrack trigger in unity
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V A H K I T I 29-Mar-20 01:34 PM
Ye
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The Cap'm (Reese) 29-Mar-20 01:40 PM
On a semi-related note, I somehow got this fucker here to play his roar animation
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V A H K I T I 29-Mar-20 01:41 PM
Done
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The Cap'm (Reese) 29-Mar-20 01:41 PM
nice
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V A H K I T I 29-Mar-20 01:41 PM
Did have to do a BIT of colour lending, so hopefully it'll still look good in game
I'll just shift some stuff around in Unity and then push it for you and Ash to take over
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The Cap'm (Reese) 29-Mar-20 01:42 PM
how about the textures
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V A H K I T I 29-Mar-20 01:42 PM
That is a good point, I should check that. :p
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The Cap'm (Reese) 29-Mar-20 01:42 PM
GIZR uses the gray rock texture that the rest of the level does
TAKV uses a brown one that I don't think is used elsewhere
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V A H K I T I 29-Mar-20 01:51 PM
Okay so you are right, the textures don't match up. However looking at it here, the unwrap of GIZR is... terrible anyways.
I may just have @Grampa Walker do that part if he's available
Let's just worry about functionality for now I guess
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The Cap'm (Reese) 29-Mar-20 01:52 PM
neet
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V A H K I T I 29-Mar-20 02:16 PM
Fuckin
Where is the button to make triggers square?
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The Cap'm (Reese) 29-Mar-20 02:16 PM
box triggers or plane triggers
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V A H K I T I 29-Mar-20 02:16 PM
Shit keeps changing in this editor. I know it was there at some point
BOTH
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The Cap'm (Reese) 29-Mar-20 02:17 PM
well planes I don't think have a snap like that
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V A H K I T I 29-Mar-20 02:17 PM
o
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The Cap'm (Reese) 29-Mar-20 02:17 PM
boxes I think you just click on the specific box (not the points) and the button should appear on the side panel
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V A H K I T I 29-Mar-20 02:23 PM
Ffs. Just my luck today. I accidentally push an incomplete commit, go to fix it and LOMNTool throws a fit again
@benji What does THIS mean now? Pac
Oh I think I see the problem actually. It's Maya being a cunt with spaces again. >->
......Kay NEVERMIND that wasn't the issue
Whelp. Guess I'll just go fuck myself then.
So long and thanks for all the fish. Pac
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The Cap'm (Reese) 29-Mar-20 02:32 PM
wut
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V A H K I T I 29-Mar-20 02:36 PM
I have no patience for this right now, so I'm just gonna play Animal Crossing until Benji comes in and makes everything better. Pac
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kaltathenoblemind 29-Mar-20 03:10 PM
@V A H K I T I oh i know but they are perfect for layouts and templates though. whole reason i ripped them (edited)
basically shows where al the villages sit reletive to eachother on the island as well as gives an actual location to Kini Nui, where to toa enter mangaia.
and it seems more in line with what we see in MNOLG and other canon depictions than the labled map people use. (edited)
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The Cap'm (Reese) 29-Mar-20 03:17 PM
liam
wuzzis
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kaltathenoblemind 29-Mar-20 03:18 PM
perfect bridge between the saffire games and MNOLG . especially since from what i understand you guys are making whole new maps.
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The Cap'm (Reese) 29-Mar-20 03:23 PM
@V A H K I T I so what's up with either of your commits
TAKV doesn't seem to have the changed model
and I still don't know what that mbch pan is
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kaltathenoblemind 29-Mar-20 03:23 PM
i basically replaced the actual island model with a 3d render of faber's hight map and matched the scale of their huts to LoMN's and you get the detail the originals were missing
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The Cap'm (Reese) 29-Mar-20 03:24 PM
...in fact, no. There is no model in the takv commit
so spawning into TAKV just spawns you in the void
and also, what is the MBCH spline exactly?
is it mine or something else
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V A H K I T I 29-Mar-20 03:56 PM
It's yours
Also yes I am aware of the missing model.
I JUST SAID the commit was fucked up, and I tried converting the model and now I need Benji to translate what his errors mean again
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V A H K I T I 02-Apr-20 12:32 AM
Jumping off of my last message in private dev, @Grampa Walker, you still good to jump into that UV fix for TAKV?
@ShadowDraikana Feel like starting in on the cutscene with @The Cap'm (Reese) tomorrow?
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The Cap'm (Reese) 02-Apr-20 12:32 AM
I might be able to provided classes dont take too long
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V A H K I T I 02-Apr-20 12:33 AM
Aight.
My schooling is... weird.
Apparently it's delayed until the 20th, and it'll be online from there. However if you don't like it after 3 weeks, you're given the option to just fuck off and resume next term when the campus reopens, no questions asked.
(Assuming the campus reopens next term)
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Grampa Walker 02-Apr-20 07:40 AM
Yeah, I can take a look at that, see what I can do to tidy it up. Knowing this game if you're actually noticing the problems enough to ASK me to fix them they must be bad. Worse than the standard.
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V A H K I T I 02-Apr-20 03:30 PM
Well yes and no.
The UV mapping on both GIZR and TAKV are kinda shit, but no shittier than usual.
But the issue arises that I had to stitch those two stages together.
Stages that use completely different wall textures. :p
@Grampa Walker
I don't mind unwrapping too much personally, but we haven't really dove into doing organic stuff too much yet.
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The Cap'm (Reese) 02-Apr-20 05:11 PM
my classes are over
what is up
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V A H K I T I 02-Apr-20 05:11 PM
Well assuming we want to continue working on TAKV, the spline is needed
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The Cap'm (Reese) 02-Apr-20 05:11 PM
which spline
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V A H K I T I 02-Apr-20 05:12 PM
The cutscene (edited)
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The Cap'm (Reese) 02-Apr-20 05:12 PM
ah yes
I still need to figure out how the hell those work exactly
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V A H K I T I 02-Apr-20 05:12 PM
Need something for Ash to hook up later
True
@ShadowDraikana Think you can teach him when you have time?
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The Cap'm (Reese) 02-Apr-20 05:13 PM
I tried straight porting the code from the alpha SHRN6 and having it trigger specifically after the tarakava died and jack all happenend
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ShadowDraikana 02-Apr-20 05:19 PM
JFC what now
i can't even see chat what the hell discord
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V A H K I T I 02-Apr-20 05:20 PM
Why do you react to every ping here as if it's the end of the world? :p
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The Cap'm (Reese) 02-Apr-20 05:20 PM
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V A H K I T I 02-Apr-20 05:20 PM
o
Omg
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ShadowDraikana 02-Apr-20 05:20 PM
there we go
LOL
first thing i see is that
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The Cap'm (Reese) 02-Apr-20 05:20 PM
you are welcome
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V A H K I T I 02-Apr-20 05:21 PM
Times were tough for Christ Chan after Greg & PD saved the multiverse
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The Cap'm (Reese) 02-Apr-20 05:21 PM
Gred&PD 4Ever
featuring cele 🅱️ and child death (edited)
anyways
what exactly do we want the camera doing here again
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V A H K I T I 02-Apr-20 05:24 PM
V A H K I T ILast Saturday at 15:54 I imagined it starting at about halfway looking down, and then as Gali passes by it tilts up to follow her
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The Cap'm (Reese) 02-Apr-20 05:24 PM
okay so pan up, pause, tilt up when Gali passes by
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V A H K I T I 02-Apr-20 05:25 PM
I would just have it start up. No movement, just tilting
If that's doable
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The Cap'm (Reese) 02-Apr-20 05:26 PM
okay so (edited)
sequence of events here
Gali walks onto geyser
controls lock
camera hard cuts up to ~halfway up the geyser
geyser noise and she starts rising up
camera tilts up as she passes
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V A H K I T I 02-Apr-20 05:27 PM
There would ideally be a brief pause between when the cutscene starts and when the geyser launches Gali where there would be a rumble and camera shake
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The Cap'm (Reese) 02-Apr-20 05:27 PM
she reaches skybox, game loads HYDR
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V A H K I T I 02-Apr-20 05:27 PM
Probably about 3 seconds
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The Cap'm (Reese) 02-Apr-20 05:27 PM
that part's probably easy enough
copy however MBCH does it
have it wait 3 seconds then cut the camera to a specific point
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V A H K I T I 02-Apr-20 05:29 PM
ye
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The Cap'm (Reese) 02-Apr-20 05:29 PM
at that point I guess we'll see if we can get the camera to tilt like we want
it's less me making a spline than us finding if we can make the camera do what we want via code
I basically just need to find a point for it
how about here
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V A H K I T I 02-Apr-20 05:31 PM
Worth a try. It's hard to tell how it'll look from that angle
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The Cap'm (Reese) 02-Apr-20 05:32 PM
well it's a start to troubleshoot from
if this part doesn't pan out, there's potentially another way to achieve a similar effect
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V A H K I T I 02-Apr-20 05:34 PM
Ha
"pan out"
:p
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The Cap'm (Reese) 02-Apr-20 05:34 PM
I recall there being a specific way of dying where the camera stayed put, but followed you and didn't make the model vanish for a good few seconds. It might be possible to jerry-rig that to make the camera pan up via trigger at a certain point in the ascent (edited)
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Grampa Walker 02-Apr-20 09:58 PM
Show me what you mean with the visual differences of texturing, and I can quickly determine how to go about fixing it. Or is the stage you wanted me to work on not that one?
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The Cap'm (Reese) 02-Apr-20 10:51 PM
@Grampa Walker
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V A H K I T I 02-Apr-20 11:37 PM
Basically linking the two maps distorted part of the UVs on the one, and also created a very visible texture seam where the two meet with differing textures.
If you like, feel free to either make a new texture where they blend together, or make both maps use the same one. It's up to you what you think looks best
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Grampa Walker 02-Apr-20 11:42 PM
I'd definitely need to see the map itself to determine what would look best. I can't work on it right now, but I'll look at it when I can.
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The Cap'm (Reese) 02-Apr-20 11:48 PM
did those screencaps help at all
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Grampa Walker 02-Apr-20 11:59 PM
A bit, but I'd still need to explore the map myself to know what method would be best for it, be it replacing one entire section with new textures, or making a new merging texture.
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V A H K I T I 03-Apr-20 12:00 AM
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V A H K I T I 03-Apr-20 05:14 PM
@Grampa Walker
:p
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The Cap'm (Reese) 03-Apr-20 05:14 PM
sUs
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Rexfor 06-Apr-20 10:14 PM
I wanna take the texture content just to add to the gmod mata nui map lol
jk
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V A H K I T I 14-Apr-20 03:31 PM
@The Cap'm (Reese) Moving this discussion here...
You can REALLY see how obviously wrong things are here when you take away the vertex colours. Pac
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The Cap'm (Reese) 14-Apr-20 03:32 PM
fuckin yikes
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V A H K I T I 14-Apr-20 03:32 PM
Fuckin.. grass pots in this motherfucker's house. Pac (edited)
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The Cap'm (Reese) 14-Apr-20 03:32 PM
that wall pakari might just need a custom texture
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V A H K I T I 14-Apr-20 03:32 PM
I mean
It's literally the same model as what normally goes on the Toa just blown up
I'll probably just replace the texture with that
And like
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The Cap'm (Reese) 14-Apr-20 03:33 PM
ah
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V A H K I T I 14-Apr-20 03:33 PM
Give it a stone overlay or something
FYI there's a reason I've kept these low poly
THey look more like carvings with lower detail
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The Cap'm (Reese) 14-Apr-20 03:34 PM
ye
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V A H K I T I 14-Apr-20 03:36 PM
The normals on one of the tables and the wall mask were fucked too so I just cleaned that up (edited)
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UTTER_BODGE 14-Apr-20 03:37 PM
btw
this was brought up before but just as a reminder, the texture fix for lev4 tura needs to be redone
cause the model also received some other weird changes (edited)
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V A H K I T I 14-Apr-20 03:37 PM
Which one was that?
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UTTER_BODGE 14-Apr-20 03:37 PM
like, someone went nudging pots around
and flipped some geometry inside out
(and didn't even re-export collision to match)
and it's in main patch
presumably from really early on
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V A H K I T I 14-Apr-20 03:38 PM
.-.
Well I know Walker did some texture fixes on the Akaku, but I don't THINK he did anything with the pots
@Grampa Walker Confirm/deny?
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UTTER_BODGE 14-Apr-20 03:39 PM
aha here's the previous conversation
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V A H K I T I 14-Apr-20 03:40 PM
Oh sweet christ that stretching tho
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UTTER_BODGE 14-Apr-20 03:40 PM
you were there but drunk lol
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V A H K I T I 14-Apr-20 03:40 PM
They couldn't even get the unwrap right on their mossy dirt plates. Pac
Huh. That's weird. I think that was well before Walker did anything in that area too. Idk what happened there.
I'll probably just end up taking his changes to the model and merging it with the vanilla one for rebuilt
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UTTER_BODGE 14-Apr-20 03:42 PM
oh did he revise lev4 tura further?
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V A H K I T I 14-Apr-20 03:42 PM
Anyways for now, back to this disaster of grassy pottery. Pac
Uh
Idk
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The Cap'm (Reese) 14-Apr-20 03:42 PM
afaik it was just the akaku texture
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UTTER_BODGE 14-Apr-20 03:43 PM
anyway, for main, it's easy to fix, just take the vanilla model, fix the one texture and don't touch anything else, done
lev4 strt is gonna be a bit more involved
cause cutscene
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V A H K I T I 14-Apr-20 03:43 PM
Just a bit
The main reason it was so heavily modified was because of not just Pohatu and Kopaka, but also the intro camera sweep, which initially just straight up cut through a mountain
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UTTER_BODGE 14-Apr-20 03:44 PM
mhm
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V A H K I T I 14-Apr-20 03:44 PM
And I'm not touching the unwrap of the alpha strt with a 50 foot pole
Pac
You seen that shit?
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UTTER_BODGE 14-Apr-20 03:44 PM
I was thinking maybe that intro sweep could be altered instead, minimizing the actual model changes, but after loading up the camera path in-editor... yeah that's not happening
it just won't look good
there's not enough room in the beta vanilla model to move the camera around in a way that looks nice
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The Cap'm (Reese) 14-Apr-20 03:45 PM
y'know you've gotta wonder what their plan was for this cutscene
even in the alpha they didn't have it rigged to play, and the area edits in the beta don't accommodate for it
and the text was unchanged iirc
so the hell
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V A H K I T I 14-Apr-20 03:48 PM
Hey reese
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The Cap'm (Reese) 14-Apr-20 03:48 PM
yee
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V A H K I T I 14-Apr-20 03:48 PM
Got those pictures of strt4's unwrap anywhere? I can't seem to find them. :p (edited)
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The Cap'm (Reese) 14-Apr-20 03:48 PM
uh the what now
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V A H K I T I 14-Apr-20 03:49 PM
The texture unwrap.
YOu know exactly the bullshit I'm walking about
Pac
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The Cap'm (Reese) 14-Apr-20 03:49 PM
no
I do not
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V A H K I T I 14-Apr-20 03:49 PM
.-.
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The Cap'm (Reese) 14-Apr-20 03:49 PM
Pac
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V A H K I T I 14-Apr-20 03:53 PM
Aaaaaah here we are. 🙂 (edited)
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UTTER_BODGE 14-Apr-20 03:53 PM
... ah
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V A H K I T I 14-Apr-20 03:53 PM
HAVE FUN WITH THAT Pac
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UTTER_BODGE 14-Apr-20 03:53 PM
im good thank :D
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V A H K I T I 14-Apr-20 03:54 PM
Pac
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The Cap'm (Reese) 14-Apr-20 03:54 PM
anyways
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The King 14-Apr-20 03:54 PM
W I R E F R A M E
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The Cap'm (Reese) 14-Apr-20 03:54 PM
turaga huts 😛
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V A H K I T I 14-Apr-20 03:54 PM
The Beta model makes far more sense
UV-wise
Which is why I did what I did, even if not very good at the time
Yes, Turaga huts for now
Whenua: - Rugs (on_lev_20xx_walkway_base_1) - Pots/Plates (on_lev_20xx_shrinepattern3 & on_lev_20xx_shrine_pattern_2) / (on_lev_20xx_walkway_1) - Shrooms (on_lev_31xx_mus_1 & on_lev_31xx_mus_2) Onewa: - Rugs (PO_LEV_10XX_SAGUATEX2) - Shrooms (PO_LEV_10XX_STICKCACTII3) Matau: - Shrooms (just fix em)
Reposting this here for reference and a pin.
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UTTER_BODGE 14-Apr-20 03:55 PM
maybe I'll spend today finally getting this game set up on this PC
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V A H K I T I 14-Apr-20 03:55 PM
Pinned a message.
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UTTER_BODGE 14-Apr-20 03:55 PM
it's only been like half a year Pac
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V A H K I T I 14-Apr-20 03:55 PM
:p
Hmmm... I like it
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The Cap'm (Reese) 14-Apr-20 03:58 PM
yeet
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V A H K I T I 14-Apr-20 03:58 PM
Of course they never did the unwrap properly on the other rug
Well it's just a 90 degree change
Nothing major
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UTTER_BODGE 14-Apr-20 04:02 PM
I still wanna try my hand at making completely new areas for this game sometime
even just rough blockouts that aren't very pretty
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V A H K I T I 14-Apr-20 04:03 PM
........
Good
fucking
unwrap
Saffire
What the FUCK am I looking at?
Like.. that's not even something a program would do by default to a primitive. HELL I could mould a cylinder primitive into this exact shape and get a better default unwrap than this.
WHAT IS THIS??
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The Cap'm (Reese) 14-Apr-20 04:05 PM
release quality, that's what
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V A H K I T I 14-Apr-20 04:05 PM
LKOJIUHAYGDFHFJKLHJFGFURTERF
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Roblord 14-Apr-20 04:05 PM
BecauseSaffire
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V A H K I T I 14-Apr-20 04:12 PM
HEY LOOK AT THAT. Default fuckin cylinder unwrap. One button. Still looks like shit on the unwrap but the model itself looks a billion times better. So much effort. Pac
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The Cap'm (Reese) 14-Apr-20 04:12 PM
mega oof
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V A H K I T I 14-Apr-20 04:13 PM
Like, okay I get it, they may not have had those unwrap preset tools 20 years ago, but my god, video games would be long dead if nobody knew back then how to unwrap a fuckin cylinder by hand.
Anyways
Back to this mess
At this point I'm just unwrapping one pot, duplicating it, and moving/scaling it into the approximate positions of the ones I'm replacing.
It'll be close enough that the collision need not be altered
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The Cap'm (Reese) 14-Apr-20 04:17 PM
lel
are you replacing only the grass pots or all of them
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V A H K I T I 14-Apr-20 04:18 PM
Probably gonna do all of them
ANd the seats on the stools
And the masks
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The Cap'm (Reese) 14-Apr-20 04:18 PM
phun
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V A H K I T I 14-Apr-20 04:18 PM
Do it once, do it right, or don't do it at all
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The Cap'm (Reese) 14-Apr-20 04:19 PM
you gonna use the second texture I mentioned for the other pots
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V A H K I T I 14-Apr-20 04:19 PM
Ye, most likely
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The Cap'm (Reese) 14-Apr-20 04:19 PM
k
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V A H K I T I 14-Apr-20 04:22 PM
I love how they clearly did the same thing I'm doing btw and just cloned the objects
They aren't even rotated, they're all facing the exact same direction
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The Cap'm (Reese) 14-Apr-20 04:22 PM
loveleh
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V A H K I T I 14-Apr-20 04:22 PM
I didn't even notice until I realized oh yeah, I've cloned the same pot like.. 10 times and haven't had to rotate it once. Pac
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The Cap'm (Reese) 14-Apr-20 04:23 PM
oof
givin that the Saffire seal of quality
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V A H K I T I 14-Apr-20 04:24 PM
Already looking a million times better
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The Cap'm (Reese) 14-Apr-20 04:24 PM
yea
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V A H K I T I 14-Apr-20 04:30 PM
I think I'm gonna go with this texture for the other pots to keep the original visual variety
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The Cap'm (Reese) 14-Apr-20 04:30 PM
k
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Grampa Walker 14-Apr-20 04:30 PM
Sorry, sorry, late response. If you want better pots, take a look at many of the ones I did in Nuju's hut. I left some as is, but most got a re-mapping.
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V A H K I T I 14-Apr-20 04:30 PM
Oh nice. How ya holding up my guy? I've been trying to check in on ya for like a week now
😛
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Grampa Walker 14-Apr-20 04:31 PM
I can try to get around to doing some fixed on Whenua's hut when you want me to, but I can't promise when, exactly. I'll try today, but there's been a mixture of things getting in the way.
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V A H K I T I 14-Apr-20 04:32 PM
Well I'm working on his and the others right now. If you want to work on something, I posted the model for TAKV a while ago.
Mind you that's not Saffire's doing. It's a direct result of stitching two stages together
One entrance had fewer verts than the other so some had to be merged and that fucked things up a bit even aside from the obvious texture seam
Much better. x)
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The Cap'm (Reese) 14-Apr-20 04:39 PM
eyyy
and now the rest
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V A H K I T I 14-Apr-20 04:39 PM
Yep. :v
um
EXCUSE ME BUT WHY DO THESE PLATES HAVE WATER AS THEIR BASE
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The Cap'm (Reese) 14-Apr-20 04:43 PM
oh
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V A H K I T I 14-Apr-20 04:43 PM
JFC
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The Cap'm (Reese) 14-Apr-20 04:43 PM
maybe they're supposed to be water bowls
like in Nokama's hut
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V A H K I T I 14-Apr-20 04:44 PM
I'm not sure about that.
Yeet
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The Cap'm (Reese) 14-Apr-20 04:50 PM
neet
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V A H K I T I 14-Apr-20 04:50 PM
Quick question
Do these tables and stools appear anywhere else with better textures?
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The Cap'm (Reese) 14-Apr-20 04:50 PM
In lev1?
Don't think so
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V A H K I T I 14-Apr-20 04:51 PM
Anywhere
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The Cap'm (Reese) 14-Apr-20 04:51 PM
otherwise I think other TURAs use the same sort of design
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V A H K I T I 14-Apr-20 04:52 PM
Do they look any better in Onewa's hut?
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The Cap'm (Reese) 14-Apr-20 04:52 PM
dunno, i'd have to check
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V A H K I T I 14-Apr-20 04:53 PM
Some things do look better in his hut. Hmm
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The Cap'm (Reese) 14-Apr-20 04:54 PM
wow thanks for the slow post there discord
100/10
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V A H K I T I 14-Apr-20 04:54 PM
The stools definitely look better
As do the mounts for the lightstones
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The Cap'm (Reese) 14-Apr-20 04:54 PM
they're made of wuud
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V A H K I T I 14-Apr-20 04:55 PM
ye
So here I am just now noticing the Kakama sculpture has its own texture
And also that for some fucking reason, Saffire just booleaned it right into the fucking wall
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The Cap'm (Reese) 14-Apr-20 05:00 PM
oof
yeah that's why I mentioned the custom texture for the pakari before
the rest of them use one
(kaukau uses the same ones as naho falls but whatever)
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V A H K I T I 14-Apr-20 05:01 PM
I'll have a go at it then
Straight up gave the lightstone mounts the same textures as Onewa's hut. Adds some more visual variety and I think it'll blend nicely with the vertex colours.
Ditto for the stools
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The Cap'm (Reese) 14-Apr-20 05:08 PM
neet
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sweg (Andrew) 14-Apr-20 05:08 PM
yeet
no more vomit stools
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V A H K I T I 14-Apr-20 05:10 PM
Alright so
The textures you picked for the mushrooms Reese can't really work
They aren't made for models, they're just 2d sprites
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The Cap'm (Reese) 14-Apr-20 05:11 PM
Really?
I could've sworn there were proper mushroom textures
in that case I don't know what to use
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V A H K I T I 14-Apr-20 05:16 PM
This will do for now I guess
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The Cap'm (Reese) 14-Apr-20 05:16 PM
k
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UTTER_BODGE 14-Apr-20 05:20 PM
have y'all ever seen how paper mario the thousand year door reuses textures
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The Cap'm (Reese) 14-Apr-20 05:20 PM
no
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V A H K I T I 14-Apr-20 05:20 PM
:V
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V A H K I T I 14-Apr-20 05:21 PM
There is definitely a lot of that in LOMN but see here's the difference
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V A H K I T I 14-Apr-20 05:21 PM
Nintendo are intelligent about it
Pac
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UTTER_BODGE 14-Apr-20 05:21 PM
look in the upper left
the umbrella
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V A H K I T I 14-Apr-20 05:21 PM
LOL
See that's clever and looks good
What Saffire did is neither of those
:p
The most I'll give them is that the grass pots don't look terrible when masked under the vertex colours
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V A H K I T I 14-Apr-20 05:37 PM
Done
Fun fact
The mask on the shelf was unwrapped like a proper kanohi
The mask on the wall was not unwrapped at all. 🙃
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The Cap'm (Reese) 14-Apr-20 05:39 PM
oof
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V A H K I T I 14-Apr-20 05:39 PM
I ended up just doing the same thing I did with other shit they fucked up like that: Deleting it and cloning the thing that WAS properly unwrapped into the original one's position
Before shot just for kicks.
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The Cap'm (Reese) 14-Apr-20 05:41 PM
neet
one down, two to go
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Roblord 14-Apr-20 05:43 PM
more like one down, two thousand to go
GWchadThink
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V A H K I T I 14-Apr-20 05:50 PM
In-game
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The Cap'm (Reese) 14-Apr-20 05:51 PM
looking cool joker
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Grampa Walker 14-Apr-20 05:51 PM
Hey, I actually had a thought, if I might run it by you, Vahkiti.
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V A H K I T I 14-Apr-20 05:52 PM
Shoot my dude
@The Cap'm (Reese) Pushed to CLusterfuck
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The Cap'm (Reese) 14-Apr-20 05:54 PM
yey1
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V A H K I T I 14-Apr-20 05:54 PM
GOnna merge your PR while I'm thinking of it too
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The Cap'm (Reese) 14-Apr-20 05:55 PM
yey
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V A H K I T I 14-Apr-20 05:56 PM
Done
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The Cap'm (Reese) 14-Apr-20 05:56 PM
yeet
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V A H K I T I 14-Apr-20 05:56 PM
Is this fix the same for rebuilt?
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The Cap'm (Reese) 14-Apr-20 05:57 PM
the gly3 one is almost the same
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V A H K I T I 14-Apr-20 05:58 PM
I'm guessing almost isn't good enough? :p
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The Cap'm (Reese) 14-Apr-20 05:58 PM
same addition, but vanilla doesn't have a backtrack trigger
since that would lead to WTHK and that doesn't work
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Grampa Walker 14-Apr-20 05:58 PM
So, I did a bit of work before trying out replacing masks in the Turaga huts with the higher poly variants I did, but I realized something, of which I don't know if I've brought up here, that they lose their charm of "Looking rough, and carved" when doing that.
So, I was wondering if it would be better to sort of expand upon this idea, and make an in-between of more accurate wall masks, but more rough, similar to how a primitive tribe would operate.
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V A H K I T I 14-Apr-20 05:59 PM
Go for it if ya like
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UTTER_BODGE 14-Apr-20 06:00 PM
it's not a bad idea but I personally wouldn't prioritize it
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V A H K I T I 14-Apr-20 06:00 PM
Yeah, we need to get level2 done first and foremost
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UTTER_BODGE 14-Apr-20 06:00 PM
idk what else is on the todo list right now but I'd put playable level geometry and such first (edited)
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V A H K I T I 14-Apr-20 06:00 PM
That can definitely be put on the list for the next patch though
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UTTER_BODGE 14-Apr-20 06:01 PM
k time to install this game
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V A H K I T I 14-Apr-20 06:02 PM
😄
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UTTER_BODGE 14-Apr-20 06:02 PM
gonna install vanilla alpha and beta first just to have on hand
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V A H K I T I 14-Apr-20 06:02 PM
FYI the alpha repo is in.. a state right now.
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The Cap'm (Reese) 14-Apr-20 06:02 PM
you fool
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UTTER_BODGE 14-Apr-20 06:02 PM
last I checked - and granted this was quite a long while ago - I couldn't load tahu's level in the alpha cause there was a broken model in the mtup cutscene
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V A H K I T I 14-Apr-20 06:03 PM
We decided to redo all the old fixes, so aside from things that get it to a level of basic functionality, every patch has been reverted
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UTTER_BODGE 14-Apr-20 06:03 PM
and it was identified but never pushed as a fix
ah ok
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The Cap'm (Reese) 14-Apr-20 06:03 PM
yeah pre-repo that was fixed
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UTTER_BODGE 14-Apr-20 06:03 PM
well maybe I'll take a look at some alpha stuff too then, though the main priority for me right now is lev4 strt
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V A H K I T I 14-Apr-20 06:03 PM
The alpha patches were a bit of a clusterfuck, so that's why we, (begrudgingly) decided to do this
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UTTER_BODGE 14-Apr-20 06:04 PM
btw - the game doesn't use any registry keys that we know of right?
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V A H K I T I 14-Apr-20 06:04 PM
Doesn't seem to
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UTTER_BODGE 14-Apr-20 06:04 PM
mkay
well besides presumably some installer stuff
just to signal the game was installed
but that's not really the game itself
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V A H K I T I 14-Apr-20 06:05 PM
I mean
If you install it from the launcher, depending on the version it won't even do that (edited)
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UTTER_BODGE 14-Apr-20 06:05 PM
I'm just installing vanilla stuff to use as reference atm, then I'll probably just get working copies from github
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V A H K I T I 14-Apr-20 06:06 PM
In order to make sure it installs to a separate directory from the alpha, beta and rebuilt were repackaged into a new installer
AIght
It would be nice if I could just hex edit the OG installer for beta to change the install path, but eh
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UTTER_BODGE 14-Apr-20 06:08 PM
been a while since I've seen this
wait shit we're still in modeling
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V A H K I T I 14-Apr-20 06:09 PM
:v
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The Cap'm (Reese) 14-Apr-20 06:10 PM
Lel
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V A H K I T I 14-Apr-20 06:14 PM
Yeet
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The Cap'm (Reese) 14-Apr-20 06:14 PM
yay
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V A H K I T I 14-Apr-20 06:14 PM
Also fixed up the normal maps here too
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The Cap'm (Reese) 14-Apr-20 06:14 PM
the spiniest rugs on the whole island baybee
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V A H K I T I 14-Apr-20 06:15 PM
Matau next, and then we can call this a fix
At least until @Grampa Walker comes in and does it over
xP
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The Cap'm (Reese) 14-Apr-20 06:15 PM
doooooooon't forget to add it to the patch notes
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V A H K I T I 14-Apr-20 06:15 PM
ye
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The Cap'm (Reese) 14-Apr-20 06:16 PM
what you gonna try after this
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V A H K I T I 14-Apr-20 06:16 PM
Not even thinking that far ahead yet
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The Cap'm (Reese) 14-Apr-20 06:16 PM
ah
matau's door, maybe
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V A H K I T I 14-Apr-20 06:20 PM
Huh
The mushrooms actually have a proper texture in Matau's case
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The Cap'm (Reese) 14-Apr-20 06:20 PM
huh
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V A H K I T I 14-Apr-20 06:20 PM
I guess I'll copy this to the others then
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The Cap'm (Reese) 14-Apr-20 06:21 PM
can we keep Vakama's awesome lavashrooms please
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V A H K I T I 14-Apr-20 06:21 PM
ye
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The Cap'm (Reese) 14-Apr-20 06:21 PM
thank
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ShadowDraikana 14-Apr-20 06:27 PM
...saffire lmao
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V A H K I T I 14-Apr-20 06:27 PM
Okay so
I'm not sure what's up with the shit going on in Matau's hut
It's not a normals issue
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ShadowDraikana 14-Apr-20 06:27 PM
?
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V A H K I T I 14-Apr-20 06:27 PM
The mushrooms, the tabletop, and the shelves are all completely or partially invisible in game
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ShadowDraikana 14-Apr-20 06:28 PM
oh so same shit as the glyph stands sometimes
they have the exact issue
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V A H K I T I 14-Apr-20 06:28 PM
Any idea what causes it?
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UTTER_BODGE 14-Apr-20 06:28 PM
check the texture formats
the specific type of DDS determines how the game handles it
that was the problem with invisible geometry in ga-koro and ta-koro
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V A H K I T I 14-Apr-20 06:29 PM
Well the mushrooms are only partially invisible.
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UTTER_BODGE 14-Apr-20 06:29 PM
could still be a texture thing
got a screenshot?
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V A H K I T I 14-Apr-20 06:29 PM
Yea that
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UTTER_BODGE 14-Apr-20 06:30 PM
smells like a texture issue
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V A H K I T I 14-Apr-20 06:33 PM
Huh
For the mushrooms yeah maybe
Maya is showing me more on the sample than the actual texture seems to contain, the top half being completely transparent
I'm not sure how I would go about retrieving that data.
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UTTER_BODGE 14-Apr-20 06:34 PM
it's there
the alpha channel just goes transparent so you don't see it
open it in a program that'll let you see the individual channels like gimp
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V A H K I T I 14-Apr-20 06:35 PM
I figured it out. I just had to export it in a format that didn't support alpha channel and then back to dtx3 again
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The Cap'm (Reese) 14-Apr-20 06:35 PM
yey
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V A H K I T I 14-Apr-20 06:36 PM
I know Onua's level does have this texture as you mentioned, but it had the same issue, so I'll clone it there
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UTTER_BODGE 14-Apr-20 06:36 PM
what format did you export as? bmp or something?
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V A H K I T I 14-Apr-20 06:36 PM
Just a different dds format
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UTTER_BODGE 14-Apr-20 06:36 PM
that'll recompress it
like saving something as jpg over and over
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V A H K I T I 14-Apr-20 06:37 PM
I mean I don't really see any difference and I don't think anyone else will either
😛
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UTTER_BODGE 14-Apr-20 06:37 PM
especially given I think dds formats compress things in different ways
I see some visible compression artifacts in that upload
though idk if they were already that severe
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The Cap'm (Reese) 14-Apr-20 06:38 PM
i don't see shit
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UTTER_BODGE 14-Apr-20 06:38 PM
especially visible at the top
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V A H K I T I 14-Apr-20 06:38 PM
The original
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UTTER_BODGE 14-Apr-20 06:39 PM
sample from some random forum
texture looks identical though so should be fine
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V A H K I T I 14-Apr-20 06:40 PM
Okay so the data in the one from Onua's level just isn't present
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The Cap'm (Reese) 14-Apr-20 06:40 PM
check the lev2 folder
that has a lot of lev1 textures
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V A H K I T I 14-Apr-20 06:42 PM
Higher quality version of the same texture with the same issue
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The Cap'm (Reese) 14-Apr-20 06:42 PM
oof
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V A H K I T I 14-Apr-20 06:42 PM
James, I'll send the OG DDS if you want to have a look at it
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UTTER_BODGE 14-Apr-20 06:42 PM
eh it looks fine
from the uploads
btw this looks like a good explanation of how it actually works if you're curious https://www.fsdeveloper.com/wiki/index.php?title=DXT_compression_explained\
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V A H K I T I 14-Apr-20 06:43 PM
Well it's not though because it doesn't map properly
The issue in Matau's hut is a testament to that
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UTTER_BODGE 14-Apr-20 06:43 PM
oh I misunderstood which one you were sending
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V A H K I T I 14-Apr-20 06:43 PM
Yeah, this is a different one with the same issue except I can't retrieve the missing data (edited)
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UTTER_BODGE 14-Apr-20 06:44 PM
yeah
it's cut off on all color channels
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V A H K I T I 14-Apr-20 06:45 PM
fucc
That's a shame, but I guess it's not super hard to fill in
It's not exactly a super detailed texture
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UTTER_BODGE 14-Apr-20 06:45 PM
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V A H K I T I 14-Apr-20 06:45 PM
And from the looks of it, it's meant to map in the same way as the level5 one
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V A H K I T I 14-Apr-20 07:04 PM
BAHAHA
Yep, the tables are a texture issue too
I mean I COULD BE WRONG but
🦀 TEXTURE'S GONE 🦀
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UTTER_BODGE 14-Apr-20 07:05 PM
FELLAS
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V A H K I T I 14-Apr-20 07:06 PM
There we gooo. :p
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The Cap'm (Reese) 14-Apr-20 07:06 PM
neet
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V A H K I T I 14-Apr-20 07:07 PM
Now I'll just do the mushrooms over for Whenua and Onewa
Pff
Still no rotation btw, even between fucking levels
Nice
The remade texture I did is kinda shit but it'll do for now
It doesn't look any worse than the rest of the game
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The Cap'm (Reese) 14-Apr-20 07:10 PM
oof
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V A H K I T I 14-Apr-20 07:11 PM
Anyone else got shitty lookin mushrooms in their huts?
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The Cap'm (Reese) 14-Apr-20 07:11 PM
no
Nokama and Nuju are shroomless
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V A H K I T I 14-Apr-20 07:11 PM
Aight
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The Cap'm (Reese) 14-Apr-20 07:14 PM
nokama has a net
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V A H K I T I 14-Apr-20 07:14 PM
Nice
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The Cap'm (Reese) 14-Apr-20 07:14 PM
eyy
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UTTER_BODGE 14-Apr-20 08:59 PM
deep inhale
andherewego
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V A H K I T I 14-Apr-20 11:02 PM
eyes_shaking
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The Cap'm (Reese) 14-Apr-20 11:02 PM
did someone say t r a s h
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UTTER_BODGE 14-Apr-20 11:18 PM
I think an adjusted camera pan might actually work decently
gonna try it
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The Cap'm (Reese) 14-Apr-20 11:18 PM
oh?
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UTTER_BODGE 14-Apr-20 11:18 PM
rigging up something to save an animation to this format
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The Cap'm (Reese) 14-Apr-20 11:56 PM
yo @V A H K I T I did you add the TURA edits to the patch notes
if not i can add that now
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V A H K I T I 14-Apr-20 11:58 PM
Go for it
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The Cap'm (Reese) 14-Apr-20 11:58 PM
k
done
new textures lookin sweet btw
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UTTER_BODGE 15-Apr-20 12:39 AM
got some food and did some other stuff
back to work on it
also
I think the strt4 cutscene might have been animated with an even earlier version of the area in mind?
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The Cap'm (Reese) 15-Apr-20 12:39 AM
nani
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UTTER_BODGE 15-Apr-20 12:40 AM
there's a part at the beginning where even with the alpha model the camera clips through the terrain briefly
and - I'm not 100% sure, but - I think even with the alpha model, kopaka's feet end up inside the wall a bit?
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The Cap'm (Reese) 15-Apr-20 12:40 AM
yeesh, what was this, their first cutscene or something?
the area changed twice without the animation being updated?
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UTTER_BODGE 15-Apr-20 12:41 AM
I imagine it evolved between alpha and beta too
but maybe?
it's just speculation
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The Cap'm (Reese) 15-Apr-20 12:41 AM
yeah
no way to know nowadays
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UTTER_BODGE 15-Apr-20 01:08 AM
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The Cap'm (Reese) 15-Apr-20 01:08 AM
oo
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UTTER_BODGE 15-Apr-20 01:08 AM
I like how unity's camera preview means you can scroll through your animation and preview how the in-game pan will look
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Ondrik🅱 (Ondrej) 15-Apr-20 01:08 AM
oh my god
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The Cap'm (Reese) 15-Apr-20 01:08 AM
oh that's amazing
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Ondrik🅱 (Ondrej) 15-Apr-20 01:08 AM
I need to get that editor working
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UTTER_BODGE 15-Apr-20 01:09 AM
WIP right now
for cin cam slbs
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V A H K I T I 15-Apr-20 01:09 AM
Now do actual animations Pac
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UTTER_BODGE 15-Apr-20 01:10 AM
hahahahahahahano
:D
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The Cap'm (Reese) 15-Apr-20 01:10 AM
one of these days
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V A H K I T I 15-Apr-20 01:10 AM
REEE
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The Cap'm (Reese) 15-Apr-20 01:10 AM
we'll be able to make a cutscene fully in this editor 😄
epic
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UTTER_BODGE 15-Apr-20 01:11 AM
right now I'm just rigging this up to output the frames I need
then I'll plop them into the existing cam slb and see how it looks
since we're only editing the first pan
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V A H K I T I 15-Apr-20 01:21 AM
All joking aside, are the animations even that much more complex than the cin slbs? Some of them are even smaller than some cin SLBs. (edited)
Like obviously they're VERY DIFFERENT in format
But I can't really speak for their overall complexity
The only thing that will make them super difficult to edit is that it seems like they're exported into nothing but keyframes. None of the original curves, if there were any, seem to have been preserved.
Which is common even now when you export a model with attached animations, so I'm not surprised.
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UTTER_BODGE 15-Apr-20 01:23 AM
well I mean
I could probably import the data
but it's a matter of making it really usable
like, trying to skin it to a model
hmm
iiiidunno
guess I could look into it and see what happens provided the format is documented
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V A H K I T I 15-Apr-20 01:30 AM
It's about as documented as the other SLBs were when you started this IIRC
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The Cap'm (Reese) 15-Apr-20 02:00 AM
by the by I've added a hookmod tag to the trello board
and applied it to all the issues that I remembered required one
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V A H K I T I 15-Apr-20 02:32 AM
Nice
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The Cap'm (Reese) 15-Apr-20 02:33 AM
so tomorrow do ya want to get Matau's door in perhaps?
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V A H K I T I 15-Apr-20 02:34 AM
Ye
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The Cap'm (Reese) 15-Apr-20 02:34 AM
yeet
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ShadowDraikana 15-Apr-20 04:08 PM
maybe i should tackle cinema editor again (since those slbs came up here)
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V A H K I T I 15-Apr-20 04:12 PM
Well they came up because James managed to make a visual editor for the cam splines
As in he actually made a Unity camera follow the path to preview the pan as it would look in-game
But yes, that would still be nice to have on hand.
Even if just for the extras menu
To view the cinematics
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UTTER_BODGE 15-Apr-20 04:15 PM
so, something about how the game handles camera paths
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V A H K I T I 15-Apr-20 04:16 PM
Well for one, the speed isn't the same
But that's a given I assume
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UTTER_BODGE 15-Apr-20 04:16 PM
(yes that's just cause the animation clip is 60 FPS and the game is 30 and it didn't really matter here)
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V A H K I T I 15-Apr-20 04:16 PM
Ah
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UTTER_BODGE 15-Apr-20 04:16 PM
anyway
when animating stuff in general, you'll put in some keyframes and then whatever you're animating will be smoothly moved between them
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V A H K I T I 15-Apr-20 04:18 PM
Yep, that's how animation do
Except when you export it
THen all those curves are lost. 🙃
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UTTER_BODGE 15-Apr-20 04:18 PM
the saved camera data in the game doesn't entirely work like that, it has frames at fixed intervals (30 per second in vanilla files, haven't checked if the game accepts other rates)
so if you want to edit a curve that's already been kinda baked into a thousand specific frames instead
it's easiest to just make a new animation, placing keyframes and getting it as close as you can
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V A H K I T I 15-Apr-20 04:19 PM
Wait wait, you managed to reverse engineer the original curves from the thousands of keyframes?
Or is this just a brand new path?
Cause if you can re the curves from this, the animations themselves aren't all that much different. Like again, obviously a different format, but the principle is the same. Curves probably existed at one point, and are instead now a billion keyframes.
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UTTER_BODGE 15-Apr-20 04:21 PM
well getting an exact match isn't really possible cause of general differences in how unity makes curves vs whatever they originally used but also it's not at all hard to get close
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V A H K I T I 15-Apr-20 04:21 PM
That's super fucking cool though
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UTTER_BODGE 15-Apr-20 04:22 PM
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V A H K I T I 15-Apr-20 04:22 PM
If you manage to do that with animations, that'll be even further than Benji got.
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UTTER_BODGE 15-Apr-20 04:22 PM
ha ha ha
anyway
it takes like 2 seconds to scroll through the frames
and figure out which one would make a good keyframe
then copy that to your new animation
in this case an exact match wouldn't have really worked anyway since the goal was to change the path to avoid clipping
and to do that as smoothly as possible instead of like
following the original path exactly until a split second before the camera hits something and then changing course or something Pac
I might revisit it today and tweak it a bit, maybe
anyway it needs some more boilerplate stuff to make it general purpose
right now I just lazily rigged it up to do what I needed for this specific case
since I'm only editing the first 268 frames or something I set it up to just dump those frames to a file, then I just plopped those in the existing cin slb lol
I'm tempted to get fancy and like... rig it up so another camera follows the vanilla path
and do a transparent overlay
so I can compare and get it really close, right in the editor
fuck it, that sounds fun, I'll do it after I eat lol
If you manage to do that with animations, that'll be even further than Benji got
the main problem with this idea
is that I'm not sure if unity really exposes an API for creating animation clips?
I could have missed it, but I didn't see anything like that in the docs yesterday
I'll check it out, maybe it's buried somewhere
god knows they've gone through like 3 animation control systems at this point lol
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V A H K I T I 15-Apr-20 04:36 PM
I mean that's still a cool system.
And it could probably work with actual animations too. To the best of my understanding you're basically just having it sift through the keyframes, finding the extreme points, setting that as a keyframe, and then converting everything between it and the last one into a curve.
Which yeah, is not an exact science, but it seems like it should work well enough
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benji 15-Apr-20 04:46 PM
Uh that's not at all the issue that I am stuck on
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V A H K I T I 15-Apr-20 04:47 PM
No I know it's not
But you never got as far as adding that as a feature IIRC
Out of curiosity though, what ARE you stuck on?
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benji 15-Apr-20 04:48 PM
When I apply the right transformations (translate rotate scale) in Maya the model is posed wrong
I think it has to do with how Maya handles bones, maybe it could work with Unity
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V A H K I T I 15-Apr-20 04:50 PM
Well perhaps you two can collaborate on that. Cause James needs the documentation, and you probably have more of that than what JMMB had as a base
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benji 15-Apr-20 04:50 PM
Well the code for loading the files is done and written
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V A H K I T I 15-Apr-20 04:51 PM
Nice
Also I'm free whenever you want to continue with addpart. Just cropping the glossary images now
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UTTER_BODGE 15-Apr-20 04:58 PM
I'll look into it
also yknow how the cutscenes are kinda jittery sometimes? like the character and camera are out of sync
I think I might have a fix in mind for that
mmmmaybe
need to see if my idea of what's going on is correct
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V A H K I T I 15-Apr-20 05:00 PM
😄
THat would be amazing
That's a really long-standing bug, and we never really had any idea what was up with it.
I think the worst one is Lewa's SHRN cutscene
Flying in on that fucking convulsing Nui Rama.
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UTTER_BODGE 15-Apr-20 05:02 PM
the problem is if my idea is right we'd need to either run every cutscene camera file through a script (with some manual input to say when the camera is intended to make a jump cut)
or lock the game to 30 FPS during cutscenes lol
again, haven't tested yet
could be totally wrong
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V A H K I T I 15-Apr-20 05:03 PM
Well locking the FPS in cutscenes only is not going to be easy, though we DO have a hookmod for it to work universally already.
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UTTER_BODGE 15-Apr-20 07:32 PM
sometimes models have duplicate faces which I assume weren't as easily visible in ye olde modeling software they used
usually this isn't a problem as the ones that render first are the most recent ones
but as I ran into with strt yesterday
sometimes just importing and exporting a model changes the order faces come in in weird inconsistent ways
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The Cap'm (Reese) 15-Apr-20 07:33 PM
that ice doesn't always appear either
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UTTER_BODGE 15-Apr-20 07:34 PM
so you can make an edit to a model
and then suddenly the older duplicate face will start rendering in front of the newer one
like in strt, they still had the textures and UVs like the alpha version of the model
also I found that blender automatically merged some of the faces, like it was trying to fix it
but the faces it'd chosen to preserve in two cases were the old ones
so I had to go back to the vanilla model, grab those two particular triangles with the right texture/UVs, and cut/paste them in
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V A H K I T I 15-Apr-20 07:58 PM
Vertex colours aren't showing up, but progress all the same
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The Cap'm (Reese) 15-Apr-20 07:58 PM
eyy
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V A H K I T I 15-Apr-20 07:59 PM
Okay the model HAS vertex colours, and I seem to recall that you can put them on skinned meshes, so Idk what's up here
Well it's a start anyways
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The Cap'm (Reese) 15-Apr-20 08:02 PM
indeed
the ga-koro one should be easy. Big brown stick 😛
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V A H K I T I 15-Apr-20 08:03 PM
Yep
Going to also take this opportunity to reimport the Toa and Tohunga models from Walker's original files to dispel those minor weight paint issues
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The Cap'm (Reese) 15-Apr-20 08:09 PM
neet
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V A H K I T I 15-Apr-20 08:13 PM
Done for the tohunga
So that should now mark Onu-Koro as done
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The Cap'm (Reese) 15-Apr-20 08:14 PM
niiiice
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V A H K I T I 15-Apr-20 08:14 PM
At least until we start putting the quest items in
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The Cap'm (Reese) 15-Apr-20 08:23 PM
so big stick next
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V A H K I T I 15-Apr-20 08:24 PM
Yep, working on it.
Just need to re-export Onua and then code in the equipment for the Ga-matoran guards
the model is done
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The Cap'm (Reese) 15-Apr-20 08:24 PM
epic
So quickly? How'd you model it so fast?
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V A H K I T I 15-Apr-20 08:24 PM
Boi
Alright Onua is done, which means I can move onto Ga-Koro now.
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The Cap'm (Reese) 15-Apr-20 08:27 PM
woot
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V A H K I T I 15-Apr-20 08:30 PM
Pushed to clusterfcuk
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The Cap'm (Reese) 15-Apr-20 08:30 PM
what is
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V A H K I T I 15-Apr-20 08:31 PM
The onu-koro additions
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The Cap'm (Reese) 15-Apr-20 08:31 PM
o
is the hookmod included?
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V A H K I T I 15-Apr-20 08:32 PM
Oh right I need to do that. :p
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The Cap'm (Reese) 15-Apr-20 08:32 PM
:v
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V A H K I T I 15-Apr-20 08:34 PM
I'll commit it with the ga-koro update. One moment
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The Cap'm (Reese) 15-Apr-20 08:34 PM
k
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V A H K I T I 15-Apr-20 08:40 PM
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The Cap'm (Reese) 15-Apr-20 08:42 PM
it smol
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V A H K I T I 15-Apr-20 08:42 PM
hmm?
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The Cap'm (Reese) 15-Apr-20 08:42 PM
smol stik
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V A H K I T I 15-Apr-20 08:42 PM
Too small?
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The Cap'm (Reese) 15-Apr-20 08:42 PM
maybe a little
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V A H K I T I 15-Apr-20 08:43 PM
I'll try to match it with the one in mnog
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The Cap'm (Reese) 15-Apr-20 08:43 PM
at least from this perspective it looks like they picked a twig off the ground and are waving it around 😛
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V A H K I T I 15-Apr-20 08:43 PM
This is the current size
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The Cap'm (Reese) 15-Apr-20 08:43 PM
ah
probably a perspective issue then
still maybe just a tad bigger
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V A H K I T I 15-Apr-20 08:45 PM
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The Cap'm (Reese) 15-Apr-20 08:45 PM
better
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V A H K I T I 15-Apr-20 08:45 PM
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The Cap'm (Reese) 15-Apr-20 08:46 PM
beeg steek
gud
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V A H K I T I 15-Apr-20 08:46 PM
Pushed
With the hookmod this time
:p
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The Cap'm (Reese) 15-Apr-20 08:46 PM
woot
who next
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V A H K I T I 15-Apr-20 08:46 PM
The one we don't know
Po-Koro
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The Cap'm (Reese) 15-Apr-20 08:47 PM
i still stand by that mace
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V A H K I T I 15-Apr-20 08:48 PM
During the bohrok animations they're only seen with disks
So I may just do that
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The Cap'm (Reese) 15-Apr-20 08:48 PM
fiiiiine
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V A H K I T I 15-Apr-20 08:53 PM
WOAAAAAAAAAAAAH WE'RE HALFWAY THEEEEEERE
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The Cap'm (Reese) 15-Apr-20 08:53 PM
yeet
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V A H K I T I 15-Apr-20 08:58 PM
Pushed
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The Cap'm (Reese) 15-Apr-20 08:59 PM
noice
now for ko-koro
unless you want to skip to lev5 since that doesn't require new models
or make them hold flutes
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The King 15-Apr-20 09:02 PM
@V A H K I T I impressive work vahki.
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V A H K I T I 15-Apr-20 09:15 PM
Gonna add a bit moe detail and then texture it
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The Cap'm (Reese) 15-Apr-20 09:16 PM
yeet
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V A H K I T I 15-Apr-20 09:44 PM
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The Cap'm (Reese) 15-Apr-20 09:44 PM
oo
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UTTER_BODGE 15-Apr-20 09:48 PM
niice
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V A H K I T I 15-Apr-20 09:48 PM
Put a little more time into that one cause I had to unwrap it
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The Cap'm (Reese) 15-Apr-20 09:48 PM
heh, i get it
ice
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V A H K I T I 15-Apr-20 09:48 PM
Which is a thing I know how to do now. 😄
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The Cap'm (Reese) 15-Apr-20 09:48 PM
yeet
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V A H K I T I 15-Apr-20 09:57 PM
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The Cap'm (Reese) 15-Apr-20 09:57 PM
eyy my favorite guard
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V A H K I T I 15-Apr-20 09:58 PM
You do love your Kaukaus
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The Cap'm (Reese) 15-Apr-20 09:58 PM
more because of the way I wrote him
but the Kaukau helps
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V A H K I T I 15-Apr-20 09:58 PM
:p
Okay, while I'm in Kopaka's level, it's time to try setting this up with players
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The Cap'm (Reese) 15-Apr-20 09:58 PM
yeet
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V A H K I T I 15-Apr-20 09:58 PM
IT IS TIME
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The Cap'm (Reese) 15-Apr-20 09:59 PM
it him
splat tim
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V A H K I T I 15-Apr-20 09:59 PM
Boi
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The Cap'm (Reese) 15-Apr-20 10:00 PM
it's time to scoot the burbs
while you're doing that I'll add this to the patch notes
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sweg (Andrew) 15-Apr-20 10:05 PM
welcome to the ice fields motherfucker
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The Cap'm (Reese) 15-Apr-20 10:05 PM
lel
Should I mention weapon sheathing as well?
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V A H K I T I 15-Apr-20 10:05 PM
Not yet
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The Cap'm (Reese) 15-Apr-20 10:07 PM
done
did not mention weapon sheathing
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V A H K I T I 15-Apr-20 10:14 PM
Successfully added Kopaka's sword & shield from his toa class
So this will be the default action the game will take unless told otherwise by an area
In this case I'm now going to try and override this with the vllg4 class
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UTTER_BODGE 15-Apr-20 10:15 PM
what if you grapple while the sword is put away
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V A H K I T I 15-Apr-20 10:16 PM
I mean the grapple currently uses the weapons but I suppose there's no reason we can't change that. Though in all cases it would require animation edits and hard-coded shananigans
Since the function hides the entire hand bone while active
Success!
I don't have the holstered models yet, but I can successfully override the part addition by the char class and remove them in a specific area
Hmm
There is a problem though
If the part is ALREADY removed it seems to crash
Erm
Okay that was just an unrelated random crash to gaslight me. Excellent. 🙃
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The King 15-Apr-20 10:25 PM
nice
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The Cap'm (Reese) 15-Apr-20 10:25 PM
Did the crash happen on entering ko-koro
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V A H K I T I 15-Apr-20 10:25 PM
From tura, yes
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The Cap'm (Reese) 15-Apr-20 10:25 PM
cuz that would've been the model crash that the area gives constantly
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The King 15-Apr-20 10:25 PM
i suggest either having the sword on the back of on his hip like a six shooter
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V A H K I T I 15-Apr-20 10:26 PM
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The Cap'm (Reese) 15-Apr-20 10:26 PM
noice
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The King 15-Apr-20 10:26 PM
epic
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sweg (Andrew) 15-Apr-20 10:26 PM
nicely done
shield is a bit bright tho
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V A H K I T I 15-Apr-20 10:26 PM
That's just the reflection
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The Cap'm (Reese) 15-Apr-20 10:26 PM
yea that's just the lighting from that angle
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sweg (Andrew) 15-Apr-20 10:26 PM
ah
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V A H K I T I 15-Apr-20 10:27 PM
Though the lighting doesn't affect the sword that way so I MAY have to tweak the normals
Well either way it works. I just need to hook up the functions to make sure it gets added back on in the connected areas.
ANde also to his feet in the boarding areas
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The Cap'm (Reese) 15-Apr-20 10:45 PM
and off his feet out of the board areas
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V A H K I T I 15-Apr-20 10:46 PM
Kopaka equipment proof of concept Feat. Liam & Josie in hell. Pac
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The Cap'm (Reese) 15-Apr-20 10:46 PM
btw that ko-koro crash only started after the takara pit was put in
oh shit nuju needs a door too
i completely forgot about that
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V A H K I T I 15-Apr-20 10:48 PM
Ye
I would handle that while I'm here, but I don't remember how to code it in
Anyways what areas are connected to vllg and the snowboarding areas?
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The Cap'm (Reese) 15-Apr-20 10:49 PM
VLLG has TURA, STRT, and CRSS
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V A H K I T I 15-Apr-20 10:49 PM
I need to know every area that's connected to these because I have to force the items back to his hand in them
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The Cap'm (Reese) 15-Apr-20 10:49 PM
BRD2 drops you in TELE
SNBD drops you in CRSS again
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V A H K I T I 15-Apr-20 10:49 PM
You can't backtrack from BRD2 I take it
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The Cap'm (Reese) 15-Apr-20 10:49 PM
no
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V A H K I T I 15-Apr-20 10:50 PM
Same for snbd?
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The Cap'm (Reese) 15-Apr-20 10:50 PM
you can't in any area here
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V A H K I T I 15-Apr-20 10:51 PM
Okay so I need to force it to his back in TURA, to his feet in BRD2, SNBD, and part of BOSS, and back to his hands in TELE and CRSS?
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The Cap'm (Reese) 15-Apr-20 10:51 PM
BRD3 drops you in SHRN
and BRD4 drops you in BOSS so that's not immediately relevant
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V A H K I T I 15-Apr-20 10:52 PM
Okay so BRD3 needs to be added to that list then
And.. brd4
I asked about what boarding areas there are too
:p
Also I still need to force it because you have to load in
Ie if you save in boss,
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The Cap'm (Reese) 15-Apr-20 10:52 PM
i more was going for removing it
but I see what you mean
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V A H K I T I 15-Apr-20 10:54 PM
So:
Back: TURA VLLG (Post Invasion) SHRN Hands: STRT VLLG (Pre Invasion) TELE CRSS BOSS (Post landing) Feet: BRD2 SNBD BRD3 BRD4 BOSS (Pre Landing)
(edited)
❤️ 2
🇸 1
🇺 1
🇨 1
🇰 1
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The Cap'm (Reese) 15-Apr-20 10:54 PM
yeet
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V A H K I T I 15-Apr-20 10:55 PM
Fucc
accidental heart reacc
Oh well. :v
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The Cap'm (Reese) 15-Apr-20 10:56 PM
oh no, accidental heart attack
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V A H K I T I 15-Apr-20 11:02 PM
Tura done
vllg obviously done
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The Cap'm (Reese) 15-Apr-20 11:05 PM
yea
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V A H K I T I 15-Apr-20 11:06 PM
Also
YOu forgot the strt backtrack for vllg
:p
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The Cap'm (Reese) 15-Apr-20 11:06 PM
no i did not
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V A H K I T I 15-Apr-20 11:06 PM
o
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The Cap'm (Reese) 15-Apr-20 11:06 PM
you fool
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V A H K I T I 15-Apr-20 11:06 PM
I guess I did
Ree
Question
How is boss4 set up to stop the sliding? Is there a trigger or something near the pillars?
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The Cap'm (Reese) 15-Apr-20 11:12 PM
dunno
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V A H K I T I 15-Apr-20 11:12 PM
Ah yes, yes there is
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V A H K I T I 15-Apr-20 11:27 PM
Uh
Boss4 is consistently crashing for me with no changes
Can anyone confirm?
@The Cap'm (Reese)
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The Cap'm (Reese) 15-Apr-20 11:28 PM
1 sec
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V A H K I T I 15-Apr-20 11:29 PM
aight
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The Cap'm (Reese) 15-Apr-20 11:32 PM
where is it crashing
exactly
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V A H K I T I 15-Apr-20 11:34 PM
@ShadowDraikana You familiar with this?
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The Cap'm (Reese) 15-Apr-20 11:36 PM
no i mean
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V A H K I T I 15-Apr-20 11:36 PM
During the loading screen
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The Cap'm (Reese) 15-Apr-20 11:36 PM
k
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ShadowDraikana 15-Apr-20 11:36 PM
FFS
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The Cap'm (Reese) 15-Apr-20 11:36 PM
i am not getting that
so
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V A H K I T I 15-Apr-20 11:36 PM
odd
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ShadowDraikana 15-Apr-20 11:37 PM
if the image will load
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The Cap'm (Reese) 15-Apr-20 11:37 PM
write what the address is, if you will
I can't read the tiny text
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ShadowDraikana 15-Apr-20 11:37 PM
oh
that's just the 1001 crash or one of them anyway
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V A H K I T I 15-Apr-20 11:37 PM
Do we know what causes that?
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ShadowDraikana 15-Apr-20 11:38 PM
model issue
see: lev4 vllg
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V A H K I T I 15-Apr-20 11:38 PM
What happened in vllg to cause it?
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The Cap'm (Reese) 15-Apr-20 11:38 PM
and on occassion vlgs
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ShadowDraikana 15-Apr-20 11:38 PM
game randomly loses it's shit at a near consistent level
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The Cap'm (Reese) 15-Apr-20 11:38 PM
You added the takara pit then it started
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ShadowDraikana 15-Apr-20 11:38 PM
^
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V A H K I T I 15-Apr-20 11:38 PM
Oh it's the same crash?
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ShadowDraikana 15-Apr-20 11:38 PM
no
this one you're getting it different
from what i'm seeing
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V A H K I T I 15-Apr-20 11:39 PM
Okay I found the issue
It seems to be related to the foot shield
Okay I got it loading and set everything up to work in boss4
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The Cap'm (Reese) 15-Apr-20 11:41 PM
oof
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V A H K I T I 15-Apr-20 11:41 PM
You now ride the shield and it gets put back in your hand when you land
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The Cap'm (Reese) 15-Apr-20 11:42 PM
neet
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V A H K I T I 15-Apr-20 11:42 PM
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The Cap'm (Reese) 15-Apr-20 11:42 PM
neet x2
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V A H K I T I 15-Apr-20 11:48 PM
???????????????????
Now Ida has just started flipping out
Okay apparently it absolutely does not like the new version of dgvoodoo I attempted to update to
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The Cap'm (Reese) 15-Apr-20 11:50 PM
oof
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The Cap'm (Reese) 16-Apr-20 12:19 AM
any progress on that or
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V A H K I T I 16-Apr-20 12:19 AM
I'm having some issues
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The Cap'm (Reese) 16-Apr-20 12:19 AM
oof
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V A H K I T I 16-Apr-20 12:20 AM
I'm not quite sure how to explain what's happening but it seems like the game has trouble removing the parts sometimes and will just crash at a seemingly random address
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The Cap'm (Reese) 16-Apr-20 12:20 AM
.-.
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V A H K I T I 16-Apr-20 12:21 AM
The issue seems to stem from setting the parts in the character class but also in an area class
If the part is set twice, the game flips the fuck out trying to remove them
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The Cap'm (Reese) 16-Apr-20 12:21 AM
ah
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V A H K I T I 16-Apr-20 12:22 AM
Thing is I'm not sure how I'd go about setting up a condition for it since as far as I know, there's no way to detect any parts currently loaded.
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benji 16-Apr-20 12:23 AM
you can set a variable when you add a part
like, by adding a property to the toa's class
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V A H K I T I 16-Apr-20 12:23 AM
How so?
Currently I have it set up like so in the toa class:
method equiptoa() { var toa; toa = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("cnt1"), 0); //Apply equipment gccharacter::addpart(toa, "cnt1/hsrd", 1); gccharacter::addpart(toa, "cnt1/hsld", 2); return null; }
Is there another way to do this?
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benji 16-Apr-20 12:38 AM
well if you want to be fancy, you could add a property that is an array of which parts are currently on the character
then when you want to clean up, you could loop through each string in that property and remove the part with that name
and you would gain the ability to, at any time, test what parts are on the character by searching through that property
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V A H K I T I 16-Apr-20 01:21 AM
I think I figured out a simpler way to do it
I've shoved it all into a new method of the player globalclass that can now additionally detect what player you are and apply everything as necessary based on that.
It also unequips everything by force before adding anything new
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The Cap'm (Reese) 16-Apr-20 01:22 AM
nice
is that working better
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V A H K I T I 16-Apr-20 01:23 AM
So now to call it you only have to add globalclass.player.equipcombat, globalclass.player.equippeace, or globalclass.player.equipsurf.
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The Cap'm (Reese) 16-Apr-20 01:23 AM
equippeace
I assume that's unequipping
😛
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V A H K I T I 16-Apr-20 01:24 AM
I mean I guess I could call it that, yeah. I only had it called that when I had a separate unequip all method
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The Cap'm (Reese) 16-Apr-20 01:24 AM
o
so is that working
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V A H K I T I 16-Apr-20 01:24 AM
Still need to test further
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The Cap'm (Reese) 16-Apr-20 01:24 AM
oh
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ShadowDraikana 16-Apr-20 01:25 AM
be careful with just creating globalclass stuff
see loadgame method
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V A H K I T I 16-Apr-20 01:28 AM
FUCK it's still crashing the same way it was before. I mean this still simplifies things, but FUCK. >->
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The Cap'm (Reese) 16-Apr-20 01:33 AM
bleh
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V A H K I T I 16-Apr-20 01:39 AM
There's some kind of overflow happening here but I REALLY don't want to have to overcomplicate this with arrays and shit
The addresses it crashes on vary depending on the area you're in and make no sense, such as this.
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The Cap'm (Reese) 16-Apr-20 01:41 AM
i can't even read that
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V A H K I T I 16-Apr-20 02:12 AM
Okay I think I know what the problem is and how to fix it
I just need to index the areas that will call this manually and tell it not to load it again if we're in those areas
though at this point an array might be less complicated han the alternative
Alright @benji, you win. Pac How do I set up an array in this? I've never done that before.
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benji 16-Apr-20 02:17 AM
square brackets
i = [ ];, and you can put stuff in the square brackets to create an array with stuff in it
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V A H K I T I 16-Apr-20 02:18 AM
I'm not sure how I'd plug that into what I have. Erm.. for the record this is what I have:
method equipcombat() { var toa; toa = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("cnt1"), 0); if (this.actorid == "kopa") { //Remove All gccharacter::removepart(toa, 3); gccharacter::removepart(toa, 4); gccharacter::removepart(toa, 5); //Apply equipment gccharacter::addpart(toa, "cnt1/hsrd", 1); gccharacter::addpart(toa, "cnt1/hsld", 2); } else if (this.actorid == "lewa") { //Remove All gccharacter::removepart(toa, 2); //Apply equipment gccharacter::addpart(toa, "cnt1/haxe", 1); } else if (this.actorid == "tahu") { //Remove All gccharacter::removepart(toa, 2); //Apply equipment gccharacter::addpart(toa, "cnt1/hsrd", 1); } return null; }
(The other two methods for unequipping and surf equipment not shown)
Do I just replace the addpart calls with the snippet you posted above and plug them into the square brackets?
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benji 16-Apr-20 02:21 AM
no, you probably should have @ShadowDraikana help you set this up
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V A H K I T I 16-Apr-20 02:21 AM
I should, but she's not in a good state at the moment unfortunately
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benji 16-Apr-20 02:22 AM
not unlike this game
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V A H K I T I 16-Apr-20 02:22 AM
Pac
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V A H K I T I 16-Apr-20 02:43 AM
AYYYY
I fixed it
Didn't need an array, just a single variable
Basically made a variable for each, (eg: equipped = 0) at the beginning of the method, have it check if that variable is in fact still 0, and then if it was, equip the stuff and set it to 1
Then for as long as it remains 1 it'll never equip again, and the explosion of the entire fucking game is averted. Pac
That took far longer to figure out than it should have tbh
Now I just need to go back and adapt all the shit I already did in the beginning with the area classes directly calling addpart to shift all that shit over to the player class. :p
....nevermind, apparently I just forgot to re-enable it in the kopaka class. ...Fuck. Well I think I'm on the right track here anyways
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V A H K I T I 16-Apr-20 03:36 AM
ALRIGHT figured out the array mostly. Actually working for real this time. Pac
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V A H K I T I 16-Apr-20 05:05 AM
I T ' S F I N A L L Y D O N E
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Fries101Reviews 16-Apr-20 05:07 AM
Rebuilt is Done?
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V A H K I T I 16-Apr-20 05:08 AM
Wot
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Fries101Reviews 16-Apr-20 05:36 AM
Or are there few more Levels left to be fixed in Rebuilt
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V A H K I T I 16-Apr-20 05:41 AM
There's quite a bit more. Pac
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Fries101Reviews 16-Apr-20 05:42 AM
Ah
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V A H K I T I 16-Apr-20 05:44 AM
Right now I'm just knocking things off the milestone list for 1.1
From last night up until a little bit from now, I've been working with Benji on arbitrary equipment so things like this can be done
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V A H K I T I 16-Apr-20 06:13 AM
Lewa and the Le-Matoran guards are now done. (edited)
I already had the code set up in that array for Lewa and Tahu, so the equipment was just a matter of models and individual area calls now. :p (edited)
Also obligatory @Eljay Johnsen ping. Pac
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ShadowDraikana 16-Apr-20 09:15 AM
also
anyone have mtl dumps of all the characters in the game? as in which materials are actually used, etc (edited)
otherwise i'll do it but i was curious if anyone did
going to tackle the textures blk because why the fuck not
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V A H K I T I 16-Apr-20 09:19 AM
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The Cap'm (Reese) 16-Apr-20 09:19 AM
eyyyy
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ShadowDraikana 16-Apr-20 09:34 AM
how about that material list for everything
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V A H K I T I 16-Apr-20 09:34 AM
I mean we will need it eventually for footsteps
Which is still a major widespread bug
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ShadowDraikana 16-Apr-20 09:35 AM
for characters no
those mtls dont affect this
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V A H K I T I 17-Apr-20 08:01 PM
Gonna try making an XP VM and getting Max 4.2 working again.
If this won't run Benji's animation exports, I'm going to be convinced that there's something wrong with the actual exports rather than anything to do with Maya.
Cause this is the program that they would have been made in in the first place.
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benji 17-Apr-20 08:08 PM
yep that's definitely possible
I just can't figure out what's wrong
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V A H K I T I 17-Apr-20 08:09 PM
Well I had a loose theory before about it
I noticed that the animations are generally fine in and around the body, but the more bones away from the root something is animated, the more fucked up it gets.
Hierarchy issue?
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benji 17-Apr-20 08:10 PM
yeah something like that
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V A H K I T I 17-Apr-20 08:11 PM
Anyways, I'll see if I can get 4.2 working then go from there I guess.
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V A H K I T I 17-Apr-20 09:45 PM
@ShadowDraikana
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ShadowDraikana 17-Apr-20 09:46 PM
niiice
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V A H K I T I 17-Apr-20 09:51 PM
Whelp
There goes that idea. Pac
Apparently Max 4.2 can't import shit. Nevermind daes
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JrMasterModelBuilder 17-Apr-20 10:04 PM
Newer versions have import plugins you have to enable.
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V A H K I T I 17-Apr-20 10:04 PM
Define newer versions
:p
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JrMasterModelBuilder 17-Apr-20 10:04 PM
2012-ish maybe?
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V A H K I T I 17-Apr-20 10:04 PM
ah
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JrMasterModelBuilder 17-Apr-20 10:05 PM
Don't know when/if it started/stopped.
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V A H K I T I 17-Apr-20 10:06 PM
I'll have a look
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benji 17-Apr-20 10:06 PM
keep in mind that DAE probably didn't exist when LOMN was in development
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V A H K I T I 17-Apr-20 10:06 PM
True.
Btw, regarding the x files, do we know if the format is the same or different from the max 3 directX exporter?
I assume different
The exporter came with the DX8 SDK
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benji 17-Apr-20 10:07 PM
the LOMN files aren't standard DirectX files
their bone hierarchy is missing
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V A H K I T I 17-Apr-20 10:07 PM
Hmm
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V A H K I T I 18-Apr-20 04:51 PM
Alright so this is alpha SCRP scaled up to the size of beta CAVE
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The Cap'm (Reese) 18-Apr-20 04:51 PM
das not too bad I think
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V A H K I T I 18-Apr-20 04:52 PM
Had to generate a new BCL so the footsteps are all fucked as usual
But yeah it looks aight
ANy objects meant for SCRP will have to be repositioned though
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The Cap'm (Reese) 18-Apr-20 04:52 PM
yeah
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V A H K I T I 18-Apr-20 04:52 PM
I imported it over cave since that makes up the majority of the area containing other shit
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UTTER_BODGE 18-Apr-20 04:52 PM
y'know, them scaling up CAVE does give credit to the idea of simply scaling up Waterslide Hell for rebuilt lol
saffire could have done exactly that
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V A H K I T I 18-Apr-20 04:53 PM
True. :p
But we're supposed to be better than them
We're also going to have to add new dig walls at the new entrances
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The Cap'm (Reese) 18-Apr-20 04:54 PM
yea
and probably mold certain walls to fit the digging wall type
...and maybe add the pits back in?
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V A H K I T I 18-Apr-20 04:56 PM
The pits were kind of obnoxious tbh
I don't see the need
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The Cap'm (Reese) 18-Apr-20 04:56 PM
fair
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V A H K I T I 18-Apr-20 04:56 PM
Like
You're already in the dark with limited energy to make see things happen
We don't need invisible death pits if you run out of mask juice
:p
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The Cap'm (Reese) 18-Apr-20 04:57 PM
you eat fruit from the vuata maca tree and get that sweet, succulent mask juice
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V A H K I T I 18-Apr-20 04:58 PM
Alright
Time to make order out of all this fuckness. 😄
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The Cap'm (Reese) 18-Apr-20 04:58 PM
you're probably gonna have to manipulate the cam (edited)
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V A H K I T I 18-Apr-20 04:59 PM
Unless I can apply transformations to that
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The Cap'm (Reese) 18-Apr-20 04:59 PM
fair
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V A H K I T I 18-Apr-20 04:59 PM
Can I do that @UTTER_BODGE? Splines? :p
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UTTER_BODGE 18-Apr-20 05:00 PM
lemme check how I implemented that lol
one sec
k so I assume you're gonna want to a) move them all around and b) scale the path up as a whole?
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V A H K I T I 18-Apr-20 05:02 PM
Ye
Basically just shift the entire path and scale it up
Same as triggers
Btw @The Cap'm (Reese) question
How did we propose getting to SHRN after this?
Cause cave linked to that
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The Cap'm (Reese) 18-Apr-20 05:03 PM
I was just thinking adding a small offshoot to one of the paths in the cave part blocked by a door
saving matoran boi in the cage has him open the door
then you go to ROLL (edited)
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UTTER_BODGE 18-Apr-20 05:05 PM
k you won't need an addition to the editor to do this atm but it's easiest to explain in video form so one sec (edited)
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V A H K I T I 18-Apr-20 05:05 PM
Having to go back into the cave seems like an unnecessary chore. If the offshoot should be anywhere, it should be in the cage behind another diggable wall. That way there's no question as to why he couldn't have just opened the door to escape in the first place
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The Cap'm (Reese) 18-Apr-20 05:06 PM
i mean the cage is already behind a diggable wall
so that would be an explanation :v
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V A H K I T I 18-Apr-20 05:06 PM
true
Also we have a slight problem.
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The Cap'm (Reese) 18-Apr-20 05:07 PM
that or saving the matoran opens the cage like in the beta (somehow) and the door is in the main SCRP part
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V A H K I T I 18-Apr-20 05:07 PM
Said diggable walls are smaller than the alpha scrp tunnels.
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The Cap'm (Reese) 18-Apr-20 05:07 PM
...yeah. Thus why I said and probably mold certain walls to fit the digging wall type
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V A H K I T I 18-Apr-20 05:07 PM
And if the rock elemental is any indication, messing with morphing models is uh...
yea
This is going to take more work than I really feel like putting in right now tbh (edited)
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The Cap'm (Reese) 18-Apr-20 05:08 PM
okay, in that case, how about that earthquake glyph tile or whatever
in MUD0
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V A H K I T I 18-Apr-20 05:09 PM
Maybe. I think I just need a bit of a break today. The fuckin equipment bullshit drained me a bit
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The Cap'm (Reese) 18-Apr-20 05:09 PM
ah
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UTTER_BODGE 18-Apr-20 05:11 PM
oh this WILL work duh
k so to scale up or move a level cam path
you should be able to just
select all the point objects
go to the scale tool
make sure you have the origin point for the selection set to center
then click and drag on the white box in the middle of the handle to scale them uniformly
can also move them that way
I didn't implement it this way for cinema cameras cause those can have thousands of frames and putting those all in the unity editor as gameobjects seemed like a maybe kinda bad idea?
especially once interpolated to 60 FPS, the amount of frames will double
but I could try it
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V A H K I T I 18-Apr-20 05:15 PM
I mean I'd be fine with it working the same way you did triggers
Ie you just have a button that says apply transformation and it just calculates everything for all of them
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UTTER_BODGE 18-Apr-20 05:16 PM
I could implement that too
same difference really
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V A H K I T I 18-Apr-20 05:17 PM
True. It's just a quicker method that doesn't necessarily require manually selecting everything.
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UTTER_BODGE 18-Apr-20 05:17 PM
mhm
it's a good idea
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V A H K I T I 18-Apr-20 05:18 PM
What I was thinking was like even if it was still just keyframes, you can still pick up and move the slb asset location
So you could use that data to apply an offset to the keyframes en-masse
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UTTER_BODGE 18-Apr-20 05:18 PM
yeah that should be doable
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V A H K I T I 18-Apr-20 05:18 PM
Then we don't need a billion assets/gameobjects. 😄 (edited)
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UTTER_BODGE 18-Apr-20 05:19 PM
will do
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V A H K I T I 18-Apr-20 05:19 PM
thamk. ❤️
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V A H K I T I 18-Apr-20 06:14 PM
Think we're gonna need an apply transformation buttn for cam spline slbs too btw
Cause if I scale all the points it just... scales the points
not the whole path
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UTTER_BODGE 18-Apr-20 06:17 PM
works a-ok for me
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V A H K I T I 18-Apr-20 06:17 PM
.-.
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UTTER_BODGE 18-Apr-20 06:17 PM
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V A H K I T I 18-Apr-20 06:18 PM
Ah there we go. I forogt a setting. :p
Does that apply in game though?
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UTTER_BODGE 18-Apr-20 06:20 PM
you're just changing all their individual positions en masse
so it should
check the position value of a given point before/after
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V A H K I T I 18-Apr-20 06:24 PM
yeet, just making sure
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The Cap'm (Reese) 19-Apr-20 12:55 AM
side note but the second waterfall thing here also doesn't reach far enough to the waterfall (as well as flowing backwards)
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ShadowDraikana 19-Apr-20 01:21 AM
ye
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V A H K I T I 19-Apr-20 07:57 AM
Alright so
@Grampa Walker I figured out the quirks with morphing models, but it means a bit more work for you unfortunately.
One, it doesn't like vertex merging like skinned models. This is nothing for you to worry about, more a Benji problem, but this is what accounted for the majority of the model losing its fucking mind.
What DOES affect you is something I probably should have known earlier on, but was either too distracted with school, or otherwise just didn't think of it: Your morph targets need to be identical. By that I mean each of your frames have a different vertex count. We can't have that.
This is the current result. The way if flips out now is because of that variance in vertex count. To be absolutely safe, I would highly recommend that you redo the frames using only one unmodified model as a base, and just solely change the position of the various parts.
Though I will check one more thing before I have you do a bunch of unnecessary work. I just want to make sure I didn't do any merging in Maya that would account for this.
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UTTER_BODGE 19-Apr-20 08:03 AM
think of it like putting a single model into different poses
(cause I mean, that's exactly what it is lol)
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V A H K I T I 19-Apr-20 08:04 AM
This may actually have been something I did. Looking over the original model in Maya, they all have the same vertex count. I'm not sure why I would have done merging on these since I hadn't edited them at all, but let's see what a reexport does.
Hmmm
Something isn't adding up here
In Maya, these models have 1317 verts each
Once exported that does not change.
When turned into an X file and opened in Open3Mod, that says it now has 2769 verts, and the last two frames have a couple more (edited)
Then when converted BACK to dae and imported into Maya again, it jumps to fucking 6372.
I seem to recall this being an issue back in alpha, that LOMNTool would just needlessly duplicate verts, and that's why merging was added in the first place.
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UTTER_BODGE 19-Apr-20 08:13 AM
at the very least, that initial count of 1317 verts in maya is probably inaccurate cause modeling programs kinda hide duplicate verts for you for the sake of easier modeling
but I don't think that's the full picture here of course
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V A H K I T I 19-Apr-20 08:14 AM
And to that end, I don't think this is something Walker can fix
Since it seems to be LOMNTool at work here. His original models appear to be fine
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UTTER_BODGE 19-Apr-20 08:16 AM
if there's any difference in smoothing, UVs, etc between frames those will become differing vertices https://www.ericchadwick.com/examples/provost/byf2_figure2.jpg
I'm sure I've linked to that image/article before
I'm always looking for excuses to lol http://www.ericchadwick.com/examples/provost/byf1.html http://www.ericchadwick.com/examples/provost/byf2.html <- the especially relevant one (edited)
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V A H K I T I 19-Apr-20 08:17 AM
I saw that
:p
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UTTER_BODGE 19-Apr-20 08:17 AM
the magic of https breaking images apparently??
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V A H K I T I 19-Apr-20 08:18 AM
Weird
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UTTER_BODGE 19-Apr-20 08:18 AM
anyway yeah imma sleep
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V A H K I T I 19-Apr-20 08:18 AM
I'm gonna try one more thing here myself
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UTTER_BODGE 19-Apr-20 08:18 AM
good luck figuring out the vert count shenanigans
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V A H K I T I 19-Apr-20 08:19 AM
If indeed you are right and Maya isn't showing possible dupes, I can merge AHEAD of importing into the game just to be certain
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UTTER_BODGE 19-Apr-20 08:19 AM
idk how maya works in this regard so
¯\_(ツ)_/¯
but yeah gnight
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V A H K I T I 19-Apr-20 08:19 AM
Good morning. :p
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UTTER_BODGE 19-Apr-20 08:19 AM
all I know is it's often a point of confusion in general/with other programs
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V A H K I T I 19-Apr-20 08:22 AM
Gaaaah merging ahead isn't fixing it
I hate this
All this fucking bullshit over three vertices (edited)
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Roblord 19-Apr-20 08:24 AM
BecauseSaffire
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V A H K I T I 19-Apr-20 08:24 AM
That's not even hyperbole, it's literally a discrepancy of the collective count of one single tri.
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Grampa Walker 19-Apr-20 11:31 AM
Late to responding, but what's going on with rockman overe here?
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V A H K I T I 19-Apr-20 12:18 PM
Right
so
Can you make doubly sure that all 4 of your morph models have the same vertex count and layout?
Basically I found half the problem, but the other half is that the last two game models have a variance of 3 vertices.
I need to confirm it's LOMNTool and not your work or Maya
@Grampa Walker
Also ditto to Benji, can you confirm when you have time that the exports have the same vertex count?
It's super weird. I can get the files to be identical in size and vertex count up until they get run through LOMNTool into X.
Furthermore, I can convert them back to DAE and they'll still be identical.
However if I convert them from x to text, the size is different. Though that's probably just encoding maybe? Idk.
OBJs are also identical
Unless it's just Open3Mod giving me a big red herring and showing incorrect data on the vertex count? (edited)
Okay okay no
There is a SLIGHT discrepency in file size
It's in the bytes though
Btw, again unless Open3Mod is just giving me incorrect information on the x file, this has to be vert duping somewhere.
Cause the tri count is identical across the board
Only the vertex count changes
On an unrelated note
Mfw this game considers the TARAKAVA a biped but not the literally bipedal Rock Elemental apparently.
Like... okay? It's not exactly symmetrical, but fucking neither are literally half the Toa.
And it's not like it's animated in any special way. The most special thing it does is handled by completely unrigged morph targets. Pac
Also mfw this is not a biped but the fucking DRAGON is (edited)
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The Cap'm (Reese) 19-Apr-20 12:56 PM
epic
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V A H K I T I 19-Apr-20 12:58 PM
Okay so slight progress, but also another roadblock
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The Cap'm (Reese) 19-Apr-20 12:58 PM
this game in a nutshell
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V A H K I T I 19-Apr-20 12:58 PM
I can confirm that the vertex discrepancy is exclusive to the DAE imports. OBJ imports do not have this issue.
However
The OBJ importer does not have a toggle to turn off vertex merging like the DAE importer does.
So even disregarding the loss of vertex colours, we're still gonna get exploded meshes from that, so I can't really tell if the secondary issue is resolved or not
tl;dr: I'm lke 99% positive this is an LOMNTool issue now
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Roblord 19-Apr-20 01:00 PM
BecauseLitestone
GWchadThink
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V A H K I T I 19-Apr-20 01:00 PM
:v
Thinking about it, this might just be a part of the whole issue regarding vert duplication and merging.
Cause both of those things are probably gonna fuck with weight paints. We've just never had an instance before where too MANY verts caused visual glitching. Just too few.
The thing that bugs me is why it's not consistent. Best I can tell the models are identical both directly from Walker, exported to every conceivable format, and even converted BACK from the mismatching X files, as if LOMNTool is retroactively fixing its own mistake when exporting.
Yet as an X file, two of the four models display a 3 vertex difference from the rest, and I'm baffled as to how or why.
But until the issue is found or resolved, we're pretty much back to not being able to do anything with vertex morphs.
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Grampa Walker 19-Apr-20 04:05 PM
Wait, so they all need the EXACT same number of tris between them? does this also mean the final mesh which is rigged to the armature, too?
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V A H K I T I 19-Apr-20 04:05 PM
No, that's not part of this
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Grampa Walker 19-Apr-20 04:06 PM
Then the four that move around to make the assembly animation are all equal. 2,124 tris in every mesh except for the rigged one.
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V A H K I T I 19-Apr-20 04:06 PM
Well tris are fine, yes. How many verts?
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Grampa Walker 19-Apr-20 04:07 PM
1,317 on all four.
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V A H K I T I 19-Apr-20 04:08 PM
.-.
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The King 19-Apr-20 04:09 PM
uwu
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Grampa Walker 19-Apr-20 04:09 PM
I'm guessing that isn't what you wanted to hear, Vahkiti.
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V A H K I T I 19-Apr-20 04:10 PM
I mean it's what I found on my end too so it means it's not an easily solved issue
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Grampa Walker 19-Apr-20 04:13 PM
Not easily, but that implies it's still solvable, yes?
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V A H K I T I 19-Apr-20 04:22 PM
Probably?
It'll need @benji's input on a longstanding issue that so far we've only been able to band-aid fix
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benji 19-Apr-20 04:34 PM
Mesh morphs will always require the exact same order of verts and triangles, that's how morphs work by design (edited)
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V A H K I T I 19-Apr-20 04:35 PM
As I suspected. Problem is, lomntool isn't giving us that presently
Shall I send model examples?
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benji 19-Apr-20 04:37 PM
Not here, I'm not ready to look at it
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V A H K I T I 19-Apr-20 04:37 PM
Aight, well let me know when you have a bit
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benji 19-Apr-20 04:38 PM
You could attach them to a GitHub issue
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V A H K I T I 19-Apr-20 04:38 PM
Can do. Just let me finish debugging this area I'm looking at first
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Grampa Walker 19-Apr-20 10:10 PM
Alright, so the mapping is almost done, and I'm quickly noticing the repeating texture in the room is REALLY bad. So, I'm going to see if I can do something about that with maybe hunting through the files for any alternats, or resorting to mashing some together to make a few variations to make the room just a bit more interesting.
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V A H K I T I 19-Apr-20 10:12 PM
eyes_shaking
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Grampa Walker 19-Apr-20 10:43 PM
God damn it, Saffire. There's a higher resolution version of the wall texture for Onua's levels, and it's not even used on this level. Instead they used one that's a lower resolution despite every other texture being the same size as the Onua variant. I'm changing that, immediately. (edited)
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The Cap'm (Reese) 19-Apr-20 10:43 PM
yikes
this game has weird texture sorting
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Grampa Walker 19-Apr-20 10:44 PM
No kidding.
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The Cap'm (Reese) 19-Apr-20 10:44 PM
Straight up some of the textures in gali's level were incorrect, and the correct versions were in the lev5 folder
this is not the only time this has happened
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Grampa Walker 19-Apr-20 10:45 PM
Christ, not a moment goes by where I think us waiting this long to get the game was a bad outcome with how badly these yahoos developed what we have.
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The Cap'm (Reese) 19-Apr-20 10:45 PM
to be slightly fair, a 70 hour work week will probably fuck with anyone's ability to do good work
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Grampa Walker 19-Apr-20 10:46 PM
Wait, 70 hours??
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The Cap'm (Reese) 19-Apr-20 10:46 PM
by the end of the game's development that's how long they were working
since it was behind schedule (for various reasons)
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Grampa Walker 19-Apr-20 10:47 PM
Jesus, no fucking wonder this game onl became more, and more of a mess from the looks of things.
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UTTER_BODGE 19-Apr-20 10:47 PM
serving them food at the studio to keep them from going away for meals etc
welcome to the games industry enjoy your stay
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Grampa Walker 19-Apr-20 10:47 PM
So they practically lived at their work desks, then.
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The Cap'm (Reese) 19-Apr-20 10:48 PM
You can even see some of it in the behind the scenes fmv, where one guy is sleeping on a couch looking absolutely dead
there were certainly boneheaded mistakes before the crunch began
but the crunch certainly must have exacerbated the issue
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Grampa Walker 19-Apr-20 10:51 PM
So a mixture of bad time-management, and organizeation only made worse by the fact said lack of the two prior causing them to have to rush more after being behind schedule.
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The Cap'm (Reese) 19-Apr-20 10:52 PM
yes
not to mention how the team was super segmented
most of the team not knowing what everyone else was doing
...though I guess that falls under organization, so yeah
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joint-Dogg666 19-Apr-20 10:54 PM
Do you think development would’ve gone any smoother if Saffire wasn’t also developing the GBA game?
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Grampa Walker 19-Apr-20 10:54 PM
They were doing two games at once?
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The Cap'm (Reese) 19-Apr-20 10:54 PM
They did Tales of the Tohunga/Quest for the Toa around the same time
I don't know if it was at the same time
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joint-Dogg666 19-Apr-20 10:55 PM
Tales/Quest supposedly finished development in May 2001
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The Cap'm (Reese) 19-Apr-20 10:55 PM
Ah. Then the same time, I guess
IIRC LoMN started in September 2000
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Grampa Walker 19-Apr-20 10:58 PM
Yikes, even if it's only a GBA game, which I'd assume isn't quite as difficult to make as a 3D PC game, even large studios struggle with multiple games in development at once.
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joint-Dogg666 19-Apr-20 10:59 PM
Keep in mind that this was Saffire’s first GBA game, the console didn’t even launch until March 2001
I’m absolutely not a game dev but I have to imagine it’s hard to learn the ins and outs of new hardware
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Grampa Walker 19-Apr-20 11:08 PM
Yeah, it honestly sounds like there was no full success outcome in that scenario.
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The Cap'm (Reese) 19-Apr-20 11:09 PM
and then there's having to cut things out due to the maori lawsuit, leading to the game's story becoming basically zilch
personal pet peeve but this game's writer is credited nowhere
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Grampa Walker 19-Apr-20 11:13 PM
Yeah. That dumb lawsuit situation. Also, I can fully understand the annoyance. Every person that helps develop the game should be credited, no exceptions.
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The Shadow Emperor 19-Apr-20 11:16 PM
Peri thinks Jeff James is the writer
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The Cap'm (Reese) 19-Apr-20 11:16 PM
whomst
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The Cap'm (Reese) 19-Apr-20 11:17 PM
ah so they wrote TotT
makes sense
wonder why he's not in LoMN's credits if it is him
WAIT HE IS
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The Shadow Emperor 19-Apr-20 11:18 PM
dunno. Peri reached out to Jeff himself and Greg but nothing's ever come of it
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The Cap'm (Reese) 19-Apr-20 11:18 PM
I REMEMBER
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The Shadow Emperor 19-Apr-20 11:18 PM
?
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The Cap'm (Reese) 19-Apr-20 11:18 PM
He's in the special thanks
Jeff "Soft and Pink" James
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The Shadow Emperor 19-Apr-20 11:19 PM
ah
still I wouldn't give him a credit unless we were 100% sure
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The Cap'm (Reese) 19-Apr-20 11:19 PM
yeah
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The Shadow Emperor 19-Apr-20 11:19 PM
although... hm
aren't some lines of dialogue reused?
from QftT
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The Cap'm (Reese) 19-Apr-20 11:20 PM
Dunno
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joint-Dogg666 19-Apr-20 11:20 PM
Hmm. I know that there’s some shared dialogue between the two games. Maybe he’s in the “special thanks” to acknowledge that they yoinked those lines from him?
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The Cap'm (Reese) 19-Apr-20 11:20 PM
what lines are shared?
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joint-Dogg666 19-Apr-20 11:20 PM
Sorry I’m phone posting so I’m slow
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The Shadow Emperor 19-Apr-20 11:20 PM
I think some of the villager lines? it's been awhile since I played either game
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joint-Dogg666 19-Apr-20 11:20 PM
There’s the matoran in ga-koro who can’t swim, for one (edited)
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The Cap'm (Reese) 19-Apr-20 11:25 PM
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The Shadow Emperor 19-Apr-20 11:27 PM
in his over 10k tweets he's never once mentioned Bionicle
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The Cap'm (Reese) 19-Apr-20 11:27 PM
mega oof
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The Shadow Emperor 19-Apr-20 11:34 PM
Peri asked Greg about the script and he sent a message to Jeff James which never got a reply apparently (though Peri wonders if Jeff might've told him to say that)
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The Cap'm (Reese) 19-Apr-20 11:34 PM
It may be that he didn't write LoMN, but I'd think it'd be weird that they'd have two different writers considering how the games were being developed at the same time.
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The Shadow Emperor 19-Apr-20 11:34 PM
I agree
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The Cap'm (Reese) 19-Apr-20 11:35 PM
Plus writing for the GBA game probably wasn't so time consuming that he couldn't have been working on LoMN as well
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UTTER_BODGE 19-Apr-20 11:47 PM
he responded to a fan
... in 1999
12/31/99 - vERSION 0.8: New Years Eve Update!!! Thanks to Jeff James of LEGO Media, I've received ALL the codes and ALL the shortcut information for the entire game! Yeeeeeeeeeeeees! Thanks a million Jeff. You've saved me a lot of time. Also made some race track corrections and more spelling corrections.
_/_/_/_/_/_/_/_/_/_/ _/QUESTION & ANSWER_/ _/_/_/_/_/_/_/_/_/_/ These questions were kindly answered by the Lego Media Manager, Jeff James. They were all asked through email, so that would explain why a few of the answers are short. Q: Was there originally more tracks to race on in the rocket racer circuit? A: No, not that I know of. Q: In the movie-clip intro for the game they show a pit stop with a bunch of LEGO men and the media. Would there have been a pit stop in the game? A: Unfortunately, no. Q: Is it possible to have an actual race in the test grounds? A: Nope. Q: [In the earlier version (development) of LEGO Racers, was] ...there a shortcut for Knightmare-athon [racetrack]? A: There may not be -- an earlier development version had a shortcut in the canyon lined with giant broomsticks. Hitting a protruding boulder in that canyon opened up a secret pathway. I think that the track was re-designed after that, however - I don't think there is a shortcut in the final retail version.
so clearly we just need to go back in time 20 years
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The Cap'm (Reese) 19-Apr-20 11:49 PM
lol this is a great q and a
1. No 2. No 3. No 4. 🤷
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UTTER_BODGE 19-Apr-20 11:49 PM
that last question was the first thing that tipped us off on the location of that shortcut tho
more evidence surfaced later
well, where the shortcut was
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The Cap'm (Reese) 19-Apr-20 11:50 PM
huh
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UTTER_BODGE 19-Apr-20 11:50 PM
there's still a leftover powerup there, and some messy UVs with a visible seam in-game
and there's a screenshot on a demo disc of the boulder there instead
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The Cap'm (Reese) 19-Apr-20 11:51 PM
interesting
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UTTER_BODGE 19-Apr-20 11:51 PM
there's also a sound effect for it still in the game data
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The Cap'm (Reese) 19-Apr-20 11:52 PM
Man, I know a lot of games end up with cut content, but what is it with Lego games in particular just being packed with interesting unused stuff
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UTTER_BODGE 19-Apr-20 11:52 PM
earliest known lego racers screenshots
there's other screenshots in that folder of other versions of track designs n stuff
I wonder if any of the functionality/coding for that knightmare-athon shortcut is still in the game, though
if they left other stuff from it behind, there's a chance
I've been trying to keep myself from spending months on a LR1 modding toolkit halp (edited)
so much to do so much to see SO MUCH TO DO SO MUCH TO SEE S̴͛͂O̵̓̄ ̷͋̇M̶̈́̀Ủ̷̃C̵̐̃H̸́͝ ̴́̄T̴̈́̕Ŏ̷̓ ̴̃̒D̷̄͠Ȍ̸͠ ̷̾̃Ṡ̵̇O̷͛̈́ ̶̠͂M̷͆̔U̸̎͂C̷͆̂H̵̋͐ ̵͆͐T̵̿͝O̴̅͝ ̸̉̀S̷͊̑Ė̸̈́E̷̖̅ ̵̽̈́
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V A H K I T I 20-Apr-20 12:00 AM
Fantabulous
Oh that's an actual thing
I though that was just used in Fantabulous Game and other egglikes (edited)
:v
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UTTER_BODGE 20-Apr-20 12:01 AM
S̷̎͋O̶͂͠ ̶̐͠M̵̽̑Ǘ̵͒C̶̊̌H̶͆̐ ̶̔͠T̶͑͒Ơ̶͛ ̷͐͂D̴̿̑O̴͂͘ ̶̾͝Ṡ̶̚Õ̸͒ ̸̆̊M̵͋͌Ȗ̶͍C̴̐̈H̴̀̽ ̶̾̄T̶́̂O̵͛̆ ̷̈̄S̶̽̀E̸͊̚E̵̊̏ ̷̎͋
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V A H K I T I 20-Apr-20 12:01 AM
b o i
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The Cap'm (Reese) 20-Apr-20 12:02 AM
can't hoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooold on
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UTTER_BODGE 20-Apr-20 12:03 AM
time to get back to comparing vanilla to main patch while playing this on loop https://soundcloud.com/ideaot/macklerena
im fine
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Grampa Walker 20-Apr-20 12:22 AM
Would something like this popping up a little bit make the merger of the two levels seem more natural in that location? Like there's layers of stone, rock, and erosion causing the location to appear how it has, among the other various terrain Mata Nui created that has certainly clashed in an odd way. (edited)
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The Cap'm (Reese) 20-Apr-20 12:22 AM
looks neat (edited)
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V A H K I T I 20-Apr-20 12:22 AM
Love it
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Grampa Walker 20-Apr-20 12:24 AM
Alrighty, I'll make another variant, and start adding the textures I've got, and repositioning the mesh mapping to make things merge together better.
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UTTER_BODGE 20-Apr-20 12:25 AM
looks a-ok
ish good
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UTTER_BODGE 20-Apr-20 08:54 PM
I'm finding a lot of cases in vanilla where there's overlapping triangles which usually aren't visible
but us editing the models inadvertently shifted the order of them and they're ended up drawn on top of the "correct" triangles
they often have different UVs and/or materials than the correct ones
just fixed several of them in ga-koro
guess I'll go around main patch, look at environments we edited, and check for more
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V A H K I T I 20-Apr-20 08:56 PM
Well we wouldn't have that in rebuilt ga-koro
Walker hand-remapped that entire model
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UTTER_BODGE 20-Apr-20 08:57 PM
you do actually
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V A H K I T I 20-Apr-20 08:58 PM
??
THat's not ga-koro?
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UTTER_BODGE 20-Apr-20 08:58 PM
u wot
that's ga-koro lol
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V A H K I T I 20-Apr-20 08:58 PM
We're talking about vllg, right?
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UTTER_BODGE 20-Apr-20 08:58 PM
anyway I just fixed that particular quad in main
it's still borked in rebuilt
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The Cap'm (Reese) 20-Apr-20 08:58 PM
looks like ga-koro to me
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V A H K I T I 20-Apr-20 08:59 PM
I couldn't make heads or tails of that top image
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UTTER_BODGE 20-Apr-20 08:59 PM
looks like the other ones I fixed are still present in rebuilt too
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V A H K I T I 20-Apr-20 08:59 PM
anyways oof
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The Cap'm (Reese) 20-Apr-20 08:59 PM
it's the bit under Naho Falls
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V A H K I T I 20-Apr-20 08:59 PM
@Grampa Walker boi
:p
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UTTER_BODGE 20-Apr-20 08:59 PM
^ that's by the entrance
when you delete the duplicates, make sure you're deleting the correct ones
yep, the incorrect ones are rendering in-game
at least for some of the problem areas
it's like a 50/50 chance, so
anyway
incorrect:
and what it should look like, I just fixed it for main:
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Grampa Walker 20-Apr-20 09:02 PM
Christ, MORE overlapping faces? I didn't even notive those. I'll have to fix that when I have a moment, I take it.
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UTTER_BODGE 20-Apr-20 09:02 PM
it's a fairly common issue with environment models in general
so, rule of thumb, if you're making any sort of change to one
check for these
cause even if you don't touch them directly, simply re-exporting the model has a good chance of making the wrong geometry visible in-game
that'd happened here in ga-koro, in lev4 strt, etc etc etc
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Grampa Walker 20-Apr-20 09:06 PM
The areas you're showing them I actually made no changes, so that explains why I never noticed them. Needless to say, I'll take care of them when I can, focusing on TAKV for now.
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V A H K I T I 20-Apr-20 09:07 PM
How goes that btw
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Grampa Walker 20-Apr-20 09:08 PM
It's going decent. Had some more ideas on ways to break up the repeating textures a bit. I won't get it all completely broken up, this game unfortunately will ALWAYS have repeating textures based on the size of textures in use. Stll, I have plans to improve it.
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UTTER_BODGE 20-Apr-20 10:28 PM
btw
the lighting isn't very consistent in rebuilt here (edited)
I'd paint that wall a bit so it's just as much in the sunlight as the other stuff facing that direction
the spotlight also shows the direction the sun is coming from in this area
(I'm probably gonna expand it so it covers the rest of what we added too)
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The Shadow Emperor 21-Apr-20 12:17 AM
more Joint Dogg ideas for QftT items
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The Cap'm (Reese) 21-Apr-20 12:17 AM
Ah yes, I shall collect Takua
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The Shadow Emperor 21-Apr-20 12:18 AM
yup, heads for the Vuata Maca fruit
or Bula Berry, whatever, I'm never going to stop getting mixed up on that
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V A H K I T I 21-Apr-20 12:18 AM
I mean we're not really impmenting those
And the health item is already in the game
By default
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The Shadow Emperor 21-Apr-20 12:19 AM
Yes but the Amana Volo Sphere was going to be remodeled, right?
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V A H K I T I 21-Apr-20 12:19 AM
ye
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The Shadow Emperor 21-Apr-20 12:19 AM
That's the main reason I'm showing this
I think the old Lego figure hands is a good solution
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V A H K I T I 21-Apr-20 12:19 AM
Is that the definitive build o9f it?
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The Shadow Emperor 21-Apr-20 12:20 AM
Maybe. It's possible there's a better solution but it's the best of the ones we have so far
unless there's some way to attach Voodoo balls
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Grampa Walker 21-Apr-20 04:27 AM
So, I've had something in mind for the ledge on TAKV you can walk on after taking the ramp. I wanted a pathway to be up there, help break things up a bit, and have been working on a texture for that. It's not finished, still a good bit to be done, but wanted some input on the direction of it.
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V A H K I T I 21-Apr-20 04:28 AM
Well that area was where I was thinking the Tarakava cages could be, but I'm open to new ideas
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Grampa Walker 21-Apr-20 04:28 AM
This isn't the properlt-sized texture, ths is a cropped screenshot, so it might differ slightly if it seems too blurry, or too crisp.
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V A H K I T I 21-Apr-20 04:28 AM
I like it
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Grampa Walker 21-Apr-20 04:29 AM
Awesome, I'll continue on it, then. Given you said Tarakava spawn here, I felt those ledges would be where they are most often, even before the cages. And with those treads, they've definitely worn down the rock a fair bit.
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V A H K I T I 21-Apr-20 04:30 AM
Nice attention to detail :p
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Grampa Walker 21-Apr-20 04:31 AM
Thank you, I definitely like to think I'm overly obsessive one with an eye for the subtle.
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V A H K I T I 21-Apr-20 04:31 AM
:v
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Grampa Walker 21-Apr-20 10:32 PM
There we go, texture finished. Now to see if I can apply it, and have it look nice on the level.
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V A H K I T I 21-Apr-20 10:32 PM
😄
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The Cap'm (Reese) 21-Apr-20 10:32 PM
eyy
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Grampa Walker 22-Apr-20 12:16 AM
So, still need to clean up the mapping more, but thoughts on the pathway texture in the map itself? (edited)
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The Cap'm (Reese) 22-Apr-20 12:20 AM
kinda hard to tell where it is from just this but it looks good
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Grampa Walker 22-Apr-20 12:21 AM
That first ledge when you take the ramp. Definitely not easy to tell given the map uses mostly one texture, and I basically have it set to what can be called fullbright, but thanks for the input.
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V A H K I T I 22-Apr-20 12:22 AM
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The Cap'm (Reese) 22-Apr-20 12:22 AM
ah
yeah that good
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Grampa Walker 22-Apr-20 12:35 AM
What in fuck is that thing
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The Shadow Emperor 22-Apr-20 12:38 AM
He enjoy his pre-cracked egg
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Ondrik🅱 (Ondrej) 22-Apr-20 02:31 AM
obvious plant is obvious
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The Cap'm (Reese) 22-Apr-20 02:31 AM
wut
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V A H K I T I 22-Apr-20 02:32 AM
ha
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The Cap'm (Reese) 22-Apr-20 02:32 AM
i am confuse
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sweg (Andrew) 22-Apr-20 02:33 AM
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V A H K I T I 22-Apr-20 05:52 PM
How's the thing coming along @Grampa Walker?
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Grampa Walker 22-Apr-20 06:27 PM
Pretty good so far, pathway is fully mapped in, just going over what else to fix, looking over the pathway you iriginally wanted me to merge together, seeing what the nicest approach to that would be.
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V A H K I T I 22-Apr-20 06:29 PM
nice
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Grampa Walker 22-Apr-20 07:23 PM
Hey, what's the signifficance of this weird-ass thing.
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The Cap'm (Reese) 22-Apr-20 07:24 PM
That's where the geyser will shoot up from
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Grampa Walker 22-Apr-20 07:24 PM
Hm. Does it need that wooden thing around it, or can I make it look a bit more natural?
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The Cap'm (Reese) 22-Apr-20 07:24 PM
Do what you like
GIZR was arguably the most unfinished map in the alpha
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Grampa Walker 22-Apr-20 07:25 PM
Alrighty, just wanted to check, first.
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The Cap'm (Reese) 22-Apr-20 07:25 PM
It was just this one room, and the start point and exit trigger were displaced far from the actual model
no collision either
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Grampa Walker 22-Apr-20 07:26 PM
So, just a question, is the GIZR room the entrance, or exit?
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The Cap'm (Reese) 22-Apr-20 07:26 PM
exit
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UTTER_BODGE 22-Apr-20 07:26 PM
the collision box was misplaced
so it wouldn't activate when standing in the right area
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The Cap'm (Reese) 22-Apr-20 07:27 PM
eventually, there'll be a geyser at that point there that will shoot you upwards
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Grampa Walker 22-Apr-20 07:27 PM
Alrighty, I'll make the geyser look nicer, then. Because this definitely has that alpha look. Which would be shit.
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The Cap'm (Reese) 22-Apr-20 07:27 PM
yeah (edited)
the geysers present in game at the moment are
let's say
lacking
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Grampa Walker 22-Apr-20 07:28 PM
So I'll be doing geyser overhauls for a lot of maps, I take it.
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The Cap'm (Reese) 22-Apr-20 07:28 PM
and they're not even in GIZR by default
well it's one model repeated
lemme get a screenshot
They're tiny
and their top texture is really buggy
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Grampa Walker 22-Apr-20 07:31 PM
Yeesh. Yeah, I'll want to fix those up at some point.
Those aren't really geysers, more just golf tees.
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The Cap'm (Reese) 22-Apr-20 07:31 PM
heh
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Grampa Walker 22-Apr-20 07:32 PM
Maybe the had to physically hammer nails into the map to keep the damn thing in place. With this things dev cycle, wouldn't surprise me (edited)
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Fries101Reviews 23-Apr-20 01:58 AM
Is this Version of Makuta going to be one of the phases for the boss fights?
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The Cap'm (Reese) 23-Apr-20 01:58 AM
yes
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The Shadow Emperor 23-Apr-20 02:08 AM
gasp I just realized it's using ratchet joints from 2002
now we can't use it
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Grampa Walker 23-Apr-20 02:13 AM
I just realized, that thing is using mata heads on it with masks as armor. We could totally replace the masks on it with visual representations of the corrupted golden masks that are still left to purify.
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V A H K I T I 23-Apr-20 02:22 AM
Ye
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The Shadow Emperor 23-Apr-20 02:25 AM
how many phases are we at now
if I haven't said it before, I won't be upset if we don't do the "six beasts" forms that I put in my pitch (edited)
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The Cap'm (Reese) 23-Apr-20 02:26 AM
that's phase 1
there are a total of 3
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The Shadow Emperor 23-Apr-20 02:27 AM
I hope they're defeated relatively quickly, no need to make it a thirty minute affair
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Grampa Walker 23-Apr-20 02:27 AM
Correct me if I'm wrong, but is it still two beasts, thrashing Makuta form, then two beasts again until we get through all six? I know we'll still have the vortex of shadow slam its' tendrils against the ground after a loud roar occasionally, but is that during the what I jokingly call, Mechuta phase? (edited)
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The Shadow Emperor 23-Apr-20 02:29 AM
also I need to revisit my dialogue. I know I can do better
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V A H K I T I 23-Apr-20 02:35 AM
Well I should send you the design document then to have a look over
Also invite you to edit it
BIONICLE The Legend of Mata Nui REBUILT - Makuta Boss Design Document Background: (From “The Shadow Emperor”) This version of Makuta is based on one of the earliest iterations of the character I explored in this document awhile back, namely the one Templar drew from when the...
Feel free to request access
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The Shadow Emperor 23-Apr-20 02:42 AM
huh. how do I request access
I'll just DM you my email
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V A H K I T I 23-Apr-20 10:40 PM
@Grampa Walker Sup. :v
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V A H K I T I 24-Apr-20 05:04 PM
Expected result: Models that are topologically identical should output the same vertex count despite mesh position changes. Actual result: Some models output to X with a discrepency of +2-3 vertice...
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The Cap'm (Reese) 25-Apr-20 07:39 PM
hey look
got the lava models positioned
the second model seems to go under the hive here, and has a different texture that moves (edited)
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UTTER_BODGE 25-Apr-20 07:41 PM
is this an alpha area ported over or something?
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The Cap'm (Reese) 25-Apr-20 07:41 PM
yes
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UTTER_BODGE 25-Apr-20 07:41 PM
neat
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V A H K I T I 25-Apr-20 07:42 PM
Feel like cleaning it up? :p
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The Cap'm (Reese) 25-Apr-20 07:42 PM
?
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V A H K I T I 25-Apr-20 07:42 PM
The model
@UTTER_BODGE
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UTTER_BODGE 25-Apr-20 07:46 PM
[flees]
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V A H K I T I 25-Apr-20 07:48 PM
Hecc
Pac
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The Cap'm (Reese) 25-Apr-20 08:00 PM
Almost got this guy right
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The Shadow Emperor 25-Apr-20 08:00 PM
whomst
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The Cap'm (Reese) 25-Apr-20 08:00 PM
well once I figure the rgb out right this'll be max
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The Shadow Emperor 25-Apr-20 08:01 PM
ah, nice
that's pretty close to my self-Matoran, except the body is purple
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benji 25-Apr-20 08:01 PM
You may not want to use 100% black for the arms, it makes the shape hard to discern
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V A H K I T I 25-Apr-20 08:04 PM
Yeah copy the values from Onu-Matoran if you intend on doing that
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The Cap'm (Reese) 25-Apr-20 08:13 PM
Okay, how is RGB handled exactly here
Those teal colors came up as orange when I looked em up
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The Cap'm (Reese) 25-Apr-20 08:23 PM
nvm
Almost got him
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The Cap'm (Reese) 25-Apr-20 08:33 PM
Got him more orange. Much better.
Orange Pakari, black body, dull orange feet. Just as you said @The Shadow Emperor
all that's left is the conversation stuff
I'll do the basic one and stop there for now
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The Shadow Emperor 25-Apr-20 08:39 PM
nice!
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The Cap'm (Reese) 25-Apr-20 08:39 PM
at least until we have the event scripted
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V A H K I T I 25-Apr-20 08:45 PM
Uh
Is that not just Nuparu?
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The Cap'm (Reese) 25-Apr-20 08:45 PM
Nuparu has gray feet ya mook
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V A H K I T I 25-Apr-20 08:45 PM
Oh yea
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The Cap'm (Reese) 25-Apr-20 08:45 PM
I have a list of all the matoran
I'd know if there were repeats 😛
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The Cap'm (Reese) 25-Apr-20 08:54 PM
while i struggle with convo slbs again i'll push what I have so far
the lava works properly btw
kills you like it should
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V A H K I T I 25-Apr-20 09:49 PM
Yeet
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The Cap'm (Reese) 26-Apr-20 01:15 PM
got em
first conversation that'll be forced post-event is in
and my work here is done
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ShadowDraikana 26-Apr-20 03:00 PM
ayy
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benji 26-Apr-20 07:19 PM
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benji 26-Apr-20 08:37 PM
Skeleton modding implemented in the latest LOMNTool! Release here: https://github.com/TheLegendOfMataNui/LOMNTool/releases/tag/0.7.0
Command-line utility for working with assets for the SAGE game engine. (Mirror of the GitLab repo) - TheLegendOfMataNui/LOMNTool
Usage: name a DAE file <name>.bhd.dae, run it through LOMNTool
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V A H K I T I 26-Apr-20 08:40 PM
Pinned a message.
Pinned a message.
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Grampa Walker 26-Apr-20 08:54 PM
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benji 26-Apr-20 08:55 PM
we haven't tested how they interact with animations though
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Grampa Walker 26-Apr-20 08:58 PM
We have custom Skeletons, that's good enough for me! I'm going to have to get to setting up one of the Toa with a properly-positioned rig qhwn I have the time, and clear up some other backlog stuff.
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V A H K I T I 26-Apr-20 09:12 PM
😄
I may also need you to do Kevin when the time comes
Cause I can't just rescale the mesh and the skeleton in Maya without royally fucking the skin weights (edited)
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V A H K I T I 26-Apr-20 09:28 PM
ooooh
Blender 2.8 fixed their fucking default dae epxorter
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sweg (Andrew) 26-Apr-20 09:28 PM
welcome to 2.8
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V A H K I T I 26-Apr-20 09:28 PM
Still refuses to import LOMNTool daes though
Couldn't just make that easy for us (edited)
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V A H K I T I 26-Apr-20 09:36 PM
Yeah I have no idea how to do this thing we need to do in Blender
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Grampa Walker 26-Apr-20 10:03 PM
One of these daes I need to update to 2.8, but I've been really putting it off.
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The Cap'm (Reese) 26-Apr-20 10:03 PM
is that a pun
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Grampa Walker 26-Apr-20 10:08 PM
What do you think?
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V A H K I T I 26-Apr-20 10:15 PM
:v
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The Cap'm (Reese) 26-Apr-20 10:15 PM
well you're either an intentional genius or not
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V A H K I T I 26-Apr-20 10:15 PM
Anyways when do ya think you'd be free next?
@Walker
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Grampa Walker 26-Apr-20 10:41 PM
Well, at the moment I'm a bit preoccupied, but tomorrow I'm going to be doing more work on TAKV.
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V A H K I T I 26-Apr-20 10:41 PM
aight
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V A H K I T I 27-Apr-20 05:30 AM
So I think I had an epiphany on how to fix Kevin
I can use a super old issue and now work it to my advantage. (edited)
Early in testing, we found out that one of the issues causing exploded characters was Maya vs Blender's definition of a meter.
If the definition was too big, the mesh would literally be exploding out of the skeleton because one was bigger than the other.
But NOW THAT WE HAVE CUSTOM RIGS, I can use the manual DAE edits I used to do before figuring out a safer solution to manually rescale both the mesh and the skeleton and in THEORY that should function as just a larger character.
That way I don't have to do any unbinding or changing of skin weights to do what I need to do. I just adjust the import transform by force and then export as a bigger boi
HNNNNG it's working perfectly so far.
I just changed it from 0.01 to 0.05 in the actual dae file with Notepad
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V A H K I T I 27-Apr-20 07:08 AM
Oh btw, @UTTER_BODGE The model I was telling you about last night is called tfish.
His lil tail just do a spin
And this is said animation:
I can't personally make heads or tails of it, but Idk what I'm looking at for the most part anyways. As animations in the game go however, it's as simple as it gets.
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V A H K I T I 27-Apr-20 07:26 AM
In other news, I'm redoing the weight paints on Kevin because apparently I have to do that to make this work and good god I hate this fucking model so much.
I've seen some shit model work in this game but the Takea by far takes the fucking cake. We have missing faces, weird shapes, clipping, the whole fucking menagerie of bullshit.
This model legitimately makes me want to kill myself. Pac
I honestly begrudge doing any weight paint work on this, but I need to test to make sure this even has an effect on the issue
FUCKIN...
THE MORE I LOOK AT THIS THE WORsE IT GETS
I MEAN THAT EXPLAINS THE CLIPPING, THE WHOLE PART IS JUST TOO WIDE BUT FUCK
Y'all had actual sets to work with and ya still fucked up this bad?
God even I can model more consistently than this. I have done.
Did they just... not bother using image planes to reference things?
When I did the Spear of Fusion, I literally took photos of every single part from two different angles and shocker, that actually fucking helps you.
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V A H K I T I 27-Apr-20 08:03 AM
Alright alright, so I decided to do an import with the weight paints half done just to see how it looks in game so far.
Early tests are promising. He can actually hit you now, but his hitbox to do so is still far too small
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V A H K I T I 27-Apr-20 08:16 AM
OKAY
So I figured out the issue in that regard
Turns out the game DOES actually use the per-animation skeletons apparently
Removing them fucked up the animations, but his hitbox worked as expected relative to his size
Or not, I think I was just looking at it wrong. >->
No, no it works. It just has to be a combination of things. (edited)
Removing/editing the animation skeletons, AND increasing the scale in his cylinder SLB.
Now I still need to figure out what's up with the animations, but I'm thinking it might have to do with bone tanslation mismatches
I MAY need a bit of @benji magic on this one, but we'll see.
I wish I could do this without having to redo all the weight paints every time
But progress is progress I suppose. Can at least confirm Kevin's problem is an in-engine issue with character scaling.
To that end, this is probably the same issue the Nui Jaga has, just on a smaller scale.
....Or not. APPARENTLY I didn't need to do any of this, yeah.
Stand by
....Okay y'all are gonna fucking snort when ya here this
It was the spheres.cdx the entire time.
Wanna know what the issue was?
We just weren't feeding it fucking big enough numbers
Despite the fact that that Kevin is only being scaled by the OSI by a factor of 15, and his default sphere collision values are around 0.1, I GUESS the values just need to be multiplied exponentially??
Cause a value of 0.15 or anything under 1 did fuck all
But setting it to fucking 30 works.
I also removed all but one sphere entry because this boi really doesn't need to have complex collision.
He impacts you, you get fucked.
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V A H K I T I 27-Apr-20 08:39 AM
Scrap that, it did look a little fake. Went back and updated all the existing entries to just be a uniform scale of 5
He chomp u gud now
Though with Gali there is still a problem and I may just have to use a bigger sphere
Namely how he doesn't seem to like to do the chompy chomp when Gali is swimming
Okay yeah there's definitely something weird going on with how Gali interacts with things underwater when she's swimming.
Hmmmm
Do we know what the offsets SLBs do?
Cause according to 010, Gali's is broken
The alpha version seems to be identical except for the body offset which accounts for the breakage
Well that didn't fix the issue, but I'll keep it anyways. May fix something else we don't know about (edited)
Now interestingly, when Gali attacks underwater, the interactions with other things go back to normal for the duration of that animation.
Movelist issue maybe?
At any rate, Kevin himself works fine now. The remaining issue seems to just be a problem with Gali.
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The Cap'm (Reese) 27-Apr-20 09:04 AM
You do know that Kevin's problem was that he couldn't hit swing Gali specifically right
He's been able to hit on-foot Toa forever
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V A H K I T I 27-Apr-20 09:04 AM
Well he couldn't hit Onua correctly with the current version I had
He could if you were like.. inside him
I fixed it so he actually hits as you would expect for his size
Hey uh question
Did we set up the printglyph to actually do anything yet?
Cause BLCV has code for it. 😐
if (gcsaver::finditem(scslosifoundation::stringtoidentifier("pgl3")) == 0) { this.printglyph = new lego_pickup("pgl3", 0, 7, "item", 4, 0); this.printglyph.initfull(); }
It's not actually loaded anywhere into the level, but judging by the title, (assuming this isn't something we did) it looks like this was meant to be somewhere in every level.
Which I mean.. great, that kinda lines up with how we want to handle it too I think.
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ShadowDraikana 27-Apr-20 09:13 AM
reese added this iirc
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V A H K I T I 27-Apr-20 09:13 AM
Ah
Well ignore me then. Pac
Ah yep, it's in the patch notes
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V A H K I T I 27-Apr-20 10:23 AM
@The Cap'm (Reese) You around?
Did you ever do an animation list for the Tarakava?
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The Cap'm (Reese) 27-Apr-20 10:26 AM
Yes I did
I'll boot my laptop up and send it if you need it
Gimme a sec
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V A H K I T I 27-Apr-20 10:29 AM
Thank
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The Cap'm (Reese) 27-Apr-20 10:30 AM
And if you need to quickly know what one looks like I have footage of all of them
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V A H K I T I 27-Apr-20 10:30 AM
aight
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The Cap'm (Reese) 27-Apr-20 10:32 AM
What are you looking at out of curiosity
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ShadowDraikana 27-Apr-20 10:32 AM
10/10 quality animation from saffire, was very impressed
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V A H K I T I 27-Apr-20 10:32 AM
Just looking at the movelist out of curiosity
It's a surprisingly small movelist for the amount of things they can do
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The Cap'm (Reese) 27-Apr-20 10:35 AM
9 animations total
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V A H K I T I 27-Apr-20 10:36 AM
thank
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The Cap'm (Reese) 27-Apr-20 10:37 AM
np
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UTTER_BODGE 27-Apr-20 05:04 PM
THE MORE I LOOK AT THIS THE WORsE IT GETS
people tend to be pretty hit or miss when it comes to modeling lego stuff lol
at least at a glance saffire's models tend to look generally correct, even if some things are off upon looking closer
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V A H K I T I 28-Apr-20 07:26 AM
Good lord
Yeah I guess it could be worse. I just find it baffling how they got the scale so wrong on some things and not others.
@Grampa Walker can attest to that. :p
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Grampa Walker 29-Apr-20 07:08 PM
There we go, the Hau eyes are all fixed. I'll slap the model on the Matoran, and toss those up in a bit.
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Grampa Walker 29-Apr-20 07:17 PM
Actually... I might as well take this opportunity to adjust the skeletons, as well. Swap around some parts, and send Tahu, and the Matoran masks. If you only need the custom Matoran skeleton to override the current one with the old Hau, I can send that, but I'll see how much skeletal work I can get done.
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The Cap'm (Reese) 29-Apr-20 07:18 PM
yo kevin needs a skeleton
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Grampa Walker 29-Apr-20 07:19 PM
Who exactly is Kevin, I keep hearing that freaking name, but that means absolutely nothing to me.
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The Cap'm (Reese) 29-Apr-20 07:19 PM
Giant Takea Shark.
also my son
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Grampa Walker 29-Apr-20 07:19 PM
...You... Named the shark Kevin..? I hope that's just how he's named in the files.
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The Cap'm (Reese) 29-Apr-20 07:20 PM
Oh yeah there's no name in-game
Just like the three TP03 Nui-Rama that saffire named
Mike, Bill, and Earl
just names in the code
but fun
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Grampa Walker 29-Apr-20 07:21 PM
That's a good thing. Because I feel all tension would be lost if people were being chased by a shark that had a name reveal as "Kevin: Just Kevin." (edited)
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The Cap'm (Reese) 29-Apr-20 07:22 PM
I mean as a joke in the Bestiary I named it the Kaeven Shark, but that's not even in the game either
also don't talk about my son like that, he's plenty intimidating (edited)
anyways, I don't know where @V A H K I T I got with trying to get his skeleton done, but last I recall he gave up and edited the spheres file instead (which only half worked)
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Grampa Walker 29-Apr-20 07:24 PM
Not sure what that means, exactly, but I assume I'll be aiding in that, as well.
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The Cap'm (Reese) 29-Apr-20 07:24 PM
the spheres file is basically the hitbox
iirc
That's not your problem
point more was that he gave up on the skeleton and tried something else that didn't exactly work entirely
Kevin's problem is that he can't attack Gali while she's swimming
and since at the moment he has the skeleton of a normal takea shark that might be the problem
considering he's significantly larger (edited)
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Grampa Walker 29-Apr-20 07:30 PM
So the skeleton is scaled up with the shark, but the hitbox is still the same size as the original?
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The Cap'm (Reese) 29-Apr-20 07:30 PM
the skeleton wasn't scaled up
because we couldn't do custom skeletons
until now
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Grampa Walker 29-Apr-20 07:31 PM
Ah, right.
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The Cap'm (Reese) 29-Apr-20 07:31 PM
IIRC the shark is made giant via the OSI right now
instead of actually being a giant shark in the model
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Grampa Walker 29-Apr-20 07:32 PM
So the scale of the visual model is up, but it it's the came scaling up what you see, but not how it operates.
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The Cap'm (Reese) 29-Apr-20 07:32 PM
yeah
and when attacking you it just kind of...
Spazzes out
and it can't attack
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V A H K I T I 29-Apr-20 08:06 PM
Actually I'm not certain the skeleton will fix things with Gali. I only ever tested with Onua until finding out the issue where was with the spheres
Let me check that now
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The Cap'm (Reese) 29-Apr-20 08:06 PM
Well you never know till you try :v
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V A H K I T I 29-Apr-20 08:11 PM
Nope, no change.
It definitely seems to be an issue with how Gali interacts with other things while swimming
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The Cap'm (Reese) 29-Apr-20 08:12 PM
what did you do exactly
just now
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V A H K I T I 29-Apr-20 08:12 PM
I just threw in my partial test rig.
Though now it doesn't seem to want to work properly with her on the surface either. But then I think my spheres changes got reverted when I switched branches earlier
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V A H K I T I 29-Apr-20 08:27 PM
OKAY
Adjusting his skeleton, spheres, AND skeleton seem to fix his interaction with Gali
Er
cylinder
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The Cap'm (Reese) 29-Apr-20 08:28 PM
Both skeletons?
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V A H K I T I 29-Apr-20 08:28 PM
boi
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The Cap'm (Reese) 29-Apr-20 08:28 PM
My son has two skeletons?
Damn
good boy, kevin
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V A H K I T I 29-Apr-20 08:28 PM
Gonna try and revert these one at a time and see if it is all of them or just come combination
Wow yep. Changed the spheres back and he instantly reverted to doing the weird thing.
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The Cap'm (Reese) 29-Apr-20 08:30 PM
huh
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V A H K I T I 29-Apr-20 08:30 PM
Conclusion: All these files are intrinsically linked somehow to make collision not poo poo.
Hmm... reverting the model and skeleton changes but leaving the sphere and cylinder changes made things better
Maybe it's just those two?
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The Cap'm (Reese) 29-Apr-20 08:33 PM
huh
Does he clip through anything
I've had him poke his head through the ceiling of the little well tunnel before
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V A H K I T I 29-Apr-20 08:34 PM
I mean I'm only testing in the test level right now
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The Cap'm (Reese) 29-Apr-20 08:34 PM
ah
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V A H K I T I 29-Apr-20 08:52 PM
Alright so I'm thinking it was just a red herring. As in I made the hitbox so ludicrously large that it made it LOOK like the problem was solved when it really wasn't. :v
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The Cap'm (Reese) 29-Apr-20 08:52 PM
.-.
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V A H K I T I 29-Apr-20 08:53 PM
It has to be a gali thing somehow, because why else would it change behaviour when she switches animations specifically?
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The Cap'm (Reese) 29-Apr-20 08:56 PM
The normal Takea and the Ruki can hit her fine, so it's gotta be his size? or a 100% accurate skeleton (edited)
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V A H K I T I 29-Apr-20 08:56 PM
Well Kevin can hit her too, but only if you get right up into where the root bone of his skeleton is
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The Cap'm (Reese) 29-Apr-20 08:56 PM
something about how big he is doesn't mesh with her hitbox while swimming
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V A H K I T I 29-Apr-20 08:56 PM
With smaller things, the skeleton is compacted so you'd never notice this
So I mean.. yes it's his size, but also I think it does this with everything, you just can't tell on a smaller scale
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Grampa Walker 30-Apr-20 02:47 AM
Question. Even if now we CAN do the whole "balls rotate in sockets" thing with custom skeletons, should I still make it so the balls are stationary at parts where they still pivot? (edited)
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V A H K I T I 30-Apr-20 02:47 AM
I think so, mainly because of Lewa and Kopaka
We're going to have a lot of clipping if we change the pivot on them, so if we want it to be consistent, we should follow their rigging
Though maybe only try with Onua or somethin first just to see how it handles it
Also
I'm not sure if this is obvious or not but the skeletons need to have the same naming scheme for the bones where possible (edited)
Ie: Bip_01_RFinger
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Grampa Walker 30-Apr-20 02:49 AM
Oh, I know thighs, and shoulders are pretty much decidedly linked with their sockets by this point. That's what was done with the thighs at the beginning, so transitioning that makes sense. I meant at the ankles, and wrists, by this point. Should the ankle balls still pivot? I think the wrists are fine if the bone is perfectly centered if the ball stays bound to the lower arm bone.
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V A H K I T I 30-Apr-20 02:50 AM
Oh you mean the issue we ran into before of them slightly disconnecting?
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Grampa Walker 30-Apr-20 02:50 AM
Yeah. The issues with the shoulders is completely moot given the sockets will be merged with the uppar arm bone on all Toa.
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V A H K I T I 30-Apr-20 02:50 AM
Yeah if you can rig that up properly now, by all means.
Also make sure you look over those again btw. I noticed some more normal issues on Lewa I think?
Namely how the balls still seem to have a visible seam in them
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Grampa Walker 30-Apr-20 02:52 AM
On Lewa? I'll double-check, I possibly missed some of his normals when I went through that process. Forgetting which ones I did, or didn't do is possible for me.
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V A H K I T I 30-Apr-20 02:52 AM
Let me switch back to the most up to date branch just to be sure
Cause he looks fine in the older one I'm currently doing menu testing with, but I distinctly recall seeing some issues when working on the equipment.
Thank you btw for pre-emptively splitting the weapons off in the models you sent me before.
That made setting that up go a lot quicker
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Grampa Walker 30-Apr-20 02:54 AM
Alrighty, let me know how that is. right now I'm just giving Tahu proper proportions right now as a test given I had him open for the Hau changes. I also made a couple of small detail cleanups on the leg parts, which I'll be carrying over to the other five.
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V A H K I T I 30-Apr-20 02:54 AM
nice
Speaking of, if you're up to it, I may send you BMOP's Hau model once I get it to make some changes for a HUD render. Make it look a bit more like the prototype.
To that end, there are some changes that should probably be made to Zhocker's Vahi model as well to make it a bit more accurate (edited)
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Grampa Walker 30-Apr-20 02:56 AM
I'll do what I can.
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V A H K I T I 30-Apr-20 02:56 AM
From the front it looks fine, but remember how I said it looked too thick in places? Well this is why.
It looks like he just booleaned a hole straight through rather than tapering it with the rest of the mesh
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Grampa Walker 30-Apr-20 02:57 AM
I've never owned a Vahi, so I have little knowledge of how it should look.
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V A H K I T I 30-Apr-20 02:59 AM
Well on the final part it's handled like this:
A hole is cut through the mask following the angle of the cheeks, and an extra bit of plastic is added on one side of the hole to add the illusion of depth from the other (edited)
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Grampa Walker 30-Apr-20 03:00 AM
Hmm... Okay, I see how they minimalized plastic usage on the back of that one.
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V A H K I T I 30-Apr-20 03:02 AM
The sides are also super chunky where they should be a lot more hollow, and instead the outer surface curves inward
If you prefer, you can always update and make your model higher poly. I don't care which.
I just need something of or around CG quality to render out new HUD elements
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Grampa Walker 30-Apr-20 03:03 AM
I feel it might just be easier to take something that looks that refined, and just make some tweaks in the back. I can just do one side, and mirror it. My model is far from 100% accurate, and would be more work than I feel I'm qualified for yet to make look accurate to a part I've never owned, let alone to a prototype nobody owns.
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V A H K I T I 30-Apr-20 03:05 AM
Fair enough. Well whatever you feel is easiest just let me know when you want to try it. I'm not in a huge rush and won't even have the other mask models for at least another week
Also a reminder for more major re-rigging: Don't forget about Kopaka's stanky shield hand. 😛
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Grampa Walker 30-Apr-20 03:07 AM
Don't you worry, I fully understand. I just need to watch some footage to see how it operates in-game, and appropriately change based on that.
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V A H K I T I 30-Apr-20 03:08 AM
Ye. Also I'm not seeing the normals issues I mentioned now so I guess you're clear for that. It may have just been a thing with the models I had in prior to replacing them with your current master copies.
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Grampa Walker 30-Apr-20 03:09 AM
Alrighty, then, good news for me. Also, yeah, current. If this thing goes well, and works, those master copies are bye bye for the new ones.
No more WIDE BOIS For us.
Unless one day we just want to make Pohatu's hips so wide they nearly go offscreen for a few day joke, or something.
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V A H K I T I 30-Apr-20 03:11 AM
:v
* Birthing hips intensify *
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Grampa Walker 30-Apr-20 03:11 AM
Them's genuine, natural Koli hips, right there.
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Grampa Walker 30-Apr-20 04:19 AM
Almost done with Tahu, just figuring out what to really do about his spinal arrangement. Does that mostly do its' job well-enough in-game, or does it have any funky side-effects from the bones being more up-front past the physical spine?
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Grampa Walker 30-Apr-20 04:36 AM
Nevermind, it looks a bit better being more aligned.
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V A H K I T I 30-Apr-20 04:37 AM
:p
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Grampa Walker 30-Apr-20 04:39 AM
MMMM-Baby, look at that joint alignment.
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V A H K I T I 30-Apr-20 04:40 AM
:v
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Grampa Walker 30-Apr-20 04:41 AM
I'll delete any extras just lying around, export him, and toss him up. The new Hau will be included, so you can just export that to use on Nobua if me sending you the better-rigged Tohunga with the mask will take too long for your liking.
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V A H K I T I 30-Apr-20 04:43 AM
I can wait. :p
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V A H K I T I 30-Apr-20 04:57 AM
I noticed btw that the ball in Tahu's arm is slightly off center in that screenshot. :p
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Grampa Walker 30-Apr-20 04:59 AM
Yeah, I thankfully noticed that upon taking the screenshot, and fixed that little embarrassment before it became one. Among another change I could already picture you saying "I thought we were past this [Insert tongue emote]" to if I missed it.
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V A H K I T I 30-Apr-20 04:59 AM
b o i
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Grampa Walker 30-Apr-20 05:00 AM
A m I w r o n g ?
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V A H K I T I 30-Apr-20 05:00 AM
Fuckin fite me
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Grampa Walker 30-Apr-20 05:01 AM
Pick the parking lot
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V A H K I T I 30-Apr-20 05:06 AM
REEE
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Grampa Walker 30-Apr-20 05:07 AM
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V A H K I T I 30-Apr-20 05:07 AM
Will test now
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Grampa Walker 30-Apr-20 05:12 AM
The head position is unchanged, so you only need to export the Hau, Tahu, and his sword outside the new skeleton. At least, that should be the case, unless that's not how the mask rigging works.
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V A H K I T I 30-Apr-20 05:13 AM
Too late. xP I'll remember that for the others tho
Oh dear
Well I guess that answers how this will interact with the existing animations..
@benji
Not much we can do about that
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Grampa Walker 30-Apr-20 05:16 AM
... The animations... Can't be stuck onto the new bone layout? Like, how people get animations to fit a skeleton not originally made for it just because the names are the same?
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V A H K I T I 30-Apr-20 05:16 AM
OH WAIT I'm domb
I forgot to make a new skeleton
:p
One sec
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Grampa Walker 30-Apr-20 05:17 AM
Ah-ha! Still hope!
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V A H K I T I 30-Apr-20 05:18 AM
Probably gonna have to reexport the masks though regardless cause they're getting the up axis confused
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Grampa Walker 30-Apr-20 05:18 AM
Yeah, I noticed that. Sorry about that, my man.
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V A H K I T I 30-Apr-20 05:19 AM
Alright, def need to reexport all the masks but it looks marginally better now
New hau exports fine, so it's just a thing with the old masks. (I tried reverting to test your theory)
His left arm looks a bit stanky, but that's probably an animation thing
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Grampa Walker 30-Apr-20 05:21 AM
I think that arm was always that way, just now the whole shoulder is part of the arm, now.
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V A H K I T I 30-Apr-20 05:21 AM
Other than that it looks great!
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Grampa Walker 30-Apr-20 05:22 AM
Well.
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V A H K I T I 30-Apr-20 05:22 AM
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Grampa Walker 30-Apr-20 05:22 AM
I only have four words left to say.
OLD RIGS ARE DEAD
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V A H K I T I 30-Apr-20 05:23 AM
🦀 🦀 🦀 🦀 🦀 🦀 🦀
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Ondrik🅱 (Ondrej) 30-Apr-20 05:23 AM
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Grampa Walker 30-Apr-20 05:23 AM
The crabs work much better for this, admittedly.
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V A H K I T I 30-Apr-20 05:23 AM
I'm not sure I like how the animations handle the experimental shoulder pivot though
I figured it may look a little off
I'd HOPED it wouldn't but I figured it might.
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Grampa Walker 30-Apr-20 05:24 AM
Well, For now it works, and we finally can have Toa that don't have riging layered in jank.
If you have an alternative for arms in mind, though, then I'll always experiment.
But, hey, the rigging is consistent in that sense, now, all sockets connecting limbs to the torso are part of the limb bones.
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V A H K I T I 30-Apr-20 05:26 AM
I think it may actually be more wise to revert it cause it looks ESPECIALLY jank in cutscenes
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Grampa Walker 30-Apr-20 05:26 AM
Oh god, I need to see this.
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V A H K I T I 30-Apr-20 05:26 AM
A lot of clipping and dislocation
Side note: The pin in Lewa's arms fucks up here too.
Fuck, I got the first screenshot at a bad frame
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Grampa Walker 30-Apr-20 05:29 AM
May I ask for a recording? I think I'd see just how bad it is from that much better.
While you get that, I'll sort the shoulders back where they were, though. (edited)
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V A H K I T I 30-Apr-20 05:32 AM
The normals on his gear seem a lil fucky too.
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Grampa Walker 30-Apr-20 05:32 AM
Wait a second. The shoulder bone was actually not aligned, it was farther back behind the arm a little bit. Not a lot, but nearly at the back edge of the ball.
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V A H K I T I 30-Apr-20 05:33 AM
Oh?
Oh yeah it do be like that
:p
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Grampa Walker 30-Apr-20 05:34 AM
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V A H K I T I 30-Apr-20 05:35 AM
You need slep :p
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Grampa Walker 30-Apr-20 05:35 AM
Also, I just want to say, the moment the Miru appeared on Tahu's face, I laughed harder than I should have. Like, I imagined him putting it on Tahu wrong on purpose.
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V A H K I T I 30-Apr-20 05:35 AM
:v
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Grampa Walker 30-Apr-20 05:36 AM
Anyway, do you want me to fix that bone alignment at the shoulders, and try again, or just revert it all?
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V A H K I T I 30-Apr-20 05:36 AM
Try the alignment first
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Grampa Walker 30-Apr-20 05:38 AM
Give that a go
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V A H K I T I 30-Apr-20 05:38 AM
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Grampa Walker 30-Apr-20 05:38 AM
PFFT
That is officially my new favorite image to come from this game.
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V A H K I T I 30-Apr-20 05:39 AM
Pac
Pinned a message.
Anyways converting the thing now
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🐸 Fraug (The Ass-Man) 30-Apr-20 05:40 AM
aay
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V A H K I T I 30-Apr-20 05:43 AM
Well it's still a little fucky in places but it does look better. Though not so much with this animation.
As much as I hate the inconsistency it would probably be best to put it back for now
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Grampa Walker 30-Apr-20 05:44 AM
Tahu: "JUMP" Shoulder: "Aight, I'mma head out"
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V A H K I T I 30-Apr-20 05:44 AM
At least until we can edit animations. :p
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Grampa Walker 30-Apr-20 05:44 AM
Yeah, agreed. I'll set that right real quick.
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V A H K I T I 30-Apr-20 05:45 AM
At the very least the proportions are good now, that's what really matters
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Grampa Walker 30-Apr-20 05:45 AM
You have no fucking idea how much I'm smiling right now. I'm sure my lips could be used as a replacement for the London bridge with how wide my grin is. (edited)
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V A H K I T I 30-Apr-20 05:46 AM
Ooooh I could make such a joke right now but I will refrain. Pac
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Grampa Walker 30-Apr-20 05:46 AM
The fuck are you thinking right now
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V A H K I T I 30-Apr-20 05:47 AM
Wouldn't you like to know ( ͡° ͜ʖ ͡°)
Also I've been there with @Chip 🐉🇬🇧. It was a very nice bridge. :v
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Grampa Walker 30-Apr-20 05:48 AM
I mean, it's an impressive structure, so I can understand that just from images.
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V A H K I T I 30-Apr-20 05:49 AM
Ur an impressive structure :v
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Grampa Walker 30-Apr-20 05:50 AM
I'm very touched by your compliment, but also fuck you.
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V A H K I T I 30-Apr-20 05:50 AM
Please do Pac
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Grampa Walker 30-Apr-20 05:51 AM
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V A H K I T I 30-Apr-20 05:51 AM
Testing now
Well everything else looks fine but this still REALLY fucks up. Not too sure why.
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Grampa Walker 30-Apr-20 05:54 AM
Ooooh. You know what. I think the clavicle bone actually gets used in the cutscenes, yet not in any other animation. (edited)
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V A H K I T I 30-Apr-20 05:55 AM
Hmm
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Grampa Walker 30-Apr-20 05:55 AM
Let me rig the sockets to the clavical.
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V A H K I T I 30-Apr-20 05:55 AM
I mean it MIGHT be used in the jump animation. Maybe that accounts for the thing there too?
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Grampa Walker 30-Apr-20 05:56 AM
Possibly.
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V A H K I T I 30-Apr-20 05:56 AM
Worth a try I guess
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Grampa Walker 30-Apr-20 05:58 AM
Actually, I raised the clavicle bones a fair bit, as well, just because I thought they were unused, and wanted them where the clavicles would be. Or closer, anyway. I wonder if THAT accounts for the major fuckups.
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V A H K I T I 30-Apr-20 05:58 AM
NujuThink
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Grampa Walker 30-Apr-20 05:59 AM
I'll make the change to put them back in place, just in case, and we can test the prior rig setups with them moved back, if you want.
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V A H K I T I 30-Apr-20 05:59 AM
ye
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Grampa Walker 30-Apr-20 06:04 AM
Alright, merged sockets with the Clavicle's back where they were first.
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V A H K I T I 30-Apr-20 06:06 AM
No change from the ay it was before. Even in the cutscene it still flips out
Hmm.. I have an idea for the cutscene, one sec
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Grampa Walker 30-Apr-20 06:09 AM
Alright, so the Clavical was barely any change... Hm.. The Clavicle is the only other bone that would affect the arm bones that way, so I'm lost on that. Also, alrighty, then. I'll wait until you say what I should go about doing next.
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V A H K I T I 30-Apr-20 06:09 AM
Nah my thing didn't work
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Grampa Walker 30-Apr-20 06:11 AM
Alright, I'll rig the sockets to the Clavical, and the arms back at the ball position, again, and if that somehow fucks up, then I'm lost.
Alright, last one for the night, then I divebomb the bed.
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V A H K I T I 30-Apr-20 06:16 AM
Well that at least changed.. something.
Let me just check the original scene, cause now I'm curious
PFFFFFFFFFF
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Grampa Walker 30-Apr-20 06:18 AM
I'm... So fucking lost. By this point I can't even say it makes sense with the old wide torso, because if that was the case, the arms would have been going crazier than this with the original skeleton.
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V A H K I T I 30-Apr-20 06:18 AM
IT LOOKS EVEN WORSE IN THE ORIGINAL
How did we NEVER notice this
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Grampa Walker 30-Apr-20 06:18 AM
Jesus Christ, so this is a Tahu animation issue solely, and just slipped under the radar?? (edited)
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V A H K I T I 30-Apr-20 06:18 AM
I GUESS
I think it's only less noticeable because the clavicle on the original rig also includes part of the torso.
So it deforms, but in a less "whoops my arm fell off" kinda way
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Grampa Walker 30-Apr-20 06:19 AM
Well.. I guess now we just decide. Do we still go with the merged socket design until we can modify animations to be less ridiculous?
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V A H K I T I 30-Apr-20 06:20 AM
Overall I think this way still looks better
The only issue being with this scene which is something the OG game also had
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Grampa Walker 30-Apr-20 06:20 AM
Alright, I'll keep that in mind with the other rerigs, then.
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V A H K I T I 30-Apr-20 06:20 AM
The clavicle is definitely used in other animations btw
When he breaths in his idle you can see his shoulders rising and falling
It's subtle, but it's there
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Grampa Walker 30-Apr-20 06:22 AM
Hey, if we can edit animations, maybe we can have the Clavical be a shoulder bone, and have the shoulder be a socket pivot, and the arm be at the ball like the others. Just out of curiosity, even if we don't keep it, which we likely might not.
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V A H K I T I 30-Apr-20 06:22 AM
Maybe
Anyways if we're happy with this I'll commit this as Tahu's new master model
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Grampa Walker 30-Apr-20 06:24 AM
Anyhow, that's it for me for the night, I'll send you the Matoran model with the new Hau using my personal rig to override the one in your disc image setup, assuming you still have a file saved with those two posed that way. Also, I'm happy with it. Aside for the shoulders. I also don't know if you noticed, but now that we have things aligned, I added that nifty effect with the bolts on the sides of the weapon arms turning with the lower arm.
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V A H K I T I 30-Apr-20 06:25 AM
nice :p
Hey
One final thing before you go
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Grampa Walker 30-Apr-20 06:25 AM
Yes?
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V A H K I T I 30-Apr-20 06:25 AM
Could... could you make the GEARS turn?
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Grampa Walker 30-Apr-20 06:26 AM
On the in-game Toa??
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V A H K I T I 30-Apr-20 06:26 AM
If things are aligned it could work
Though maybe not the back gear (edited)
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Grampa Walker 30-Apr-20 06:27 AM
I mean, there's an issue with that unless we get custom animations. If we can get the Clavical to be a dedicated socket pivot, then yes, absolutely. But without that, the gears can't turn without IK stuff, and this game sure as hell don't support that. (edited)
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V A H K I T I 30-Apr-20 06:28 AM
Fair
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Grampa Walker 30-Apr-20 06:30 AM
So yeah, my answer for that is when we can modify animations, then yes, the gears can turn, but we will need to make changes to the animations of the five Toa with upright torsos. That then leaves Pohatu with a unique problem. His legs don't exactly have clavicles, and we can't drag one of them down to rotate a gear, because then we'd need to counterbalance the arm, which would be hell. So either way, there's a particular creek we'd be up while lacking means to traverse through it properly. (edited)
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V A H K I T I 30-Apr-20 06:31 AM
indeed
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Grampa Walker 30-Apr-20 06:32 AM
If we can also add new bones, and have things work, we can have that as an option, but it all depends how much of a hellscape making, and editing animations would become, especially after adding new bones. (edited)
This game hasn't been very well-known for being cooperative, or kind to us whenever we try to do something new, or have more control over it. Like a horse that hates being ridden.
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V A H K I T I 30-Apr-20 06:35 AM
Well we can definitely add new bones
And adding to animations using those SHOULDN'T be a problem once we have that ability
So we could just straight up add gear bones
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Grampa Walker 30-Apr-20 06:37 AM
That is true, although with the five normal-bodied Toa it might be easier just to have the clavicle be used so the socket, and gear are perfectly synced, and then just have the exception for Pohatu. I take it we won't be putting in the work to make the leg sockets a separate bone from the legs, though.
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V A H K I T I 30-Apr-20 06:38 AM
Probably not no
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Grampa Walker 30-Apr-20 06:39 AM
Alright, then that would be the only awkwardness to deal with, syncing the gear by Pohatu's right leg with his leg movement, and just ignoring the fact the socket disconnects. The clavicles can be put to good use, though.
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V A H K I T I 30-Apr-20 06:40 AM
ye
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Grampa Walker 30-Apr-20 06:41 AM
Alright, I'm done, now. Time for into bed.
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V A H K I T I 30-Apr-20 06:42 AM
Same. Nicely done tonight
Slep well
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Grampa Walker 30-Apr-20 06:42 AM
Thank ya, I'll work more on TAKV to try and get that finished soon, and then get to the rest of the Toa. Til then, same to you.
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UTTER_BODGE 30-Apr-20 07:04 AM
Also, I just want to say, the moment the Miru appeared on Tahu's face, I laughed harder than I should have. Like, I imagined him putting it on Tahu wrong on purpose.
I lost my shit
when I saw that
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V A H K I T I 30-Apr-20 08:14 AM
It do be like that
Also hi, I'm still awake for some reason. 😄
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🐸 Fraug (The Ass-Man) 30-Apr-20 02:54 PM
My stupid ass this entire time thought the font was updated while looking through photos then realized this is the modeling channel
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Grampa Walker 30-Apr-20 04:51 PM
There we go. That should be the same model you used for the original disc image, @V A H K I T I . Nobua with the new Hau, you should be asble to finalize that art, by this point.
Just let me know if you need it in a different format. I know how to go about game models by this point, but I'm stull unsure how to go about sending you personal models for things like scenes, and posing.
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V A H K I T I 01-May-20 08:33 AM
Nice I'll have a look at it
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V A H K I T I 01-May-20 08:42 AM
Alright so it turns out I was using the game model, not the custom rig.
So I'll need that, and probably Onua's new model as well to finalize this.
Apparently I made this render before you even did the masks. :p
Actually I think it was done before you did ANYTHING
It uses the game Matoran model, and the original pre-alpha Onua model that was a basis for your work.
Good news is using the game models it should be easy enough to replace the existing ones in the scene without having to repose anything (edited)
I had to look at it for a sec, cause I forgot that the pre-alpha model is actually pretty decent. :p
These are clearly the models Saffire put the most effort into. I guess rightly so given that it's going to be the player's main focus for literally the entire game.
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Grampa Walker 01-May-20 03:52 PM
There we go, there's the game rig with the new mask. Let me just give Onua's game skeleton a rerig, and I'll send that your way.
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V A H K I T I 01-May-20 03:59 PM
Sweet, thanks
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Zhokker 01-May-20 08:34 PM
@V A H K I T I Made new Vahi. That's better?
😏
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V A H K I T I 01-May-20 09:05 PM
Boi
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V A H K I T I 02-May-20 06:30 AM
@Grampa Walker Any updates on Onua there? :p
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V A H K I T I 02-May-20 06:57 AM
Also a reminder: Your villager master file is still using Nobua-specific texture paths for the eyes.
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V A H K I T I 02-May-20 07:26 AM
Had to manually re-pose Nobua since Maya was giving me trouble, but lining him up with the old model was easy enough so that's done.
Just need to apply the shaders from the original and MAYBE the bump maps?
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V A H K I T I 02-May-20 07:39 AM
Also you have some weird hard edges on the hau. Might want to double check your other masks too
It appears the verts there are unwelded
Also I... don't think that's how the back of the vent on the hau works. 😛
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Grampa Walker 02-May-20 06:38 PM
Sorry, Onua is taking a bit, I'm actually making a change to his model to give him his PROPER claws. I had to replace them with smaller ones to actually work with the old bone structure.
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V A H K I T I 02-May-20 08:02 PM
I see :p
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sweg (Andrew) 02-May-20 08:07 PM
not sure if known but
the masks look a bit detached on the tahu model update
er, never mind the other masks, looks like only the kakama has this issue on tahu (edited)
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Grampa Walker 02-May-20 08:20 PM
It's going to be so good seeing the proper claws on Onua when this is done, and sent. I do, however, advise that when he's imported, look at his mask removal animations. See if moving his shoulders inward fucks anything up.
Also, my best guess for the Kakama issue is maybe the new Kakama didn't get imported? Not sure on that one, they all lined up on the model I sent.
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V A H K I T I 02-May-20 08:22 PM
Oh I know exactly what happened with the Kakama
And you do too. Say it with me now. Pac
🦀 TRANSFORMS UNFROZEN 🦀
:p
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sweg (Andrew) 02-May-20 08:25 PM
it is now time for crab
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V A H K I T I 02-May-20 08:25 PM
It is indeed
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V A H K I T I 02-May-20 08:36 PM
Put more time into that meme than it would have taken to fix the issue myself :p
There we go, all fixed o my end
I re-rigged all the masks for good measure since TECHNICALLY they all had this issue, the others just had it with rotation and at the time it was easily fixed exporting with Y up
Translation offsets are a different story
And pushed
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Grampa Walker 02-May-20 09:57 PM
Hm... If that's the case, then that's something I forgot to do back when I first finished Tahu, and forgot about, then. I'll try not letting that happen, again.
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V A H K I T I 02-May-20 10:13 PM
I'm not upset mind you, it's an easy fix, just like..
At this point it's basically a meme because you almost LAWAYS forget it. xP
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Grampa Walker 02-May-20 10:39 PM
Gimmie a break, I'm tryin'
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V A H K I T I 02-May-20 10:57 PM
:p
Y'all gud
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Grampa Walker 02-May-20 11:42 PM
Alright, almost done with Onua. He took longer than usual just because of the claws, the originals still being unoptomized, and tricky to carefully weight paint, as well. But yeah, he should work flawlessly for both disc image posing, and import when he's done.
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Grampa Walker 03-May-20 12:02 AM
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The Cap'm (Reese) 03-May-20 12:02 AM
the time has come
let us
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V A H K I T I 03-May-20 12:02 AM
Nice. I'll have a look in a few minutes
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The Cap'm (Reese) 03-May-20 12:02 AM
ascend
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Grampa Walker 03-May-20 12:02 AM
He's got his BIG BOY claws. Not those shitty, compressed ones I had to make for the old rig. (edited)
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sweg (Andrew) 03-May-20 12:03 AM
it is now time for onua
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Grampa Walker 03-May-20 12:03 AM
I will never stop reminding of the compromises that had to be made for those things. I hate them. I'm glad they are being wiped off the face of this game.
I will say, the only thing I worry about is the narrowing of torsos causing the animations where Toa share their masks with the others not to line up like they used to.
Oh, fuck, that reminds me, I may send you a new "Pakari Hold" file in the future, a feature I wanted to add would be the eyes of masks going dark when they're taken off. The only one that doesn't matter much with is the Kaukau given the visor.
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The Cap'm (Reese) 03-May-20 12:07 AM
well there's also the matter of making gray/chrome/whatever textures for every mask
which IIRC will be used for held masks for a bit of narrative consistency
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Grampa Walker 03-May-20 12:08 AM
Yeah, I remember that discussion. I plan to make some texture changes to accomodate that, as well since I feel like I'm getting better with texture tweaking for this game. I pretty much redid every single Ruru texture back when doing the masks. (edited)
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V A H K I T I 03-May-20 12:13 AM
Nitpick, but can you reexport again?
Your axis conversion is still really inconsistent
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Grampa Walker 03-May-20 12:14 AM
I swear, that should be the same as the... First.. Onua... which also had.. Lemmie check that right quick.
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V A H K I T I 03-May-20 12:15 AM
Well even if it is, it's not the same as Tahu
Which is correct (edited)
(Masks aside)
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Grampa Walker 03-May-20 12:15 AM
Yeah, I keep forgetting about the fact I never SAVED the corrections I made for exports as time went on on the older models.
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V A H K I T I 03-May-20 12:16 AM
:v
Yeah cause it's not something I can easily correct unfortunately
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Grampa Walker 03-May-20 12:16 AM
Okay, I think I see what was done differently, exactly.
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V A H K I T I 03-May-20 12:19 AM
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Grampa Walker 03-May-20 12:22 AM
..That.. Should have worked... I swear, after all this time still working on this damn game I still don't understand this export inconsistency shit. One moment.
I'm going to figure this out. Mark my words.
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V A H K I T I 03-May-20 12:24 AM
I would also appreciate figuring out the reflected colour in the materials if you can.
That always exports at mac value, hence the white
One thing at a time tho
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Grampa Walker 03-May-20 12:26 AM
On my end there's no reflectivity because I have the specular set to black. If I set the diffuse to black I can't see the texture, so I don't think that would be the solution. I'll try figuring it out, but on my end there is no reflectivity set.
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V A H K I T I 03-May-20 12:26 AM
Reflectivity =/= reflected colour
Two completely different material settings
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Grampa Walker 03-May-20 12:27 AM
Then I wouldn't even know where to begin with that.
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V A H K I T I 03-May-20 12:27 AM
Have a look for it, cause that's the most annoying one to change.
Also
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Grampa Walker 03-May-20 12:33 AM
I'll figure that out later, but first I want to make sure I finally get what the issue was.
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V A H K I T I 03-May-20 12:34 AM
There we go
That did it
@Grampa Walker
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Grampa Walker 03-May-20 12:42 AM
Okay, I know exactly what I did for that, now. I'll keep that in mind, and try to make sure that's the case for all things I send you, now.
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V A H K I T I 03-May-20 12:42 AM
Nice
Thank
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Grampa Walker 03-May-20 12:42 AM
Welc. Now, where the fuck do I go about that stupid reflectivity thing, because there is NO setting like that in Blender.
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V A H K I T I 03-May-20 12:44 AM
It's in the material settings somewhere.
It's a standard material channel, it can't NOT be there
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Grampa Walker 03-May-20 12:45 AM
The only things standing out like that are Diffuse, and Specular. That's it.
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V A H K I T I 03-May-20 12:45 AM
😐
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sweg (Andrew) 03-May-20 12:46 AM
minor question, but which version of blender do you use?
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Grampa Walker 03-May-20 12:46 AM
2.79.
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V A H K I T I 03-May-20 12:46 AM
oof
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sweg (Andrew) 03-May-20 12:46 AM
i wonder if updating to 2.82 would help
i use it to mod an ancient star wars game currently
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V A H K I T I 03-May-20 12:47 AM
Whelp
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sweg (Andrew) 03-May-20 12:47 AM
i have not yet learned how to use it for games such as LOMN, or even modelling
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V A H K I T I 03-May-20 12:47 AM
I need the transforms frozen on everything as well I think
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sweg (Andrew) 03-May-20 12:48 AM
onua really do be lying in the sand tho
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Grampa Walker 03-May-20 12:48 AM
I've been thinking about it, but I just don't want to put in the time to figure out the layout all over again since I heard it changed a lot. For the better, I hear it was definitely for the better, but I just like using what I know. Also, sure, one sec.
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sweg (Andrew) 03-May-20 12:48 AM
when i first made the switch from 2.79 to 2.8, it was jarring for me as well at first
but in truth it's actually quite similar, if not more cohesive
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Grampa Walker 03-May-20 12:49 AM
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sweg (Andrew) 03-May-20 12:49 AM
you'll of course want to relearn some stuff like the new tools menu, and a few shortcuts
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V A H K I T I 03-May-20 12:50 AM
Imma eat real quicc then test
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Grampa Walker 03-May-20 12:50 AM
That's the worry, I like using what I know because I work a bit faster that way. And even then I'm not as fast as I'd like to be when modelling, and switching to something I don't know will make me even slower for a while.
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V A H K I T I 03-May-20 12:57 AM
Whatever you did rotated it again
:v
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sweg (Andrew) 03-May-20 12:59 AM
tbh all you need to transition to 2.82 is a simple youtube tutorial or two on the basic functionality of 2.8
to help relearn some vital keymappings (like search is now bound to F3, and model normal adjusting is done via alt+n) and such
(don't mind me, just showing how the model looks imported in 2.82)
never mind the skeleton being jumbo scale in comparison to the actual model
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V A H K I T I 03-May-20 01:05 AM
@Grampa Walker
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sweg (Andrew) 03-May-20 01:05 AM
never mind
the issue was that
i did not rescale the parts alongside the skeleton
the skeleton is at a scale of 150
i set the model parts scales to 1 and they're properly scaled with the skeleton now
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V A H K I T I 03-May-20 01:06 AM
Well I still need him to know whatever he did broke the rotation again
:p
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sweg (Andrew) 03-May-20 01:06 AM
ah
whelp, i'm now considering taking on LOMN as another project to use blender 2.82 for
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V A H K I T I 03-May-20 01:07 AM
eyes_shaking
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Grampa Walker 03-May-20 01:08 AM
I swear to god, this one better work. This rotation shit is annoying as hell.
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sweg (Andrew) 03-May-20 01:08 AM
if you'd like, i could possibly help out with it, and see how 2.82 fares with exports
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V A H K I T I 03-May-20 01:08 AM
Nope, didn't work
Your skeleton is still rotated -90 of two axis
It needs to not be
Are you editing the rotation of the skeleton or the armature?
Cause I'll remind you the armature is useless here
It does not export as anything and just becomes a group
The problem really is that they're mismatched
The mesh is at 0 and the skeleton is -90
Plus you're exporting with Z up
where Maya is Y up
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Grampa Walker 03-May-20 01:12 AM
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V A H K I T I 03-May-20 01:14 AM
Looks fine in Maya but I'll have to test in game
Well now it works, but the floaty feet issue is back. @benji, what caused that again?
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benji 03-May-20 01:18 AM
uhhhhhhhh
I don't remember
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V A H K I T I 03-May-20 01:19 AM
🙃
Did you add or remove any bones in this @Grampa Walker?
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sweg (Andrew) 03-May-20 01:23 AM
something related to bhd's
not sure if useful, just searched floaty feet in discord search
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Grampa Walker 03-May-20 01:24 AM
No? I moved some, which is to be expected, but the root bone, was untouched. Would me not moving the root bone be a cause of issue?
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V A H K I T I 03-May-20 01:25 AM
I don't think so. There's just something different between this and Tahu that's causing issues.
Idk what though
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Grampa Walker 03-May-20 01:25 AM
May I see the exact issue?
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V A H K I T I 03-May-20 01:26 AM
floaty feet
One sec
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benji 03-May-20 01:26 AM
Oh yeah, there was root bone moving involved
upload the new BHD
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V A H K I T I 03-May-20 01:26 AM
But we fixed that in the actual exporter
Aight
@Grampa Walker Old model, but same issue
This was when we were testing rig imports
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Grampa Walker 03-May-20 01:28 AM
How high is he floating?
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V A H K I T I 03-May-20 01:29 AM
That's not what the issue is
Look closer
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Grampa Walker 03-May-20 01:29 AM
Ooooh. He's got Bethesda feet going on.
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V A H K I T I 03-May-20 01:29 AM
Pac
Yeah that.. that's one word for it
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Grampa Walker 03-May-20 01:29 AM
I'm not wrong, and you know it.
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V A H K I T I 03-May-20 01:29 AM
xP
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sweg (Andrew) 03-May-20 01:29 AM
bethesda feet mmmmm
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Grampa Walker 03-May-20 01:30 AM
I thought he was just floating a bit off the ground, but that issue, I have no clue. The only changes I made were moving existing bones around, so I know that wouldn't have caused a repeat of this issue.
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V A H K I T I 03-May-20 01:32 AM
Yeah if the root wasn't touched that shouldn't have caused this.
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benji 03-May-20 01:32 AM
yep root has been moved
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V A H K I T I 03-May-20 01:33 AM
Moving it at all just causes this?
Or is it LOMNTool moving it?
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benji 03-May-20 01:34 AM
The skeleton you sent over has the root at (0, 0, 0)
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V A H K I T I 03-May-20 01:35 AM
hmm. Well I DID ask walker to freeze the transforms on the skeleton to try and fix the rotation issue
Would that do it?
It didn't null out any of the rotations of the child bones
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benji 03-May-20 01:36 AM
no idea
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Grampa Walker 03-May-20 01:40 AM
The only thing I can tell is that I never moved the root, and the numeric variables of location are the same. The only difference is the numbers aren't on the same axis anymore, which I can only assume was from changing the rotation? I have no clue, either.
The "roll" is saying it's different as well, but I still never touched it, so I have no clue where that's coming from.
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V A H K I T I 03-May-20 01:47 AM
Well I get an error in Maya when I try to go to the bind pose after exporting to dae, that might have something to do with it. @benji: Unable to determine shape for transform Bip01 // (edited)
Nope nvm, that was just the way I exported it apparently
Wtf
Also Walker, minor nitpick that would be invisible practically in game but
The head on your bind pose is slightly turned. 😛
Never gonna cause any noticeable issues, but just figured that as a perfectionist, you should be aware. 😛
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sweg (Andrew) 03-May-20 01:52 AM
i also have a nitpick, the pakari might be a bit too low in position for the head
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V A H K I T I 03-May-20 01:52 AM
oof
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sweg (Andrew) 03-May-20 01:52 AM
since the stud inside it doesn't align
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V A H K I T I 03-May-20 01:54 AM
Ya got some inverted normals here too
And the UV mapping on the other side is incorrect
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The Cap'm (Reese) 03-May-20 01:54 AM
and this soup is too hot
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sweg (Andrew) 03-May-20 01:54 AM
put your soup in the fridge
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Grampa Walker 03-May-20 01:55 AM
That would be from the bone being pre-posed like Tahu's feet. I can make a change, however. Also, the studs have been a massive annoyance that I'm honestly thinking of removing outright. I try putting the studs where they are most accurate in placement, but even in lots of cases despite the mask being placed correctly, and the stud is almost never aligned. So honestly, I think I'll just delete ALL the worn mask studs. They just annoy me by this point, anyway.
Also, fixing the leg uv. (edited)
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V A H K I T I 03-May-20 01:56 AM
Aight
Still no closer to figuring out this root issue though
...Well now I'm even more confused.
@benji, you say that BHD I sent has the root at 0? Cause re-exporting from the game puts it back to its original numbers.
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Grampa Walker 03-May-20 02:01 AM
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V A H K I T I 03-May-20 02:01 AM
This BHD also seems to have the root in its proper place.
ALso thank
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Grampa Walker 03-May-20 02:02 AM
Welc.
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V A H K I T I 03-May-20 02:04 AM
Copying the exact data of the root bone from the VANILLA BHD also has no effect.
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sweg (Andrew) 03-May-20 02:05 AM
quick question, what would be required for me to export character dae's usable for LOMN?
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V A H K I T I 03-May-20 02:06 AM
Depends on what you want to do and who you want to do it.
If you want to send them to me for import, then that also depends if you're doing static objects or characters
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sweg (Andrew) 03-May-20 02:07 AM
atm i'd like to do a test dae export of onua with blender 2.82
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benji 03-May-20 02:07 AM
If you want to look at a BHD, drag it onto LOMNTool, and check the W values for the first bone
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V A H K I T I 03-May-20 02:07 AM
Well you can't then. :v
LOMNTool currently only supports Maya exports (edited)
You'll have to do what Walker does and send it to me
Or download Maya
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sweg (Andrew) 03-May-20 02:08 AM
i see, alright then
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benji 03-May-20 02:08 AM
or code support into LOMNTool
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V A H K I T I 03-May-20 02:08 AM
(For now)
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sweg (Andrew) 03-May-20 02:08 AM
looking at walker's exports, as i see it the scaling needs to be set to 0.010
and the character model parts need to be set at a 90 degree angle on the x-axis
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V A H K I T I 03-May-20 02:09 AM
Also Benji,
Bone 0 (Bip01) (parent: 0): X:1E-06 Y:1 Z:0 W:0 X:-1 Y:1E-06 Z:0 W:-0.443903 X:0 Y:0 Z:1 W:2.480569 X:0 Y:0 Z:0 W:1
Yet the issue persists
@sweg (Andrew) Scaling isn't necessarily an issue at present. He exports it at a smaller scale because of unit conversion shenanigans
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sweg (Andrew) 03-May-20 02:10 AM
ah
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V A H K I T I 03-May-20 02:10 AM
Ie 0.01 == 1.0 in Maya and LOMN (edited)
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sweg (Andrew) 03-May-20 02:11 AM
oh alright
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The Cap'm (Reese) 03-May-20 02:11 AM
0.01 == 5.0 in April and September
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V A H K I T I 03-May-20 02:11 AM
Reese go the fucc to bed. Pac
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The Cap'm (Reese) 03-May-20 02:11 AM
you can't make me
this coming from the guy who is becoming more and more nocturnal as the months go on
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sweg (Andrew) 03-May-20 02:12 AM
i do not sleep until 3 am
the most cursed hour
here's a test export of onua from blender 2.82, scaled at 1.0 on export
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V A H K I T I 03-May-20 02:13 AM
Well again I just said 1.0 is too big
😛
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sweg (Andrew) 03-May-20 02:14 AM
darn, i prayed 2.82 daes would be friendlier
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V A H K I T I 03-May-20 02:14 AM
It's not the dae file itself that's the problem, though it is still a non-standard exporter (?) the issue is Blender's units themselves
Blender uses arbitrary units while Maya measures in meters IIRC
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sweg (Andrew) 03-May-20 02:15 AM
oh i see
well here's a 0.010 scaled export then
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V A H K I T I 03-May-20 02:15 AM
You can CHANGE the units type in Blender, but the default is incompatible
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sweg (Andrew) 03-May-20 02:15 AM
one thing i notice is that they're roughly 0.6 kb smaller than walker's exports (edited)
not sure if i should be worried or nah
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V A H K I T I 03-May-20 02:16 AM
Probably because you removed all the textures somehow
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sweg (Andrew) 03-May-20 02:17 AM
so far i've only taken walker's most recent export, imported, then exported without changes
although when i do dae imports, the textures don't get imported as well
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V A H K I T I 03-May-20 02:18 AM
Also
Pac
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benji 03-May-20 02:18 AM
Blender probably uses cm if it's 0.01 times the Maya unit size
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The Cap'm (Reese) 03-May-20 02:19 AM
wHo ArE yOu
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sweg (Andrew) 03-May-20 02:19 AM
oh lord what have i done to poor onua
he is becoming a crab
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V A H K I T I 03-May-20 02:20 AM
Anyways I can't use the model itelf because all the textures are gone and the materials are no longer phong
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sweg (Andrew) 03-May-20 02:20 AM
hmmm, is there a specific way i'm meant to import the dae files?
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V A H K I T I 03-May-20 02:20 AM
¯\_(ツ)_/¯
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sweg (Andrew) 03-May-20 02:20 AM
eg. include the textures in the same folder as the model
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V A H K I T I 03-May-20 02:20 AM
I don't use Blender
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sweg (Andrew) 03-May-20 02:21 AM
@Grampa Walker how would i import dae's into blender with the textures intact?
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V A H K I T I 03-May-20 02:25 AM
More inverted normals btw
How does this keep happening?
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The Cap'm (Reese) 03-May-20 02:25 AM
you're an inverted normal
I'm an inverted normal
we're all inverted normals
okay I'll sleep now
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sweg (Andrew) 03-May-20 02:26 AM
when everyone's an inverted normal, no one will be
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The Cap'm (Reese) 03-May-20 02:26 AM
Have fun with your normalcy
😛
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sweg (Andrew) 03-May-20 02:27 AM
meanwhile me thinks i've figured out importing the model textures with the dae
just needed to open the original dae and look at the texture paths
big brain me
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Grampa Walker 03-May-20 02:28 AM
I have no idea. I haven't been able to import any saes into blender. I always need fbx files sent to me, @sweg (Andrew)
Fixed the claw normals.
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V A H K I T I 03-May-20 02:32 AM
Looks good. Still no idea what's up with the feet though.
Can you think of ANYTHING you did differently between this and Tahu?
On the bright side, no issues with cutscenes this time (edited)
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Grampa Walker 03-May-20 02:43 AM
I moved around just about every single bone on tahu except for the spinal regions. I moved the mesh to line up with the spine more, I belive. Onua I moved all spinal segments to be in the same positions as Tahu's since the result looked good as far as the torso goes. But in both cases the root was unmoved. Also, I gotta see the cutscene with normal Onua with WIDE Gali.
How did the mask sharing animation line up?
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V A H K I T I 03-May-20 02:44 AM
Lines up fine
Also the problem is definitely not the root at this point
So maybe it's the spine edits?
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Grampa Walker 03-May-20 02:46 AM
Let me see if I can get the spinal segments in their original spots really quick. If nothing else, the pelvis, maybe. I'll export just the skeleton of the old rig, and import that to use as a template to realign, that way I don't have a bunch of duplicate materials to delete. (edited)
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benji 03-May-20 02:46 AM
@V A H K I T I can you try combos of original mesh / new skeleton, and vice versa?
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V A H K I T I 03-May-20 02:47 AM
New mesh + old rig works
Already tried that
I also replaced the root bone data entirely with that of the OG rig
no change
I'll try old mesh plus new rig
Model is a bit fucky now due to the skinning changes but otherwise still no change
I think at the very least we can confirm it is the rig, the new rig alone, and something other than the root
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Grampa Walker 03-May-20 02:51 AM
First test. The pelvis bone has been put back in the original spot. The pelvis, and root were aligned by the looks of it, so I want to see how that works out.
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V A H K I T I 03-May-20 02:54 AM
Computer is chugging trying to convert it with Minecraft open. :v
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Grampa Walker 03-May-20 02:56 AM
Why the fuck ya doin' block game while importing models?
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V A H K I T I 03-May-20 02:57 AM
I ned SOMETHING to do while I wait for you to edit things. :p
Anyways no change
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UTTER_BODGE 03-May-20 03:01 AM
@V A H K I T I when updating patch notes, we're still adding to the 1.5 section right?
(on main patch)
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V A H K I T I 03-May-20 03:01 AM
Ye
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UTTER_BODGE 03-May-20 03:01 AM
mkay
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Grampa Walker 03-May-20 03:02 AM
Alright, let me try the rest of the spine, then.
All spinal sections, aside for the neck, and head, are back to normal placement.
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V A H K I T I 03-May-20 03:06 AM
I trust you adjusted the bind pose as well yes?
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Grampa Walker 03-May-20 03:07 AM
I don't follow.
If you mean having it import upright for you, it should still do that, nothing changed there.
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V A H K I T I 03-May-20 03:09 AM
Not what I meant, no :v
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Grampa Walker 03-May-20 03:09 AM
Then I don't understand what you meant.
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V A H K I T I 03-May-20 03:10 AM
bindpose/restpose whatever blender calls it
I don't think that's the issue but whatever.
No change btw
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Grampa Walker 03-May-20 03:12 AM
Then I have no clue what could be the problem. the only thing that SHOULD cause problems is the root moving, which it hasn't.
I don't know why suddenly the animation is sliding the feet all over the floor.
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V A H K I T I 03-May-20 03:16 AM
:/
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Grampa Walker 03-May-20 03:20 AM
I guess for now you at least have Onua to finish the disc art pose.
I'll send the one with the full rerig again for you to use.
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V A H K I T I 03-May-20 03:26 AM
thank
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sweg (Andrew) 03-May-20 03:37 AM
forgot to post progress on my end, but i guess i still haven't quite figured out importing daes with textures in blender yet
i got partial progress so far with some of the textures importing, but not all
mainly because of the difference in file paths
there's some textures with a simple texture path of "ONUA/<texturename>", like ONUA/on_cha_10xx_black_1.dds
then the rest of the textures that don't import have a path of "../Desktop/sage-blkfile-master/Textures/<texturename>"
and i fixed it with the simple logic of replacing said paths with ONUA before importing
looks alright despite blender's automatic specular on import
and for some reason it does not like to render the eyes texture
it shows as entirely black rather
oh right, i guess it's because of some alpha channel magic that it doesn't show up in blender
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sweg (Andrew) 03-May-20 03:57 AM
@V A H K I T I can you check if this imports with the textures in maya?
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V A H K I T I 03-May-20 04:25 AM
I think you forgot one
Otherwise yes
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sweg (Andrew) 03-May-20 04:26 AM
gr8
materials are also correct?
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V A H K I T I 03-May-20 04:28 AM
I mean except for the one, yes
Actually no
They all exported as lambert
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sweg (Andrew) 03-May-20 04:28 AM
ah
I'll look into fixing the missing texture and materials tomorrow then
though tomorrow is today for me, so in 8 hours Pac (edited)
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V A H K I T I 03-May-20 10:50 AM
Okay so I did some experimentation.
I extended the legs, arms, spine, and neck. Got the floaty feet issue on the X axis. Strangely not the Y like Walker's model but it still presents a troubling issue.
Same thing with just the legs
@Grampa Walker @benji
If the legs are untouched, the issue is not present
So I think that effectively narrows it down. The question now is why?
Hmmm
The calf bones on the original have a Z value of 0 (edited)
But the new rig has a value of .062. Not a DRASTIC change, but it could be enough of an offset to cause issues?
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V A H K I T I 03-May-20 11:09 AM
Hmm.. put the legs bones exactly where the old skeleton had them and the issue is STILL present
Maye it's the way the legs are RIGGED?
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V A H K I T I 03-May-20 11:27 AM
It doesn't appear to be an animation issue.
To test I copied Tahu's idle, and while it's fucked up due to the structural differences, the issue is present where it's definitely not on Tahu.
Likewise putting the new Onua skeleton on Tahu creates the issue with him
It also creates an extremely cursed image, but we'll ignore that for now
Anyways this means it's probably, (thankfully) not animation related.
It's SOMETHING in the rig itself.
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sweg (Andrew) 03-May-20 04:01 PM
am awake
i've fixed the missing texture on onua (didn't realize he still used one of the old model's textures), and i left the shader settings as is
this is how the default import shader settings look in blender
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ShadowDraikana 03-May-20 07:10 PM
what have you done to tahu's head
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The Cap'm (Reese) 03-May-20 07:11 PM
He got Onua's proper FMV skeleton
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sweg (Andrew) 03-May-20 07:19 PM
hunchback tahu
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V A H K I T I 04-May-20 02:14 PM
@benji YOu free at all today to potentially have a look into this?
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benji 04-May-20 07:45 PM
no, sorry
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V A H K I T I 05-May-20 01:12 PM
What about today? :v
Alternatively if you have any ideas what the problem may be or where else to look, pointers are equally as appreciated.
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V A H K I T I 05-May-20 01:36 PM
hhhhhhhhhhhhhhh
@benji You broke LOMNTool. Pac
I can't export UNskinned models anymore cause it keeps flipping out that there's no BHD
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The Cap'm (Reese) 06-May-20 12:15 PM
It is now less red. (edited)
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V A H K I T I 06-May-20 12:44 PM
Still stands out a bit much
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The Cap'm (Reese) 06-May-20 01:01 PM
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V A H K I T I 06-May-20 01:02 PM
Mmm well now it just looks really flat. You may just have to repaint this one manually after all. :/
Also
Those weird pinched tris are really showing up with these colours after all
Let me edit this stupid model and I'll send you a better one to work with
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V A H K I T I 06-May-20 01:14 PM
Much better edge flow
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The Cap'm (Reese) 06-May-20 01:15 PM
nice
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V A H K I T I 06-May-20 01:15 PM
Beats the hell out of whatever they thought THIS was
Even disregarding the triangulation, what the absolute fuck were they thinking having ALL the edges converge on one point?
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The Cap'm (Reese) 06-May-20 01:16 PM
🤷
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V A H K I T I 06-May-20 01:16 PM
That's called starring and that's an amatuer level no-no.
BecauseSaffire
I'll still never forget when I was working on the MBCH water model and asked my texturing teacher for advice on how best to UV map it.
And his first fucking response was "THAT's a GAME model???"
I feel like that reaction could be applied to just about anything in this game by now. Pac
Anyways while I'm working on this, I may as well do the texture as well.
Then I'll repaint it in such a way that it can just be easily coloured and dropped into any level.
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The Cap'm (Reese) 06-May-20 01:20 PM
Thank 😛
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V A H K I T I 06-May-20 01:20 PM
The lighting won't match perfectly when it's not tailored to an area, but it'll do for now
I think I can just do the shading in black and white, then it SHOULD be easy to just add colour on top of that on a case by case basis
Any textures you recommend for it?
Remember whatever we do for now will be universal
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The Cap'm (Reese) 06-May-20 01:21 PM
well I'll have to look for something appropriate
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V A H K I T I 06-May-20 01:22 PM
Aight
I'll do the basic lighting in the meantime
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The Cap'm (Reese) 06-May-20 01:30 PM
brief diversion but
just noticed some old Naho Falls textures in the lev5 folder
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V A H K I T I 06-May-20 01:32 PM
Huh
Doe the current mask use a special texture or just rock?
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The Cap'm (Reese) 06-May-20 01:33 PM
current one uses lighter versions of these textures
much different rock type
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V A H K I T I 06-May-20 01:33 PM
Interesting
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The Cap'm (Reese) 06-May-20 01:33 PM
I'll look at it in-game when we're done here
Anyways, it's hard to tell how it'll look but try these to start:
on_lev_20xx_Canisterbody on_lev_20xx_bricks_2
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V A H K I T I 06-May-20 01:38 PM
Pics?
Also I think I'm done the paint, though not sure how it'll look in game
FLooded with the add brush
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The Cap'm (Reese) 06-May-20 01:40 PM
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V A H K I T I 06-May-20 01:40 PM
Thank
I may just go with the brick one. Not too sure about the canister one
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The Cap'm (Reese) 06-May-20 01:41 PM
yeah thus the it's hard to tell how it'll look
just an idea
...well this was a hell of a texture change
actually, all the textures in the lev5 here have much darker rocks than the final
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V A H K I T I 06-May-20 01:51 PM
neat
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The Cap'm (Reese) 06-May-20 01:52 PM
okay so
ported all the lev5 textures over to the lev2 blk for the hell of it, if only to see a glimpse of how the aesthetic used to be pre-alpha
and
Apparently this floor texture used to be a lilypad texture
oh
that looks better
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V A H K I T I 06-May-20 02:00 PM
nani
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The Cap'm (Reese) 06-May-20 02:01 PM
That's the GIZR thing
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V A H K I T I 06-May-20 02:01 PM
Is that what it was supposed to be?
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The Cap'm (Reese) 06-May-20 02:01 PM
porting the lev5 versions of the textures made it that
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V A H K I T I 06-May-20 02:01 PM
Huh
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The Cap'm (Reese) 06-May-20 02:01 PM
so probably
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V A H K I T I 06-May-20 02:01 PM
@Grampa Walker Might want to have a look at that
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The Cap'm (Reese) 06-May-20 02:03 PM
Obviously most of the ports look like shit
but it does tell me that originally Ga-Wahi wasn't going to have as much greenery
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V A H K I T I 06-May-20 02:05 PM
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The Cap'm (Reese) 06-May-20 02:05 PM
This is the texture that GIZR uses
also nice
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V A H K I T I 06-May-20 02:06 PM
I'll exprot and send that to you to tinker with
The vertex colours are done completely grayscale so you should just be able to flood it on the add setting with whatever colour you need to match. If the shading needs to be darkened, let me know.
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The Cap'm (Reese) 06-May-20 02:07 PM
aight
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V A H K I T I 06-May-20 02:07 PM
Note: You'll need to do HK01 again and match the colours there now too, as for any other area that previously had one of these.
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The Cap'm (Reese) 06-May-20 02:08 PM
😦
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V A H K I T I 06-May-20 02:08 PM
It's not ideal, but given the necessary edits, it really was kind of unavoidable.
Changing the mesh would have messed up any existing colours anyways
And those starring tris needed to go.
Thankfully it's not that much extra work provided my colour changes are good enough
Literally just need to match, flood, and export
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The Cap'm (Reese) 06-May-20 02:10 PM
hey how about we do this as a team effort so I can not panic about doing this twelve times
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V A H K I T I 06-May-20 02:11 PM
I never said you had to do all of it, nevermind all at once. 😛
This was mostly just an exercise in vertex painting. However yes I'll jump in after I get some food.
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The Cap'm (Reese) 06-May-20 02:14 PM
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V A H K I T I 06-May-20 02:15 PM
Hmm.. the shading looks a little on the blue side. Remember the vertex colours blend with the textures so you're going to end up with a combination of whatever those add up to. (edited)
Also
The unity editor has vertex colour support now. If you're not seeing that, you should update.
Would eliminate a lot of this trial and error
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The Cap'm (Reese) 06-May-20 02:16 PM
i've never even bothered loading textures in unity because I've never had to
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V A H K I T I 06-May-20 02:17 PM
Well now would probably be a good time to start. :p
Save you having to go in game to check this stuff
Though definitely do so at least once AFTER it looks good in-editor just to confirm accuracy.
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The Cap'm (Reese) 06-May-20 02:17 PM
Two things then
a) how do I get the textures loaded in b) I think I have vertex colors showing (spcv here) (edited)
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V A H K I T I 06-May-20 02:18 PM
Same way you load models
You'll probably have to reload the SLB after you import the textures, but after that they'll just show up when you add a model in
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The Cap'm (Reese) 06-May-20 02:19 PM
so I just port the lev1 folder directly then in this case
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V A H K I T I 06-May-20 02:19 PM
ye
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The Cap'm (Reese) 06-May-20 02:22 PM
hold on, where do I put the lev1 folder
same place as the areas?
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V A H K I T I 06-May-20 02:23 PM
ye
The editor takes the same structure as the game
This also holds true for loading character models for char SLB edits
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The Cap'm (Reese) 06-May-20 02:24 PM
well that didn't do shit
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V A H K I T I 06-May-20 02:24 PM
Did you reload like I told you? 😛
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The Cap'm (Reese) 06-May-20 02:24 PM
yes
closed the slb and reloaded it
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V A H K I T I 06-May-20 02:25 PM
Are you sure you put the lev1 folder in the right directory and/or are loading the correct model from the right version?
Remember the editor distinguishes alpha, main, and rebuilt (edited)
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The Cap'm (Reese) 06-May-20 02:26 PM
this is where the lev1 textures folder is: Bionicle-Area-Editor\Assets\Resources\rebuilt\levels\lev1
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V A H K I T I 06-May-20 02:28 PM
Worked right away for me...
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The Cap'm (Reese) 06-May-20 02:28 PM
welp
that's a pile o'shite
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V A H K I T I 06-May-20 02:28 PM
Restart Unity?
Did you get a dialogue when you returned to the editor that it was importing small assets?
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The Cap'm (Reese) 06-May-20 02:29 PM
yes
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V A H K I T I 06-May-20 02:29 PM
All the textures now have an associated meta file then?
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The Cap'm (Reese) 06-May-20 02:29 PM
went though all the textures
yes they do
Reloaded unity. Same shit
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V A H K I T I 06-May-20 02:30 PM
Try this
Remove the levels you've added
Copy the folders from the game directly
Convert the models with LOMNTool IN the unity project tree
Rather than some subdirectory with LOMNTool
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The Cap'm (Reese) 06-May-20 02:31 PM
okay, I can try that, but I have class in just a minute
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V A H K I T I 06-May-20 02:31 PM
LOMNTool doesn't do relative texture paths apparently so that might account for the issue
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The Cap'm (Reese) 06-May-20 02:31 PM
so I'll have to come back to this in a minute
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V A H K I T I 06-May-20 02:31 PM
f
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The Cap'm (Reese) 06-May-20 02:32 PM
If you want to try anything with PZZL, here's the obj slb. Pedestal model should be pdst.
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V A H K I T I 06-May-20 02:34 PM
🅱
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The Cap'm (Reese) 06-May-20 03:51 PM
Tried another thing since my class is boring the shit out of me.
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V A H K I T I 06-May-20 03:52 PM
Looks better yea
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The Cap'm (Reese) 06-May-20 03:52 PM
Cool. I literally just took the one you sent me and rotated it :v
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V A H K I T I 06-May-20 03:53 PM
:v
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The Cap'm (Reese) 06-May-20 03:53 PM
noted: don't do shit
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V A H K I T I 06-May-20 03:53 PM
I mean it does still look a LITTLE out of place, but not near as much as when it was more blue
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The Cap'm (Reese) 06-May-20 03:54 PM
:vvvvvv
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Ondrik🅱 (Ondrej) 06-May-20 03:54 PM
nice, Reese
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The Cap'm (Reese) 06-May-20 03:54 PM
well if you want it to be better be my guest
This is getting pushed now so I don't have a stroke
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V A H K I T I 06-May-20 03:59 PM
There we go
Again, have to remember that the colours and texture colours blend
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The Cap'm (Reese) 06-May-20 04:00 PM
I know. That's why I experimented with giving up entirely
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V A H K I T I 06-May-20 04:00 PM
:v
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The Cap'm (Reese) 06-May-20 04:00 PM
which ended up better than the last try
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V A H K I T I 06-May-20 04:01 PM
Well the textures are blueish, and the lighting is generally purple
So it seemed natural to me to just make the colours red
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The Cap'm (Reese) 06-May-20 04:02 PM
The vertex colors are purple all around that area.
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V A H K I T I 06-May-20 04:02 PM
Yes
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The Cap'm (Reese) 06-May-20 04:02 PM
also that does not come naturally to me
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V A H K I T I 06-May-20 04:02 PM
What does red and blue make? :p (edited)
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The Cap'm (Reese) 06-May-20 04:02 PM
Because I am not artistically inclined (edited)
Just because I understand the color wheel doesn't mean I understand this :v
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V A H K I T I 06-May-20 04:03 PM
I mean if you know how colours mix, you don't really need to be artistically inclined. 😛
Red + blue = purple
What + blue = the colour you want per area?
It's more of an algebra problem if you think of it like that
:v
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The Cap'm (Reese) 06-May-20 04:03 PM
Oh good. Math.
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V A H K I T I 06-May-20 04:04 PM
Point is just think of what combines with blue to make the colour you want. Not necessarily going right for that specific colour since it'll just end up oversaturated.
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The Cap'm (Reese) 06-May-20 04:09 PM
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V A H K I T I 06-May-20 04:09 PM
Looks good. 🙂
Semi-related note
What the fuck is with this thing displaying rotated in the game and not in the editor?
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The Cap'm (Reese) 06-May-20 04:11 PM
?
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V A H K I T I 06-May-20 04:11 PM
I import your SLB into Unity and it's placed just fine.
I put that in game and the thing's on its fucking side
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The Cap'm (Reese) 06-May-20 04:11 PM
.-.
did you pull from the repo or are you using your own model
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V A H K I T I 06-May-20 04:12 PM
Using my own
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The Cap'm (Reese) 06-May-20 04:12 PM
try this
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V A H K I T I 06-May-20 04:13 PM
I mean that doesn't really help me since I've been adjusting the colours myself for PZZL
So I need t use mine
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The Cap'm (Reese) 06-May-20 04:13 PM
well I more mean compare (edited)
see what's different
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V A H K I T I 06-May-20 04:14 PM
Okay but why is it displaying fine in Unity and not in the game using the same file
@UTTER_BODGE Explain movie, explain. Pac
Oh wait, I'm just SUPER FUCKING TIRED AND DUMB
AND WAS LOOKING AT IT IN EDITOR FROM THE WRONG ANGLE
skmjnzhayfguahgjmkhgfh
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The Cap'm (Reese) 06-May-20 04:15 PM
:v
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V A H K I T I 06-May-20 04:17 PM
Oh also
WHen you import these into the editor, don't forget to add collision boxes
You can just copy that from other objects if you need to and adjust them as necessary
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The Cap'm (Reese) 06-May-20 04:17 PM
oh yeah
probably should do that
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V A H K I T I 06-May-20 04:17 PM
Ye. :p
Anyways since you're working on this I'll just send you my updated pzzl model
That way we don't need extra commits right now
As for helping you out let's each do 3 levels.
You do 1 2 and 3, I'll do 4 5 and 6
Sound good?
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The Cap'm (Reese) 06-May-20 04:21 PM
sure I guess
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V A H K I T I 06-May-20 04:21 PM
You seem unconvinced
:v
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The Cap'm (Reese) 06-May-20 04:21 PM
not sure how well BLCV is gonna go mostly
considering that one's still in the model
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V A H K I T I 06-May-20 04:21 PM
Why's that?
Well we just remove it
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The Cap'm (Reese) 06-May-20 04:21 PM
I know
more saying that that'll leave a hole in the model most likely and I'm hoping that won't be an issue when I put the new one in
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V A H K I T I 06-May-20 04:22 PM
It would?
I don't think these are booleaned right into the stages
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The Cap'm (Reese) 06-May-20 04:34 PM
okay so I need a refresher since I only did this before for the BECH totem. How specific do I need to be with collision boxes?
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V A H K I T I 06-May-20 04:37 PM
You really don't need to be at all.
As long as the thing is entirely inside the box it's fine.
The boxes only indicate where the game should start checking meshes for collision
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The Cap'm (Reese) 06-May-20 04:37 PM
ok good
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V A H K I T I 06-May-20 04:37 PM
Not the actual collision itself
It defines a radius
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The Cap'm (Reese) 06-May-20 04:37 PM
yup hk01 is good now
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V A H K I T I 06-May-20 04:37 PM
Nice
Also I have the BMOP masks now so I can probably start on HUD renders soon.
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The Cap'm (Reese) 06-May-20 04:38 PM
A good blue :v
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V A H K I T I 06-May-20 04:38 PM
I am finding though that some parts aren't as high poly as may be needed
Nice
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UTTER_BODGE 06-May-20 04:39 PM
cough
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V A H K I T I 06-May-20 04:39 PM
?
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UTTER_BODGE 06-May-20 04:39 PM
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V A H K I T I 06-May-20 04:40 PM
Huh
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UTTER_BODGE 06-May-20 04:40 PM
you may be able to select all your imported models, right click, and do "reimport" to get the textures hooked up
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V A H K I T I 06-May-20 04:40 PM
I guess I just never ended up doing the inverse of that by chance (edited)
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UTTER_BODGE 06-May-20 04:40 PM
but no promises
it's much much easier just to do it right the first time
no hassling around in menus
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V A H K I T I 06-May-20 04:41 PM
Btw, any chance you'd feel up to looking at animations today? I sent ya that fish with the one spinning part. 😛
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UTTER_BODGE 06-May-20 04:41 PM
@The Cap'm (Reese) type t:model into the assets search bar, and preferably have it set to search only in the models in, for example, the beta or rebuilt folder etc
then select all the results, then do reimport
in the right click menu
then, once it's done processing stuff
you can collapse everything down again by selecting the root assets folder, and pressing alt+left
(similarly, doing the same but pressing right arrow expands everything else under what you've got selected)
saves you the trouble of manually collapsing everything
Btw, any chance you'd feel up to looking at animations today?
unsure
got a lot goin'
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V A H K I T I 06-May-20 04:50 PM
Hecc
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The Cap'm (Reese) 06-May-20 04:50 PM
oh liam btw
when you're making collision for these
change the bionicleobject flag to 50 from the default 16
that way the collision actually works :v
anyways lev1 pedestals are done
question for lev2
Should I even use pedestals?
The Rau is supposed to be stolen by Rahi, who I doubt would put it on a specialized pedestal
The Kaukau pretty clearly can't have one since MWAT isn't structured for it
I guess the glyph could use one instead of being on top of the hole...?
I guess the glyph could use one instead of being on top of the hole...?
Dunno, what do you think @V A H K I T I
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V A H K I T I 06-May-20 04:57 PM
Use your best judegement
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The Cap'm (Reese) 06-May-20 04:57 PM
i guess for detail i could put a pedestal for the Rau in VLLG2 to signify that it was stolen...?
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V A H K I T I 06-May-20 04:57 PM
I know the grapple should have them
IIRC I think Gali's grapple already does
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The Cap'm (Reese) 06-May-20 04:57 PM
Gali's grapple has a unique pillar pedestal
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V A H K I T I 06-May-20 04:57 PM
Oh?
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The Cap'm (Reese) 06-May-20 04:57 PM
ye
It's just a couple cylinders
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V A H K I T I 06-May-20 04:58 PM
Huh
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The Cap'm (Reese) 06-May-20 04:59 PM
well "cylinders"
hexagonal prisms
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V A H K I T I 06-May-20 05:00 PM
There's a case to be made for making something more presentable out of that and giving each grapple that specific type of pedestal.
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The Cap'm (Reese) 06-May-20 05:00 PM
I agree
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V A H K I T I 06-May-20 05:00 PM
But let's put that aside for the moment
One thing at a time
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The Cap'm (Reese) 06-May-20 05:00 PM
aww, I wanted to stall
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V A H K I T I 06-May-20 05:00 PM
:V
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The Cap'm (Reese) 06-May-20 05:00 PM
I can do that anyways since I need to go for my daily walk
so
brb
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V A H K I T I 06-May-20 05:00 PM
:p
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The Cap'm (Reese) 06-May-20 05:00 PM
have fun with 4-6 😛
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V A H K I T I 06-May-20 05:01 PM
Oh I'm working on something else now. I'll get to that either tonight or tomorrow morning.
Since I just got the BMOP mask models, I'm just evaluating them at the moment
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The Cap'm (Reese) 06-May-20 05:01 PM
ah
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UTTER_BODGE 06-May-20 05:01 PM
chrome masks for rebuilt when :D
honestly I wish we could add cubemap reflections to this game somehow
that'd look so much better for em
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V A H K I T I 06-May-20 05:02 PM
Currently having an aneurysm over the inconsistent detailing on the Pakari. 😛
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UTTER_BODGE 06-May-20 05:02 PM
or even just a matcap
what am I looking for specifically in that screenie?
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V A H K I T I 06-May-20 05:02 PM
The nose is what caught my eye
The detail everywhere else is nice, but the nose is literally an octogon
😛
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UTTER_BODGE 06-May-20 05:03 PM
hmm
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V A H K I T I 06-May-20 05:03 PM
Even the Rebuilt model which has less detail overall has more there
I'm probably gonna help clean these up for Team Kanohi as I go here
The Hau has some proportion issues but is good for overall detail.
Like at this point anything's better than the current HUD renders
75% of which are made from the OG game assets
And seemed not to simply be placeholders
The hau especially baffles me
The PRE-ALPHA hud mask render uses the CG models, as does the infected Hau, but the current hud render is made from the game asset.
????????
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The Cap'm (Reese) 06-May-20 05:56 PM
how about here for the pedestal that the Rau was stolen from
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UTTER_BODGE 06-May-20 05:56 PM
could have a matoran there talking about it
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V A H K I T I 06-May-20 05:57 PM
IIRC there's already a matoran that mentiones it
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The Cap'm (Reese) 06-May-20 05:57 PM
There be
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V A H K I T I 06-May-20 05:57 PM
Where she be
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The Cap'm (Reese) 06-May-20 05:57 PM
Can move them over here
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UTTER_BODGE 06-May-20 05:57 PM
sounds good
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The Cap'm (Reese) 06-May-20 05:57 PM
she's in front of Naho Falls atm
And while I'm here, I'm moving the disc quest girl both down to the ground and over here
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V A H K I T I 06-May-20 06:07 PM
nice
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The Cap'm (Reese) 06-May-20 06:08 PM
...orientation could use work, but hey
oops
gonna need all the textures in each level blk
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V A H K I T I 06-May-20 06:09 PM
ye
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The Cap'm (Reese) 06-May-20 06:10 PM
what textures did you use exactly
shrinepattern_3 or shrinepattern3
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V A H K I T I 06-May-20 06:12 PM
3
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The Cap'm (Reese) 06-May-20 06:12 PM
...thery're both 3
underscore or no underscore
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V A H K I T I 06-May-20 06:12 PM
no
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The Cap'm (Reese) 06-May-20 06:12 PM
ok
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The Cap'm (Reese) 06-May-20 06:27 PM
I'm adding it to all the blks ftr
So you dont have to do that for 4-6
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The Cap'm (Reese) 06-May-20 06:42 PM
...okay, what's this texture
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The Cap'm (Reese) 06-May-20 06:57 PM
@V A H K I T I
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V A H K I T I 06-May-20 06:58 PM
The model only uses 3 textures, just open the dae in notepad
I don' have it up right now
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The Cap'm (Reese) 06-May-20 06:58 PM
k
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The Cap'm (Reese) 06-May-20 07:07 PM
'ere we go
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V A H K I T I 06-May-20 07:08 PM
yeet
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The Cap'm (Reese) 06-May-20 07:08 PM
pushing that and the textures now
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The Cap'm (Reese) 06-May-20 07:40 PM
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sweg (Andrew) 06-May-20 07:43 PM
looks amazing
wish i could say the same about the stone floor
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The Cap'm (Reese) 06-May-20 07:43 PM
I'll do lev3 next then go back for the lev1 grapple
...actually, I think we can't do a pedestal for the lev3 grapple at the moment
since it's in a very narrow space in GLY1
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The Cap'm (Reese) 06-May-20 08:11 PM
Since the shrine texture had an equivalent in lev3 I tried my hand at making the whole thing look the same
yea or nae
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V A H K I T I 06-May-20 08:23 PM
ye
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The Cap'm (Reese) 06-May-20 08:23 PM
yeet
ptos next
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UTTER_BODGE 06-May-20 08:30 PM
does that one even have vertex colors?
looks flat
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The Cap'm (Reese) 06-May-20 08:30 PM
It has the same colors as the area around it
and the area around it barely has any
so
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V A H K I T I 06-May-20 08:49 PM
It DOES seem a little bright.. what does it look like in Unity?
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The Cap'm (Reese) 06-May-20 09:26 PM
Checked, and apparently Maya didn't save the vertex painting I did. It's supposed to look like this.
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V A H K I T I 06-May-20 09:26 PM
Much better
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The Cap'm (Reese) 06-May-20 09:26 PM
yeah IDK what happened
i open it back up and it's literally just white lol
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V A H K I T I 06-May-20 09:27 PM
Maya happened tbh
I'm glad we're finally getting around to this. I'll never cease to be baffled why they were removed to begin with.
It's not as if the object was just lost or something. They were integrated into the actual stage meshes, most of which weren't changed much or at all between builds.
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The Cap'm (Reese) 06-May-20 09:29 PM
hell gly3 still had its pdst model
in the object slb to boot
it was just miles out of bounds (edited)
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V A H K I T I 06-May-20 09:29 PM
Oh it used it as an object did it?
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The Cap'm (Reese) 06-May-20 09:29 PM
yes
Gali was the only one who had separate pedestal models
the issue was that none of them rendered
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V A H K I T I 06-May-20 09:29 PM
odd
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UTTER_BODGE 06-May-20 09:30 PM
the vanilla alpha also has, like, actual texture transparency and scrolling speed defined for onua's water
vanilla beta doesn't
and why did all the tutorial signs get remoooooved
so many weird things like that
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V A H K I T I 06-May-20 09:31 PM
Well that's why we're here. 😄
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UTTER_BODGE 06-May-20 09:31 PM
ye
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V A H K I T I 06-May-20 09:31 PM
Which reminds me, I or one of us still needs to re-clean up Onua's beach sometime.
The rocks you added that one time were never re-added, nor were any of the water fixes.
I'm probably going to remove the "water wall" in the distance as well and do what I did with Ga-Koro.
Ie: use vertex colours to fade the sea floor and the skybox together
It's not a PERFECT illusion, but it's better than anything this game tries to pull off out of the box. :p
It's especially broken if you activate the Ruru. :p
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The Cap'm (Reese) 06-May-20 09:38 PM
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V A H K I T I 06-May-20 09:38 PM
Which also lets you see these weird lines on the skybox? Never noticed that before.
That's probably a previously unnoticed error in my topology since I do remember having to add extra edge loops to the skybox to make the colours fade exactly where I wanted them.
This was also the point where I had to figure out the depth sorting issue that custom skyboxes had.
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The Cap'm (Reese) 06-May-20 09:42 PM
These ones are super easy since every single area has the same goddamn vertex colors
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V A H K I T I 06-May-20 09:42 PM
Yea pretty much
That one's a but buried tho
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The Cap'm (Reese) 06-May-20 09:43 PM
And?
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V A H K I T I 06-May-20 09:43 PM
And... it should be raised up a bit? :p
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The Cap'm (Reese) 06-May-20 09:45 PM
There :v
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V A H K I T I 06-May-20 09:45 PM
Better :p
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The Cap'm (Reese) 06-May-20 09:45 PM
Okay to bring this up again
Pohatu's grapple
I am 99.99% sure that a pedestal there will make the tunnel impassable
Observe the small space
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V A H K I T I 06-May-20 09:47 PM
I mean
It's not hard to move it
:p
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The Cap'm (Reese) 06-May-20 09:50 PM
I'll try
but that area still isn't all that big
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V A H K I T I 06-May-20 09:51 PM
We can always shrink the pedestal too
(Remember to freeze your transforms if you do that)
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The Cap'm (Reese) 06-May-20 09:52 PM
or we just make the small pillar model and skip trying to shove the other one in here
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V A H K I T I 06-May-20 09:52 PM
I mean yea, actually. I forgot we were even doing that.
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V A H K I T I 06-May-20 10:15 PM
Btw
If you want something else quick to try tonight, try scaling up WTHK.
Shouldn't take much effort other than respositioning the water.
Has @ShadowDraikana set up the shrn conversations yet?
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The Cap'm (Reese) 06-May-20 10:16 PM
what shrn conversations
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V A H K I T I 06-May-20 10:16 PM
The matoran
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The Cap'm (Reese) 06-May-20 10:16 PM
In SHRN2?
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V A H K I T I 06-May-20 10:16 PM
They still activated the portal or something
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The Cap'm (Reese) 06-May-20 10:16 PM
oh that
yeah that's not done yet
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V A H K I T I 06-May-20 10:17 PM
@Grampa Walker Progress on TAKV?
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The Cap'm (Reese) 06-May-20 10:17 PM
suppose I can try my hand at WTHK. Gimme a couple minutes to actually eat something today and I'll attempt
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V A H K I T I 06-May-20 10:18 PM
:v
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The Cap'm (Reese) 06-May-20 10:19 PM
Probably going to need to be told how to properly size stuff up
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V A H K I T I 06-May-20 10:19 PM
Just scale it as you would anything else and freeze transforms before exporting
Nothing fancy
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The Cap'm (Reese) 06-May-20 10:19 PM
Ah ok
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V A H K I T I 06-May-20 10:20 PM
To make the water easier, you could import that and the main stage at the same time, position, then scale them both at once (edited)
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The Cap'm (Reese) 06-May-20 10:20 PM
That was the plan
But first sustenance
I have acquired sandwich
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V A H K I T I 06-May-20 10:27 PM
eyes_shaking
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The Cap'm (Reese) 06-May-20 10:27 PM
Anyways remembered another thing
We need the part of WTHK in the alpha where it starts underwater
I don't know if there are any other major model differences between the two so I'm not immediately confident in a port of the old model
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V A H K I T I 06-May-20 10:29 PM
oh?
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The Cap'm (Reese) 06-May-20 10:29 PM
well since we have alpha SHRN2 you swim into the map again
meaning it needs the underwater bit at the start (edited)
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V A H K I T I 06-May-20 10:33 PM
Right. Well have a look at both models and we can assess if it needs merging or changing
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The Cap'm (Reese) 06-May-20 10:37 PM
oh
oh no
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V A H K I T I 06-May-20 10:37 PM
?
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The Cap'm (Reese) 06-May-20 10:38 PM
the alpha model is smaller
better view
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The Cap'm (Reese) 06-May-20 10:38 PM
so they made it bigger for the beta
and it still sucked
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V A H K I T I 06-May-20 10:39 PM
@UTTER_BODGE Suuuuup? Pac
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UTTER_BODGE 06-May-20 10:40 PM
LOL
well then
b i g g e r
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The Cap'm (Reese) 06-May-20 10:43 PM
looking at it in that way, I think all I need to do is size up the alpha's water model (which, by the by, is separate from the water for the slide and the waterfalls in the main chamber) and it might actually work
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UTTER_BODGE 06-May-20 10:45 PM
ye
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The Cap'm (Reese) 06-May-20 10:47 PM
okay the hardest thing right now is getting the main and waterslide models matched
There's an easy-ish way to do this, right?
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UTTER_BODGE 06-May-20 10:48 PM
hmmmmm
k so, try this: (edited)
select the beta model
press F to focus the editor camera on it
then select the alpha model
and one of these two (I think the first?)
should move the alpha model into the same centered location
then just scale the alpha model up til it matches
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The Cap'm (Reese) 06-May-20 10:51 PM
well right now I mean the beta model and the beta waterslide part
positioning the two so that they match like they do in-game
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UTTER_BODGE 06-May-20 10:51 PM
just... load the objects SLB?
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The Cap'm (Reese) 06-May-20 10:51 PM
...In Maya?
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UTTER_BODGE 06-May-20 10:51 PM
then copy the positions over from unity to maya
(may or may not have to invert the x value depending on how maya's coordinate system is)
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The Cap'm (Reese) 06-May-20 10:56 PM
oh i forgot about this
old water model from the alpha
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V A H K I T I 06-May-20 10:56 PM
???
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The Cap'm (Reese) 06-May-20 10:56 PM
wthw
(model name)
there's also a """"geyser"""" model
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The Cap'm (Reese) 06-May-20 11:09 PM
well doing it in unity almost worked for rescaling the alpha water model
but it's just off
both the regular water model and the slide model from the alpha are out of place here
but they look fine at the same coords in unity
(and yes I did the -x thing)
Unity
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UTTER_BODGE 06-May-20 11:15 PM
got the coords for main.x applied as well?
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The Cap'm (Reese) 06-May-20 11:15 PM
yes
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UTTER_BODGE 06-May-20 11:15 PM
try flipping stuff around more at random
see what happens
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The Cap'm (Reese) 06-May-20 11:22 PM
Nope.
And I'm officially too frustrated with multiple factors here to continue so...I surrender
Have fun, whoever tries this next
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UTTER_BODGE 06-May-20 11:29 PM
was the scale altered upon importing?
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The Cap'm (Reese) 06-May-20 11:30 PM
i don't know, and i no longer care
my spirit has been broken
last thing I'll say is that it seems they did change the opening tube a bit
highlighted one is the alpha model
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UTTER_BODGE 06-May-20 11:44 PM
you're gonna have to do some shenanigans with dividing up models/generating collision to ensure most of the slide water doesn't have collision btw
at the very least the waterfalls
whoever does it
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The Cap'm (Reese) 06-May-20 11:55 PM
So I guess things on the docket for tomorrow: lev4-6 pedestals lev4-5 turaga hut doors wthk resize v3.0
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V A H K I T I 07-May-20 08:21 AM
Yo. :v
Btw I was just thinking Reese. For somebody who says they aren't artistically inclined, you have some pretty solid ideas for level design.
Yours after all was the foundation of current Ga-Koro, and will eventually be that for a handful of other levels still to be done.
You may not think you're the best at expressing your visions, but that doesn't mean you're not inclined to them. You just need the right outlet and practice. 🙂
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V A H K I T I 07-May-20 09:34 AM
TELE and VISN done for pedestals. I ended up doing the same thing you did with level 3 and using level 4's own variant texture
So that's a bit more variety
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The Cap'm (Reese) 07-May-20 09:39 AM
Yeet
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V A H K I T I 07-May-20 09:39 AM
Btw tip for positioning these if you're just copying from one area to another.
If you select the mask/glyph and right click the transform value in the outliner, you can coy component, and then paste component values onto the pedestal.
That will get it generally where you want for proper positioning
Working on well now which reminds me
Did you add pedestals for the other printing elements?
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The Cap'm (Reese) 07-May-20 09:46 AM
Roll I didn't remember to
Gly2 is supposed to appear on puzzle completion so I dont know if I want to
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V A H K I T I 07-May-20 09:47 AM
Well itself also seems to have some rendering issues
SOme weird rendering issues indeed
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The Cap'm (Reese) 07-May-20 09:48 AM
Involving the Akaku and invisibility, yea
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V A H K I T I 07-May-20 09:48 AM
Apparently any new objects added to the level either need new flags or scripting
Otherwise they'll be invisible without it
This applies to the pedestal
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The Cap'm (Reese) 07-May-20 09:48 AM
Yea
Oof
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V A H K I T I 07-May-20 09:48 AM
I'll have a look at the script
It's probably just a flag somehere in the OSI for each object
It also shuts down on quit
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The Cap'm (Reese) 07-May-20 09:49 AM
Thinking about it, did Kopaka have unique pedestals in the alpha? I recall at least GLY1 having some sort of unique pedestal model
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V A H K I T I 07-May-20 09:49 AM
no idea
Yep the code for well has a setalpha property which is applied to everything in the level. If not otherwise specified it defaults to invisible.
Which makes sense given that there are far more platforms than there are other objects, however the inverse of it could have been done just as easily with an array for things that SHOULD be invisible.
Rather than manually setting everything that shouldn't be
@ShadowDraikana Do you want to clean this up, or do you think it's fine as-is?
If it's fine I'll just add the print glyph and pedestals to the ignored objects
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ShadowDraikana 07-May-20 09:53 AM
so make just items that need to fade fade instead of the set alpha for everything bullshit?
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V A H K I T I 07-May-20 09:53 AM
Ye
Basically just asking if you want to do this right, or if we should just leave what works working and move on for now
Bear in mind that since this is immediately relevant to current projects, it's not something we can just sit on if we start it.
But yeah to the best of my understanding, this can pretty much be set up the same way as VISN, just with fewer parameters.
Give it an array, set alpha on everything in that array.
On paper, ez
The shutdown on quit is probably cleanup related due to the fact that there are new objects that are not handled by the current script.
OSI ERROR: array reference on non-array OSI ERROR: Script is calling gcareadirector.removearea
I'm willing to bet once we gut and invert this, the shutdown will go away on its own.
The shutdown is present in main too though so
¯\_(ツ)_/¯
I'll look into it cause now I'm curious.
Yay rabbit holes. Pac
The platforms are already in an array actually
So I'm not sure why they did it like this
They already had it half set up
BecauseSaffire
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V A H K I T I 07-May-20 10:09 AM
Trying to call setalpha on an array rather than a single object causes a crash. For the time being I'll just set up the pedestals and print glyph as is, but we definitely need to assess this later.
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ShadowDraikana 07-May-20 10:20 AM
OH
you can't call the setalpha for a whole damn array
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V A H K I T I 07-May-20 10:20 AM
oh?
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ShadowDraikana 07-May-20 10:21 AM
objects
setalpha is an object command
and in order to work it has to be told which item in the array to apply to
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V A H K I T I 07-May-20 10:21 AM
So in other words this IS he most efficient way to do it
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ShadowDraikana 07-May-20 10:22 AM
unless there's a generic way of looping through the array (edited)
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V A H K I T I 07-May-20 10:22 AM
I mean you can loop through an array I think yes
Idk how to DO it but I'm sure you can
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ShadowDraikana 07-May-20 10:25 AM
oh
i do
remember that debug print benji helped me set up with shoefitter
kinda forgot about that
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V A H K I T I 07-May-20 10:25 AM
Go for it then, cause I'm still getting a crash trying to set the alpha on the new objects the existing way
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ShadowDraikana 07-May-20 10:26 AM
which class
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V A H K I T I 07-May-20 10:26 AM
Same crash as trying to set it on the array btw
well4_puzzle
I'll push my model changes so you know what to work with
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ShadowDraikana 07-May-20 10:26 AM
well
that explains a lot
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V A H K I T I 07-May-20 10:27 AM
Pushed
Hmm?
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ShadowDraikana 07-May-20 10:31 AM
whhhhhhhhh
why are there two killboxes here
in the code at least
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V A H K I T I 07-May-20 10:34 AM
¯\_(ツ)_/¯
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The Cap'm (Reese) 07-May-20 10:43 AM
Checked. This is the """pedestal""" in GLY1 😛
correction: it's used throughout the whole level aside from the masks
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V A H K I T I 07-May-20 10:49 AM
wot
Looks fine in my game
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The Cap'm (Reese) 07-May-20 10:49 AM
?
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V A H K I T I 07-May-20 10:49 AM
OH
THat's the alpha one?
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The Cap'm (Reese) 07-May-20 10:49 AM
yes
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V A H K I T I 07-May-20 10:49 AM
ah
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The Cap'm (Reese) 07-May-20 10:49 AM
Used in GLY1, ICMZ, and WELL.
TELE uses the normal pedestal, just covered in the generic ice texture
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V A H K I T I 07-May-20 10:50 AM
Yeah we should probably stick with the current one
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The Cap'm (Reese) 07-May-20 10:50 AM
and VISN uses nothing
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V A H K I T I 07-May-20 10:50 AM
Unless we want to make a variaton of that for glyphs
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The Cap'm (Reese) 07-May-20 10:50 AM
I think we're fine
mm
actually maybe
a unique pedestal per-pickup might be neat since we're doing one for the grapples
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V A H K I T I 07-May-20 10:51 AM
Anyways @ShadowDraikana, if you're on WELL now, I'll continue my venture of adding pedestals elsewhere.
And ye, that's why I mentioned it. :p
I'll have a look at the grapple one and see what I can do to improve it. Shouldn't take much.
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The Cap'm (Reese) 07-May-20 10:51 AM
yea
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V A H K I T I 07-May-20 10:52 AM
I'll send to to you after I'm done if you want to go through and update the existing ones while I continue adding the standard ones
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The Cap'm (Reese) 07-May-20 10:52 AM
sure
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V A H K I T I 07-May-20 10:53 AM
FYI for level 5, I'm not doing one for the Miru because of having a similar nature to the Rau
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The Cap'm (Reese) 07-May-20 10:53 AM
ye
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V A H K I T I 07-May-20 10:53 AM
After I'm done, I too will have a look at wthk
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The Cap'm (Reese) 07-May-20 10:53 AM
hooray
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V A H K I T I 07-May-20 11:01 AM
Pretty much just rebuilt it from scratch. Literally no point not doing that. 😛
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The Cap'm (Reese) 07-May-20 11:01 AM
yeah
what texture you gonna use for it
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V A H K I T I 07-May-20 11:02 AM
Not sure yet. Depends how I change the model
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V A H K I T I 07-May-20 11:10 AM
How's that for a redux? 😛
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The Cap'm (Reese) 07-May-20 11:10 AM
Pre gud
i like
what should we do for the glyph pedestal
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V A H K I T I 07-May-20 11:13 AM
I'll get to that when I get to it
:p
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The Cap'm (Reese) 07-May-20 11:14 AM
i more mean a new design or a variation of the lev4 one
but k
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V A H K I T I 07-May-20 11:14 AM
I mean yes
I can only do one model at a time
😛
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The Cap'm (Reese) 07-May-20 11:14 AM
i know
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ShadowDraikana 07-May-20 11:15 AM
what's the id of the glyph pedestal
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The Cap'm (Reese) 07-May-20 11:15 AM
pdst
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ShadowDraikana 07-May-20 11:15 AM
i think i know how to override this
but there's another issue
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V A H K I T I 07-May-20 11:15 AM
and pds1 in well
We have two there
Because of the print glyph
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ShadowDraikana 07-May-20 11:16 AM
did you notice how the objects fade in but abruptly poof out of existence when turning the mask off
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V A H K I T I 07-May-20 11:17 AM
Ye
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ShadowDraikana 07-May-20 11:18 AM
yeah that's because it's not using a fade command for the second one
it's heavily implied saffire didn't hav a fade out function for this
which would be stupid
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V A H K I T I 07-May-20 11:18 AM
Unwrap done on the new grapple pedestal
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The Cap'm (Reese) 07-May-20 11:18 AM
epic
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V A H K I T I 07-May-20 11:19 AM
Now for textures
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ShadowDraikana 07-May-20 11:19 AM
bingo
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V A H K I T I 07-May-20 11:19 AM
I'm probably just gonna use the same or similar textures to the existing one
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ShadowDraikana 07-May-20 11:19 AM
traced the shutdown i think
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V A H K I T I 07-May-20 11:19 AM
nice
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ShadowDraikana 07-May-20 11:20 AM
call stack tells you which method it died in
YEP
code outside of events
so when it tries to access items on an array that doesn't exist now...
boom
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ShadowDraikana 07-May-20 11:30 AM
fixed
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The Cap'm (Reese) 07-May-20 11:30 AM
yeet
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V A H K I T I 07-May-20 11:30 AM
Nice
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ShadowDraikana 07-May-20 11:43 AM
sigh unless theres a way to invert this function's fade, saffire actually doesnt have a fadeout equivalent for all the objects
in area director
going to test
nope
this is extremely stupid what they did here
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V A H K I T I 07-May-20 11:47 AM
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ShadowDraikana 07-May-20 11:47 AM
oooh
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V A H K I T I 07-May-20 11:47 AM
Beats the hell out of the original eh? :p
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The Cap'm (Reese) 07-May-20 11:47 AM
noice
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V A H K I T I 07-May-20 11:48 AM
Just gotta do vertex colours, then we can start implementation
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The Cap'm (Reese) 07-May-20 11:49 AM
And this one shouldn't need rotation unlike the previous pedestals
so that's nice
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V A H K I T I 07-May-20 11:49 AM
GOnna try something different with the colours this time
Hehehehehehehe it worked
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The Cap'm (Reese) 07-May-20 11:54 AM
?
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V A H K I T I 07-May-20 11:54 AM
I used the prelight function I was tinkering with in the waiting room to apply the shadows of a real directional light as vertex colours.
It's not PERFECT but you'll never see the variances in game (edited)
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The Cap'm (Reese) 07-May-20 11:55 AM
neat
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V A H K I T I 07-May-20 12:00 PM
For vlgs I'm just gonna keep the existing BCL for now until we figure out the fix for footsteps and whatnot.
THe pedastel is the same overall dimensions
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The Cap'm (Reese) 07-May-20 12:01 PM
aight
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ShadowDraikana 07-May-20 12:05 PM
bypass idea i had works but the glyph will still do the fadein becuse it's a generic function saffire used for the said fadein
same will be true for the pedestals
but since the only thing that needs to be affected would be the platforms, i can try having it loop through the array and set fadein/fadeout manually as they are objects
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V A H K I T I 07-May-20 12:25 PM
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The Cap'm (Reese) 07-May-20 12:27 PM
epic
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V A H K I T I 07-May-20 12:32 PM
Go nuts on the other levels. In the meantime I'll work on the glyph one
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The Cap'm (Reese) 07-May-20 12:50 PM
Debating this coloration. It matches the colors around it but I want to know what you think
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V A H K I T I 07-May-20 12:50 PM
Looks good
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The Cap'm (Reese) 07-May-20 12:51 PM
ok
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V A H K I T I 07-May-20 12:51 PM
Working on glyps now
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The Cap'm (Reese) 07-May-20 12:51 PM
did you push the lev2 one
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V A H K I T I 07-May-20 12:51 PM
Ah not yet
One sec
Done
Decided to go a bit more simple on this one. Kept the same basic shape but made it more of a thing rather than just a couple of glued together primitives. 😛
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The Cap'm (Reese) 07-May-20 12:57 PM
nice
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The Cap'm (Reese) 07-May-20 01:05 PM
small issue
pohatu has no equivalent to Onua's shrinepattern
(this one)
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V A H K I T I 07-May-20 01:06 PM
I mean if you really wanted you could always just edit this texture. Give it the same hue and whatnot.
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The Cap'm (Reese) 07-May-20 01:06 PM
I can try that I suppose
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V A H K I T I 07-May-20 01:07 PM
Worked for the Pakari in Whenua's hut.
Mostly
:p
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The Cap'm (Reese) 07-May-20 01:14 PM
am i an idiot or is paint.net's hue tool just not working
no matter what I do it gets nowhere close to the color of the pohatu textures
best I can do is the recolor tool, and even that ent perfect
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The Cap'm (Reese) 07-May-20 01:28 PM
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V A H K I T I 07-May-20 01:29 PM
Looks good!
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The Cap'm (Reese) 07-May-20 01:29 PM
okay
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V A H K I T I 07-May-20 01:29 PM
You could tweak the hue on it slightly now that the colour is changed
I think the hue tool just doesn't work with grayscale stuff
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The Cap'm (Reese) 07-May-20 01:31 PM
you still handling these for 4-6
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V A H K I T I 07-May-20 01:31 PM
Well I'm still working on texturing the glyph one so it's up to you. If you want to do it, go for it. If not, I'll continue after I'm done here
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The Cap'm (Reese) 07-May-20 01:32 PM
aight I'll take this time to have some lunch then
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V A H K I T I 07-May-20 01:42 PM
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The Cap'm (Reese) 07-May-20 01:42 PM
naisu
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sweg (Andrew) 07-May-20 01:43 PM
looks like the bonkle equivalent of karate chopping boards
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V A H K I T I 07-May-20 01:53 PM
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The Cap'm (Reese) 07-May-20 01:53 PM
yeeeeeeeet
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V A H K I T I 07-May-20 01:54 PM
Lel
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The Cap'm (Reese) 07-May-20 01:54 PM
Finally, LoMN has benches
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V A H K I T I 07-May-20 01:54 PM
FUCKIN INSECTS MAN GOTTA HIDE UP ON THE TABLE AND SHIT (edited)
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The Cap'm (Reese) 07-May-20 01:55 PM
WHYDYOULEAVETHEGLYPHSUPONTHETABLE
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V A H K I T I 07-May-20 01:55 PM
BOI
And here's that in case you want to work on that as well. I shall now continue with level 4 and up.
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The Cap'm (Reese) 07-May-20 01:56 PM
ye
I'll get these finished up for lev1-3
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V A H K I T I 07-May-20 01:57 PM
Pushed for level 1
@ShadowDraikana Pls push your fixes for Well
Or is that not done yet? YOu said SOMETHING worked earlier
@benji Obligatory ping about Onua issues. :p You busy today?
I may actually take a quick break from the pedestals and have another look at it myself
I'm baffled as to why this is broken when Tahu is not. Especially when you take into account that applying the rig TO Tahu MAKES the issue manifest on him.
So it's definitely not an animation quirk.
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ShadowDraikana 07-May-20 02:09 PM
pushed cleanup fix
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V A H K I T I 07-May-20 02:09 PM
Thank
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ShadowDraikana 07-May-20 02:10 PM
alpha thing is up in the air, tried using foreach and it dies on trying to get the member method
which makes no god damn sense
the platform array i mean
if i can set the alpha on those for the whole array then i can nuke the rest of the code
rinse repeat for other areas
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V A H K I T I 07-May-20 02:11 PM
Ye
PFFFFFFFFFFFFF
I THINK I FIGURED OUT ONUA'S ISSUE
@Grampa Walker You beefed the bone hierarchy and parented the thighs to the spine
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The Cap'm (Reese) 07-May-20 02:17 PM
yeet
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V A H K I T I 07-May-20 02:17 PM
Niiice
Yep
Reparenting the thighs fixed the issue
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The Cap'm (Reese) 07-May-20 02:22 PM
bep
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V A H K I T I 07-May-20 02:23 PM
Walker must have accidentally dragged a set of bones at some point and just not noticed.
Noted in case this ever crops up again.
Gonna get all that squared away now then push it
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The Cap'm (Reese) 07-May-20 02:34 PM
blep
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V A H K I T I 07-May-20 02:34 PM
ayy
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The Cap'm (Reese) 07-May-20 02:37 PM
Also, turns out I'm blind, because there was a texture for this after all
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V A H K I T I 07-May-20 02:37 PM
:V
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The Cap'm (Reese) 07-May-20 02:37 PM
it just wasn't grouped with the rest
an obj texture instead of a lev texture
well whatever, pushing this now
pushed
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V A H K I T I 07-May-20 02:45 PM
And ditto for this boi in a moment.
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The Cap'm (Reese) 07-May-20 02:45 PM
emerald is green
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V A H K I T I 07-May-20 02:45 PM
EMRERALDU SPLASH (edited)
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sweg (Andrew) 07-May-20 02:47 PM
green lantern
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V A H K I T I 07-May-20 02:50 PM
@Grampa Walker Also for your reference:
Looks fine
Pushed
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The Cap'm (Reese) 07-May-20 02:53 PM
how does the takara look with that fancy schmancy new skeleton
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V A H K I T I 07-May-20 02:54 PM
Haven't checked that yet
Feel free
I also need to update the Tohunga model though so keep that in mind
Gonna do that next
And pushed the Tahu sword light mod
Again, still doesn't fix the only running once issue, but it's a start.
Currently it's called via Tahu's equipment function
GcLight::SwordLight
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V A H K I T I 07-May-20 03:09 PM
New Tohunga model with new Hau added. Reminder to @Grampa Walker btw to fix the unwelded verts on the nose and brow on your end. Will push in a moment.
This may also be worth addressing. Not super accurate.
This may need to be fixed on Tahu as well actually. If it does I'll push that too
Done.
Pushed
Now you can test the Takara @The Cap'm (Reese)
I also removed the cutscene BHDs for the Tohunga as well, so keep an eye on them
Yep, Tahu's hau will need the fix too. On it
Basically just these three edges need to be welded and softened:
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The Cap'm (Reese) 07-May-20 03:19 PM
question since it's been a hot minute
do the feet in the takara move at all normally
they are here, but in minute, so-small-it-could-be-intended ways
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V A H K I T I 07-May-20 03:21 PM
?
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The Cap'm (Reese) 07-May-20 03:21 PM
example
i don't recall if this is normal
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V A H K I T I 07-May-20 03:21 PM
Probably not intentional, no.
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The Cap'm (Reese) 07-May-20 03:22 PM
well the "probably" is why I ask :v
yeah definitely not intentional
pretty clear when watching the lev6 takara
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V A H K I T I 07-May-20 03:31 PM
oh?
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The Cap'm (Reese) 07-May-20 03:31 PM
you start to see the soles of the Tohunga on the upper levels
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V A H K I T I 07-May-20 03:53 PM
.........
Wow it is REALLY obvious how off the OG Toa models were when put side by side
Fucking W I D E
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The Cap'm (Reese) 07-May-20 03:54 PM
w i d e
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sweg (Andrew) 07-May-20 03:56 PM
thicc
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V A H K I T I 07-May-20 04:11 PM
It is TIME
@🐸 Fraug (The Ass-Man)
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The Cap'm (Reese) 07-May-20 04:12 PM
epic
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V A H K I T I 07-May-20 04:20 PM
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The Cap'm (Reese) 07-May-20 04:23 PM
neet
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🐸 Fraug (The Ass-Man) 07-May-20 04:25 PM
Schweet (edited)
I'm not sure the camera terminology. But I think moving the camera farther away and zooming in would look a bit better for print. The camera is close to the subject and by moving it away itll, for lack of better terms, flatten it a bit more
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V A H K I T I 07-May-20 04:29 PM
???
You mean you want the FOV lower?
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🐸 Fraug (The Ass-Man) 07-May-20 04:30 PM
Probably what I'm referring to
If we're talking computer graphic terminology then yes lol
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V A H K I T I 07-May-20 04:31 PM
I think it should look fine as is, but give it a try first
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🐸 Fraug (The Ass-Man) 07-May-20 04:31 PM
I appreciate it, just to tickle my fancy id like to see. Thank you
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V A H K I T I 07-May-20 04:32 PM
Well what I'm saying is for YOU to give THIS a try first. :p
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🐸 Fraug (The Ass-Man) 07-May-20 04:39 PM
Ooooh
I misread my b
Sorry I'm jumping conversations rn and quickly reading
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V A H K I T I 07-May-20 04:40 PM
:v
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The Cap'm (Reese) 07-May-20 04:52 PM
so what next
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V A H K I T I 07-May-20 04:53 PM
Well now I'm back onto pedestals
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The Cap'm (Reese) 07-May-20 04:53 PM
yeet
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V A H K I T I 07-May-20 04:53 PM
Just redoing Well
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The Cap'm (Reese) 07-May-20 04:53 PM
ah
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V A H K I T I 07-May-20 04:56 PM
C O O L
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The Cap'm (Reese) 07-May-20 04:56 PM
stay cool, bird boy
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V A H K I T I 07-May-20 05:09 PM
Alright I fixed the rendering of the pedestals on the existing code.
Just need to do the print glyph and then I'll push that fix too
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The Cap'm (Reese) 07-May-20 05:09 PM
yey
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V A H K I T I 07-May-20 05:22 PM
This is a weird one
I think the issues I'm having with this are both related to and the inverse of the problem I had with items before.
Ie: trying to force hide an item that's not being hidden properly by BetterSaver results in a crash
....Except this one is hidden by default because of WELL's code and can't be UNhidden
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V A H K I T I 07-May-20 05:33 PM
Managed to do it by going through the conditions that the actual glyph sets up
Though it and the pedestals still blink out of existence when you turn the Akaku off
I assume this is the issue you brought up earlier @ShadowDraikana?
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ShadowDraikana 07-May-20 05:35 PM
yup this is why i didnt add the code for it earlier
was trying to get the array loop to work to bypass this issue entirely
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V A H K I T I 07-May-20 05:36 PM
Well good thing I only wasted my own time then. 😄
How did that go?
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ShadowDraikana 07-May-20 05:36 PM
i need benji on that as im sure i set it up wrong
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V A H K I T I 07-May-20 05:36 PM
I'm also thinking of a dumb idea with this btw.
If I'm right, and what just happened with the print glyph is the inverse of the issue I had with forcing other items to hide regardless of bettersaver
I may be able to use this bug to fix that bug. Pac
BecauseLitestone
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ShadowDraikana 07-May-20 05:38 PM
well
you arent fixing a bug
youre pushing it elsewhere
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V A H K I T I 07-May-20 05:38 PM
I mean yeah, but it gets it out of the way until Benji is free
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ShadowDraikana 07-May-20 05:38 PM
the item still isnt saved properly iirc
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V A H K I T I 07-May-20 05:39 PM
Either way, this is the only time I've ever seen anything called by findtem as being able to hide at all without crashing with this bug (edited)
So clearly it's doing something right
Ah I see why it works
It's not actually "hiding" the object
ALSO
Gonna take a wild guess here and say that event 1002 is the Akaku
else if (param1.eventid == 1002) { if (param1.args[0] == 1) { gcareadirector::setallobjectsadfade(1); } if (param1.args[0] == 0) { gcareadirector::setallobjectsalpha(0.0); } }
Might wanna write that down
Ta05 calls the same event for the same thing
else if (param1.eventid == 1002) { if (param1.args[0]) { debug::print("TA05 Mask of Vision Activated"); if (this.mtriggerstate == 0) { debug::print("TA05 Fading in SURFBOARD_BOULDER"); this.msurfboards[this.mtriggerstate].fadein(0.25); } this.mmaskon = 1; debug::print("mMaskOn = true"); } else { debug::print("TA05 Mask of Vision Deactivated"); if (this.mtriggerstate == 0) { debug::print("TA05 Fading out SURFBOARD_BOULDER"); if (!(this.mcinema == null)) { if (gccinemaengine::isplaying(this.mcinema) == 0) { this.msurfboards[this.mtriggerstate].fadeout(0.25); } } else { this.msurfboards[this.mtriggerstate].fadeout(0.25); } } this.mmaskon = 0; debug::print("mMaskOn = false"); } }
ALSO
That surfboard has a fade out function it seems (edited)
And it works too. :p
FYI Ta05 shuts down on the same error as WELL
So yet another reason to look into this one I suppose
eyes3
this.msurfboards = [ new lego_moveableobject("surk"), new lego_moveableobject("surf") ];
this.msurfboards[this.mtriggerstate].fadeout(0.25);
@ShadowDraikana
This bitch can fade out an array
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The Cap'm (Reese) 07-May-20 05:52 PM
Oh yeah theres the issue where the glyph in WELL stops working of you leave and come back
Forgot about that
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ShadowDraikana 07-May-20 05:54 PM
so it does apply it to the objects. interesting
also ye
I looked into ta05 a while back when i poked at the fadeout in well months aho
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V A H K I T I 07-May-20 05:54 PM
I feel like shutdown aside, this is a good area to reference
It does exactly what we want, just on a smaller scale
I missed making dumb discoveries like this and VISN tbh
Just like... these areas we've historically had trouble with then we just go to a newer area that does a similar thing and BOOM fucking epiphany.
School really sapped my energy for doing anything with this game, but it's finally starting to come back I think.
Imma make another coffee and then start throwing shit together here Dr. Moreau style. Pac
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V A H K I T I 07-May-20 06:04 PM
Alright so
It looks like ta05 works similarly to mbch
but you know
Good
:p
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V A H K I T I 07-May-20 06:52 PM
Ayy
I made it work
Sort of. It's not done yet, but it shows/hides the entire set
So progress
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The Cap'm (Reese) 07-May-20 06:55 PM
Neet
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V A H K I T I 07-May-20 07:05 PM
Alright they all fade in properly. Just need to make them fade OUT now
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The Cap'm (Reese) 07-May-20 07:05 PM
Eyy
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V A H K I T I 07-May-20 07:08 PM
These ones are supposed to stay right?
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The Cap'm (Reese) 07-May-20 07:08 PM
wut
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V A H K I T I 07-May-20 07:08 PM
?
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The Cap'm (Reese) 07-May-20 07:08 PM
what do you mean by stay
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V A H K I T I 07-May-20 07:08 PM
Always render
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The Cap'm (Reese) 07-May-20 07:08 PM
no
they're all supposed to be invisible
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Grampa Walker 07-May-20 07:32 PM
@V A H K I T I Fuckin' what about bone reparenting?? I never reparented anything.. Let me check this.
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V A H K I T I 07-May-20 07:32 PM
Hey it's like this on the model you sent me so.. 😛
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Grampa Walker 07-May-20 07:33 PM
The original skeleton I have has the thighs parented to the spine bone. Do you have an older export of the skeleton to see if this is an issue I accidentally caused? (edited)
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V A H K I T I 07-May-20 07:35 PM
I don't on hand, but you can probably find one searching through discord
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Grampa Walker 07-May-20 07:35 PM
Hmm.. I'd rather rummage my downloads. I'm terrible about removing things from my downloads folder, so I might still have it.
Yep, the thighs were always parented to the spine bone.
However, Tahu's ARE parented to the pelvis. Should I do some reparenting as an experiment? (edited)
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V A H K I T I 07-May-20 07:40 PM
Must have been a slipup on my part then and it just carried down the chain
No no, the issue is fixed now
This WAS it
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Grampa Walker 07-May-20 07:40 PM
Okay, so it was the problem, I just never knew.
Welp, in that case, should I send you a new file with the properly parented skeleton heirarchy, or did you do that already, and I should only do it so I don't have to think about it, anymore?
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V A H K I T I 07-May-20 07:42 PM
The latter. :p
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Grampa Walker 07-May-20 07:44 PM
Alrighty. I'd say I'll check any future skeletons you send me for this issue, but honestly, that's not even a necessity. The ones left, aside for touching up the Turaga, especially fucking daddy long legs Onewa, are Rahi. (edited)
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V A H K I T I 07-May-20 07:45 PM
I mean you still have the other 4 toa
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Grampa Walker 07-May-20 07:45 PM
I do, but they've all been imported flawlessly previously, which means the rigs never had problems to begin with, and surely won't now in skeleton.
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V A H K I T I 07-May-20 07:46 PM
Fair. I'm just not sure where Onua went wrong unless you lost the rig and needed me to send you a new copy at some point.
Actually no that wouldn't matter
We've only been USING the rigs for the past couple of weeks.
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Grampa Walker 07-May-20 07:47 PM
My earliest rig is 2018, so I don't know.
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V A H K I T I 07-May-20 07:47 PM
It could have been this way for years but because we only ever used the mesh, it never presented an issue.
So the other Toa could very well be like this, but only now would it manifest.
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Grampa Walker 07-May-20 07:47 PM
I'll make sure the hips are connected to the pelvis, then.
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V A H K I T I 07-May-20 07:47 PM
Mind you it was probably just a slipup from one of us at one point or another, nothing consistent.
But still something to look out for from now on, ye
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Grampa Walker 07-May-20 07:48 PM
Hell, I wouldn't be surprised if the issue was on Saffire's part, honestly, so I'm not holding grudges, or something stupid like that. This game is just a janky jigsaw that's missing pieces, and has parts from another puzzle in the box.
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V A H K I T I 07-May-20 07:50 PM
Well that's definitely not the case
Otherwise the issue would be present in vanilla
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Grampa Walker 07-May-20 07:52 PM
Hm.. That's fair.. Still, it's confusing how that could be done, then. Though this was earlier in this game's lifecycle for us, so the exporting method definitely wasn't as refined as it is, now. Could the software have screwed it up?
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V A H K I T I 07-May-20 07:53 PM
I mean it wouldn't have been hard while moving things or selecting things in the outliner to accidentally drag a bone somewhere.
And since I never use the skeleton and you're not familiar with the hierarchy or just brush off any abnormalities as Saffire issues, it just went unnoticed.
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Grampa Walker 07-May-20 07:54 PM
Completely fair. Either way, we know of it now, and can properly prevent it.
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The Cap'm (Reese) 07-May-20 08:04 PM
Forgot this earlier so here it is
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V A H K I T I 07-May-20 08:05 PM
yeet
Does level 3 not have an equivalent brick texture?
I know level 4 does
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The Cap'm (Reese) 07-May-20 08:06 PM
this is lev1
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V A H K I T I 07-May-20 08:06 PM
Ah
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The Cap'm (Reese) 07-May-20 08:06 PM
and it did
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V A H K I T I 07-May-20 08:06 PM
Nice
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sweg (Andrew) 08-May-20 12:01 AM
something looks off with nobua's feet in the first cutscene
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The Cap'm (Reese) 08-May-20 12:01 AM
yes
been a thing for a LONG while i think
animation related iirc
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sweg (Andrew) 08-May-20 12:02 AM
ah okay
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sweg (Andrew) 08-May-20 12:16 AM
i have a theory on why this be happenin
i'm starting to think the feet were overly twisted bone wise in the animation, thus causing the weirdness
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The Cap'm (Reese) 08-May-20 12:30 AM
Was bored. Did this.
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The Cap'm (Reese) 08-May-20 12:48 AM
And this. And since the Hau is in a thermal and the Vahi will be given by Max, that just leaves the print glyph. (edited)
(fun fact: lev6 has a sign1 texture, but no sign2, so I had to make the texture for the top bit there)
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The Cap'm (Reese) 08-May-20 01:02 AM
And there we go.
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sweg (Andrew) 08-May-20 01:04 AM
great stuff
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The Cap'm (Reese) 08-May-20 01:06 AM
all those are pushed
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The Cap'm (Reese) 08-May-20 01:22 AM
le03
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The Cap'm (Reese) 08-May-20 01:34 AM
room
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The Cap'm (Reese) 08-May-20 01:45 AM
cave
@V A H K I T I Did lev5 and 6 since I had time. You can finish lev4 at your leisure
I kinda like the unused sign texture on the lev5 glyph pedestal. Looks neat.
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UTTER_BODGE 08-May-20 02:43 AM
i'm starting to think the feet were overly twisted bone wise in the animation, thus causing the weirdness
yeah it's just the animation
it's the same way in vanilla, just less noticeable with the lower poly vanilla models
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V A H K I T I 08-May-20 06:29 AM
Nice, but the lighting colour on the lev6 grapple pedestal looks a bit off
Everything else looks great tho
THanks for the help. I actually got up early today to finish this but I guess I'll focus on WELL now. :p
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The Cap'm (Reese) 08-May-20 11:07 AM
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V A H K I T I 08-May-20 11:08 AM
It's still a bit on the blue side
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The Cap'm (Reese) 08-May-20 11:09 AM
Is it?
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V A H K I T I 08-May-20 11:09 AM
?
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The Cap'm (Reese) 08-May-20 11:09 AM
don't you ? my ?
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V A H K I T I 08-May-20 11:09 AM
??????????
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The Cap'm (Reese) 08-May-20 11:12 AM
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V A H K I T I 08-May-20 11:12 AM
On the right track. Still needs to be a bit darker and less pink. Remember your colour blending.
It probably needs more green
Also I remember where I'd seen the gizr texture you found now
on_lev_20xx_disc_1.dds
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The Cap'm (Reese) 08-May-20 11:14 AM
yes
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V A H K I T I 08-May-20 11:14 AM
Uh
ko_obj_10xx_snwfce.dds
??????
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The Cap'm (Reese) 08-May-20 11:14 AM
do
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V A H K I T I 08-May-20 11:14 AM
Snowmen when???
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The Cap'm (Reese) 08-May-20 11:14 AM
do you not remember me saying that
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V A H K I T I 08-May-20 11:15 AM
I do not
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The Cap'm (Reese) 08-May-20 11:15 AM
because when I found that texture I said, and I quote
"I DEMAND A SNOWMAN IN KO-KORO NOW"
there's also a body texture for it
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V A H K I T I 08-May-20 11:15 AM
Yep
Yep, definitely having @Grampa Walker makes Snohunga for the level 4 rebuild. Pac (edited)
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The Cap'm (Reese) 08-May-20 11:16 AM
it's on the trello card iirc
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V A H K I T I 08-May-20 11:16 AM
❤️
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The Cap'm (Reese) 08-May-20 11:16 AM
been there for a while
Yeah, this.
well green looks like this
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V A H K I T I 08-May-20 11:22 AM
wELL i DIDN'T SAY IT HAD TO be GREEN, i SAID YOUR COLOUR MIX PROBABLY NEEDED more GREEN
Whoops
:p
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The Cap'm (Reese) 08-May-20 11:23 AM
i did
I added green to the red
and now it looks like this
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V A H K I T I 08-May-20 11:24 AM
Hmm, Well I was wrong then. I guess just make it darker and less pink from the last one?
I'm particularly happy with this one
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The Cap'm (Reese) 08-May-20 11:29 AM
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V A H K I T I 08-May-20 11:29 AM
That works
Where is KOpaka's grapple btw?
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The Cap'm (Reese) 08-May-20 11:29 AM
MAZ...1, I think
let me check
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V A H K I T I 08-May-20 11:30 AM
Looks like maz2
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The Cap'm (Reese) 08-May-20 11:30 AM
ye it be
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V A H K I T I 08-May-20 11:31 AM
Btw
Don't forget to adjust the hitboxes of these pickups where necessary
I noticed the hitbox for the grapple here is VERY small, and would require you to physically jump onto the pedastel to get it if left as is
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The Cap'm (Reese) 08-May-20 11:32 AM
wow, that's a lot smaller than any of the others
The other boxes are a lot larger than that
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V A H K I T I 08-May-20 11:33 AM
Well either way just double check them in game if you haven't already
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The Cap'm (Reese) 08-May-20 11:33 AM
i have
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V A H K I T I 08-May-20 11:33 AM
Aight cool
Love this btw. :p
Anyways
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The Cap'm (Reese) 08-May-20 11:39 AM
yeet
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V A H K I T I 08-May-20 11:42 AM
Pushed
And with that we're done. 😄
This has been a long time coming and I'm glad we finally got around to it.
Feel free to update the patch notes if you haven't already
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The Cap'm (Reese) 08-May-20 11:44 AM
i did
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V A H K I T I 08-May-20 11:44 AM
Nice
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The Cap'm (Reese) 08-May-20 11:44 AM
so WTHK time?
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V A H K I T I 08-May-20 11:44 AM
Yep. That and the roll killbox fix
If you want something else to look at, adding the item/token door text to the SLBs is something you're capable of
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The Cap'm (Reese) 08-May-20 11:45 AM
it be
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V A H K I T I 08-May-20 11:45 AM
Go for it then if it suits ya
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Grampa Walker 08-May-20 11:46 AM
Sno...Hunga..? What did I miss??
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The Cap'm (Reese) 08-May-20 11:46 AM
Snowman.
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V A H K I T I 08-May-20 11:46 AM
Yeah there are snowman textures
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The Cap'm (Reese) 08-May-20 11:46 AM
There are snowman textures in the lev4 textures
as established a while ago
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V A H K I T I 08-May-20 11:47 AM
Basically just snow for the body and another snow texture with the outline of a Pakari's features embedded into it
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Grampa Walker 08-May-20 11:56 AM
Is that an unused texture?
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V A H K I T I 08-May-20 11:56 AM
Ye
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Grampa Walker 08-May-20 11:56 AM
Nifty. So should the snow be shaped like parts of a Tohunga, or just a slightly differently proportioned snowman with shapes drawn in the snow?
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V A H K I T I 08-May-20 11:57 AM
Up to you whenever we get to it.
I'd personally suggest the latter given how the textures have no detail other than this
We can give it a Vuata Maca fruit nose
Then Kopaka can potentially be a dick and steal it
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Grampa Walker 08-May-20 11:58 AM
Alright, then. I'd probably still roughly shape the head like a Pakari, though. Like, a snowball that someone tried really hard to make look like a mask before partially giving up.
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The Cap'm (Reese) 08-May-20 11:59 AM
this is two patches from now assumedly so just keep it in mind
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V A H K I T I 08-May-20 11:59 AM
Tbh I wouldn't put it past Kopaka to take the nose off a snowman
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Grampa Walker 08-May-20 12:00 PM
Just looking left, and right to make sure nobody's looking, then just taked it since he needs it more than a snowman.
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V A H K I T I 08-May-20 12:06 PM
God it's nice to both get back to this game AND have fun doing it again.
Some things are still frustrating, but the payoff is worth it
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The Cap'm (Reese) 08-May-20 12:08 PM
with that said, WTHK
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V A H K I T I 08-May-20 12:08 PM
I'm doing roll first
Since it's the quickest
Btw
Is this where we planned on putting Voriki? 😛
I seem to recall that was an easter egg we planned here
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The Cap'm (Reese) 08-May-20 12:09 PM
Yes
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V A H K I T I 08-May-20 12:09 PM
I'll do that too then now that his model is don
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The Cap'm (Reese) 08-May-20 12:10 PM
IIRC he was supposed to be inspecting a lightstone
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V A H K I T I 08-May-20 12:10 PM
Well for now we can just have him idle there
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Grampa Walker 08-May-20 12:11 PM
I have a Voriki spot planned for just about every area I've seen, almost. However, I presume that's going to be waiting until we're ready to start teasing Nobua mode.
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The Cap'm (Reese) 08-May-20 12:11 PM
Oh? Where were you thinkin'? (edited)
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V A H K I T I 08-May-20 12:12 PM
Fuckin
Big the Cat cameos
:p
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The Cap'm (Reese) 08-May-20 12:12 PM
No like locations
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Grampa Walker 08-May-20 12:12 PM
I plan for us to use Voriki, hiding him in every level somewhere, most often in a funny pose if we can manage it, where he'd end up being a part of the map. Voriki is the reward for beating Nobua mode, so he will be the first teaser people get all at once. A way to say "something's coming."
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The Cap'm (Reese) 08-May-20 12:12 PM
I know they're SA2 Big cameo references
Yeah
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The Cap'm (Reese) 08-May-20 12:41 PM
Oh boy WTHK time
...unrelated, but I hate that my phone now has WTHK in its autocorrect
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V A H K I T I 08-May-20 12:42 PM
:V
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sweg (Andrew) 08-May-20 12:45 PM
what the heck
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V A H K I T I 08-May-20 01:01 PM
Alright well
I made it bigger and put shit in generally the places they need to be to try the slide, if literally nothing else, but the biggest problem is still present
You can't turn the camera fast enough to keep up with the turns
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The Cap'm (Reese) 08-May-20 01:06 PM
oof
how big is it
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V A H K I T I 08-May-20 01:07 PM
At least 50% bigger
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The Cap'm (Reese) 08-May-20 01:07 PM
can i get a screencap
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V A H K I T I 08-May-20 01:09 PM
Maybe closer to 20% looking at it now, but bear in mind scaling it up doesn't really solve anything
Scale it up and you have to scale the surfing speed with it. Do that, and literally nothing changes
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The Cap'm (Reese) 08-May-20 01:09 PM
so what i'm hearing is that we're still cutting this map
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V A H K I T I 08-May-20 01:10 PM
Yeah, I'm of the camp that the design is fundamentally incompatible and it needs a complete overhaul
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The Cap'm (Reese) 08-May-20 01:10 PM
k
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The Cap'm (Reese) 08-May-20 01:20 PM
so ko/le koro doors now?
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V A H K I T I 08-May-20 01:20 PM
Soon. Testing something else atm
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The Cap'm (Reese) 08-May-20 01:20 PM
ok
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V A H K I T I 08-May-20 01:35 PM
People have lived entire lifetimes in the time it's taken for Autodesk to NOT fix longstanding issues with Maya.
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The Cap'm (Reese) 08-May-20 01:36 PM
oof
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V A H K I T I 08-May-20 01:42 PM
Fren
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sweg (Andrew) 08-May-20 01:46 PM
is gud bug fren
whomst be the imposter over there
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The Cap'm (Reese) 08-May-20 01:48 PM
eyy
you doing the quest pickup thing
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V A H K I T I 08-May-20 01:48 PM
ye
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The Cap'm (Reese) 08-May-20 01:48 PM
niiice
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V A H K I T I 08-May-20 01:49 PM
Just tweaking Thali Whali's patrol range
I don't want him to get TOO far away from his boi
PFFFFFF
I fuckin..
forgot that I used the WHILRPOOL FUNCTION to make the Vuata Maca Tree Crystlas spin
Pac
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The Cap'm (Reese) 08-May-20 01:55 PM
lel
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Zhokker 08-May-20 02:13 PM
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Zhokker 08-May-20 02:28 PM
Stop
This is your team chat, right?
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The Cap'm (Reese) 08-May-20 02:30 PM
This is one, yes
why do you ask
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V A H K I T I 08-May-20 02:39 PM
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The Cap'm (Reese) 08-May-20 02:40 PM
front end indeed
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V A H K I T I 08-May-20 02:40 PM
Boi
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The Cap'm (Reese) 08-May-20 02:40 PM
seriously though, that's friggin adorable
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V A H K I T I 08-May-20 02:40 PM
LISTEN TO HIS LIL FEETSIES
AAAAAAAAAAAAAAAAAAAA
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sweg (Andrew) 08-May-20 02:42 PM
YO
YOOOOOOOOOO
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V A H K I T I 08-May-20 03:24 PM
Updated the boi's spawn position.
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The Cap'm (Reese) 08-May-20 03:24 PM
neet
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V A H K I T I 08-May-20 03:51 PM
Nuparu is set up.
Now I just need to do Taipu then I'm done with Onu-Koro
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The Cap'm (Reese) 08-May-20 03:52 PM
yeet
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V A H K I T I 08-May-20 03:59 PM
And done
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The Cap'm (Reese) 08-May-20 03:59 PM
eyy
push that shit soooon
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sweg (Andrew) 08-May-20 04:00 PM
hell yeah
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V A H K I T I 08-May-20 04:03 PM
Pushed
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The Cap'm (Reese) 08-May-20 04:04 PM
...you made a unique blk for the bug, huh? Didn't try the alpha bbug?
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V A H K I T I 08-May-20 04:04 PM
That was a thing?
Also
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The Cap'm (Reese) 08-May-20 04:04 PM
yes
I don't blame you for not knowing though
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V A H K I T I 08-May-20 04:05 PM
We have fuckin branch merge shenanigans because you didn't tell me you just made a commit for BTMN and Github didn't tell me there was anything to pull
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The Cap'm (Reese) 08-May-20 04:05 PM
i mean #litestone-general
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V A H K I T I 08-May-20 04:05 PM
Hecc
Well anyways hopefully everything is present
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The Cap'm (Reese) 08-May-20 04:06 PM
anyways, as I was saying, I only know the blue bug had a character folder since I was documenting all the characters a ways back
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V A H K I T I 08-May-20 04:06 PM
Added Thali Whali as character Added pick item to Tohunga equipment Added code to render Thali Whali, disk, & pickaxe on completion of quest Update Makefile to include TLWI blk
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The Cap'm (Reese) 08-May-20 04:06 PM
...yeah I can see that
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V A H K I T I 08-May-20 04:06 PM
Interesting
I mean I had to adjust values for the character anyways
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The Cap'm (Reese) 08-May-20 04:07 PM
the alpha one probably doesn't even work like we want, but it was worth a mention
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V A H K I T I 08-May-20 04:07 PM
bbug is the blue one specifically?
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The Cap'm (Reese) 08-May-20 04:07 PM
yes
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V A H K I T I 08-May-20 04:07 PM
Well it doesn't have any data other than a few animations and the model
So it wouldn't have been much use anyways
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The Cap'm (Reese) 08-May-20 04:07 PM
both the model itself and the name match the pickup in the final
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V A H K I T I 08-May-20 04:19 PM
Pac
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UTTER_BODGE 08-May-20 04:19 PM
not duplicate geometry or even bad UV mapping
just had the wrong material
ez pz
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V A H K I T I 08-May-20 04:19 PM
weird
Also yea, we're getting things done but compared to what NEEDS to be done, it's low hanging fruit. :p
The rabbit hole I went down with Well was a direct result of adding the item pedestals.
Cause the way things render there was stupid.
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sweg (Andrew) 08-May-20 04:26 PM
i'm testing the well changes now
very epic
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V A H K I T I 08-May-20 04:27 PM
As long as everything works ad nothing shuts down or whatever, (and @ShadowDraikana evaluates the code as good) then we can clone it to main whenever.
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sweg (Andrew) 08-May-20 04:27 PM
the only bug in well now is that the platforms hide the door despite being invisible
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V A H K I T I 08-May-20 04:27 PM
Pretty sure they always did that
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sweg (Andrew) 08-May-20 04:27 PM
ye
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The Cap'm (Reese) 08-May-20 04:27 PM
well
um
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V A H K I T I 08-May-20 04:28 PM
It's a fundamental issue with the way things are rendered in this game.
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The Cap'm (Reese) 08-May-20 04:28 PM
Guess what
Remember that issue with the glyph in this area I mentioned?
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V A H K I T I 08-May-20 04:28 PM
If an object has transparency, any at all, other objects won't render through it
Ye?
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The Cap'm (Reese) 08-May-20 04:28 PM
Where it stopped working if you leave and come back?
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ShadowDraikana 08-May-20 04:28 PM
FUCKING WHAT NOW
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The Cap'm (Reese) 08-May-20 04:28 PM
That's everything now
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V A H K I T I 08-May-20 04:28 PM
Nani
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sweg (Andrew) 08-May-20 04:28 PM
uh oh
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The Cap'm (Reese) 08-May-20 04:28 PM
The platforms don't unhide
If you leave and come back
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V A H K I T I 08-May-20 04:29 PM
.-.
Probably a cleanup issue
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ShadowDraikana 08-May-20 04:29 PM
ill look at the code
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The Cap'm (Reese) 08-May-20 04:29 PM
The print glyph miraculously works
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ShadowDraikana 08-May-20 04:29 PM
definitely cleanup
let me handle it
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V A H K I T I 08-May-20 04:29 PM
As I said to Ash before, Idk how to clean this up properly
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The Cap'm (Reese) 08-May-20 04:29 PM
but that's it
quitting works fine
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sweg (Andrew) 08-May-20 04:33 PM
can confirm issues as well
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V A H K I T I 08-May-20 04:33 PM
Well at this point it should hopefully not be anything that can't be handled easily.
The hard part was implementation.
Feel free to test the quest stuff as well btw.
I'll see if I can prepare a save file to use
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The Cap'm (Reese) 08-May-20 04:36 PM
too slow
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V A H K I T I 08-May-20 04:36 PM
That'll load you into Onu-Koro with all quest items pre-colleted
Boi
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UTTER_BODGE 08-May-20 04:37 PM
btw there was another somewhat-less-obvious mistextured quad nearby in maz2
so fixing that as well
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V A H K I T I 08-May-20 04:37 PM
Nice
How ya liking the pedestals and quest stuff btw?
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The Cap'm (Reese) 08-May-20 04:38 PM
okay now that's an issue
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V A H K I T I 08-May-20 04:38 PM
hmm?
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The Cap'm (Reese) 08-May-20 04:38 PM
Huna breaking passive rahi comes back to bite since mr. bbug can shoot projectiles
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V A H K I T I 08-May-20 04:38 PM
.-.
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The Cap'm (Reese) 08-May-20 04:39 PM
It can't hurt on touch, but he can shuut
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V A H K I T I 08-May-20 04:39 PM
He's not shooting me
But I'll update him to melee all the same
That's.. actually kinda cute tbh
He doesn't like shiny mask
He protec master
Pac
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The Cap'm (Reese) 08-May-20 04:40 PM
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V A H K I T I 08-May-20 04:40 PM
P R O T E C
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sweg (Andrew) 08-May-20 04:40 PM
oh god oh fuck
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V A H K I T I 08-May-20 04:40 PM
I almost wanna keep it tbh. Pac
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The Cap'm (Reese) 08-May-20 04:41 PM
UH
he just
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UTTER_BODGE 08-May-20 04:41 PM
come back
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The Cap'm (Reese) 08-May-20 04:41 PM
went into the hut
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The Cap'm (Reese) 08-May-20 04:41 PM
tilted down
and is now stuck
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UTTER_BODGE 08-May-20 04:41 PM
good bug
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V A H K I T I 08-May-20 04:41 PM
This game has good AI huh? Pac
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UTTER_BODGE 08-May-20 04:41 PM
good bug
(☞゚ヮ゚)☞
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sweg (Andrew) 08-May-20 04:41 PM
what have i done
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V A H K I T I 08-May-20 04:42 PM
?????????????????
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The Cap'm (Reese) 08-May-20 04:42 PM
...it gets worse
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V A H K I T I 08-May-20 04:42 PM
S P E E N
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The Cap'm (Reese) 08-May-20 04:42 PM
Also yeah that happens if you talk to a Tohunga whilst still collecting an item
he speen
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sweg (Andrew) 08-May-20 04:42 PM
speeeeeen
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The Cap'm (Reese) 08-May-20 04:42 PM
and he's moving while stuck in the floor
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sweg (Andrew) 08-May-20 04:45 PM
fleep
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V A H K I T I 08-May-20 04:45 PM
There, removed his ability to schuut
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The Cap'm (Reese) 08-May-20 04:45 PM
otherwise the items seem to work fine
they render fine in the Takara as well
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V A H K I T I 08-May-20 04:46 PM
pushed
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The Cap'm (Reese) 08-May-20 04:46 PM
no issues on quit
I'll put this in the patch notes
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sweg (Andrew) 08-May-20 04:47 PM
wait
the huna affects matoran too
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V A H K I T I 08-May-20 04:47 PM
S P E E E E E E E E E E E E E E E E E E EN
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The Cap'm (Reese) 08-May-20 04:47 PM
yes
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sweg (Andrew) 08-May-20 04:47 PM
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The Cap'm (Reese) 08-May-20 04:47 PM
yes
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sweg (Andrew) 08-May-20 04:47 PM
no
pls matoran
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The Cap'm (Reese) 08-May-20 04:47 PM
been a thing
patch notes pushed
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V A H K I T I 08-May-20 04:48 PM
S P E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E N
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The Cap'm (Reese) 08-May-20 04:49 PM
I'll also push the code to play the pan in MBCH; I'll work on the pan itself at a later date
done
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V A H K I T I 08-May-20 04:50 PM
Nice
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The Cap'm (Reese) 08-May-20 04:50 PM
what're you gonna do about the gear in lev2
Just have Nixie hold it?
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V A H K I T I 08-May-20 04:50 PM
Maybe, maybe the hut like the trello card suggests
Whatever looks best I guess
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The Cap'm (Reese) 08-May-20 04:51 PM
ah
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V A H K I T I 08-May-20 04:51 PM
THe code is versatile
It just executes arbitrary code if the conditions are met (edited)
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The Cap'm (Reese) 08-May-20 04:51 PM
i mean if we were bold we could add the machine it allegedly goes with
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V A H K I T I 08-May-20 04:51 PM
Probably wouldn't be hard.
It's basically just an upside down Toa torso with a couple of cylinders and tubes
Actually now that I think about it, how is the dialogue for that quest written?
Cause if that gear is missing, one of the huts should be underwater
Remember the pump was the only thing holding it up
....For some reason
In retrospect that made very little sense
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The Cap'm (Reese) 08-May-20 04:54 PM
let me check the text; I need to add the door stuff to the translation sheet anyways
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V A H K I T I 08-May-20 04:54 PM
All the Ga-Matoran just happened to huddle into the single hut in the entire village that was held aloat by a flimsy pump rather than the existing flora.
Wtf
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The Cap'm (Reese) 08-May-20 04:56 PM
IIRC she describes it as a "machine to pump a lot of water" or something to that effect
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V A H K I T I 08-May-20 04:56 PM
ayy
merged
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Zhokker 08-May-20 04:57 PM
how much longer is there to finish fixing everything?
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UTTER_BODGE 08-May-20 04:57 PM
hahahahahahahahahahahahahahahahahahahahahahahahahahahaha
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V A H K I T I 08-May-20 04:57 PM
same
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The Cap'm (Reese) 08-May-20 04:57 PM
you've been pushing all these fixes to rebuilt as well, yeah?
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UTTER_BODGE 08-May-20 04:58 PM
yes
except github desktop was having a hard time keeping up with all the other commits there so NOW it's all fetched and pushed lol
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The Cap'm (Reese) 08-May-20 04:59 PM
exact line: In my hut I'm building a machine that is used to pump lots of water!
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V A H K I T I 08-May-20 04:59 PM
I see. In that case we can maybe put a partially complete version of the pump in her hut
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The Cap'm (Reese) 08-May-20 04:59 PM
yea
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V A H K I T I 08-May-20 04:59 PM
And the gear on a table next to it
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The Cap'm (Reese) 08-May-20 05:05 PM
i'll spare you the dead meme this time
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V A H K I T I 08-May-20 05:05 PM
Pac
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V A H K I T I 08-May-20 05:42 PM
Quick thing before I go to the store
ASCII sent me this, and I hope you know @Grampa Walker that we're now making an Ultra-Pohatu mode out of it. Pac
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The Cap'm (Reese) 08-May-20 05:43 PM
what
am
i (edited)
looking
at
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V A H K I T I 08-May-20 05:43 PM
T H I C C B R I C C M O D E
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sweg (Andrew) 08-May-20 05:43 PM
he really do be gettin fat tho
onua chungus
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The Cap'm (Reese) 08-May-20 05:44 PM
Onua! You can't go eating all our Vuata Maca Fruit! Yeah, or what? You think I'll blow up? No! It'll go straight to your thighs! ... ...and THEN you'll blow up!
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V A H K I T I 08-May-20 05:46 PM
Done. Pac
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sweg (Andrew) 08-May-20 05:47 PM
onua chungus has been realized
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V A H K I T I 08-May-20 05:47 PM
THE LEGS OMFG
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sweg (Andrew) 08-May-20 05:48 PM
babby legs
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V A H K I T I 08-May-20 06:05 PM
:v
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The Cap'm (Reese) 08-May-20 07:29 PM
v:
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UTTER_BODGE 08-May-20 07:33 PM
:>
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The Cap'm (Reese) 08-May-20 07:37 PM
>:<
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V A H K I T I 08-May-20 08:04 PM
OvO
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The Cap'm (Reese) 08-May-20 08:04 PM
no
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V A H K I T I 08-May-20 08:04 PM
Yes
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The Cap'm (Reese) 08-May-20 08:04 PM
you stop that shit right now young man
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V A H K I T I 08-May-20 08:04 PM
OwO
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ShadowDraikana 08-May-20 08:06 PM
UwU
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sweg (Andrew) 08-May-20 08:09 PM
😂
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The Cap'm (Reese) 08-May-20 08:09 PM
i hate all of you
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sweg (Andrew) 08-May-20 08:09 PM
oop
: )
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V A H K I T I 08-May-20 08:10 PM
>w>
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sweg (Andrew) 08-May-20 08:10 PM
()w()
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The Cap'm (Reese) 08-May-20 08:13 PM
ANYWAYS. We doing anything else tonight
nixie's machine/ko and le-koro doors/other quest items in villages/other
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V A H K I T I 08-May-20 08:14 PM
I'll probably start in on that in the morning. Am a bit tired.
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The Cap'm (Reese) 08-May-20 08:14 PM
oof
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V A H K I T I 08-May-20 08:14 PM
hmm?
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The Cap'm (Reese) 08-May-20 08:14 PM
You're tired. Thus, oof.
tired is oof
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V A H K I T I 08-May-20 08:15 PM
o
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The Cap'm (Reese) 08-May-20 08:15 PM
what's higher on your priority list out of those out of curiosity
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V A H K I T I 08-May-20 08:16 PM
Currently the quest items since it's already in progress
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The Cap'm (Reese) 08-May-20 08:16 PM
ah k
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V A H K I T I 08-May-20 08:34 PM
Yeet
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sweg (Andrew) 08-May-20 08:34 PM
what is yeet
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The Cap'm (Reese) 08-May-20 08:34 PM
Well, hey. We've gotten a lot of cool shit done in the last couple days
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V A H K I T I 08-May-20 08:34 PM
ye
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The Cap'm (Reese) 08-May-20 08:35 PM
Not only got pedestals back in, but implemented interesting new ones, as well as fixing (for the most part) WELL, and also fixed VISN recently as well
we be truckin' right along
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V A H K I T I 08-May-20 08:36 PM
Ye. Anything else you feel like/can work on tonight?
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The Cap'm (Reese) 08-May-20 08:38 PM
I think all I can really do is get the MBCH pan looking better
maybe
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V A H K I T I 08-May-20 08:38 PM
Go for it
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The Cap'm (Reese) 08-May-20 08:38 PM
but I also need to study for finals
so I'll definitely do one of those things
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V A H K I T I 09-May-20 10:25 AM
@Grampa Walker I may need you to go in at some pint and reevaluate your usage of studs on the masks. I know you already mentioned getting rid of them, but even as it is some masks have them and others don't.
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V A H K I T I 09-May-20 10:40 AM
Gray item textures are done and pushed.
Also updated the Rau model in BECH2 because I guess we either never updated the model in MTOP, or otherwise didn't port it here yet.
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V A H K I T I 09-May-20 11:17 AM
In other news:
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V A H K I T I 09-May-20 11:32 AM
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The Cap'm (Reese) 09-May-20 11:32 AM
I...kind of don't like how it's just green
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V A H K I T I 09-May-20 11:33 AM
?
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The Cap'm (Reese) 09-May-20 11:33 AM
No texture giving it any detail
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V A H K I T I 09-May-20 11:33 AM
true
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The Cap'm (Reese) 09-May-20 11:33 AM
Like the plant texture the old one had
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Grampa Walker 09-May-20 11:48 AM
Do I dare ask what I've missed.
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The Cap'm (Reese) 09-May-20 11:48 AM
memes (edited)
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V A H K I T I 09-May-20 11:49 AM
:v
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The Cap'm (Reese) 09-May-20 11:49 AM
But really, we made models for pedestals and a better amana volo model (minus texture detail :v)
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V A H K I T I 09-May-20 11:50 AM
WOrking on the latter now
Unless walker wants to take over
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Grampa Walker 09-May-20 11:50 AM
I saw the sphere, looks good aside for looking like that Gordon Freeman hologram model that went unused. What does the texture to be used look like?
I'd nix a lot of the model detail, though. (edited)
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The Cap'm (Reese) 09-May-20 11:51 AM
Moving around in your HEV Suit may be a bit disorienting at first, but eventually it will fit you like a second skin
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V A H K I T I 09-May-20 11:51 AM
I mean right now there's literally no detail on the texture really.
If you want to have a crack at cleaning up and unwrapping it, I say just leave it the same colour and draw darker highlights on the facets
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Grampa Walker 09-May-20 11:52 AM
Hm. So the texture the original used has no detail on it? Also, sure, I can quickly give it some work. Just toss over everything I've got to work with.
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V A H K I T I 09-May-20 11:53 AM
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Grampa Walker 09-May-20 11:53 AM
frut
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V A H K I T I 09-May-20 11:53 AM
Feel free to just make a new texture with the same colour if ya like
I have no attachment to this.
It's literally just a stock apple texture I found on Google and made bright green
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Grampa Walker 09-May-20 11:54 AM
That's heartless. Not going to miss that sick gradient?
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V A H K I T I 09-May-20 11:54 AM
I mean you can make use of it if you like. Just saying it's literally a hue-shifted stock texture. 😛
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Grampa Walker 09-May-20 11:55 AM
Fair enough. I'm guessing the original fruit texture isn't usable with this model.
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V A H K I T I 09-May-20 11:55 AM
Define original
As in the one I found?
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Grampa Walker 09-May-20 11:55 AM
The little glowing spheres. Or were those not the fruit?
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V A H K I T I 09-May-20 11:56 AM
OH, yeah no, completely different thing.
Technically this isn't even a fruit, I just got it mixed up in production with the Vuata Maca fruit and never changed the name
😛
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Grampa Walker 09-May-20 11:56 AM
Aaah, alright, then. I'll see if I can make use of this, but I'll keep in mind the option of making a new one. If it's not a fruit, what is it called?
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V A H K I T I 09-May-20 11:57 AM
This is the original stock texture btw
It's an Amana Volo Sphere
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Grampa Walker 09-May-20 11:58 AM
I'll probably follow the weird file naming system, and call it amavol_sphr
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V A H K I T I 09-May-20 11:59 AM
Aight
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V A H K I T I 09-May-20 12:43 PM
Hey @Grampa Walker
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Grampa Walker 09-May-20 12:44 PM
Yeah, whippersnapper?
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V A H K I T I 09-May-20 12:44 PM
You are now aware that MNOG's vectors are equally as disproportionate as LOMN because they used those models as a base, and there's nothing you can do about it. Pac
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Grampa Walker 09-May-20 12:45 PM
Thank you for bringing that to my attention, I quit.
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V A H K I T I 09-May-20 12:45 PM
Pac
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Grampa Walker 09-May-20 12:46 PM
I am actually partially happy you reminded me of that pump, though, because when I have enough parts finished to make the boat for Ga-Koro, one of the empty huts are going to have that pump.
Also, I'm going to learn flash to fix that problem with MNOG one day.
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V A H K I T I 09-May-20 12:47 PM
I mean I'm probably gonna start making it now because we need it for the quest items thing.
Also Gali's render changed quite a bit throughout the game. This is clearly based on the old LOMN model right down to still having the leg pins
This one was probably done by hand, or based off a later model.
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Grampa Walker 09-May-20 12:48 PM
I'll make it today after the spere, then, if you're good with that. I just need to make a texture, or repurpose one for the pumps themselves.
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V A H K I T I 09-May-20 12:48 PM
aight
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V A H K I T I 09-May-20 01:15 PM
@Grampa Walker Made the textures for gray items and masks btw, and applied it to Onua + removed the eyes on his held mask. As you go along with the other Toa feel free to do the same.
The textures have been pushed to the repo and use the prefix hd_cha_10xx
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Grampa Walker 09-May-20 01:17 PM
I haven't made the gray mask textures, yet, but I'm going to.
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V A H K I T I 09-May-20 01:17 PM
Well that's why I mentioned it
I did it all today
:p
You just need to adjust the held mask models on your Toa as you re-rig the rest
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Grampa Walker 09-May-20 01:18 PM
If you made them, may I see how the textures look?
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V A H K I T I 09-May-20 01:19 PM
No Pac One sec
It's pretty much just a brightness/contrast adjustment. I tried overlays and shit but without proper application of lighting it just doesn't look good (edited)
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Grampa Walker 09-May-20 01:21 PM
Wait, the eyes disappear when the masks are removed? I wanted them to just become dark as to not be too jarring.
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V A H K I T I 09-May-20 01:21 PM
I think it looks fine in motion.
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Grampa Walker 09-May-20 01:23 PM
Alright, I suppose. Additionally, I'm not quite sure how I feel about the textures I'm seeing, something looks off about them. I'm not sure if it's just because there's no dynamic lighting on them, but can you toss up the flaw, and ruru textures for me to look at briefly?
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V A H K I T I 09-May-20 01:24 PM
They're all on the repo, just pull the latest commit and you can get them all at once
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Grampa Walker 09-May-20 01:24 PM
I might need to be pointed to that, again.
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V A H K I T I 09-May-20 01:25 PM
Y u no install Github Desktop like everyone else
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sweg (Andrew) 09-May-20 01:25 PM
i use sourcetree instead :p
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V A H K I T I 09-May-20 01:25 PM
I mean either way it's just 1 button to update your local repo. :v
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Grampa Walker 09-May-20 01:26 PM
My computer is already cluttered to shit, I don't need to download more software on it until it's organized.
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V A H K I T I 09-May-20 01:26 PM
Boi
Contribute to TheLegendOfMataNui/LOMN-Beta development by creating an account on GitHub.
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V A H K I T I 09-May-20 02:04 PM
Oh btw @Grampa Walker Feel free to make these same texture edits for the koli ball.
Cause they generally use the same model
No reason they can't have the same texture layout for the parts they share (edited)
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Grampa Walker 09-May-20 02:05 PM
Fair enough, I wasn't happy with how the ball looked when I saw the texture, anyway. I'd only need to delete extra bits, and bobs from this, and it's the ball, again.
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V A H K I T I 09-May-20 02:05 PM
This is the exiting texture yea
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Grampa Walker 09-May-20 02:06 PM
Yeah, just a boring gradient. And it's small as hell, so it could use something bigger to hold more detail.
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V A H K I T I 09-May-20 02:06 PM
Ye
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Grampa Walker 09-May-20 02:06 PM
Hell, not even a gradient.
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V A H K I T I 09-May-20 02:06 PM
The way I see it just add the bottom bits in the corner somewhere and then just map out the facets and highlight them
That's all it really needs
There's an easy-ish way to do that
After it's UV mapped, if you don't have substance painter, Photoshop supports dae files so you can draw right onto the model
I think the texture in the character folder is actually higher res
Slightly
See this is what I mean @The Cap'm (Reese)
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Grampa Walker 09-May-20 02:09 PM
I'll see what I can do, I have a couple of ideas.
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The Cap'm (Reese) 09-May-20 02:09 PM
What're you pinging me for :v
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V A H K I T I 09-May-20 02:10 PM
Just pointing out more random textures that have shitty variants
:p
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The Cap'm (Reese) 09-May-20 02:10 PM
Cool...?
I'm not doing that until after finals are done
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V A H K I T I 09-May-20 02:10 PM
Oof finals already?
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The Cap'm (Reese) 09-May-20 02:11 PM
monday through thursday
and I really need to do well on my psych final considering I somehow missed four quizzes that tanked my grade to a mid C
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V A H K I T I 09-May-20 02:11 PM
D:
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The Cap'm (Reese) 09-May-20 02:12 PM
I could go on about how poorly I've done in school since having to go online only but I won't 😛
went from almost straight A's to 1 solid A, 2 shaky As, a mid B and a mic C
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benji 09-May-20 02:13 PM
oof
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The Cap'm (Reese) 09-May-20 02:13 PM
transition has not treated me well
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V A H K I T I 09-May-20 02:14 PM
For as fucking inept as my school is, I'm glad they at least gave the OPTION to drop until July when the campus reopens. (edited)
I could not have dealt with that BS
That and it's really helped me get back into this
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benji 09-May-20 02:15 PM
yeah mine gave us the option to withdraw later than usual, or go pass/no pass for non-major classes (edited)
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The Cap'm (Reese) 09-May-20 02:16 PM
they gave us an extended drop date, but it wasn't far enough in for me to realize how awful online classes are for me
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V A H K I T I 09-May-20 02:16 PM
Hecc
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The Cap'm (Reese) 09-May-20 02:17 PM
I'm working through the frustration by just binging episodes of Mr. Show
but yeah I need to make sure I do well on finals so my GPA doesn't drop like a rock
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V A H K I T I 09-May-20 02:19 PM
I'm doing all this to work through the financial burden probably having to pay back the CERB fund is going to be, as well as how fucked up this is going to make my contribution to our capstone
But that's a future Liam problem
Pac
THese bois have A LOT of shit now, christ.
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The Cap'm (Reese) 09-May-20 02:22 PM
they do
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V A H K I T I 09-May-20 02:22 PM
NujuThink
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The Cap'm (Reese) 09-May-20 02:23 PM
just wait until mine has a pencil behind the "ear" and a clipboard in one hand
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Grampa Walker 09-May-20 02:31 PM
Ooh, people starting to make their Devtoran, already?
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V A H K I T I 09-May-20 02:31 PM
Well mine's been in the test level for like 6 months now
:p
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The Cap'm (Reese) 09-May-20 02:32 PM
i mean liam made his for the test level
yeah that
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V A H K I T I 09-May-20 02:32 PM
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The Cap'm (Reese) 09-May-20 02:32 PM
could think 'em up just to have them documented
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benji 09-May-20 02:35 PM
I want mine chilling in a Drome Racers car
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Grampa Walker 09-May-20 02:37 PM
I'm still deciding what I want to do with mine. On one hand, I don't want "Grampa Walker" to be associated to the game since that's a name for a character I have I plan to use for other things. But on the other hand, Dhullrich is a name I've only ever used once, for the Reddit AMA, and by this point I don't think anyone would even know that was me since the name I have is associated to what I provide, now. So pretty much by this point I think I may just stick to having mine having a Kakama with a beard, and cane, and just go by "Grampa."
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sweg (Andrew) 09-May-20 02:38 PM
i want mine to be a pirate
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benji 09-May-20 02:38 PM
well, we already have the hat
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V A H K I T I 09-May-20 02:59 PM
Some of y'all are alright. Don't come to Le-Koro tomorrow
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The Cap'm (Reese) 09-May-20 02:59 PM
lel
GOOOOOOOAAAAAAALLLLLLL!
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V A H K I T I 09-May-20 02:59 PM
Pff
Working on your guy?
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The Cap'm (Reese) 09-May-20 03:00 PM
yes
trying to get colors
I like this
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V A H K I T I 09-May-20 03:11 PM
Nice
Also all the items are in the blks now
Just need to be coded in
I'll push it in case you want any of them on your guy
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The Cap'm (Reese) 09-May-20 03:12 PM
pencil at the ear and clipboard (edited)
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V A H K I T I 09-May-20 03:12 PM
Boi
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The Cap'm (Reese) 09-May-20 03:13 PM
you have your vahi and spear, I get a pencil and clipboard 😛
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V A H K I T I 09-May-20 03:14 PM
The rigging on that left arm looks a bit odd
hmm
Another hard edges too
Rigging is fine. I'll fix the edge tho
Nvm, it's more unwelded verts, and I can't fix that as easily here
@Grampa Walker add that to your list I guess. :p
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Grampa Walker 09-May-20 03:22 PM
I've just realized an upsidedown Kakama works really well as a beard on a Matoran head.
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V A H K I T I 09-May-20 03:32 PM
Oh? :v
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Grampa Walker 09-May-20 03:47 PM
Don't have the parts in the colors I'd want for my own Devtoran, so I grabbed Nuparu, and put Pohatu's mask on him, but that makes a darn good beard.
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omegalucas 09-May-20 05:04 PM
That looks a lot better than a Kakama with a beard on top.
Also it's basically a Vahi with a beard
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V A H K I T I 09-May-20 05:15 PM
dewit
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The Cap'm (Reese) 09-May-20 05:15 PM
sus
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Grampa Walker 09-May-20 05:18 PM
It has the perfect look of a balding old man Matoran with facial hair. Now I just need to decide if I still want a teal Kakama, or if it'll just be white, and I use the body to cover the teal color.
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The Cap'm (Reese) 09-May-20 05:19 PM
well I can try to make it in-game if i get the upside down model and colors
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Grampa Walker 09-May-20 05:19 PM
I'd very much like that. I'll get that to you after I inish the other things I need to finish today.
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The Cap'm (Reese) 09-May-20 05:19 PM
yeet
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V A H K I T I 09-May-20 08:35 PM
@Grampa Walker How goes the Amana Volo/Koli Ball?
While I'm in here doing quest items, I think I'll update the pick with the pick you did for Nuju as well.
Which for some reason hadn't been done yet
The hammer was updated but the pick in L1A1 wasn't.
Huh.
@The Cap'm (Reese), did you put a sign totem in the files for L1A1 at some point, or was that just always there?
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The Cap'm (Reese) 09-May-20 08:40 PM
Pretty sure that's an alpha thing that was never removed
we did not put that in, no
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V A H K I T I 09-May-20 08:40 PM
Was there EVER an actual sign in the level?
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The Cap'm (Reese) 09-May-20 08:40 PM
I think it was the ledge grab tutorial...?
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V A H K I T I 09-May-20 08:40 PM
Seems a bit redundant. Probably why it was removed.
That's the kind of feature you'll just figure out just by playing normally
Especially here. The level kind of requires it, and no player's just gonna look at the ledge and say "whelp, that's too high, I give up."
However
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The Cap'm (Reese) 09-May-20 08:42 PM
Reminder that this game had a bottomless pit tutorial
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V A H K I T I 09-May-20 08:42 PM
Which was also redundant. :p
Does the item collection text for the grapples tell you the key to use?
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The Cap'm (Reese) 09-May-20 08:42 PM
I believe so yes
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V A H K I T I 09-May-20 08:43 PM
Aight. Cause if not I was gonna suggest repurposing the totem as a grapple tutorial. (edited)
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The Cap'm (Reese) 09-May-20 08:44 PM
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V A H K I T I 09-May-20 08:44 PM
Nice
Are there any other models that have been updated for Toa/Turaga that exist in stages but otherwise haven't been changed yet?
Off the top of my head, I know the pick and hammer is pretty common, but I'm not sure if we got to the generic stage versions yet
I know we updated all the grapples at least
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V A H K I T I 09-May-20 09:03 PM
Good talk. :v
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The Cap'm (Reese) 09-May-20 09:19 PM
:p
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V A H K I T I 09-May-20 09:21 PM
:v
Also did uh
Did we remove the gatestone from bmtn?
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The Cap'm (Reese) 09-May-20 09:22 PM
Yea
A long time ago 😛
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V A H K I T I 09-May-20 09:22 PM
Is it not supposed to be there anymore?
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The Cap'm (Reese) 09-May-20 09:22 PM
no
It's in BECH
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V A H K I T I 09-May-20 09:22 PM
Ah
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The Cap'm (Reese) 09-May-20 09:23 PM
Beneath the first waterfall that you eventually backtrack to with the grapple
We were going to put it in a fish hive but we haven't made those yet, so for now it's just floating there
Also @Grampa Walker : went by your vague descriptive words earlier and have this so far (minus the upside down mask part, obviously)
feet are black because that's what the value was on the matoran I copied over
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The Cap'm (Reese) 09-May-20 09:37 PM
(group photo)
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V A H K I T I 09-May-20 09:51 PM
Erm.. am I just tired, or is BMTN just broken af?
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The Cap'm (Reese) 09-May-20 09:51 PM
?
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V A H K I T I 09-May-20 09:52 PM
You had that issue with tokens the other day, the door never slides open, and the spot I put the gatestone is like a full yard away from where the game's actually putting it
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The Cap'm (Reese) 09-May-20 09:52 PM
the door never slides open
pardon
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V A H K I T I 09-May-20 09:52 PM
Well re the door, it opens it just... fades into the open position
It doesn't slide like it's supposed to
Also it's offset in the object slb/unity which probably also accounts for my gatestone placement issues?
The fuck is this nonsense
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The Cap'm (Reese) 09-May-20 09:54 PM
the offset thing happened in ISLD as well
if you recall my conniption over that
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V A H K I T I 09-May-20 09:54 PM
@UTTER_BODGE Halp. Pac
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The Cap'm (Reese) 09-May-20 09:54 PM
okay you're tired
door slides open just fine
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V A H K I T I 09-May-20 09:54 PM
?
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The Cap'm (Reese) 09-May-20 09:55 PM
no clue what you mean by fading into position 😛
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V A H K I T I 09-May-20 09:56 PM
The render limit may be too low here.
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The Cap'm (Reese) 09-May-20 09:57 PM
.-.
okay now I'll record mine
because that is in no way what I've ever seen there
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V A H K I T I 09-May-20 09:57 PM
jfc
Really saffire?
gcareadirector::setnearestmax(2);
REALLY?
2?
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The Cap'm (Reese) 09-May-20 09:58 PM
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V A H K I T I 09-May-20 10:08 PM
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Grampa Walker 09-May-20 10:08 PM
@The Cap'm (Reese) I like that so far, though it sucks I'd be a Ko-Matoran since of all the places I'd want to live on Mata Nui, I think I prefer Le-Koro. Even so, to convey the beard look, the Kakama would need to be white. I'll probably think over the color choices, and toss the upsidedown Kakama, and the cane when I get around to that.
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V A H K I T I 09-May-20 10:08 PM
Gatestone temporary placementdone
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The Cap'm (Reese) 09-May-20 10:08 PM
to Walker: aight, cool to Liam: aight, cool
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UTTER_BODGE 09-May-20 10:18 PM
@UTTER_BODGE Halp. Pac
yes hello what hi hello
what seems to be the problem my fair bonk
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V A H K I T I 09-May-20 10:19 PM
There are a couple of Gali areas that are offset in the editor/slb but not in game. Wanted to see if you had any idea why
well parts of them are offset.
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V A H K I T I 09-May-20 10:53 PM
Ga-Koro is nearly done. Got the thing I wanted to do with Nixie done
When you first give her the gear it appears in her hand. When you come back it's in her hut
I'm just fixing a small bug with the disk Amana Volo before I commit.
We must have moved the matoran or something at some point but forgotten to relocate the sphere spawn location
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The Cap'm (Reese) 09-May-20 10:56 PM
oh I did that just a few days ago
thought I moved that too but I guess I didn't
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V A H K I T I 09-May-20 10:56 PM
:p
Well it be fixed soon
Yeet
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The Cap'm (Reese) 09-May-20 10:58 PM
skeet
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sweg (Andrew) 09-May-20 10:59 PM
l33t
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V A H K I T I 09-May-20 11:00 PM
Aight, pushed. My code is probably not as efficient as it could be, but it works as far as I know and cleans up properly.
All the same, go nuts with testing.
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The Cap'm (Reese) 09-May-20 11:00 PM
does the token door work
i can do that in a few minutes
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V A H K I T I 09-May-20 11:01 PM
Token door?
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The Cap'm (Reese) 09-May-20 11:01 PM
yeah the one in vllg
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V A H K I T I 09-May-20 11:01 PM
What about it?
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The Cap'm (Reese) 09-May-20 11:01 PM
small joke since I accidentally broke that briefly when I fixed the gear 😛
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V A H K I T I 09-May-20 11:01 PM
o
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The Cap'm (Reese) 09-May-20 11:13 PM
seems to work fine
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V A H K I T I 09-May-20 11:26 PM
nice
Imma get some sleep and hopefully finish all this in the morning without falling down any more rabbit holes. :v
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The Cap'm (Reese) 09-May-20 11:27 PM
enjoy 😛
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V A H K I T I 09-May-20 11:28 PM
I have the infrastructure in place for every other possible item placement scenario here. I just need to copy paste it and position the items meant to be in the world rather than on a character.
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The Cap'm (Reese) 09-May-20 11:32 PM
neet
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V A H K I T I 09-May-20 11:36 PM
Anyways, ye, night fren.
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The Cap'm (Reese) 09-May-20 11:36 PM
night
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UTTER_BODGE 09-May-20 11:53 PM
There are a couple of Gali areas that are offset in the editor/slb but not in game. Wanted to see if you had any idea why well parts of them are offset.
checked/reimported the models?
in case their positioning got wonky somehow?
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The Cap'm (Reese) 09-May-20 11:54 PM
yes
back when I did this with ISLD I reimported at least three times
same issue
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UTTER_BODGE 09-May-20 11:54 PM
I tried that area too and had no problems so uh
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The Cap'm (Reese) 10-May-20 12:01 AM
Import it right now and show me where the tokens are placed.
Because I re-imported it again just now and the issue is still present
vs
vs
etc
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UTTER_BODGE 10-May-20 12:09 AM
is this main or rebuilt
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The Cap'm (Reese) 10-May-20 12:09 AM
isld is alpha and rebuilt only
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UTTER_BODGE 10-May-20 12:10 AM
yeah mistyped
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The Cap'm (Reese) 10-May-20 12:10 AM
rebuilt in this case
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UTTER_BODGE 10-May-20 12:10 AM
thanks
you've got main.x rotated to -1 on y
or 1 in the original slb
I would be surprised if the game respected that for main.x
making rotation 0 matches in-game
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The Cap'm (Reese) 10-May-20 12:17 AM
well that's bizarre
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UTTER_BODGE 10-May-20 12:17 AM
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The Cap'm (Reese) 10-May-20 12:18 AM
what do you know, bmtn is rotated by -1.5
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UTTER_BODGE 10-May-20 12:18 AM
rotation on main.x would fuck with how it loads collision data for it and stuff, or complicate it
if I were them I'd just avoid doing that and make life simpler
which it looks like they did
but yeah, same results, editor's loadin' stuff fine, just make sure you're giving the game data it likes
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UTTER_BODGE 10-May-20 12:29 AM
@V A H K I T I see above; rotating main.x will make the game go lolnope
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UTTER_BODGE 10-May-20 12:42 AM
(also - does the alpha behave the same way? if not I imagine it changed whenever they redid how collision is loaded/generated) (edited)
(a lot of engines don't support rotation of "terrain" type stuff)
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V A H K I T I 10-May-20 08:13 AM
Is it rotated in the SLB or is it something we did?
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The Cap'm (Reese) 10-May-20 02:30 PM
rotated in the slb
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UTTER_BODGE 10-May-20 02:50 PM
k so I checked the alpha
it doesn't use rotations on main.x either
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V A H K I T I 10-May-20 02:51 PM
So just somebody at saffire typed in a value where they shouldn't have?
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UTTER_BODGE 10-May-20 02:51 PM
probably happened accidentally in max and they didn't "bake in" the rotation
in other words
go back in time and yell at them to freeze their transforms :D
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The Cap'm (Reese) 10-May-20 02:52 PM
and thus it all comes full circle
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UTTER_BODGE 10-May-20 02:52 PM
so this is technically something we should fix in the alpha (and rebuilt as well if we're using these areas)
should open the models, apply the rotation to them
and set the rotation to 0 in the obj slb just to be thorough
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V A H K I T I 10-May-20 02:53 PM
Is it not just an SLB issue though?
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UTTER_BODGE 10-May-20 02:53 PM
that's why the bmtn door is off-kilter in the alpha
Is it not just an SLB issue though?
no
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V A H K I T I 10-May-20 02:53 PM
Huh
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UTTER_BODGE 10-May-20 02:53 PM
cause that rotation IS intended to be applied
see: the door ^
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V A H K I T I 10-May-20 02:53 PM
Yeah this definitely needs to be addressed then
Especially since we're porting alpha areas like isld and bmtn
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UTTER_BODGE 10-May-20 02:54 PM
I could rig up a thing to check for areas that have rotation applied to main.x and make a list
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V A H K I T I 10-May-20 02:54 PM
would be appreicated
Speaking of things that would be appreciated, there are still a couple of areas needing invisible walls on the trello unless you did those and we just haven't updated the card
These are both ported alpha areas btw
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UTTER_BODGE 10-May-20 02:56 PM
mkay
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V A H K I T I 10-May-20 02:56 PM
There's also these
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UTTER_BODGE 10-May-20 02:56 PM
imma check for rotation stuff first
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V A H K I T I 10-May-20 02:56 PM
Idk if you did all of these yet but you're assigned to it and at least 1 is checked off
Ye
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UTTER_BODGE 10-May-20 02:56 PM
ta-koro is done
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V A H K I T I 10-May-20 02:57 PM
Aight, just making sure the card's up to date
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UTTER_BODGE 10-May-20 02:57 PM
we already added an invisible wall to mtup3, do we want more?
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The Cap'm (Reese) 10-May-20 02:57 PM
You can still kick Rahi over the back wall
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UTTER_BODGE 10-May-20 02:57 PM
ah mkay
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The Cap'm (Reese) 10-May-20 02:58 PM
the previous wall was to fix a speedrunning trick
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V A H K I T I 10-May-20 02:58 PM
Yeah that seems to be a common theme with the melee.
Especially in Lewa's case, but we've been over THAT plenty of times before. :p
Le-Koro pretty well needs its entire skybox to be a collidable dome
We may also have to specifically code a pseudo-killbox for Rahi to handle things falling
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UTTER_BODGE 10-May-20 03:00 PM
it's possible for trigger boxes to have extra data assigned to them
but it's very infrequently used
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V A H K I T I 10-May-20 03:00 PM
oh?
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UTTER_BODGE 10-May-20 03:01 PM
or no
it's characters that can have trigger box names specified
that's what it was
idk how it works
the only place I remember using it is alpha hk01 (and beta still has it leftover)
(despite the killboxes from the alpha that are specified no longer existing)
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V A H K I T I 10-May-20 03:02 PM
.-.
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UTTER_BODGE 10-May-20 03:03 PM
the bats have the nearby trigger box names specified
again, no idea how this data was actually used
was it used to make them not die when entering those trigger boxes? is that even possible??
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V A H K I T I 10-May-20 03:04 PM
I mean they don't die in killboxes by default anyways. No rahi does
That's the issue in Le-Koro
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UTTER_BODGE 10-May-20 03:05 PM
but did they used to?
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V A H K I T I 10-May-20 03:05 PM
Or one of them
Don't think so.
Don't recall exactly tho
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UTTER_BODGE 10-May-20 03:05 PM
like, those are death triggers that are specified
they had to have some interaction
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V A H K I T I 10-May-20 03:05 PM
Would need testing I guess
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UTTER_BODGE 10-May-20 03:05 PM
it could be old stuff no longer relevant to how the game works
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UTTER_BODGE 10-May-20 03:18 PM
so as far as rotated main.x models go
I'd already checked beta for rotated objects in general
beta is fine - lev4 maz1 main.x is rotated slightly but
2.10734E-08 2.72538E-08 -1.76563E-15
it's absolute tiny fractions on each axis
you'd never know the difference
not anything to worry about
so, checking alpha now
there's a lot more rotated objects in general in the alpha
though still overall not many
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V A H K I T I 10-May-20 03:26 PM
Question btw
How are trigger boxes defined in a char SLB? It doesn't look like your editor has a method to add them, only read them
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V A H K I T I 10-May-20 03:27 PM
I was hoping to test by adding one to the scorpions in lev3/gly3 since it's super easy to kick them into the canyon
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UTTER_BODGE 10-May-20 03:27 PM
you edit them right there
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V A H K I T I 10-May-20 03:27 PM
No I know
But characters that don't already have them don't display those boxes at all. (edited)
Wait I need to put the number in for them to show up, don't I? :p
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UTTER_BODGE 10-May-20 03:28 PM
cause most of them have 0 slots defined
so
give them more than that Pac
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V A H K I T I 10-May-20 03:28 PM
My 🅱
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UTTER_BODGE 10-May-20 03:28 PM
go wild
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V A H K I T I 10-May-20 03:28 PM
:v
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UTTER_BODGE 10-May-20 03:29 PM
I suspect it may not do anything out of the box in the beta
or maybe in the alpha
¯\_(ツ)_/¯
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V A H K I T I 10-May-20 03:29 PM
Even if it does there's another issue
This only affects Rahi spawned in manually, not by hives
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UTTER_BODGE 10-May-20 03:31 PM
so
here's the alpha areas with rotation on main.x we'll have to fix
let's see how badly discord butchers the formatting
Lev2\Bmtn\Bmtn_obj.slb main 0 1.5 0 y Lev2\Gizr\Gizr_obj.slb main 0 0.854472 -3.73502E-08 y z Lev2\Gl4s\Gl4s_obj.slb main 0 0.854472 -3.73502E-08 y z Lev2\Gly4\Gly4_obj.slb main 0 0.854472 -3.73502E-08 y z Lev2\Isld\Isld_obj.slb main 0 1 0 y Lev2\Shrn\Shrn\Shrn_obj.slb main 0 -0.5 0 y
eyyy not bad
all lev2
and the latter one is of course unused/old
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ShadowDraikana 10-May-20 03:32 PM
...and either unused, cut, or otherwise massively.overhauled areas
ISLD has more fuckery going on than meets the eye
and that rotation might be part of our issue
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UTTER_BODGE 10-May-20 03:33 PM
I mean if you read up
yes
that's exactly the problem lol
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V A H K I T I 10-May-20 03:34 PM
Rip
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ShadowDraikana 10-May-20 03:35 PM
i believe they can be killed via OSI iirc
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V A H K I T I 10-May-20 03:35 PM
Ye you can call all AI functions from the OSI
What I may do when we get to Le-Koro is code something like the player class specifically for Rahi in general
If possible
And then that can just be folded into an area's onevent where necessary
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ShadowDraikana 10-May-20 03:37 PM
i mean
thats gs lego character lol
player is just an extension
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UTTER_BODGE 10-May-20 03:38 PM
(list of rotated objects in the alpha has been pushed to the editor's repo btw)
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ShadowDraikana 10-May-20 03:38 PM
via gs lego toa
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V A H K I T I 10-May-20 03:38 PM
Hell, it probably wouldn't take much. Off the top of my head, we can just set it up like the kill function of the player class and have it kill anything that isn't cnt1 that encounters a trigger box ID fed to it by the levels.
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UTTER_BODGE 10-May-20 03:38 PM
i never read cnt1 as control1
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V A H K I T I 10-May-20 03:39 PM
:p
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UTTER_BODGE 10-May-20 03:39 PM
or whateverthefuck it's intended to be lol
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V A H K I T I 10-May-20 03:39 PM
cunt1
That's pretty much how I pronounce it. xP
I didn't think of control1
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The Cap'm (Reese) 10-May-20 03:52 PM
i assumed it was control 1
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V A H K I T I 10-May-20 03:59 PM
🅱
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The Cap'm (Reese) 10-May-20 04:00 PM
Minimum wage!
HIYAA!
whip crack
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V A H K I T I 10-May-20 04:02 PM
Oi @Grampa Walker, what's ya progress on stuff? :p
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Grampa Walker 10-May-20 04:06 PM
At the moment nothing, I'm not at my computer. We're having ourselves a masked mother's day. Grandmother needed some company so we're going over to spend time, but wearing masks just in case. Quarantine was getting to her.
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The Cap'm (Reese) 10-May-20 04:06 PM
oof. Well, hope you're all having a nice day
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Grampa Walker 10-May-20 04:07 PM
Yeah, were having a nice, safe day. Family can still be enjoyed, even if you have to be kinda cautious.
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The Cap'm (Reese) 10-May-20 04:07 PM
good
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V A H K I T I 10-May-20 04:08 PM
THis is nice. :3
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The Cap'm (Reese) 10-May-20 04:09 PM
so liam what're you doing atm (edited)
still on the village thing?
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(Team Kanohi) ASCII 10-May-20 04:12 PM
I think he's working on the masks, I found the originals for BMOP and the reworked ones as well
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V A H K I T I 10-May-20 04:13 PM
I.. haven't touched them in days. :v
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(Team Kanohi) ASCII 10-May-20 04:13 PM
loafer
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V A H K I T I 10-May-20 04:14 PM
Right now I'm just relaxing a bit. May get back to the villageslater on this afternoon
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The Cap'm (Reese) 10-May-20 04:14 PM
ah
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(Team Kanohi) ASCII 10-May-20 04:14 PM
Same tbh.
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V A H K I T I 10-May-20 04:17 PM
Watching yugioh right now.
Laughing my ass off at the differences between the sub and dub
But also kind of impressed how accurate the actual dub is, censorship aside
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The Cap'm (Reese) 10-May-20 04:17 PM
you're in card game territory now, then
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V A H K I T I 10-May-20 04:17 PM
:p
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The Cap'm (Reese) 10-May-20 04:18 PM
honestly even though the censorship is bad I really do enjoy the dub
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V A H K I T I 10-May-20 04:18 PM
Ye, I'm watching the sub right now though, if only because I want to see what they cut, and also the sound design is better overall.
Either 4kids just weren't given the master recordings to work with, or otherwise chose to redo ALL the audio in the dub
The SFX have a lot less punch to them or are otherwise missing entirely
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The Cap'm (Reese) 10-May-20 04:20 PM
oof
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V A H K I T I 11-May-20 01:35 PM
Moving this discussion here for now, but getting these ready now.
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The Cap'm (Reese) 11-May-20 01:35 PM
yeet
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sweg (Andrew) 11-May-20 01:40 PM
hell yea
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V A H K I T I 11-May-20 02:30 PM
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The Cap'm (Reese) 11-May-20 02:31 PM
nice
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V A H K I T I 11-May-20 02:31 PM
Just need to script them for the invasion now but other than that they work nicely
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The Cap'm (Reese) 11-May-20 02:31 PM
gud
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sweg (Andrew) 11-May-20 02:35 PM
heckin epic stuff
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V A H K I T I 11-May-20 04:43 PM
So out of curiosity, I decided to test the lag by cranking the render limit in Onu-Koro back up to max and force merging the verts on the Tohunga.
Well not only did it still have holes in it, even with a new skeleton along with it, but the lag didn't change in the slightest.
I can only now conclude that the renderer itself has some kind of bottleneck somewhere.
@JrMasterModelBuilder Is there anything you can think of that we could do to track it?
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JrMasterModelBuilder 11-May-20 04:45 PM
Not that I can think of
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V A H K I T I 11-May-20 04:45 PM
:/
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JrMasterModelBuilder 11-May-20 04:46 PM
What exactly is the lag issue?
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V A H K I T I 11-May-20 04:47 PM
Well when we added the current amount of Onu-Matoran + the new character models, the framerate dropped from an average of 120 without the limiter to approximately 10 (edited)
As a result, we had to lower the object render limit for the first release.
The issue also slightly affects frontend just with all 6 toa rendered
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UTTER_BODGE 11-May-20 05:04 PM
I'm still betting it has less to do with rendering per se, and more to do with transforming all the verts on the models for animations
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V A H K I T I 11-May-20 05:04 PM
Right
But either way it's a bottleneck with the engine somewhere
Cause these models are still far less detailed than anything modern
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Grampa Walker 11-May-20 05:13 PM
So, sorry this sphere is taking so long. I've actually been doing a lot of work on it. I tried completely redoing the model for accuracy, though given the shape is beyond something I can reasonably replicate I used a Stud.io model as a base, and modified the rock to make it a bit cleaner, and have been working on the texture so far.
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V A H K I T I 11-May-20 05:13 PM
Nice
Got any progress to show?
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Grampa Walker 11-May-20 05:15 PM
Well, the texture is still very minimalistic given I'm working on lining things up, but I'm using the default stone colors first since I plan on replacing the rock, as well, then just manipulating the color to match the ones you want for the sphere.
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V A H K I T I 11-May-20 05:15 PM
Nice!
Looks prety much exactly how I envisioned it with the facet highlights
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Grampa Walker 11-May-20 05:17 PM
Thank ya, glad it's to your liking. The only thing Iwasn't sure what to do was to have the outline lighter since the corners would be worn down more quickly, or darker, just because it looked like a more fitting outline. (edited)
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V A H K I T I 11-May-20 05:19 PM
Well feel free to experiment. It's looking good so far regarldess
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Grampa Walker 11-May-20 05:23 PM
I'll definitely experiment with the colors, though I want to make sure the edges line up as best as possible given the easiest way to do this was to separate every facet as its' own UV island.
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V A H K I T I 11-May-20 05:40 PM
yeet
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Grampa Walker 12-May-20 07:28 AM
So, does this look fairly seamless as it is?
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V A H K I T I 12-May-20 10:12 AM
Nice
I like it
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Grampa Walker 12-May-20 10:16 AM
Glad you do. Although, I'm wishing I did the lighter color first, since I've quickly learned swapping the lines with a lighter hue causes them to be choppy, and not line up very well at all, same with changing the colors, so if I were to make textures as seamless as this one in the inverse, and in green, I'd be spending almost as long on making both separately. You can probably tell with this picture, which sucks since I think I like this look more.
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V A H K I T I 12-May-20 10:17 AM
I think I like the top one more personally
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Grampa Walker 12-May-20 10:24 AM
Fair enough, I suppose. I personally disagree, but I'll stick with the above one for the game, in that case. I'll add a bit of extra detail for the stone version, and get to work on the sphere texture. I'll need to make the sphere texture from the beginning, though. Just changing the hue doesn't.. Exactly give a good result.
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V A H K I T I 12-May-20 10:27 AM
oof. :p
Not awful though
It's generally correct
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Grampa Walker 12-May-20 10:28 AM
Not awful, but not the best, either. (edited)
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V A H K I T I 12-May-20 10:28 AM
it's just highlighting overall UV errors which you can still see on the rock if you look closely
Fix it here and the other will look better too
There's no reason they can't share the same map
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Grampa Walker 12-May-20 10:30 AM
Share the same map? I won't be changing the unrap of the rock, and the sphere, only the texture. The one you want for the rock I spent plenty of time making near seamless, but if the colors are changed, mainly if they're brightened, it becomes horrible.
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V A H K I T I 12-May-20 10:31 AM
But the colours aren't the problem. Again, you can still see these issues on the rock if you look closely enough.
All this is doing is highlighting the fact that it's NOT seamless. :p
It's just too dark to see a lot of it
I guarantee you if you fix the errors on this, you can apply it to the rock also.
textures or maps
Whichever
:p
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Grampa Walker 12-May-20 10:34 AM
I'll still work on it, but I'll certainly beg to differ that what I've done, while not seamless, is definitely not choppy, either. The hue saturation in Paint.net it far from perfect, and causes colors to become choppier when changed more drastically. Combine that with the fact the textures are dds format, and it doesn't help.
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V A H K I T I 12-May-20 10:36 AM
Hmm.. fair enough. Either way it looks great, and any errors are minute at worst and really won't be visible at all on the scale you'll be looking at the model.
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Grampa Walker 12-May-20 10:37 AM
Fair, I suppose. You still can't deny it would be good to at least make a better version of the green texture. I'll leave the rock as it is, minus the fact it needs some skuffing detail, since I like the uneven line sizes, and darkness in areas.
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V A H K I T I 12-May-20 10:38 AM
Yeah, I initially thought you were changing the UV maps to fit that green one.
If paint.net is the issue, yeah it should def have a new one
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Grampa Walker 12-May-20 10:40 AM
Oh, pfft, yeah, that map is staying. Changing a texture alone is easier than trying to make a new UV layout AND texture to go along with it. I'm crazy, but not THAT crazy. That's just unnecessary extra work.
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V A H K I T I 12-May-20 10:42 AM
:p
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Grampa Walker 13-May-20 12:34 AM
Well, it's progressing.. Though the corners are really looking janky, still. I'll get it looking how I want eventually, I just hope what I'm aiming for looks good.
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The Cap'm (Reese) 13-May-20 12:35 AM
melon
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sweg (Andrew) 13-May-20 01:31 AM
melon boulder
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V A H K I T I 14-May-20 12:53 PM
Saffire what the goddamns shit
I know you never see this area but they just like
Folded the end of the stage back over itself
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The Cap'm (Reese) 14-May-20 12:56 PM
wut
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V A H K I T I 14-May-20 12:59 PM
What the FUCK is this unwrap
WHY ARE THERE SO MANY REDUNDANT UV SEAMS
AAAAAAAAAAAAAAAAAA
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sweg (Andrew) 14-May-20 01:07 PM
BecauseSaffire
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sweg (Andrew) 14-May-20 01:44 PM
why do this cliff be here
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V A H K I T I 14-May-20 01:52 PM
¯\_(ツ)_/¯
Cleaned up the UVs on the beach as best I could without completely redoing the mapping. I did redo the water model though
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The Cap'm (Reese) 14-May-20 01:53 PM
Do you still get stuck on the invisible wall or is it not a trigger anymore
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V A H K I T I 14-May-20 01:53 PM
I'm doing that next
I'm going to make a proper invisible wall and get rid of that entirely
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V A H K I T I 14-May-20 02:16 PM
🦀 WATER WALL'S GONE🦀
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The Cap'm (Reese) 14-May-20 02:17 PM
yeet
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sweg (Andrew) 14-May-20 02:18 PM
maboi
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The Cap'm (Reese) 14-May-20 02:20 PM
that looks a lot better lol
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V A H K I T I 14-May-20 02:21 PM
I did it a little differently than I did in ga-koro. I actually just kinda moved the wall out further and faded the vertex colours
I may still do the skybox thing though because you can still see borders in some places
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The Cap'm (Reese) 14-May-20 02:22 PM
ah
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V A H K I T I 14-May-20 02:46 PM
Huh
So new finding. Apparently the animated water texture thing isn't just a universal overlay. It actually applies itself to the model per-material and follows its UV mapping
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V A H K I T I 14-May-20 02:57 PM
In other news, ga-koro style skybox fade is done. Looks good.
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The Cap'm (Reese) 14-May-20 02:57 PM
Yeet
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V A H K I T I 14-May-20 02:59 PM
I also fixed the collision processing on the trees
SPlit the leaves into their own object
Gonna do the invisible wall, then push it all at once
This area like many still definitely needs a new unwrap
But I did the best I could with what was there
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V A H K I T I 14-May-20 03:36 PM
fucking
Is there just some limit on how large an area you can process collision within an object SLB?
I'm trying to do the collision on the trees and the invisible wall that way so I don't have to replace the main BCL and fuck up the footsteps
But there's always one tree it refuses to process, and the wall will only process from one side of the beach
This is why Darvell had to recode this shit
@ShadowDraikana Remind me how to make a BCL without royally fucking the footstep shit?
I seem to recall you just had to use the original MTL but that's not working
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V A H K I T I 14-May-20 03:55 PM
Other than that I'm basically done here
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Grampa Walker 14-May-20 04:52 PM
Congratulations, Vahkiti. You now know my pain from the work on this game's stage meshes. You know my pain, and now we share our missery.
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V A H K I T I 14-May-20 04:52 PM
:v
You joke, but I'll probably be sending this to you at some point or another :p
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Grampa Walker 14-May-20 04:53 PM
Probably. I still need to finish this fucking sphere texture, this damn thing is not wanting to look anywhere near as good as the stone texture. (edited)
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V A H K I T I 14-May-20 04:56 PM
oof
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Grampa Walker 14-May-20 11:58 PM
Alright, so I'm making an executive decision. My best option here is to give a different UV layout to the sphere in order to get this texture to work. I know it's not ideal, but it is my last option because I'm getting frankly sick of having to rely solely on editing only the texture to get this thing to line up when it just never does.
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The Cap'm (Reese) 14-May-20 11:58 PM
ah
good luck
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Grampa Walker 15-May-20 12:00 AM
Thank ya. I'll export a copy of the sphere as the boulder with the current UV layout, and make a new layout for the sphere.
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Grampa Walker 15-May-20 02:04 AM
Alright, whenever you see this, Vahkiti, what's your input on this for the texture. Does this look fine enough, or did you have a different look in mind for the sphere itself? (edited)
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V A H K I T I 15-May-20 12:28 PM
I likw it
Very nicely done
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Grampa Walker 16-May-20 12:20 AM
Alright. I think that's about finalized. Last thoughts?
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The Cap'm (Reese) 16-May-20 12:20 AM
Looks pretty good to me
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Ondrik🅱 (Ondrej) 16-May-20 12:21 AM
👍
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Grampa Walker 16-May-20 12:24 AM
Awesome, I'll put it up tomorrow, then, because I need to get myself some shuteye.
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The Shadow Emperor 16-May-20 12:33 AM
too much dark green and not enough bright imo
I pictured it being more smooth looking
as it is the corners and edges dominate the whole thing
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sweg (Andrew) 16-May-20 12:40 AM
model is fantastic
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Grampa Walker 16-May-20 01:15 AM
I admit I do agree with the mention of the outlines being too prominent, but unfortunately every attempt I've made to thin them has resulted in a lot of issues. I'll see if I can think it out better, but every try so far hasn't looked the best.
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V A H K I T I 16-May-20 10:26 AM
I like the idea though
It's like it's glowing from the inside, and the edges are like more hardened edges of the rind of a fruit
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V A H K I T I 16-May-20 12:48 PM
Finally figured out the quirks with BCLs and pushed my BECH changes
Feel free to have a run around that @The Cap'm (Reese)
Thankfully Ash was apparently wrong about material ordering being relevant to BCL generation and footsteps this entire time. It's all in the names.
The only issue is that Maya has been assigning prefixes to the material names, which then breaks LOMNTool's importing of them since it no longer follows the expected format.
All the materials on my new BECH BCL are in numerical order, but they still work as expected in game since I used the original BCL as a basis, thus everything is applied to the right places. (edited)
This makes it a lot easier in the long run for us to fix this since we now only need to index the materials SLB and figure out what name/number it assigns to what bit flag, and what flags to what sounds.
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The Cap'm (Reese) 16-May-20 12:51 PM
neet
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V A H K I T I 16-May-20 12:51 PM
@JrMasterModelBuilder Are you free at all? 😛
Having that index would help us quite a bit in fixing that longstanding issue.
We can finally get rid of squishy dirt. :v (edited)
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The Cap'm (Reese) 16-May-20 01:01 PM
Visible line on the model here
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V A H K I T I 16-May-20 01:02 PM
Was it not like that in the original? Cause that just seems to be a texture borders thing
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The Cap'm (Reese) 16-May-20 01:02 PM
🤷
I don't remember noticing it before
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V A H K I T I 16-May-20 01:03 PM
Hmm yeah it's not there. I'll have a look at the unwrap
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The Cap'm (Reese) 16-May-20 01:04 PM
this totem here
says the token text
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V A H K I T I 16-May-20 01:05 PM
I didn't change anything about the totems
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The Cap'm (Reese) 16-May-20 01:05 PM
I'm not saying you did
I'm saying that this totem shouldn't be saying that
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V A H K I T I 16-May-20 01:05 PM
What is that one even SUPPOSED to say?
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The Cap'm (Reese) 16-May-20 01:05 PM
I don't know
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V A H K I T I 16-May-20 01:05 PM
nani
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The Cap'm (Reese) 16-May-20 01:05 PM
But it's sure as hell not the token text
considering there are no tokens remotely close to here
let me check alpha bech
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V A H K I T I 16-May-20 01:06 PM
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The Cap'm (Reese) 16-May-20 01:06 PM
yeah that
also the hell is that angle lol
Don't think that's used elsewhere
otherwise bech seems fine
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V A H K I T I 16-May-20 01:12 PM
Also yeah
Vanilla beta
The texture itself just doesn't tile properly
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The Cap'm (Reese) 16-May-20 01:12 PM
ah
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V A H K I T I 16-May-20 01:17 PM
@Grampa Walker You've demonstrated pretty good ability to blend textures together. Feel like taking a crack at this after the Amana Volo is done?
Whoever design this texture was uh...
Yeah this is not how you make a fucking texture. Pac
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The Cap'm (Reese) 16-May-20 01:18 PM
Unsmart?
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V A H K I T I 16-May-20 01:19 PM
Also that probably explains why it's blown up so large in the beta.
You can't see the texture seams if one tile takes up like 3/4 of the model.
Fucking galaxy brain shit.
Anyways feel free to update the patch notes with this, and I'll go figure out the totem, have a look at WELL, then move onto Ko-Koro.
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The Cap'm (Reese) 16-May-20 01:21 PM
i already did
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V A H K I T I 16-May-20 01:21 PM
🅱
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The Cap'm (Reese) 16-May-20 01:22 PM
Well the rain falls down without my help, I'm afraid, and my lawn gets wet, though I withheld my consent. When this gray world crumbles like a cake, I'll be hanging from the hope that I'll never see that recipe again.
As I walk, I think about a new way to walk. As I think, I'm using up the time left to think. And this train keeps rolling off the track, trying to act like something else, trying to go where it's been uninvited.
let me know when you inevitably get well done first try and prove I'm a fuck up
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V A H K I T I 16-May-20 01:32 PM
Done. :v
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The Cap'm (Reese) 16-May-20 01:33 PM
fiiiiiiigured
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V A H K I T I 16-May-20 01:34 PM
Pushed. :p
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The Cap'm (Reese) 16-May-20 01:37 PM
I can close that Github issue then
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V A H K I T I 16-May-20 01:37 PM
ye
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The Cap'm (Reese) 16-May-20 01:37 PM
done
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JrMasterModelBuilder 16-May-20 01:38 PM
@V A H K I T I What up?
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V A H K I T I 16-May-20 01:39 PM
Looking for an index of what materials are assigned what sounds. This will require finding out what flags the materials SLB assigns to a sound file.
The aim is to soon finally fix the messed up footstep sounds.
Also if you have time, @ShadowDraikana would like to know what Setresponse is meant to do.
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ShadowDraikana 16-May-20 01:48 PM
for triggers specifically
also events 54 42 and 15
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Grampa Walker 16-May-20 03:00 PM
I'll likely make changes to the texture in the future since I want to see if I can improve it, but this is as it is now.
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V A H K I T I 16-May-20 03:05 PM
Ayy
I'll implement it now
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V A H K I T I 16-May-20 03:13 PM
🅱
👀 1
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Grampa Walker 16-May-20 03:21 PM
That about satisfactory?
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V A H K I T I 16-May-20 03:22 PM
Ye, looks great. 🙂
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Grampa Walker 16-May-20 03:22 PM
Awesome, I'll get the rock finished up in a bit, and send that, as well.
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V A H K I T I 16-May-20 07:43 PM
......
I was today years old when I noticed the front of Nuju's hut is floating above the ground
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The Cap'm (Reese) 16-May-20 07:45 PM
It what
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UTTER_BODGE 16-May-20 07:46 PM
amazing what a lack of shadows can hide lol
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sweg (Andrew) 16-May-20 07:49 PM
hmmmst
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The Cap'm (Reese) 16-May-20 07:50 PM
Saffire seal of quality BecauseSaffire
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V A H K I T I 16-May-20 07:52 PM
Door should be in place now anyways. Now for the trees, and probably this too
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The Cap'm (Reese) 16-May-20 07:53 PM
This is a texture issue, but IIRC the Suva there doesnt quite look right
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V A H K I T I 16-May-20 07:53 PM
Oh?
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The Cap'm (Reese) 16-May-20 07:53 PM
If my computer booted I'd show it but you might be able to see it in the editor there
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V A H K I T I 16-May-20 07:54 PM
Also fading the colours of Nuju's hut door while I'm here.
For that matter, I should also edit Nokama's TURA exit
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The Cap'm (Reese) 16-May-20 07:54 PM
Ye
Yeah, the part with the Kaukau/Hau
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V A H K I T I 16-May-20 07:57 PM
Oof, I'll fix that while I'm in here.
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V A H K I T I 16-May-20 08:13 PM
Right, so I'm gonna leave this for now cause I can't really make heads or tails of how to do the unwrap on this. Pac
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The Cap'm (Reese) 16-May-20 08:13 PM
fucc
guess I'll add that to the trello for lev4?
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V A H K I T I 16-May-20 08:13 PM
ye
Actually no
Cause level 4 is gonna be overhauled anyways
Ko-Koro especially
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The Cap'm (Reese) 16-May-20 08:14 PM
i mean
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V A H K I T I 16-May-20 08:14 PM
It's not something Walker is gonna miss
:p
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The Cap'm (Reese) 16-May-20 08:14 PM
Alright, alright.
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V A H K I T I 16-May-20 08:15 PM
In other news
WHY THE FUCK IS THE STAGE MODELED LIKE THIS OH GOD
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The Cap'm (Reese) 16-May-20 08:15 PM
you know why
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V A H K I T I 16-May-20 08:15 PM
TOPOLOGY, WHAT'S THAT???
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The Cap'm (Reese) 16-May-20 08:15 PM
BecauseSaffire
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V A H K I T I 16-May-20 08:16 PM
This is especially bad for vertex colours because as you can see, that single fucking vertex is the intersection point for half the top of the stage.
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The Cap'm (Reese) 16-May-20 08:18 PM
oof
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sweg (Andrew) 16-May-20 08:26 PM
good lord
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V A H K I T I 16-May-20 08:57 PM
Alright @The Cap'm (Reese), changes are push
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The Cap'm (Reese) 16-May-20 08:58 PM
agents are...GO!
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The Cap'm (Reese) 16-May-20 09:06 PM
i'll get on that in a bit
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V A H K I T I 16-May-20 09:19 PM
yeet
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sweg (Andrew) 16-May-20 09:56 PM
i forget, but isn't there supposed to be a help matoran here?
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V A H K I T I 16-May-20 09:56 PM
Not after you've already opened the door
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The Cap'm (Reese) 16-May-20 09:56 PM
i mean
that's still a bug
And it's been one
He doesn't render sometimes period iirc
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V A H K I T I 16-May-20 09:58 PM
Ah right
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The Cap'm (Reese) 16-May-20 09:58 PM
for no discernable reason
since Ash made the code exactly like other help matoran and it still bugs out
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sweg (Andrew) 16-May-20 09:59 PM
how to reach token without stiff leaves anymore
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The Cap'm (Reese) 16-May-20 09:59 PM
Oh yeah
You should probably move those down Liam
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sweg (Andrew) 16-May-20 10:06 PM
oddly when speaking to nuju, the black flashes that i assume are because of dgvoodoo happen consistently
oh, and the toa warp sound plays here despite the portal being inactive
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The Cap'm (Reese) 16-May-20 10:07 PM
oh that's no good
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sweg (Andrew) 16-May-20 10:08 PM
baring in mind the issue where the sound plays ad infinitum while standing in the trigger is still present, so my ears may rest in peace
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V A H K I T I 16-May-20 10:11 PM
Is that universal or just here?
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sweg (Andrew) 16-May-20 10:13 PM
i'll have to check the other inactive portals to be sure
now with ko-koro quest items, the amana volo does not fade in with the disc villager, instead appearing instantly
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V A H K I T I 16-May-20 10:14 PM
.-.
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sweg (Andrew) 16-May-20 10:14 PM
they fade in with the ice skater villager tho
nice icicle stone
i'm not sure if there should be ... at the end of this sentence
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The Cap'm (Reese) 16-May-20 10:21 PM
probably yes
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V A H K I T I 16-May-20 10:38 PM
Yeet
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sweg (Andrew) 16-May-20 10:42 PM
gahhh so many crashes when transitioning between levels in lev4
at least after shrn
this platform do be movin as slow as half life 1's tram tho
ah yes i will fight the boss with an extra sled
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V A H K I T I 16-May-20 11:02 PM
ah fuck what
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The Cap'm (Reese) 16-May-20 11:02 PM
I don't recall that being a thing
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V A H K I T I 16-May-20 11:04 PM
How u do dat
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sweg (Andrew) 16-May-20 11:04 PM
i believe you need to just die once when starting the encounter
yep that causes it
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V A H K I T I 16-May-20 11:05 PM
I swear I fixed that
It should be easy though
One sec
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sweg (Andrew) 16-May-20 11:05 PM
just jump into the pit as soon as the fight starts, and the shield will not disappear from underneath when coming back in
nor will it disappear from the hand as soon as you respawn
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V A H K I T I 16-May-20 11:08 PM
Pushed an update, try now
Not sure why it was necessary to force remove all parts here, I thought I fixed that, but AFAIK this is the only area it happens in, so I'm fine with a band-aid fix.
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sweg (Andrew) 16-May-20 11:10 PM
awesome, the fix works
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V A H K I T I 16-May-20 11:10 PM
Nice
Hmm.. actually I may know what's happening here, one moment
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Grampa Walker 16-May-20 11:14 PM
Oh, Vahkiti, out of nowhere question, but is there any progress on getting the rock boss model I made working right? (edited)
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V A H K I T I 16-May-20 11:17 PM
Well I thought I did but evidently not. I know WHAT is happening, just not really how to prevent it in any better a way than I just did. Whatever. Anyways, progress? No. I need @UTTER_BODGE or else somebody else who knows more about morphing models to tell me if there's anything obvious wrong with the models that could account for the issues present.
The actual rigged character works fine, it's just the initial morph that doesn't quite.
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UTTER_BODGE 16-May-20 11:17 PM
(I know pretty much nothing lol)
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V A H K I T I 16-May-20 11:17 PM
You wouldn't even know if something was wrong like the vertex order or something?
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UTTER_BODGE 16-May-20 11:18 PM
idk how I'd even check that off the top of my head
without like
rigging up some custom tool that might not even hold true to whatever the models are after going through LoMNtool
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V A H K I T I 16-May-20 11:18 PM
hecc
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Grampa Walker 20-May-20 05:24 PM
How's this so far for an idea on detail for the boulder? I wanted discoloration, and scuffing, but I'm trying not to make it look like a corrupted Kolhii ball.
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V A H K I T I 20-May-20 05:25 PM
I like it
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Grampa Walker 20-May-20 05:25 PM
Awesome, I'll add a bit more to some more empty spots, and send it over.
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Grampa Walker 20-May-20 05:57 PM
That texture goes in the texture folder, where the Toa textures are. (edited)
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V A H K I T I 20-May-20 06:04 PM
Not in the game it won't. :p
At least not unless we get the stone rain making these again
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The Cap'm (Reese) 20-May-20 06:04 PM
no
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Grampa Walker 20-May-20 06:19 PM
Pardon?
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V A H K I T I 20-May-20 06:23 PM
It's a level object
Textures for those don't go with characters
:p
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Grampa Walker 20-May-20 06:30 PM
Huh. Well, alright, but the directory the model looks for will probably need changing.
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V A H K I T I 20-May-20 06:30 PM
Nah, that's not how it works in this game apparently
It's all good
IIRC the game hard-codes texture paths, so the path itself is stripped from the model.
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Grampa Walker 20-May-20 06:30 PM
Ah, okay, then.
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V A H K I T I 20-May-20 06:31 PM
Only the filename matters
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Zhokker 21-May-20 12:59 PM
Hey guys, where do you bake textures?
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Grampa Walker 21-May-20 04:18 PM
In the oven, duh.
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The Cap'm (Reese) 22-May-20 03:30 PM
Added parts don't get the invisibility applied to them with Huna/Mahiki
this applies to all three addpart-ed Toa
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V A H K I T I 22-May-20 04:52 PM
Not sure if it can be avoided.
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V A H K I T I 27-May-20 11:17 AM
Fixing this while I work on Ta-Koro, Mosh, and TVIL
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The Cap'm (Reese) 27-May-20 11:18 AM
Wuzzat
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V A H K I T I 27-May-20 11:18 AM
The sequence break
in tvil
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The Cap'm (Reese) 27-May-20 11:18 AM
Ah
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V A H K I T I 27-May-20 11:18 AM
Basically just shrinking and pulling back the end platform
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The Cap'm (Reese) 27-May-20 11:18 AM
That image did not scream TVIL to me 😛
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V A H K I T I 27-May-20 11:20 AM
Just to be safe I'll shrink the entry platform too,
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The Cap'm (Reese) 27-May-20 11:20 AM
,
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V A H K I T I 27-May-20 11:20 AM
Then I'll reposition the pillars and the matoran
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The Cap'm (Reese) 27-May-20 11:20 AM
Neet
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V A H K I T I 27-May-20 11:33 AM
There we go
All fixed
No more lever skip for Ondrik
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The Cap'm (Reese) 27-May-20 11:33 AM
get fucked
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V A H K I T I 27-May-20 11:33 AM
Pac
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Ondrik🅱 (Ondrej) 27-May-20 11:33 AM
You did WHAT?
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V A H K I T I 27-May-20 11:33 AM
I fixed the Miru bridge skip in tivl
:p
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Ondrik🅱 (Ondrej) 27-May-20 11:34 AM
F
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The Cap'm (Reese) 27-May-20 11:34 AM
tivl
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Ondrik🅱 (Ondrej) 27-May-20 11:34 AM
¯\_(ツ)_/¯
There'll always be other skips
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V A H K I T I 27-May-20 11:35 AM
Not if I can help it
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Ondrik🅱 (Ondrej) 27-May-20 11:35 AM
now if only I could find a way to skip the damn token doors
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V A H K I T I 27-May-20 11:37 AM
Gonna move the matoran here and put the lever in the wall for now
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V A H K I T I 27-May-20 11:46 AM
Erm.. @UTTER_BODGE, I think I found an issue in the editor
Trying to position this lever, and the negative rotation is being converted to a positive one
And... the positives are being converted to negatives
Except for the first one
That one's special
Pac
If this is correct, I'm stumped as to why this object isn't rendering the same in game as it is in editor. (edited)
Already ruled out the level offset issue
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V A H K I T I 27-May-20 12:27 PM
Well I got it in the position I generally wanted with some finagling.
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UTTER_BODGE 27-May-20 04:14 PM
ive discussed this so many times hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
but yes there are axis differences between LoMN and unity, in position and rotation
and various other 3D pieces of software
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V A H K I T I 27-May-20 04:15 PM
Yeah I remember that now.
But
There's still a placement discrepancy (edited)
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UTTER_BODGE 27-May-20 04:15 PM
as far as rotation, it's the best that can be done right now
I talked about it very extensively
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V A H K I T I 27-May-20 04:16 PM
I don't remember encountering this issue anywhere else though
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UTTER_BODGE 27-May-20 04:16 PM
if you rotate objects on all 3 axes it's not gonna visually line up
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V A H K I T I 27-May-20 04:16 PM
Ah
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UTTER_BODGE 27-May-20 04:16 PM
there's literally a whole txt in the editor data related to it
with a list of all rotated objects in the vanilla game
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V A H K I T I 27-May-20 04:16 PM
I don't think I've ever tried doing that before now, so might explain that
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UTTER_BODGE 27-May-20 04:16 PM
basically in vanilla, so few objects are ever rotated, it's never a real issue
there's only like 1 or 2 objects that appear visually different in the editor vs game
and I'll recommend exactly what I did at the time
do what the original devs did
bake your rotations into the meshes
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V A H K I T I 27-May-20 04:17 PM
Was just gonna say :p
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UTTER_BODGE 27-May-20 04:17 PM
instead of rotating things in the SLB
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V A H K I T I 27-May-20 04:17 PM
Anyways could you paste that text you mentioned here so I can pin it?
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UTTER_BODGE 27-May-20 04:18 PM
it's just a list of rotated objects
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V A H K I T I 27-May-20 04:18 PM
Ah
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UTTER_BODGE 27-May-20 04:18 PM
two of them now I think, alpha and beta
also I've already talked about this very specific subject so much I know they're already on discord somewhere lol
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V A H K I T I 27-May-20 04:18 PM
Fair. Well I'll remember that for the future then. Or try to anyways. :p
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V A H K I T I 27-May-20 04:29 PM
Huh
Come to think of it actually I DID successfully rotate one object like that unless I'm misremembering how it looked in game
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UTTER_BODGE 27-May-20 04:30 PM
that's a pickup right
oh nah
it's just round
and probably happened to come out to something that still looked fine
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V A H K I T I 27-May-20 04:31 PM
It is not
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UTTER_BODGE 27-May-20 04:31 PM
not a pickup or not round Pac
anyway depending on what values you feed in the difference can be more or less noticeable
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V A H K I T I 27-May-20 04:32 PM
Not a pickup
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UTTER_BODGE 27-May-20 04:32 PM
i.e. one of the grapple points in... either l1a7 or l1a8
it's rotated on either 2 or 3 axes
comes out pretty darn close to in-game in the editor
but not 100% exact
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V A H K I T I 27-May-20 04:32 PM
@The Cap'm (Reese) Can you double check that it renders like this in game?
I see
Well this is a pretty extreme rotation compared to its standard position
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UTTER_BODGE 27-May-20 04:32 PM
it has to do with the order in which rotations are applied
like yes I could theoretically construct new rotations manually while loading + saving but
it's opening a can of worms
a can of floating point precision worms which would bug me lol
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V A H K I T I 27-May-20 04:33 PM
:p
Speaking of floating point precision, let's talk about that shitty object collision system! 😄
Just in the base game mind you
Not your thing
I found out a week or two ago when I was working on Bech1 just how bad it can get
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UTTER_BODGE 27-May-20 04:35 PM
I could probably add a button to auto-calculate object bounding boxes but I mean
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V A H K I T I 27-May-20 04:35 PM
I was trying to put all the trees in one big collision box, and it seems like the bigger the box is, the less accurate it gets near the edges until it just stops processing collision entirely.
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UTTER_BODGE 27-May-20 04:35 PM
it's not hard to just drag the points out manually
... which people still don't do lol
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V A H K I T I 27-May-20 04:36 PM
It's no wonder Darvell had to throw the baby out with the bathwater for level collision
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UTTER_BODGE 27-May-20 04:36 PM
and yeah idk how collision works in-game for stuff like that
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V A H K I T I 27-May-20 04:36 PM
Badly
:p
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UTTER_BODGE 27-May-20 04:36 PM
besides "lol enemies falling through platforms"
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V A H K I T I 27-May-20 04:37 PM
I seem to recall attempting to make Green Hill use the slb collision system once before and it's even worse when applied to stages. (edited)
Depending on how high up you fall from somewhere and whether or not you reach terminal velocity, you'll just kinda..
Zoop right through the ground
Pac
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UTTER_BODGE 27-May-20 04:38 PM
btw it's also not quite a matter of "all 3 axes", it's more like
if you're applying stuff to multiple axes in general and especially if they have very different values
things will generally get more visibly different
the specifics depend on.... the specifics Pac
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V A H K I T I 27-May-20 04:39 PM
:p
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V A H K I T I 29-May-20 07:48 PM
@Grampa Walker Any progress on TAKV?
Last I heard you were having some trouble with the textures (edited)
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Grampa Walker 01-Jun-20 06:20 PM
It's not perfect, but I think I'm comfortable saying "good enough" with this one.
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V A H K I T I 01-Jun-20 06:21 PM
Looks good. 😄
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sweg (Andrew) 01-Jun-20 06:21 PM
fantastic
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The Cap'm (Reese) 01-Jun-20 06:21 PM
Noice
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Grampa Walker 01-Jun-20 06:21 PM
Let me just do a couple of once-overs to make sure there's no other details I can think to add.
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The Cap'm (Reese) 01-Jun-20 06:22 PM
What does the GIZR part look like out of curiosity (specifically the part the geyser is supposed to come out of)
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Grampa Walker 01-Jun-20 06:23 PM
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The Cap'm (Reese) 01-Jun-20 06:23 PM
Yeet
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sweg (Andrew) 01-Jun-20 06:23 PM
poggers
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V A H K I T I 01-Jun-20 06:24 PM
eyes_shaking
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Grampa Walker 01-Jun-20 06:24 PM
Still a work in progress adding a convenient way to walk into it. I'm thinking collapsed rock acting as a bridge.
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The Cap'm (Reese) 01-Jun-20 06:24 PM
Could do
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Grampa Walker 01-Jun-20 06:25 PM
Also, question. What would be better? Having a lid over the hole in the center that you stand on, and then water spews out making it look like it opened up to let the water through, or having a hole where when you jump in it you disappear inside, then get shot out by the water spout?
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sweg (Andrew) 01-Jun-20 06:30 PM
a lid would be good i think
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Grampa Walker 01-Jun-20 06:31 PM
Hmm.. Probably. I think I'll add that onto it quickly.
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V A H K I T I 01-Jun-20 06:32 PM
:) "Saxophone Horse" by David Flavin and Roland Rudzitis, on iTunes and Amazon
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sweg (Andrew) 01-Jun-20 06:33 PM
liam y u no add poggers emoji
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V A H K I T I 01-Jun-20 06:36 PM
pogchamp
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sweg (Andrew) 01-Jun-20 06:37 PM
monkaS
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Grampa Walker 07-Jun-20 02:15 AM
Alright, I'm finally hopping back to it. Just one more thing I need to finish, and I can tinally throw TAKV off my work list. I'm going to add some detail to those pillars around the arena space to break up the very same-y texture.
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V A H K I T I 07-Jun-20 02:15 AM
eyes_shaking
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Grampa Walker 07-Jun-20 02:16 AM
But first, I'm making me the insomnia special. A peanut butter, and honey sandwich (edited)
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V A H K I T I 07-Jun-20 02:17 AM
I've never tried this but now I want to
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Grampa Walker 07-Jun-20 02:33 AM
I recommend it, some good shit.
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V A H K I T I 07-Jun-20 02:52 AM
No u
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Grampa Walker 07-Jun-20 03:56 AM
Looking good so far, just need fo finish the last pillars. Thoughts?
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V A H K I T I 07-Jun-20 03:56 AM
Looks great!
The back walls are a little samey, but I think the vertex colours will take care of that
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Grampa Walker 07-Jun-20 03:59 AM
Yeah, unfortunately I did experiment with little avail. I'll still send the alt textures since they're already in use, and ass SOME variety, but even the alternate rock patterns I did made little difference.
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Grampa Walker 07-Jun-20 10:40 PM
I now have one last question nefore I declare TAKV finished, at least until I'm asked to add something else.
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V A H K I T I 07-Jun-20 10:41 PM
no u
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Grampa Walker 07-Jun-20 10:42 PM
Insightful So, I was looking at the pillars, and I was wondering. Should the middle material of the pillars be the color they are now, or should I further make the two levels crammed together feel whole by making the worn down middle rock be the same blue-ish color as the rocks in the geyser area? (edited)
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V A H K I T I 07-Jun-20 10:43 PM
The latter could look nice
Add some colour variation to the area and give the rock some depth
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Grampa Walker 07-Jun-20 10:43 PM
Alright, let me quickly put that texture together for a visual example to see.
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Grampa Walker 07-Jun-20 10:55 PM
I'll need to tinker with the color matching a bit more, but here's the example.
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V A H K I T I 07-Jun-20 10:59 PM
Hmm.. I like it but I thought you meant like adding a blue layer to the middle of the pillars like in addition to the dark.
So like it looks like it eroded to another layer below the darker brown
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Grampa Walker 07-Jun-20 11:01 PM
Hmm... I think I can do that. Give me a bit.
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V A H K I T I 08-Jun-20 09:40 PM
@Grampa Walker You bit has passed :v
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Grampa Walker 09-Jun-20 01:26 AM
my bit is as much as I can chew I'm still tinkering with the textures, on top of also not really having internet on my computer right now, so I'm typing from my phone.
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The Cap'm (Reese) 09-Jun-20 01:26 AM
oof
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Grampa Walker 09-Jun-20 10:59 PM
I'm taking too damn long on this, and I might be tweaking the textures more since I feel like the shading transition between the second dark, and the blue layer are too dark, but this what you had in mind?
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V A H K I T I 09-Jun-20 11:01 PM
Probably a little more of the brown and a little less of the blue, but ye
It should ideally follow the tapering of the pillar more too.
Ie, the one on the far right has it going a lot higher than the actual presumed erosion
Er
far left rather
That should be as simple as just offsetting the UVs though.
Granted they won't all be evenly textured centering it with the thinnest point of the pillar, but rock isn't supposed to be. :p
You have the idea tho. Looking good
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lunchbox17 11-Jun-20 10:02 PM
Out of curiosity, is there any way to extract the models from this game?
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V A H K I T I 11-Jun-20 10:03 PM
I mean how do you think we've been working. :p
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lunchbox17 11-Jun-20 10:03 PM
Fair point
How can it be done?
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The Cap'm (Reese) 11-Jun-20 10:04 PM
Yes, there is. LoMNTool is linked in #lomn-info on the github repository IIRC
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lunchbox17 11-Jun-20 10:05 PM
Thanks! I’ll take a look
Is there something else I’ll need besides the LOMN tool? The readme references an executable and an ini config file, but this has neither of those
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benji 11-Jun-20 10:15 PM
You downloaded the 0.7.0 release, not the source code, right?
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lunchbox17 11-Jun-20 10:16 PM
I think I got the source code. Is it the LOMN-Beta one?
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benji 11-Jun-20 10:20 PM
no, LOMNTool
Command-line utility for working with assets for the SAGE game engine. (Mirror of the GitLab repo) - TheLegendOfMataNui/LOMNTool
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lunchbox17 11-Jun-20 10:20 PM
BIONICLE: The Legend of Mata Nui. The Legend of Mata Nui has 25 repositories available. Follow their code on GitHub.
That makes much more sense though. Thank you!
When I drag a .blk file into the exe, it just closes and doesn't do anything. Am I supposed to configure something or install it somewhere specific? (edited)
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benji 11-Jun-20 11:22 PM
LOMNTool doesn't do BLK files
For that you need JMMB's python script blkfile.py, which is at https://github.com/TheLegendOfMataNui/sage-blkfile/blob/master/blkfile.py
Python module and CLI utility for the BLK files use by the SAGE engine. - TheLegendOfMataNui/sage-blkfile
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lunchbox17 11-Jun-20 11:31 PM
Ah, my bad! Thank you!
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benji 11-Jun-20 11:38 PM
You might prefer to grab the uncompressed files you want from us (at https://github.com/TheLegendOfMataNui/LOMN-Beta/tree/master/blockfiles) if you aren't specifically looking to inspect the original data
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lunchbox17 11-Jun-20 11:39 PM
Ah, that helps too!
The .x files are the models, correct?
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The Cap'm (Reese) 11-Jun-20 11:45 PM
yes
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lunchbox17 11-Jun-20 11:46 PM
Blender can open that, right?
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The Cap'm (Reese) 11-Jun-20 11:47 PM
You need to run the model through LoMNTool first off
secondly I don't recall if after that it can be directly put into blender; @V A H K I T I is a bit more knowledgeable on this than I am
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lunchbox17 11-Jun-20 11:48 PM
If I put the .x file in LOMNTool, it just closes
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benji 11-Jun-20 11:53 PM
You'll need the BHD with the same name, which has the skeleton
It needs to be in the same folder as the .X model
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lunchbox17 11-Jun-20 11:54 PM
I got both in the same folder, but the tool still doesn't do anything
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benji 12-Jun-20 12:14 AM
Try it from the command prompt to see the error
(Short version: run cmd.exe, type cd <foldername> to go into a folder that's in your current folder, and type LOMNTool.exe <path_to_model>)
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lunchbox17 12-Jun-20 12:28 AM
I’ll try it quickly
Ah, that worked! Got a DAE file
And I know that’ll work in blender
Well, when I load it in, nothing shows up
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benji 12-Jun-20 01:10 AM
And I know that’ll work in blender
boy do I wish Because DAE is so free-form, every 3D software reads and writes DAE files differently This tool makes Maya-compatible DAEs, although if anyone wants to update the code to create Blender-compatible DAEs, they are welcome to do that
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lunchbox17 12-Jun-20 10:59 AM
Ah, i see. My mistake
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V A H K I T I 13-Jun-20 08:19 PM
@Grampa Walker Ping. :p
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The Shadow Emperor 13-Jun-20 11:07 PM
hmmmm
irl they're a bit larger than the sprite, but looks like vuata maca fruit in that cauldron to me
also joint-dogg noticed that Wizard boy here has the prototype Matoran arms like Takua (edited)
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joint-Dogg666 13-Jun-20 11:28 PM
Yeah this looks promising to me
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V A H K I T I 13-Jun-20 11:28 PM
We may have to throw some health pickups in there then
Fits with everything else we're doing with the keeper
Also yeah it does kinda look more like a basket than a cauldron doesn't it?
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The Cap'm (Reese) 13-Jun-20 11:30 PM
Yea
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V A H K I T I 13-Jun-20 11:30 PM
Guess I know what I'm remodeling tomorrow. :p (edited)
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V A H K I T I 15-Jun-20 12:21 PM
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The Cap'm (Reese) 15-Jun-20 12:23 PM
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V A H K I T I 15-Jun-20 12:24 PM
?
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The Cap'm (Reese) 15-Jun-20 12:25 PM
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V A H K I T I 15-Jun-20 12:25 PM
BOI
Gonna have to get rid of the lights @UTTER_BODGE put for these unfortunately. :p
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V A H K I T I 15-Jun-20 12:42 PM
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The Cap'm (Reese) 15-Jun-20 12:42 PM
yeet
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V A H K I T I 15-Jun-20 12:57 PM
Pushed for all villages
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UTTER_BODGE 15-Jun-20 02:23 PM
vertex colors on the bottom look way too dark
and the ones on top a bit too light
I get what you're going for but it's a bit extreme and doesn't fit with the rest of the lighting (edited)
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V A H K I T I 15-Jun-20 02:24 PM
It's literally the same colours as the cauldron had. :v
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UTTER_BODGE 15-Jun-20 02:24 PM
it's more visually pronounced with these textures though
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V A H K I T I 15-Jun-20 02:24 PM
Well at any rate it needs per-village tweaking still
Which I haven't done yet
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The Cap'm (Reese) 16-Jun-20 11:05 AM
uh
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V A H K I T I 16-Jun-20 01:14 PM
That was reported before
I was unable to replicate it
Though I have a clean clone now, so maybe I can? If it's a corrupted file on the repo that should show it here
...Okay well boss3 just crashes for me
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 16-Jun-20 01:16 PM
F
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Grampa Walker 23-Jun-20 04:05 AM
@V A H K I T I So, I need to ask something here, and now. Is it perfectly alright if I completely scrap the pillars having blue centers? I know it's an idea I suggested for TAKV, but by this point the more I work on meshing them together without having the pillars use more than three textures, the uglier it looks, and I ultimately just kind of hate them, now. Obviously I'll likely return to them one day in the future as a sort of patch, and I'll likely make all the forced effort pointless by adding a fourth texture for them, but despite how simple these pillars should be, their annoyance is one of the admittedly minuscule reasons I find myself putting off working on it, putting my frequent business aside. In short, I just want to shove that little detail aside, make straight forward pillars very quickly, and just throw this thing up to be added, and worked on so I start being more productive, again, with the promise I'll add the blue details in the future when I don't hate the site of the pillars, anymore. (edited)
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V A H K I T I 23-Jun-20 10:18 AM
Do what you need to do. :p
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The Shadow Emperor 23-Jun-20 07:00 PM
we got some new images of 01 Bonkle prototypes with the Faber article today
the prototype trident has some hole details that aren't on the final version
not a huge deal, but if we're concerned with accuracy, here you go Pac
@Grampa Walker
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V A H K I T I 23-Jun-20 07:01 PM
Looks the same to me
Oh shit, the CG renders are the only ones that have that
I never noticed this
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The Shadow Emperor 23-Jun-20 07:02 PM
they all do??
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V A H K I T I 23-Jun-20 07:03 PM
Apparently
It's JUST the set that doesn't
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The Shadow Emperor 23-Jun-20 07:04 PM
I can't believe I didn't know this
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V A H K I T I 23-Jun-20 07:04 PM
Most fanart I'm seeing depicts her this way too
So I think it's just something everyone kinda took for granted existed when it never actually did
The only things that don't seem to show this are the comics and movies
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V A H K I T I 23-Jun-20 07:29 PM
Also @The Shadow Emperor I just noticed from the header image
Onewa's prototype has a brown version of WHenua's drill
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The Shadow Emperor 23-Jun-20 07:30 PM
I noticed that as well
are you able to view the full article? it's paywalled for me but not for Peri for some reason
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V A H K I T I 23-Jun-20 07:31 PM
Ye, that's a common thing.
Is Peri in the US?
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The Shadow Emperor 23-Jun-20 07:31 PM
yup
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V A H K I T I 23-Jun-20 07:32 PM
Weird. Thought it might be a region thing cause I don't get a paywall from Canada.
And it's not adblock either
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The Cap'm (Reese) 23-Jun-20 07:32 PM
I'm in the US and I viewed it fine (edited)
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V A H K I T I 23-Jun-20 07:33 PM
Interestingly Pohatu's prototype lacks the ball later prototypes would ADD that would end up being a part of the instructions for the Fikou.
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The Shadow Emperor 23-Jun-20 07:34 PM
to my knowledge the only image of Pohatu with the chest ball is the one pictured in the Kaita instructions
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V A H K I T I 23-Jun-20 07:34 PM
And Gali's is still unlike LOMN with the leg pins
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The Shadow Emperor 23-Jun-20 07:34 PM
which also includes Onua's glow in the dark eyes
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V A H K I T I 23-Jun-20 07:34 PM
I almost want to say Gali's design in LOMN was specifically a choice made by Saffire for animation purposes
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The Cap'm (Reese) 23-Jun-20 07:34 PM
Yea that's my guess
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The Shadow Emperor 23-Jun-20 07:36 PM
the Tarakava battle in MNOG has the leg pins. the question is, was that based on the LoMN model or was Templar referencing a prototype of their own
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V A H K I T I 23-Jun-20 07:36 PM
It was definitely the former
This is known
All of templar's early MNOG renders used LOMN models as a basis
Albeit very early ones
This is why the Tohunga look the way they do. Whenever they got their models from Saffire, they were still using the TNGA model for the matoran (edited)
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The Shadow Emperor 23-Jun-20 07:38 PM
right, yeah
one other thing to consider is Lewa's left hand
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V A H K I T I 23-Jun-20 07:38 PM
This is also the reason the Tarakava has a Ruru
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The Shadow Emperor 23-Jun-20 07:38 PM
the Tarakava is flat-out a Sand Tarakava actually
just a blue one
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V A H K I T I 23-Jun-20 07:38 PM
The LOMN Tarakava was based off the Sand Tarakava in design, and that carried over to MNOG
Ye
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The Shadow Emperor 23-Jun-20 07:39 PM
they did say at one point that they got prototypes too, I think it was on a recent youtube comment and possibly on their blog as well
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V A H K I T I 23-Jun-20 07:40 PM
For reference btw, here's the TNGA model:
This model would actually end up being used later in Lego Studios Backlot for some reason.
It can also be seen in the intro for Tales of the Tohunga with the bois around the campfire with Onewa.
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The Shadow Emperor 23-Jun-20 07:41 PM
which uses the same Po-Koro render as the power pack
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V A H K I T I 23-Jun-20 07:41 PM
Ye
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The Shadow Emperor 23-Jun-20 07:41 PM
lots of asset sharing back then
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V A H K I T I 23-Jun-20 07:41 PM
Fun fact btw
When I was working on Mask of Light yesterday I noticed that Mata Nui Explorer generally just uses locations from throughout the movie, even if they weren't directly shown as-is. (Ga-Koro is just represented by the underwater shot from Kini Nui)
However
Po-Koro has a completely unique render of a location never seen in the movie at all.
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The Shadow Emperor 23-Jun-20 07:44 PM
🤔
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V A H K I T I 23-Jun-20 07:44 PM
It also uses Pohatu Mata 01 CG renders for the thumbnails up top
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The Shadow Emperor 23-Jun-20 07:45 PM
there is a desert location in the movie when Takua emerges from Onu-Koro, right? wonder why they just didn't use that
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V A H K I T I 23-Jun-20 07:45 PM
No, he emerges in Ko-Wahi
Another minor goof I noticed is that when cycling through images of Panrahk for his bio, twice it shows an image of Vorahk instead. Pac
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The Shadow Emperor 23-Jun-20 07:46 PM
oh
the prototype axe is more different than I realized
the smooth surfaces on the shaft have grooves in them on the final part
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V A H K I T I 23-Jun-20 07:48 PM
ye
Update
Peri poited out the Po-Koro render is the box art of the Boxor. O_o
Or at least part of it is
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The Shadow Emperor 23-Jun-20 07:51 PM
my favorite Po-Matoran
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V A H K I T I 23-Jun-20 07:51 PM
The background mountains are identical, but that's about it.
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The Shadow Emperor 23-Jun-20 07:52 PM
they sure were fond of desert backdrops
all of the 01 Rahi have them except the Nui Rama (edited)
presumably they're in the lava cave behind the Tarakava
anyone else think Gali's chest hand looks cyan in this image?
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The Cap'm (Reese) 23-Jun-20 07:55 PM
It does
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joint-Dogg666 23-Jun-20 07:56 PM
Yeah, it looks different from her torso, at least
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The Cap'm (Reese) 23-Jun-20 07:56 PM
A bit of an in between color of her body and limbs
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Grampa Walker 23-Jun-20 10:11 PM
I actually already added those hole details on Nokama's trident when making it, so that's already done, and dusted. (edited)
I've only done Onua, and Tahu as far as giving them proper proportions, yes?
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V A H K I T I 23-Jun-20 10:19 PM
ye
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Grampa Walker 23-Jun-20 10:20 PM
Alright, I'll hop to getting the others done, then. Just wanted to know who is crossed off trhe list. I'll continue in order, then, and do Gali next. Despite Tahu being done, already.
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V A H K I T I 23-Jun-20 10:21 PM
Nice. I'll have a look at takv in the morning btw if that's okay? Still working on BMP stuff. x-x
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Grampa Walker 23-Jun-20 10:21 PM
Not a problem, just glad to have it up so I can ignore it for a while, now. We'll just patch in extra details, later. Point is, it looks better than it used to.
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V A H K I T I 23-Jun-20 10:22 PM
Ye, most thank. :p I'm sure it looks great as is regardless. 😄
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UTTER_BODGE 24-Jun-20 12:51 AM
anyone else think Gali's chest hand looks cyan in this image?
mmmmmm
maybe?
mostly?
but at the same time
could be the lighting?
the lighting makes it really hard to tell in general with that pic
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Grampa Walker 24-Jun-20 01:17 AM
Her body does actually look a much lighter blue. Hell, that closeup makes her body look the same color as her arm. (edited)
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UTTER_BODGE 24-Jun-20 01:18 AM
lighting is a hell of a thing
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Grampa Walker 24-Jun-20 03:15 AM
Give this a whirl.
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V A H K I T I 24-Jun-20 08:37 PM
Gonna have a look at your models now @Grampa Walker
Soz for the delay
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The Cap'm (Reese) 24-Jun-20 08:40 PM
you will never be forgiven
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V A H K I T I 24-Jun-20 08:53 PM
Off to a great start as usual. Pac
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The Cap'm (Reese) 24-Jun-20 08:56 PM
D O I L O O K P R E T T Y ? (edited)
silent hill boss music intensifies
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V A H K I T I 24-Jun-20 09:00 PM
Alright so we have this axis conversion issue again @Grampa Walker
I still have to do the masks, but I made Gali work in game, but it's somehow even worse than before
This time the skeleton and the mesh apparently have INDIVIDUALLY differing axes
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Grampa Walker 24-Jun-20 09:01 PM
I SERIOUSLY did the same as with Tahu, and that apparently worked, I'm getting this shit less, and less.
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V A H K I T I 24-Jun-20 09:01 PM
The skeleton is Z up and the body is Y up
Your guess is as good as mine at this point, but at least we generally know what the issue IS these days and how to resolve it. It just takes a bit more effort than I'd like to import
Is it just me or is the weight painting on her neck a little odd?
Was it always like this? @The Cap'm (Reese)
Are the OTHER Toa like this?
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The Cap'm (Reese) 24-Jun-20 09:03 PM
I have no clue
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Grampa Walker 24-Jun-20 09:03 PM
That's how Tahu's is, take a look, I guess. Could be an animation issue as far as I know, like his shoulders.
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V A H K I T I 24-Jun-20 09:03 PM
Fair
It's nothing terrible, it just looks a bit odd that it bends in the center of the axel rather than where you would expect from the connection point
Does it in Maya too
Seems like they animate the head rather than the neck
Moving the neck results in more like what I'd expect
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Grampa Walker 24-Jun-20 09:05 PM
Well, the way it's set up the Neck would presumably help with that, but as we've come to find out, Saffire didn't use some of their damn bones. I could try getting rid of the neck weights just making it spine, and head, but it might look more janky when they look up.
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V A H K I T I 24-Jun-20 09:06 PM
Worth a try
I'll have a look at the beta models to see how they animate
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Grampa Walker 24-Jun-20 09:06 PM
I'll get to that once I'm at my computer, then. It's a quick change. I can digure out the damn axis issue at the same time, hopefully. (edited)
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V A H K I T I 24-Jun-20 09:07 PM
It's harder to tell with the low poly models, but it looks like they do what you are suggesting, yeah. (edited)
Also I just noticed the bush on her chest has no back faces despite the fact that you CAN see the back side of it. :v
Good job saffire
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The Cap'm (Reese) 24-Jun-20 09:10 PM
...the bush?
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V A H K I T I 24-Jun-20 09:12 PM
As for takv, we'll need to rename and add the texture for the geyser from level 5
Done
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The Cap'm (Reese) 24-Jun-20 09:14 PM
Epic
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sweg (Andrew) 24-Jun-20 09:19 PM
re: old gali model legend of mata nui 64 when
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V A H K I T I 24-Jun-20 09:25 PM
Oh okay then
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The Cap'm (Reese) 24-Jun-20 09:25 PM
oh
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Grampa Walker 24-Jun-20 09:26 PM
In reference to gali's bushing missing a face, that's how we do it in the bush. I was slow to making this, but I had to. (edited)
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V A H K I T I 24-Jun-20 09:26 PM
THere we go. 😛
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The Cap'm (Reese) 24-Jun-20 09:26 PM
epic
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V A H K I T I 24-Jun-20 09:27 PM
Looks pre gud
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Grampa Walker 24-Jun-20 09:28 PM
Awesome, so it came out well, overall?
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V A H K I T I 24-Jun-20 09:28 PM
We may have to nix the little ridge in the geyser itself though I'm not sure
One sec, I'll get a recording but tl;dr, the collision system does NOT like small little details like this
:p
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Grampa Walker 24-Jun-20 09:29 PM
Oh? Does Gali get stuck on them, or something?
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The Cap'm (Reese) 24-Jun-20 09:29 PM
because this game hates quality
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Grampa Walker 24-Jun-20 09:29 PM
Hey, much like Saffire! The apple doesn't rot far from the tree.
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The Cap'm (Reese) 24-Jun-20 09:29 PM
epic
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V A H K I T I 24-Jun-20 09:31 PM
Ignore the missing texture and offset mask on gali. THose are both me things
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The Cap'm (Reese) 24-Jun-20 09:31 PM
well that's an oof
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V A H K I T I 24-Jun-20 09:31 PM
Granted not all of this will be a problem if it forces you into a cutscene
But still, something to remember for future areas
Besides, we can always keep the visual details and smooth them over in the collision map
We'll just have to keep tabs on areas that have BCLs that differ from the main mesh if we start doing that
The main two problems seem to be the way that one rock intersects with the dome, and the little lip in the center.
With the cutscene, you'll never see the latter most likely, so that SHOULD be fine depending on how we handle the trigger
But the rock is an issue we probably can't avoid
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Grampa Walker 24-Jun-20 09:34 PM
Yeah, I'll keep that in mind. If you need me to remove it, then I will in a bit, though if it'll trigger a cutscene the moment you enter then for now it should be easy to ignore, yes?
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V A H K I T I 24-Jun-20 09:34 PM
Well it'll trigger a cutscene when you jump onto the center of the dome.
Anything around that is subject to issues
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Grampa Walker 24-Jun-20 09:35 PM
Well, if I have to open it up to adjust the rock placement, then I'll just get rid of the ridges if you think that's best. (edited)
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V A H K I T I 24-Jun-20 09:35 PM
No we can keep that for now since you'll be frozen the moment you touch the top anyways.
It's only an issue now because the trigger isn't set up yet. (edited)
Just remember for the future, you CAN do details like that, but you'll have to give me a separate collision version of the map with those details smoothed over if you do
That way they can still visually be present, but you won't physically get stuck on them
See: simple vs complex collision in Unreal
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benji 24-Jun-20 09:54 PM
hipoly gali looks 👌
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The Cap'm (Reese) 25-Jun-20 01:44 AM
did you push any of this to the repo yet
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V A H K I T I 25-Jun-20 01:44 AM
None of it's done yet.
Waiting on @Grampa Walker for the replacement files
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The Cap'm (Reese) 25-Jun-20 01:44 AM
when has that stopped us before
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Grampa Walker 25-Jun-20 04:57 PM
Alright, at my computer, just to be clear, the replacement file you want is better rocks by the geyser, yes?
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V A H K I T I 25-Jun-20 05:50 PM
ye
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Grampa Walker 25-Jun-20 07:20 PM
Alright, I have a solution. I made a quick invisible wall mesh to slap over things. Should I send you the mesh by itself, or send you the level merged with the invisible wall mesh?
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V A H K I T I 25-Jun-20 07:22 PM
Assuming the actual level mesh is the same, the merged one will do
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Grampa Walker 25-Jun-20 07:23 PM
Alright, then. I did use the vine texture in lev2's folder to give it an alpha to make it invisible, so that should hopefully help things.
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V A H K I T I 25-Jun-20 07:23 PM
I mean
Invisible walls don't even need to be a part of the main stage mesh, and there's also a texture specifically for them even if they were. :p
Just called glass
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Grampa Walker 25-Jun-20 07:24 PM
Oh... Well, let me fix that, then. Also, does that mean you want the meshes to be separate, or still merged?
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V A H K I T I 25-Jun-20 07:24 PM
Merged is again fine.
I'm just saying that the main mesh and the collision mesh are different things anyways
So I wouldn't need to update the visible mesh if nothing else changed (edited)
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Grampa Walker 25-Jun-20 07:28 PM
Aah.
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V A H K I T I 25-Jun-20 07:31 PM
Thank. I'll check it out when I'm done with web of shadows
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The Cap'm (Reese) 26-Jun-20 10:30 PM
crickets
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V A H K I T I 26-Jun-20 10:30 PM
Me 2
Still been busy with BMP stuff. I'll get this squared away tomorrow
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V A H K I T I 27-Jun-20 02:30 PM
Alright so
Tested this out
It's still possible to fall through and IDK why
You don't even have to use the rock anymore
However, let's leave it as is and hook up the cutscene for now, then we'll see how it goes.
A skybox and a fade of sorts at the top of the model may be a worthwhile addition though
I can do the skybox, but I may still need @Grampa Walker for the fade
Nice
I feel like the way we can do this in hydr itself is to have gali pop out on a ledge and fall into the level
That way it can still be open like this, but we don't need to worry about the player trying to jump back down
With the skybox I think it actually looks fine as is, no fade needed
I'll go ahead and push it
Walker, if you could update the Toa necks and send them my way at your next convenience, I can get all this squared away
As for Takv itself, I think the biggest issue with falling through now is the seam where the dome meets the ground.
If you so much as touch that part, you will fall through
I'll push what I have now just so you can see what's going on in game
done
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Grampa Walker 29-Jun-20 04:19 PM
So, I just want to clarify, is there anything else I'm doing to TAKV, andis there anything else I'm doing to Gali, or am I good to continue with other Toa?
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V A H K I T I 29-Jun-20 04:20 PM
Well for takv, we may want to do something with the point the dome intersects the map. As for Gali, you've forgotten what you were going to do with the necks? :p (edited)
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Grampa Walker 29-Jun-20 04:21 PM
Ah, right. I'll quickly try that out, see how it turns out, but I'll keep the current version, as well, in case it looks just as fucky.
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V A H K I T I 29-Jun-20 04:21 PM
In regards to takv, my suggestion would be a simple one.
The map currently just booleans the dome to the floor, and for collision's sake it doesn't seem to like that.
I'd separate the dome entirely, make the floor completely flat, and clip the dome through it
That's how the Suvas are done, and I've not encountered collision issues with them.
Some of the wall masks in the Turaga huts are booleaned like this, but being on walls, they wouldn't cause this kind of issue
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Grampa Walker 29-Jun-20 04:24 PM
Would only the collision be changed by this, or are you wanting to visually change it, as well? Because it being sunken in I feel looks better, and more natural to it being there for a while.
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V A H K I T I 29-Jun-20 04:24 PM
I mean you can still sink it in. I'm not sure you really understand the issue
The issue is that it's modelled like this
Just cut the dome from the floor, fill in the hole, and put the dome back
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Grampa Walker 29-Jun-20 04:26 PM
I'm only guessing what you mean, but I think I vaguely get it. I'll try that in a bit.
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V A H K I T I 29-Jun-20 04:27 PM
Aight.
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Grampa Walker 29-Jun-20 04:41 PM
There's the neck change, give that a go.
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V A H K I T I 29-Jun-20 04:41 PM
Thanks. I'll have a look in a sec, just uploading some more videos to the BMP channel
Dialing it back now to a small selection per day.
I need to pace myself after the 4 movies taking up literally 12 hours at a time of each day I worked on them. :v
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V A H K I T I 29-Jun-20 05:04 PM
Alright, gonna look at this now
Still having the axis conversion issue
:p
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V A H K I T I 29-Jun-20 05:17 PM
Much better
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The Cap'm (Reese) 29-Jun-20 05:17 PM
mask gone
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V A H K I T I 29-Jun-20 05:17 PM
I think you have some mistexturing on the back of the head though
@Grampa Walker
Nothing major, just letting you now
Not sure if the other toa have this or not but you'll ave to go over Onua and Tahu again anyways for the necks
Pushed the changes to the repo anyways
I'll update te model again if/when Walker fixes the texture
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V A H K I T I 29-Jun-20 11:05 PM
This is a very stupid thing that serves an equally stupid purpose. :p
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The Cap'm (Reese) 29-Jun-20 11:07 PM
?
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V A H K I T I 29-Jun-20 11:07 PM
You know that few frames at the start of the menu where Onua is visible in a playable mode?
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The Cap'm (Reese) 29-Jun-20 11:08 PM
Ye
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V A H K I T I 29-Jun-20 11:08 PM
Yea, I'm basically physically blacking him out. xP
Just hiding him and the entire viewport in that area inside a black sphere
It's not perfect either, but it's a start
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The Cap'm (Reese) 29-Jun-20 11:11 PM
Neat.
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V A H K I T I 30-Jun-20 03:06 PM
You know I just noticed something.
My dull gray recolour of the masks for Rebuilt is actually accurate.
Watch the scene where Pohatu knocks the Hunas off the Kane-Ra
They turn the same colour as my masks, even in vanilla
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The Cap'm (Reese) 30-Jun-20 03:07 PM
neet
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V A H K I T I 30-Jun-20 03:07 PM
Granted it still doesn't look fantastic, but it's at least in keeping with the original vision
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The Cap'm (Reese) 30-Jun-20 03:09 PM
we still need the gray held masks for the meetup scenes
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V A H K I T I 30-Jun-20 03:23 PM
Ye
I only stopped because Walker took issue with my textures
But given the above, I may start up again now
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V A H K I T I 30-Jun-20 04:46 PM
Mass converting all the alpha character textures to dtx3 now
So that'll re-sort the transparency issue
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The Cap'm (Reese) 30-Jun-20 05:03 PM
kewl
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V A H K I T I 30-Jun-20 05:44 PM
@benji Question
Have we ever looked at these alpha files in regards to exporting animations?
A sample:
// This file describes the animation data that comes from max // the format is as follows // begining time followed by a float in seconds // ending time followed by a float in seconds // set of animated root node and their key frame data(a root node is anything that // is a child of the scene root but not a child of any of those objects) // if it is a BIP then it will have position and rotation data for the Bip01 // and rotation data for any child. // if its not then it will have position rotation and scale for all nodes begin time: 0.000000 end time: 96.533333 root Bip01 { Key: 0.000000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.033333 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.066667 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.100000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.133333 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.166667 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.200000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.233333 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.266667 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.300000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000.......
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 30-Jun-20 05:50 PM
I wish I could code tbh...
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V A H K I T I 30-Jun-20 07:51 PM
eyes_shaking
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Grampa Walker 30-Jun-20 07:51 PM
Just need to finish Lewa, then make tweaks to Onua, and Tahu. These rerigs are honestly a good thing since they've been giving me a chance to tweak the models of some parts that I somewhat rushed back when I was learning this stuff. The Slizer legs, and Toa legs are a little bit more accurate now. (edited)
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V A H K I T I 30-Jun-20 07:51 PM
Nice. 😄
Speaking of, did you ever finish your experiment with IK?
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Grampa Walker 30-Jun-20 07:53 PM
I kept trying, but I never figured out how to make the foot IK rig work. No tutorials I found ever worked once I got to the toe IKs, so I just pretty much gave up. Until I can get past that hiccup I pretty much can't complete even one IK rig.
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V A H K I T I 30-Jun-20 07:53 PM
oof
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Grampa Walker 30-Jun-20 08:01 PM
I'm expecting the axis issue to of course be present, but let me know if anything else is an issue with the new exports. I also made sure to reposition Kopaka's hand, so that should look nicer in motion, now.
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V A H K I T I 30-Jun-20 08:01 PM
Nice. I'll check in a bit, just taking a break rn
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Grampa Walker 30-Jun-20 08:02 PM
Sure thing.
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V A H K I T I 30-Jun-20 08:09 PM
Here's hoping that Kopaka's hand won't be an issue in other animations
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Grampa Walker 30-Jun-20 08:11 PM
Yeah, that's something we'll just have to experiment with, and see. I want to think it won't be, but knowing how things go with this game he'll probably break his wrist from something extremely minor. (edited)
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V A H K I T I 30-Jun-20 08:53 PM
Yep, the axis thing is still a thing
Same as Gali, the skeleton is different from the mesh
Looks good once fixed though
No issues with the shield so far, but I should point out some hard edges on the end of the hand
The Tohunga model still has them too, but since it's unwelded verts, I can't fix it without breaking all the weight paints
@Grampa Walker
I can fix it on Kopaka though, so just mirror that on your local copy and we'll be gucci
Actually the entire hand is hard edges
What happened here boi? :p
Similar things going on with the ends of the other copies of this part.
Given that these are copy-pasted between Toa, I can only assume the others are similar
These ones I can't fix because again, they're just unwelded
These aren't the worst things mind you, and I would fix them myself if I were able, but Maya restricts what I can do with changing the vert count without messing up the weight paints
Otherwise it's basically just two edges per part that need to be welded and softened
Also your Kakama is pulling a Lewa
:v
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The Cap'm (Reese) 30-Jun-20 09:12 PM
I can finally relate to that meme after putting all those damn pedestals in
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V A H K I T I 30-Jun-20 09:13 PM
:v
This one feels my pain
There we are
Also good on ya Reese, I'm surprised you remembered that was a thing if/when it impacted you. I don't remember you ever bringing it up.
Yeah, yeah no there's something very wrong with this hand.
The normals are absolutely fucked, and Idk why
I think parts of it are unwelded and others aren't?
At least that's probably part of it
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Grampa Walker 30-Jun-20 09:33 PM
Okay, putting Lewa aside for a moment, I have no clue what the fuck went wrong with Kopaka. LEt me figure this out.
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V A H K I T I 30-Jun-20 09:33 PM
Pohatu looks good overall though, aside from the aforementioned unwelded edges (edited)
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Grampa Walker 30-Jun-20 09:33 PM
Are the unwelded edges on the sockets?
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V A H K I T I 30-Jun-20 09:34 PM
Ye, you can see the line on the edge in the center
I assume when you made these you just made one side and mirrored it? (edited)
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Grampa Walker 30-Jun-20 09:34 PM
Fuck, that might be a UV issue. Let me check.
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V A H K I T I 30-Jun-20 09:34 PM
No it's the geometry
It's just the verts there aren't welded
So it shows a hard edge
This seems to affect all the current Toa models
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Grampa Walker 30-Jun-20 09:35 PM
Yeah, and if the UVs aren't connected, it splits the geometry to reflect that, yes?
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V A H K I T I 30-Jun-20 09:35 PM
Not necessarily.
As far as I know, UVs have no effect on the geometry.
You won't ever be splitting and cutting edges on the actual model when you're cutting UV seams
The Hau and the Tohunga also have similar issues. I'll show them to you again in a sec
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Grampa Walker 30-Jun-20 09:36 PM
W...What... The fuck... Uh.. Okay.. I found our what happened with Kopaka's hand..
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V A H K I T I 30-Jun-20 09:36 PM
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Grampa Walker 30-Jun-20 09:36 PM
I have no clue how it happened, but I can fix it easily.
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V A H K I T I 30-Jun-20 09:37 PM
I fixed the Hau myself on the last models you sent, but it was around the divot.
It's not in that image, but you'll see it if you look at your copy
Also while we're talking about the Hau, this is uh... not how the back of the Hau do. 😛
Erm
Love it when my screenshots don't actually take
The back of the Pakari is similarly chunky
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Grampa Walker 30-Jun-20 09:39 PM
Vahkiti. Not to toot my own horn, but I was right. It's a UV issue. The mesh is one piece, but the UV at that specific point is separated. The dae format I've come to notice uses uv mapping to define edge smoothness, and sharpness, and in this case, it used the UVs to define to split the sockets there.
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V A H K I T I 30-Jun-20 09:40 PM
Well the UV being split doesn't mean it was the cause of the split.
If you make a UV seam it will not split the mesh
But if you split the mesh it WILL split the UVs.
All this means is that the mesh was split and the UVs did the same to match
It doesn't do that in reverse
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Grampa Walker 30-Jun-20 09:41 PM
Vahkiti. I will fite you on this one.
The highlighted points should connect. They don't. That split the mesh. I will connect these together, and that will fix the issue. Calling it. If I'm wrong, then that's an "I told you so" you get to have. (edited)
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V A H K I T I 30-Jun-20 09:43 PM
I mean if that is the way it works in Blender that's stupid and you should find a setting to fix it, because to the best of my knowledge, cutting UV seams should never chop up the actual model.
Cause then how are you supposed to have two textures connect with each other on a soft edge?
Every time you have two textures connect with each other, you'd be looking at hard seams
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Grampa Walker 30-Jun-20 09:45 PM
I don't know. It only does that with .dae formats, though, and as far as I know,that's how daes work. I'd rcommend testing that in Maya to see if it is a Blender issue, but I don't feel like it is. I know in levels it's not a problem due to painted lighting, but I don't know if you can seamlessly melt two textures in dae format on an entity withot baked lighting. That's right term, right? Baked? (edited)
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V A H K I T I 30-Jun-20 09:46 PM
Generally speaking, yes
Also I just noticed some actual potential UV issues on the back of the Tohunga head
The bit above the axel hole shouldn't be visible on that part of the head, and there's something weird going on below the quarter circles (edited)
Here too
Don't take this as me nitpicking btw. I realize none of these are huge issues. I just want to make sure everything is as good as it can be
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Grampa Walker 30-Jun-20 09:49 PM
I need some circles, or something defining the issues here, because it's hard to tell what I should be noticing as a problem given I don't have a Tohunga head on hand to reference. (edited)
At least, not at my desk right now.
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V A H K I T I 30-Jun-20 09:50 PM
I mean there are parts of this that clearly aren't supposed to be using parts of the texture, but one sec. :p
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Grampa Walker 30-Jun-20 09:52 PM
Ah, those areas. Yeah, I can't entirely promise I can fix those without some texture overhauls since those were inevitabilities I forced myself to deal with to get the textures to line up. I'll see what I can do when more important things are dealt with, but I tried finding alternatives before settling, I can assure you.
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V A H K I T I 30-Jun-20 09:53 PM
I mean nobody says you're not allowed to edit the textures. :p
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Grampa Walker 30-Jun-20 09:53 PM
The ones on the lower part of the back of the head should be easy to fix, though, that's purely oversight.
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V A H K I T I 30-Jun-20 09:53 PM
Hell, I still want to do a proper upscale of all the character textures sometime (edited)
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Grampa Walker 30-Jun-20 09:53 PM
Well, keep in mind, this was before I started making texture edits, I believe. I hadn't even edited the Hau's texture, yet.
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V A H K I T I 30-Jun-20 09:53 PM
Right
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Grampa Walker 30-Jun-20 09:54 PM
I'll take that extra option into mind when I go back to the Tohunga, though, see if I can tidy him up a bit more.
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V A H K I T I 30-Jun-20 09:54 PM
Once again, I do hope you're not bothered by me pointing this stuff out all the time. Your models are fantastic, and I really don't mean to nitpick. xP
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Grampa Walker 30-Jun-20 09:56 PM
Oh, no, not at all, please do point out issues like that. I only stand off a bit, and stand my ground when it's something I feel I know enough to stand firm on, like pointing out the UV splitting issue. It's not justification for the issue, but me wanting you to know that it's actually the reason something's the case. I hate the limitation of UV connectivity determining sharpness, but just wanted to make sure you knew that reasoning, for example. Pointing out faults in UV, or model work I encourage so I can clean it up better. The only other time I'll stand firm on that is if I feel it's a stylistic choice I want to keep, like the sunken-in geyser.
If you think "That looks a bit sloppy" or "That could use refining" then do bring it up, and I'll respond in kind.
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V A H K I T I 30-Jun-20 09:58 PM
Well I never said not to have the sunken geyser, just saying that in that pit, to help with collision, the ground should be flat, and the dome itself clipped into that.
Look at how the Suvas are done if you're not sure what I mean
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Grampa Walker 30-Jun-20 09:59 PM
Yeah, I misunderstood at first, but I at least know now that you basically don't want a giant ass hole underneath that the Toa can phase through to exit existence.
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V A H K I T I 30-Jun-20 09:59 PM
The problem is that the dome and the ground are one solid mesh that just flows one into the othjer
Ye
Rough comparison:
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Grampa Walker 30-Jun-20 10:00 PM
Yeah, that makes perfect sense. It just took me a while to get what you meant at that point since I'm very much a visual learner. Sometimes words just don't do justice for what's being conveyed in my case. (edited)
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V A H K I T I 30-Jun-20 10:02 PM
Hence why I'm having Reese learn white/grayboxing.
I imagine you have a much better idea of that lake level now than you would have by description alone
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Grampa Walker 30-Jun-20 10:04 PM
Very much so, yes. The only thing left for me to figure out is aesthetic, which I can get the gist of easily by looking at Kopaka's other levels for reference for shaping of certain materials, and platforms.
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V A H K I T I 30-Jun-20 10:07 PM
Ye
Not to mention the majority of the textures you'd be using are already present
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Grampa Walker 30-Jun-20 10:08 PM
Yeah. There aren't usually cases where I need to make many new textures, and in the case of that specific area I'm certain existing textures more than suffice.
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V A H K I T I 30-Jun-20 10:08 PM
Yeet
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Grampa Walker 30-Jun-20 10:13 PM
Alright, so give me an example of a Toa I've sent that had the axis issue solved, again. The rerig of Tahu was one, right? I'm trying to figure this axis shit out right now with Kopaka. (edited)
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V A H K I T I 30-Jun-20 10:13 PM
I... think so? I'd have to go back and reconvert the models to double check. xP
I shall do this
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Grampa Walker 30-Jun-20 10:14 PM
I'll toss the dae I sent over last time, if you can just open it to look at.
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V A H K I T I 30-Jun-20 10:14 PM
Nah it's all good
I save all the Toa as maya projects in a master copy directory on my onedrive
Ye, Tahu is fine
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Grampa Walker 30-Jun-20 10:16 PM
Alright, I'm pretty much going to dissect him to figure out what the hell went right with him, then.
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V A H K I T I 30-Jun-20 10:21 PM
Good luck. xP
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Grampa Walker 30-Jun-20 10:40 PM
Okay, I THINK I might have finally figured it out. It's a hell of a janky workaround to get it all working, but if this works, I know what to do. I'm almost donw, so stand by, I suppose.
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V A H K I T I 30-Jun-20 10:40 PM
aight
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Grampa Walker 30-Jun-20 10:50 PM
I just accidentally separated the eyes from the Matatu, and was just about to re-merge them. Then I opened them up in edit mode on face select, and I swear I would have shot fluids from my nose if I were drinking. This is absolutely stupid, but I'm still laughing at it.
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V A H K I T I 30-Jun-20 10:50 PM
SAMNJHFGUBOHEYIJNRST
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Leena 30-Jun-20 10:50 PM
I HAVE STARED INTO INFINITY BUT AT WHAT COST
NEW EMOTE
N O W
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Grampa Walker 30-Jun-20 10:51 PM
I need to see if it looks as good with the textures, hold on
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V A H K I T I 30-Jun-20 10:51 PM
This would never work as an emote
It's literally one pixel at THIS scale
:p
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Grampa Walker 30-Jun-20 10:52 PM
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TheRealGenm 30-Jun-20 10:52 PM
"Kopaka I have seen some shit, and that's why I don't speak anymore."
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Grampa Walker 30-Jun-20 10:52 PM
It weirdly works better without textures. Or maybe the mask is too zoomed-in.
There we go, this works.
Eyes might be a bit too big, now, though. Either way, this was good for a few laughs. Best mistake I've made yet.
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V A H K I T I 30-Jun-20 11:04 PM
:v
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sweg (Andrew) 30-Jun-20 11:13 PM
now can we get it in-game
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V A H K I T I 30-Jun-20 11:45 PM
* crickets * :p
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Grampa Walker 30-Jun-20 11:59 PM
Sorry, had a computer hiccup, I'm still working on it.
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V A H K I T I 30-Jun-20 11:59 PM
s'aight
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Grampa Walker 01-Jul-20 12:02 AM
Alright, try this out. I am channelling all of my hope into this one.
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V A H K I T I 01-Jul-20 12:08 AM
WHAT
DID YOU DO
Pac
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The Cap'm (Reese) 01-Jul-20 12:08 AM
to quote last time
AND THEN STOMP ON YOUR CHILDREN
AND STOP ON YOUR CHILDREN'S CHILDREN
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V A H K I T I 01-Jul-20 12:09 AM
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The Cap'm (Reese) 01-Jul-20 12:09 AM
oh
NOT THE FORKS
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V A H K I T I 01-Jul-20 12:10 AM
Look I know that Mask of Light test footage with Kaiju Lewa is the new hot thing, but now is not the time (edited)
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Grampa Walker 01-Jul-20 12:12 AM
I LITERALLY DID EVERYTHING THAT WAS DONE WITH TAHU, WHAT THE HELL
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V A H K I T I 01-Jul-20 12:13 AM
:v
Well right off the bat, the scale is different on the skeleton and mesh
Skeleton is 1.0, mesh is 0.01
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Grampa Walker 01-Jul-20 12:18 AM
Try this. I hope to god this one is different.
I did miss ONE thing. This, now, is exactly the same in scaling, and such as Tahu. If this doesn't work, then I'm sorry, but I give up trying to solve the axis issue. This is the last thing I can think of to work, and if it doesn't, I'll officially deem it as something I can't consistently recreate, and thus wil stop trying to.
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V A H K I T I 01-Jul-20 12:18 AM
The scale aside, it did seem promising
Kopaka was at least upright, and MOSTLY in one piece
:p
I can't believe I have to say that about developing a game
🅱
Hand looks good now too
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The Cap'm (Reese) 01-Jul-20 12:21 AM
Help me out, I can't seem to get this window open
Nevermind, now it's open
I think my hand is broken
Make way, make way, and stand aside! The crowd takes up the cry: "He comes, he comes!" Bow down, bow down, and lower your eyes, before the litter borne by men in fancy uniforms. A chariot from which a siren warns: the regal flashing lights and royal horns, "Behold, the great one comes!"
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V A H K I T I 01-Jul-20 12:26 AM
Anyways ye @Grampa Walker, ye gud
Ye gud m8
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Grampa Walker 01-Jul-20 12:29 AM
So.. Does that mean this most recent one was good, then? It all worked?
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V A H K I T I 01-Jul-20 12:30 AM
ye
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Grampa Walker 01-Jul-20 12:30 AM
THANK GOD. Even the axis, and scale issue this time?
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V A H K I T I 01-Jul-20 12:31 AM
ye
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Grampa Walker 01-Jul-20 12:31 AM
Alright, I finally know what to do to resolve this. It's a hell of a fucky workaround, but I know, now.
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V A H K I T I 01-Jul-20 12:32 AM
What was it?
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Grampa Walker 01-Jul-20 12:33 AM
You good with a long dissertation? (edited)
Because it's gonna be a long dissertation.
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V A H K I T I 01-Jul-20 12:33 AM
Sure? :p
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Grampa Walker 01-Jul-20 12:38 AM
Alright. So the first givaway that something was wrong was the fact of deleting the armature. When I delete the armature on Tahu his mesh lies down along the Y axis, and goes from a size 0.010 to a full 1.000. Kopaka, stayed upright on Z, and kept the same scale. this is all because on my end I have a non-saved transform on the armature keeping it standing at a 90 degree angle so it's a Z upright for me, but because it's not locked transformation it reverts to Y for you. So, I had to un-parent EVERY mesh, rescale it to 100.000, reparent it to the armature thus causing it to revert to what would be 1.000. I then lock that scaleshrink it down once more to 0.010, and lock the scale setting that size to 1.000, and now when I delete the armature it does the exact same thing as Tahu's.
I also had to have Kopaka's mesh set to lie on Y by default, so I changed the axis, and then reparented causing Kopaka to see Y as his default when unparented.
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V A H K I T I 01-Jul-20 12:40 AM
That sure is convoluted
But really it just sounds like you didn't know any better when you started the models. If it was done this way from the start with everything frozen, it would have been fine from what I'm reading into this, ye?
Not saying that as a slight against you mind you cause like
How COULD you have known?
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Grampa Walker 01-Jul-20 12:42 AM
As far as I can tell, maybe? I still only have a vague understanding of this mess, but right now I at least know what to look for. If I delete the armature, and the Toa gets 900 times bigger, and falls over, then we're good.
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V A H K I T I 01-Jul-20 12:42 AM
That also explains the inconsistency between models because you probably assumed early on it didn't matter.
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Grampa Walker 01-Jul-20 12:44 AM
Yeah, the specifics that need to be in place for proper communication between Blender, and Maya, then Maya to the game have always been a fucky mess for us to figure out, so it's not even surprising the solution was this convoluted. It was NEVER going to be an easy thing to figure out. (edited)
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V A H K I T I 01-Jul-20 12:45 AM
Well hopefully this is it. :p
The only other issues with direct translation from B to M is the reflected colour thing, and your texture paths differing from mine.
The latter is hard to avoid though
Unless we can have wildcards like %USER% in texture paths
Otherwise all I have to do to make sure everything is 1:1 on my end is open the dae file in Notepad and replace a few lines
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Grampa Walker 01-Jul-20 12:57 AM
YEah, I'm not sure how we'd go about that, but if you know of a way, then we can try. I'd have to redefine every texture I've ever used to do so, something very much not easy in the case of maps, but easier for the Toa. Also, reflected color?
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V A H K I T I 01-Jul-20 12:59 AM
Ye, we've been over this one before and you couldn't find it at the time, but by default in every model you've ever sent me, they import as stark white because the reflected colour in the materials is cranked all the way up.
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Grampa Walker 01-Jul-20 01:03 AM
Yeah, I don't know what I can do for that. I already have the only setting defining reflections I know of disabled, which is specular set to black, so I don't know what else I could do.
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V A H K I T I 01-Jul-20 01:05 AM
In Maya it's under specular if that helps
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Grampa Walker 01-Jul-20 01:07 AM
This is the most I can find in my menus.
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V A H K I T I 01-Jul-20 01:08 AM
What about the ambient under shading?
That's set to 1
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Grampa Walker 01-Jul-20 01:08 AM
I'll give it a shot.
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V A H K I T I 01-Jul-20 01:10 AM
Nope that's not it.
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Grampa Walker 01-Jul-20 01:11 AM
Damn.
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V A H K I T I 01-Jul-20 01:11 AM
If it helps, here's what it looks like in the actual file
<blinn> <emission> <color> 0.0 0.0 0.0 1.0 </color> </emission> <ambient> <color> 0.0 0.0 0.0 1.0 </color> </ambient> <diffuse> <texture texture="id-fx_sampler-37" texcoord="CHANNEL1"/> </diffuse> <specular> <color> 0.0 0.0 0.0 1.0 </color> </specular> <shininess> <float>50</float> </shininess> <reflective> <color> 1.0 1.0 1.0 1.0 </color> </reflective> <index_of_refraction> <float>4.0</float> </index_of_refraction> </blinn>
Key point being
<reflective> <color> 1.0 1.0 1.0 1.0 </color> </reflective>
Maybe it's setting it to blinn on export, but it's not taking the settings because you're working with CookTorr?
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Grampa Walker 01-Jul-20 01:14 AM
I have no idea what those words mean.
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V A H K I T I 01-Jul-20 01:15 AM
You literally just showed them to me with the menu open. :v
Tbh it should really be set to phong since that's what the game uses
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Grampa Walker 01-Jul-20 01:16 AM
I just took the picture, I've never actually used those settings
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V A H K I T I 01-Jul-20 01:16 AM
It's just different material types
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Grampa Walker 01-Jul-20 01:16 AM
Well, should I set it to phong?
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V A H K I T I 01-Jul-20 01:16 AM
Well it seems to translate as is now, so try setting it to blinn first and see if the reflected colour option opens up
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Grampa Walker 01-Jul-20 01:18 AM
I got an additional slider called IOR which is set to 4.000
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V A H K I T I 01-Jul-20 01:18 AM
I assume that means index of refraction
Let's see the menu again?
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Grampa Walker 01-Jul-20 01:19 AM
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V A H K I T I 01-Jul-20 01:19 AM
Well the whole menu not just that section
:p
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Grampa Walker 01-Jul-20 01:20 AM
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V A H K I T I 01-Jul-20 01:21 AM
Hmm... your other material type is lambert right now, maybe it'll open up there if you set it to blinn?
Feel free to send your blend file btw, I could have a look at it
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Grampa Walker 01-Jul-20 01:23 AM
No Blinn, but these are available
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V A H K I T I 01-Jul-20 01:23 AM
Oof. Let's have a look at your blend file then
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Grampa Walker 01-Jul-20 01:23 AM
Sure thing.
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V A H K I T I 01-Jul-20 01:34 AM
Having a look now
stand by
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Grampa Walker 01-Jul-20 01:37 AM
Aye aye.
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V A H K I T I 01-Jul-20 01:38 AM
Okay I THINK I found it
It's consistent in the file anyways
You first need to ENABLE mirror because despite being disabled, I guess the exporter just has other plans.
Then set the colour from white to black
You'll... unfortunately have to do this for all your materials individually.
Unless you know of a way to adjust material settings in Blender en-masse.
I know you can in Maya
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Grampa Walker 01-Jul-20 01:40 AM
I'm used to doing that repeatedly. Point is, if you think this will do the trick, then I'm willing to give that a go.
Kopaka will be the first I do this with, so give me a bit.
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V A H K I T I 01-Jul-20 01:41 AM
Aight. I'd try it on maybe one of the Turaga first personally just so as not to waste time if it doesn't work
Fewer textures and all
My testing is only quick. It LOOKS like it works, but I only tried it with one material
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Grampa Walker 01-Jul-20 01:42 AM
I'd rather do so on Kopaka. He's got a lot of useless materials, and textures sitting in his file being references, anyhow, so I want to clean that up.
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V A H K I T I 01-Jul-20 01:43 AM
Fair.
It looks correct in Maya, so I'm decently confident this is it.
While you're doing that I'll see if we can sort out paths too.
What would be a good start is if you mirrored my repo path.
Currently I have the cloned repo stored in C:\Users\sansa\source\repos\LOMN-Beta-Rebuilt\
Obviously our user string would differ, but if you can do wildcards in paths, that will be a non-issue
Currently your textures are kinda all over the place from the looks of things. :p
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Grampa Walker 01-Jul-20 01:45 AM
Alright, sounds like a plan. I do ask, though, how will changing the paths like that work? Won't it be confusing since the models on my end would then be a mess of pink because they can't find the textures? Or did you mean something else? I also don't quite know what you mean by wildcards in this case.
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V A H K I T I 01-Jul-20 01:46 AM
Like how instead of "so and so/users/appdata/roaming" you can just use %APPDATA%
Or %PROGRAMFILES% (edited)
This way we can store our models in generally the same places, and use those shortcuts to gloss over user-specific parts of the file paths
Currently your textures are uh...
Inconsistent.
:p
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Grampa Walker 01-Jul-20 01:47 AM
How so?
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V A H K I T I 01-Jul-20 01:47 AM
ONUA/ ../Desktop/sage-blkfile-master/Textures/ sage-blkfile-master/Textures/ ../../P-Wright/Desktop/sage-blkfile-master/Textures/
That's how :p
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Grampa Walker 01-Jul-20 01:48 AM
How the... Why does it show P-Wright in some, but not others?
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V A H K I T I 01-Jul-20 01:49 AM
Some are probably using relative file paths with less data
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Grampa Walker 01-Jul-20 01:49 AM
And.. How does one prevent it from doing that??
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V A H K I T I 01-Jul-20 01:49 AM
Well you'd have to change the paths in your material settings
Ideally you should have a local clone of the repo set up in the same place as we do, or close to it. (Please get Github Desktop sometime. :v)
Then ALL your textures should be pulled from C:\Users\YOURUSERNAME\source\repos\LOMN-Beta-Rebuilt\blockfiles\characters\Textures
Or C:\Users\YOURUSERNAME\source\repos\LOMN-Beta-Rebuilt\blockfiles\levels\LEVELID\LEVELTEXTUREFOLDER
That way it remains generally consistent with the rest of us and we don't need to repoint.
If you ever work in an actual studio, this will be expected of you by default. I forget if you said whether or not you wanted to work in games at all, but any company that works in 3D will want this.
So it's good to figure it out now
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Grampa Walker 01-Jul-20 01:53 AM
Christ, my PC is already an unorganized mess, this is going to be a headache. I'm not getting github, not now since I doubt I have computer room for everything I'll presumably need to download from the repo. At least, not until I install my new parts, some of which I'm still waiting on,but I'll try and relocate all the files I currently use to a location of that sort. And hope to got it doesn't fuck things up too badly since I doubt I'll be able to make EVERYTHING smoothly transition without having a mess of pink textures I need to guess to fill in.
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UTTER_BODGE 01-Jul-20 01:53 AM
Well the UV being split doesn't mean it was the cause of the split. If you make a UV seam it will not split the mesh But if you split the mesh it WILL split the UVs. All this means is that the mesh was split and the UVs did the same to match It doesn't do that in reverse
this is completely backwards @V A H K I T I
I explained it in detail multiple times before actually lol
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V A H K I T I 01-Jul-20 01:54 AM
Explained for blender or Maya? Cause I'm just going off what Maya does
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UTTER_BODGE 01-Jul-20 01:54 AM
I mean if that is the way it works in Blender that's stupid and you should find a setting to fix it, because to the best of my knowledge, cutting UV seams should never chop up the actual model. Cause then how are you supposed to have two textures connect with each other on a soft edge? Every time you have two textures connect with each other, you'd be looking at hard seams
the game itself recalculates normals
it's not a blender thing
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V A H K I T I 01-Jul-20 01:54 AM
Oh you misunderstand
This is out of game as well
The issue wasn't just in game it was also in Maya
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Grampa Walker 01-Jul-20 01:54 AM
Well, in this case I'm thinking it's a file format specific issue with daes using normals as the defacto information on whether something is split, or connected.
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V A H K I T I 01-Jul-20 01:55 AM
That could also be it
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UTTER_BODGE 01-Jul-20 01:55 AM
Well, in this case I'm thinking it's a file format specific issue with daes using normals as the defacto information on whether something is split, or connected.
that's... not how vertices work
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Grampa Walker 01-Jul-20 01:55 AM
Or, not normals, but UVs, I mean.
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UTTER_BODGE 01-Jul-20 01:56 AM
I get to break out this article again :D http://www.ericchadwick.com/examples/provost/byf2.html
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V A H K I T I 01-Jul-20 01:56 AM
Anyways regarding the textures I uh.. I'm not sure what to tell you in regards to that. Blender most likely has a way to repoint missing resources like Maya does but this should have been done this way from the start.
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Grampa Walker 01-Jul-20 01:56 AM
You expect humans to read that ugly pdf without getting a headache?
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V A H K I T I 01-Jul-20 01:58 AM
What you could do is while you're working on materials, set the path manually.
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Grampa Walker 01-Jul-20 01:58 AM
I don't know what it's like in other software, but in this case, bases on the experience I've had with this game, and making models for it, consistently with daes UVs have determined what's smooth, and what's sharp. If I split two faces, they're sharp, if they're connected, they're smooth. That's why the gears on the Toa are a bit funky, they're all flat-faced because of how I had to do it.
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UTTER_BODGE 01-Jul-20 01:58 AM
^ correct
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V A H K I T I 01-Jul-20 01:59 AM
If you set up your folder structure with the same level of subdirectories as mine, you can get away with just making the paths relative.
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UTTER_BODGE 01-Jul-20 01:59 AM
the game doesn't respect/use existing vertex normals
so if a vertex is split/duplicated for any reason - such as for a UV split
when the normals get recalculated that'll visibly be a hard edge
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V A H K I T I 01-Jul-20 01:59 AM
We're not talking about in-game though
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UTTER_BODGE 01-Jul-20 02:00 AM
dude I've been over this
I've imported your character exports into unity etc
the vertex normals are fine there
and those exact models in-game had them split
we had a massive troubleshooting session
with both of you two involved lol
we exited that conversation with everyone involved seemingly understanding what was going on 🙃
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V A H K I T I 01-Jul-20 02:01 AM
I don't recall this, but this current issue isn't something I see in game and not in editor
It's present in both
And the reason is some unwelded verts
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Grampa Walker 01-Jul-20 02:01 AM
Now both of y'all have me lost.
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V A H K I T I 01-Jul-20 02:01 AM
WHY those verts are unwelded is the only thing in question here
ANYWAYS we're past this now
TEXTURES
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Grampa Walker 01-Jul-20 02:02 AM
Right, textures, pathways, that mumbo jumbo. Where were we with that?
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V A H K I T I 01-Jul-20 02:02 AM
If you set it up with ellipses in the file path, that tells it to look back one directory without question
So if I wanted to look for something in C:/users/ME/desktop, I could also type that as just ../../../desktop (edited)
IIRC
WHich some of your paths already have set up to some extent
Ie: ../../P-Wright/Desktop/sage-blkfile-master/Textures/ko_cha_34xx_telekinesis.dds
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Grampa Walker 01-Jul-20 02:03 AM
So I just use dots, and slashes to give the software blanks to fill in itself? (edited)
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V A H K I T I 01-Jul-20 02:04 AM
IF you make sure we have the same amount of subdirectories, yes this should work
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UTTER_BODGE 01-Jul-20 02:04 AM
It's present in both
I will also point out again that some model importers do the exact same thing the game does
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Grampa Walker 01-Jul-20 02:04 AM
Well. Alright. I guess just send me the directory you have in a personal message so I have it on hand at a moment's notice, and I'll work on that either tonight, or tomorrow.
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UTTER_BODGE 01-Jul-20 02:04 AM
and this was, again, a key point of focus in the conversation at the time lol
kopaka's shoulder was one of the things we were looking at
that same model in unity
the model's normals were fine (edited)
the same model in unwrap3d which, like the game, recalculates normals
point is: it's an issue well worked out
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V A H K I T I 01-Jul-20 02:05 AM
OKAY, we're working on other things right now Jamie. :v
We're big dummies who don't remember things
Cool and good.
Let's move on
:p
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UTTER_BODGE 01-Jul-20 02:06 AM
I like how you get upset at this when I point out something you forgot but not the other 99% of times conversations overlap lol
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V A H K I T I 01-Jul-20 02:06 AM
Well right now we're like.. right in the middle of exchanging important information
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UTTER_BODGE 01-Jul-20 02:06 AM
like the aforementioned 99% of times
but carry on
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Grampa Walker 01-Jul-20 02:07 AM
I think I just got whiplash. I'm lost as to WHAT is even being discussed about normals, and models, and all of this.
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UTTER_BODGE 01-Jul-20 02:07 AM
jfc
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V A H K I T I 01-Jul-20 02:07 AM
It's about the split verts thing and how we were debating earlier about UVs vs normals (edited)
Apparently we've been over this before in detail.
But also like, we've been working on this game for two and a half years, and there's A LOT of weird shit it does to keep track of.
So it's VERY EASY to forget details like this. :p
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Grampa Walker 01-Jul-20 02:08 AM
All I know is Daes split the mesh based on UV mapping being connected, or not. I know it's that way in the game, but given how it was doing the same in Maya I just believe the dae file format does it automatically. Isn't that just it?
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V A H K I T I 01-Jul-20 02:09 AM
Apparently it's just the way some importers calculate things
Not necessarily the dae file itself
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Grampa Walker 01-Jul-20 02:09 AM
That just makes things more confusing to keep track of.
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V A H K I T I 01-Jul-20 02:10 AM
Anyways, my working directory is: C:\Users\sansa\source\repos\LOMN-Beta-Rebuilt\blockfiles\characters\Textures\
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UTTER_BODGE 01-Jul-20 02:10 AM
All I know is Daes split the mesh based on UV mapping being connected, or not. I know it's that way in the game, but given how it was doing the same in Maya I just believe the dae file format does it automatically. Isn't that just it?
no because the unity screenshot above (which has perfectly fine normals) is an imported dae - that is all I wish to clarify lol (edited)
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V A H K I T I 01-Jul-20 02:10 AM
Assuming you set that up generally the same up to the user folder, you can get away with just setting the path to: ..\..\..\source\repos\LOMN-Beta-Rebuilt\blockfiles\characters\Textures\
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Grampa Walker 01-Jul-20 02:10 AM
Send me the directory in a PM, I'll quickly lose it here.
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V A H K I T I 01-Jul-20 02:11 AM
That's why I was getting a bit peeved with the derailing :p
Sorry btw Jamie if I was a little harsh
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UTTER_BODGE 01-Jul-20 02:11 AM
it happens constantlyyyy
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V A H K I T I 01-Jul-20 02:12 AM
It does, but not as often when we're posting things that we have to come back and refer to in quick succession.
Whatever the issue is, I just wish it were easier to fix in Maya tbh.
I could handle a lot of this myself if Maya didn't have a massive fit whenever changing the vertex count even SLIGHTLY on a skinned mesh
That's one of Maya's biggest shortcomings IMO.
(And the entire reason we can no longer edit models exported from the game without completely re-rigging them)
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Grampa Walker 01-Jul-20 03:12 AM
Give this a try. If this works, then we have our first successful, flawless transfer of files. And, fittingly, it'll be Onua, the first Toa you play in the game.
The only thing that MIGHT not be right is the directories since I'm still experimenting with that. I'm hopeful the rest is a-okay, though.
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V A H K I T I 01-Jul-20 03:13 AM
Yeah the directories aren't right. They aren't relative at all, but the rest is good now!
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Grampa Walker 01-Jul-20 03:14 AM
You know what, that's fuckin' progress.
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V A H K I T I 01-Jul-20 03:14 AM
Just set up the other subdirectories in your path and replace them with ellipses, and that should do it.
If you can't store your working files in your user directory yet, (I assume this is the case since you're using your D drive) just set up some dummy folders for now
Name doesn't matter if they're relative as long as it's the same number.
This probably isn't the most ideal way of synchronizing texture paths, but it's the only way I know of. It's not something we were really given tips on in my classes despite it being expected of you.
Most teachers just assume you'll have 100% relative paths with the textures in the same folder as the model file, and only the texture file name used in the path.
But that doesn't really work in a real-world setting
Especially with people working remotely
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Grampa Walker 01-Jul-20 03:18 AM
Is this correct? On my end doing this made the torso become completely pink, making it unable to locate, so I'm assuming this isn't the correct means.
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V A H K I T I 01-Jul-20 03:19 AM
the dots come before the slashes but you have the count right
It should be ..\..\..\source\repos\LOMN-Beta-Rebuilt\blockfiles\characters\Textures\
At least I assume that'll work since some of your existing paths already used this format
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Grampa Walker 01-Jul-20 03:21 AM
The torso is still pink after fixing the path layout, my assumption is it should be able to find the texture this way on my end, as well, but that's not the case.
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V A H K I T I 01-Jul-20 03:22 AM
This may have your answer
When relative paths are supported, the File Browser provides a Relative Path checkbox, when entering the path into a text field, use a double slash prefix (//) to make it so.
Not too long ago, I was revisiting one of my older Blend files. I browsed the archive and finally found it, opened it up and had a look. I quickly realized that something was wrong. The scene was a splash of pink shades, lighting up the room intensively. Any passersby outside ...
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Grampa Walker 01-Jul-20 03:23 AM
So I just do "//" instead of "../../../?"
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V A H K I T I 01-Jul-20 03:23 AM
There are two kinds of file paths. Relative and Absolute. An absolute path is probably the one you may be familiar with. On windows, an absolute file path may look like this: c:\cgart\projects\007-christmas-project\main_scene.blend It includes the whole file path from drive-letter to the final file. A relative file path is a path that is in relation to some other file or directory. It may look like this: \\textures\wood-solid-003.png The double backslash showing that the path is relative. The full absolute path for this file could then look something like this: C:\cgart\projects\007-christmas-project\textures\wood-solid-003.png
I THINK that means yes, that should work?
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V A H K I T I 01-Jul-20 03:31 AM
Did it make not pink? :v
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Grampa Walker 01-Jul-20 03:35 AM
Alright, so just doing \ \ made it pink, but keeping the //..\ and making it into //..\ \ didn't, so I'm going to send this, and we're going to see if this works. (edited)
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V A H K I T I 01-Jul-20 03:39 AM
No change. I don't think it's keeping the paths relative on export.
Which... is weird because it HAS that in your previous exports for some paths
Just not anything synced with my folder trees
Huh
Actually it IS
So then why am I seeing this in Maya?
D:\source\repos\LOMN-Beta-Rebuilt\blockfiles\characters\Textures\on_cha_10xx_head.dds
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joint-Dogg666 01-Jul-20 03:41 AM
..\ means "up one level", so for example C:\cgart\projects\..\ is the same as C:\cgart\
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V A H K I T I 01-Jul-20 03:41 AM
Right, but why is it selecting the D drive?
OH right my downloads folder is on D
Hmm
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benji 01-Jul-20 03:42 AM
For the record, @V A H K I T I was right about UVs and vertices in Maya. Thing is, vertices in Maya are quite different from what we use in game programming
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V A H K I T I 01-Jul-20 03:42 AM
I figured there was some discrepancy somewhere.
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benji 01-Jul-20 03:42 AM
And I'm quite willing to believe that tools would use the existance of UV seams as whether to make a hard or soft edge when calculating normals
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V A H K I T I 01-Jul-20 03:43 AM
Also Benji, while I have you, did you see my ping earlier about those alpha files? Not sure if you've seen them before or whether or not you think they'd be at all useful.
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benji 01-Jul-20 03:43 AM
In fact, meshes that games use to render have to duplicate vertices where there are UV seams, as a single vertex cannot have multiple UV values for a single UV set
And maybe but IDK
I even do the duplicating vertices for UV seams thing in LOMNTool
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V A H K I T I 01-Jul-20 03:45 AM
Fair. Well they seem to just detail the export process from Max to something else. That says nothing of converting back, so the information may not be any more than we already reversed out of the animations themselves.
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benji 01-Jul-20 03:45 AM
Also, @Grampa Walker I happened to read a tip that says if you put your texture files in the same folder as the .blend, or a subdirectory, then it will use that relative path
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V A H K I T I 01-Jul-20 03:46 AM
That is definitely a thing, but doesn't really help us synchronize our workflows (edited)
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benji 01-Jul-20 03:46 AM
well all you have to do is agree on what subdirectory the textures should be in relative to the blend file
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V A H K I T I 01-Jul-20 03:48 AM
I'm not sure how that would work for exchanging the dae files since we'd have to also synchronize wherever we put those, no?
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Grampa Walker 01-Jul-20 03:52 AM
I guess just let me know what's agreed upon, and I'll try it, but I'm not sure where to go with things at the moment.
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V A H K I T I 01-Jul-20 03:53 AM
I'm not either. Especially since we can't seem to agree on a location that works for this format, both of our understandings of Blender's path system is lacking, and it doesn't seem to want to export at all with any more than one subdirectory
Having the reflected colour issue fixed is a start at least since it's one less thing I have to find and replace in the files manually.
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Grampa Walker 01-Jul-20 03:59 AM
Yeah. Even so, I need to keep making us some models so we have more content by 810, so what do we do as a temporary arrangement in that regard until then? I already have the directory set up, so I might as well stick with it as a means for additional organizeation, but where else do we go with this?
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V A H K I T I 01-Jul-20 04:00 AM
Just leave it as-is until you get your PC in order, then clone the repo proper into a location we can both share.
That's my best suggestion
As long as the paths remain the same now, it's still less for me to have to deal with.
I'm just replacing one string in the file instead of two or three different ones plus the reflected colour
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benji 01-Jul-20 04:01 AM
It doesn't matter where the .blend is at all
not one bit
not an ounce
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V A H K I T I 01-Jul-20 04:01 AM
But does it matter with the dae files?
Cause we're not sharing blend files
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benji 01-Jul-20 04:01 AM
why
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Grampa Walker 01-Jul-20 04:01 AM
We're sharing dae files which will then be put into Maya.
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benji 01-Jul-20 04:02 AM
DAE texture filenames can be relative too
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V A H K I T I 01-Jul-20 04:02 AM
They can, but they don't seem to want to follow the reight format
No matter what he tries, it only seems to export with one relative subdirectory
Ie: ../source/repos/LOMN-Beta-Rebuilt/blockfiles/characters/Textures/on_cha_10xx_concealment.dds
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benji 01-Jul-20 04:03 AM
yeah I believe that's the spec
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V A H K I T I 01-Jul-20 04:03 AM
Which in Maya just translates on my end to D:/source/repos/LOMN-Beta-Rebuilt/blockfiles/characters/Textures/on_cha_10xx_concealment.dds
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benji 01-Jul-20 04:03 AM
that's what it's supposed to do
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V A H K I T I 01-Jul-20 04:03 AM
But I need it to be C:\Users\sansa\source\repos\LOMN-Beta-Rebuilt\blockfiles\characters\Textures
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benji 01-Jul-20 04:03 AM
literally make a folder in Documents called LOMN Models, make a subdirectory called Textures, paste all the textures in there, easy win
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V A H K I T I 01-Jul-20 04:03 AM
(Yes I know the D path is coming from my downloads folder)
That
Is gonna get real messy
I specifically pull my textures from the repo folder to make sure everything is up to date
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benji 01-Jul-20 04:05 AM
You don't like having two copies of textures? Fine. Add .dae and .blend to the .gitignore file. Now you can both keep models in the root of the repo. Problem solved.
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V A H K I T I 01-Jul-20 04:05 AM
And Walker has to have a different path
Cause apparently his PC is about to explode or something
:p
I... guess that's a solution? Though when I back up the master copies of the character models that would break all the texture paths
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benji 01-Jul-20 04:06 AM
Also, having two copies of the textures wouldn't be the end of the world - you'd see pretty clearly ingame if you forgot to copy a modified texture back
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V A H K I T I 01-Jul-20 04:07 AM
Not necessarily. Quite a large number of our changes lately have just been minor tweaks
And we've overlooked this stuff A LOT before
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benji 01-Jul-20 04:07 AM
But you're still looking at how they work ingame before commiting, right?
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V A H K I T I 01-Jul-20 04:08 AM
Well yes. I'm just saying it's not the first time things have been overlooked due to source control lacking
I realize this is being made into a larger problem than it necessarily needs to be. I'd just like this to be easy to manage but also not messy.
And having limitations on each other's setups complicates that
My process is usually just downloading his models, repointing everything manually, then opening them up, and saving the maya project as a master copy to my onedrive. (I'll be making a repo for these soon)
The best way I can think of with the current setups to do it without files being incredibly jumbled together would be to have a subdirectory for master files in the characters folder, and have Blender just do its thing looking up one directory, and then jumping from there into the textures folders
Though it gets a bit muddy again when you start doing levels that way
And if LEVEL models have to be stored in the same folder as textures, that's gonna be an absolute clusterfuck of scattered files
Being seemingly unable to look up more than one directory relatively makes that one particularly troublesome (edited)
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Grampa Walker 01-Jul-20 07:55 AM
Finally got Kopaka all cleaned up. No useless textures, anymore.
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Grampa Walker 01-Jul-20 12:58 PM
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V A H K I T I 01-Jul-20 02:07 PM
😄
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V A H K I T I 01-Jul-20 02:43 PM
Finally got around to pushing those aforementioned master files to a repo. :p https://github.com/TheLegendOfMataNui/REBUILT-Additional-Content
Contribute to TheLegendOfMataNui/REBUILT-Additional-Content development by creating an account on GitHub.
@Grampa Walker I don't have the original models for Ga-Koro anymore, but I'll add it to this whenever you get around to making the boat I guess.
Also aside from the textures, am I to assume this Onua you sent me last night is done? (edited)
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V A H K I T I 01-Jul-20 02:52 PM
Just an FYI btw, you missed the reflected colour on the Matatu
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V A H K I T I 01-Jul-20 03:02 PM
Another thing btw.
While not ABOLUTELY necessary, if you could stick to the order and naming convention the game uses for objects, that would be appreciated. Though Idk if the order will translate in exports.
The numbering is the same order they appear in the game with great masks first, then noble.
Tahu is a weird exception since mk5a is the Vahi, and mk6a is the Hau.
Again, not absolutely necessary, just an if you can kinda thing.
Also
Feel free to implement the back-mounted tools for Kopaka, Lewa, and Tahu in your models. Don't worry about following what I do, just make what you think looks best.
I'll just send you the meshes for those actually.
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The Cap'm (Reese) 01-Jul-20 03:12 PM
let's have Tahu surf on his sword in TA08 > TA10
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V A H K I T I 01-Jul-20 03:12 PM
:v
Also I just remembered Walker can't open Maya's dae files, fuck me
Let me finish up with Lewa first and I'll send these
Spiffy
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The Cap'm (Reese) 01-Jul-20 03:17 PM
did you catch him mid-blink or something
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V A H K I T I 01-Jul-20 03:18 PM
Ye
Also I just realized Lewa is also in need of a secondary hand mask model.
In the Nui Rama cutscene he puts on the Komau
Not super noticeable with the speed he does it and the lighting, but it is a thing.
mkab
Also for some reason instead of his normal hand mask just being called mask like the others, it's instead called mk4b
Pushed everything for now anyways
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UTTER_BODGE 01-Jul-20 03:35 PM
@V A H K I T I like, the mask he has in his hand is inconsistent with the mask on his face after, or?
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V A H K I T I 01-Jul-20 03:36 PM
ye
It's just another handheld mask we forgot about cause he's the only Toa that has one and it's only used in this cutscene
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UTTER_BODGE 01-Jul-20 03:38 PM
ah
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Grampa Walker 01-Jul-20 10:02 PM
Firstly, yes, the Onua I sent you last is what you can consider complete, at least until we find something wrong with him. I'll see if I can add a Komau hand group for Lewa, and unfortunately I still can't make the boat since I don't have enough finished parts for that, yet. Lastly, I don't know what the naming issue is, but on my end all the meshes are named after what they are. I don't know what the MK stuff is.
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V A H K I T I 01-Jul-20 10:04 PM
Well that's what I'm asking
The mk stuff is the game's naming convention
If you can, I'd prefer you use that. Not a big deal if you'd prefer not though
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Grampa Walker 01-Jul-20 10:24 PM
Ah, alright then. I'll just need to know what to name specific masks, the weapons, and the Toa themselves, then.
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V A H K I T I 01-Jul-20 10:45 PM
Right, well as I mentioned the numbering follows the same order as they appear in your mask list in game so:
Pakari - mk0a Kaukau - mk1a Kakama - mk2a Akaku - mk3a Miru - mk4a Vahi - mk5a Hau - mk6a Huna - mk7a Ruru - mk8a Rau - mk9a Komau - mkaa Matatu - mkba Mahiki - mkca
(edited)
All hand masks are just called mask except for Lewa who has two. His held Miru is mk4b, and his held Komau is called mkab.
The Toa themselves all just use the first four letters of their name, so that's simple enough. This also applies to most other entities including the Turaga.
Tools are just referred to by the first letter indicating their use, followed by the item abbreviation.
For instance:
Kopaka: Hand Sword - hsrd Hand Shield - hsld Back Sword - bsrd Back Shield - bsld Foot Shield - fsld Lewa: Hand Axe - haxe Back Axe - baxe Tahu: Hand Sword - hsrd Back Sword - bsrd
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Grampa Walker 01-Jul-20 10:59 PM
Okay. Does this mean you'd like me to make groups for back weapons, and the sort, as well?
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V A H K I T I 01-Jul-20 10:59 PM
I mean if you've made groups to begin with, I wasn't aware since they don't export. :p
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Grampa Walker 01-Jul-20 11:00 PM
I meant separate meshes of the weapons placed on the back.
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V A H K I T I 01-Jul-20 11:00 PM
Ah, ye.
I can send you the models I have for it, or let you do it and see what you think looks best
The foot shield for Kopaka will need some finagling though, just a heads up
It needs to be scaled up slightly for it to work.
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Grampa Walker 01-Jul-20 11:02 PM
Alright, I'll knock those out, as well. I need to make sure all six Toa files are up to snuff with the stuff we recently decided on, and found out, so I'll add weapon groups to them all for the back, as well. Or, rather, the three with individual weapons.
I totally want us to give the three without proper weapons guns in a joke update one day.
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V A H K I T I 01-Jul-20 11:02 PM
Pff
Also don't forget about Tahu's neck while you're in there.
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Grampa Walker 01-Jul-20 11:03 PM
Yeah, I already fixed Onua's neck, so that's dealt with.
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V A H K I T I 01-Jul-20 11:03 PM
yeet
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Grampa Walker 01-Jul-20 11:28 PM
Alright, how's this for back weapons? Do you think like this is fine? I was going to have them connect at pin holes, but on the axe it just doesn't work, so it's by the axle.
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V A H K I T I 01-Jul-20 11:29 PM
I would have it resting against the hear mount rather than on top of it personally.
This way it sticks out a lot, and with Lewa due to his default in-game hunch, it'll be even more evident
This is how I have it set up at present:
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The Cap'm (Reese) 01-Jul-20 11:30 PM
hear mount
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V A H K I T I 01-Jul-20 11:30 PM
You can see how far out it would sit without being done this way:
I did the same thing with Tahu and Kopaka
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The Cap'm (Reese) 01-Jul-20 11:33 PM
nice framing to hide the particles
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V A H K I T I 01-Jul-20 11:34 PM
:p
Speaking of, I still need to make some kind of a hookmod to separate that specific particle code from the setupemitters function
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Grampa Walker 01-Jul-20 11:35 PM
So this?
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V A H K I T I 01-Jul-20 11:36 PM
I like that, though having it on a bit more of an angle might look better. Unless it's not just straight. Hard to tell with the angle of the screenshot
But ye, you go the right idea
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Grampa Walker 01-Jul-20 11:37 PM
Here's the orthographic view, you can see it's not perfectly straight on any axis.
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V A H K I T I 01-Jul-20 11:37 PM
Well I meant an angle on the X axis, but an angle on Z is good as well. (edited)
Don't forget you're going to primarily be seeing the character dead on from behind, so having a bit of asymmetry in the X axis breaks up the visuals a bit
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Grampa Walker 01-Jul-20 11:39 PM
Too subtle?
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V A H K I T I 01-Jul-20 11:39 PM
A bit ye
Maybe like 10 degrees more?
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Grampa Walker 01-Jul-20 11:40 PM
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V A H K I T I 01-Jul-20 11:41 PM
That's better ye
Maybe just bump it up against he gear mount a bit more and that'll be perfect
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Grampa Walker 01-Jul-20 11:41 PM
Alrighty. Also, Lewa is the first to have proper mesh names, now, so that's another less thing for you to do.
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V A H K I T I 01-Jul-20 11:41 PM
Thank. Hopefully those aren't too difficult to keep track of
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Grampa Walker 01-Jul-20 11:42 PM
I'll be writing them down for reference later, but they make sense for the most part.
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V A H K I T I 01-Jul-20 11:42 PM
If you want to put your bend files onto the new master copies repo, feel free to pull that and make a new folder for them just for backup purposes.
Contribute to TheLegendOfMataNui/REBUILT-Additional-Content development by creating an account on GitHub.
This repo isn't large, so you shouldn't have trouble using this one directly
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Grampa Walker 01-Jul-20 11:43 PM
I still don't understand github, so that might be a while. Plus, I completely forgot my account.
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V A H K I T I 01-Jul-20 11:43 PM
:v
Well when you're done just send me all your blend files in a zip and I'll put them up
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Grampa Walker 01-Jul-20 11:43 PM
This should be the final Lewa dae file, at least for now.
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V A H K I T I 01-Jul-20 11:44 PM
Thank. I'll get that all squared away now
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Grampa Walker 01-Jul-20 11:44 PM
And the blend, like you asked.
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V A H K I T I 01-Jul-20 11:44 PM
Just send them all at once when you're done the rest of the Toa
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Grampa Walker 01-Jul-20 11:44 PM
Ah, alright, then. (edited)
Alright, let me tinker with Pohatu next just because I still have to get his axis issues sorted.
And reroute his textures, because right now he looks like he's ready to support breast cancer awareness.
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V A H K I T I 01-Jul-20 11:46 PM
:v
Oof
You uh..
Forgot to pair it to a different bone
:p
It's still rigged to his hand
You're gonna wanna rig it to his spine
IIRC the top bone of it
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Grampa Walker 01-Jul-20 11:50 PM
Feck
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V A H K I T I 01-Jul-20 11:51 PM
Thankfully shit like this is easy to weight paint.
Just select a bone, flood the mesh white
Ez
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Grampa Walker 01-Jul-20 11:52 PM
Honestly, this one was as easy as just renaming the weights already assigned.
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V A H K I T I 01-Jul-20 11:52 PM
Didn't even know you could group or categorize weights like that.
If Maya can do it, I don't know about it.
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Grampa Walker 01-Jul-20 11:53 PM
Very useful feature
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V A H K I T I 01-Jul-20 11:53 PM
Interesting. I'll have to look into that next time I have to rig something myself, cause I otherwise quite despise weight painting
Especially on more organic things.
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Grampa Walker 01-Jul-20 11:54 PM
Okay, THIS one is the last. I hope.
Also, I agree, weight painting organic things sucks complete ass. I still can't quite do it, and am trying to learn it. That's why I mainly do machines.
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V A H K I T I 01-Jul-20 11:58 PM
v nice
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Grampa Walker 01-Jul-20 11:59 PM
I just had an idea that I don't know if it's good, or bad.
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V A H K I T I 01-Jul-20 11:59 PM
Erm
The hand Komau isn't rigged at all
:p
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Grampa Walker 01-Jul-20 11:59 PM
.....Mother.....FFFFFine, give me a moment.
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V A H K I T I 02-Jul-20 12:00 AM
No need to rush my guy, take your time. Rushing makes simple mistakes like this. :p
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Grampa Walker 02-Jul-20 12:02 AM
I know the fixes are simple, but my oversight annoys me greatly.
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Grampa Walker 02-Jul-20 12:10 AM
Dammit, I just realized I forgot to make another change to Lewa, one sec.
You only need to replace lewa's mesh itself, I forgot to take a part from Kopaka off since I basically used Kopaka's corrected mesh as Lewa's base to save some time. (edited)
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V A H K I T I 02-Jul-20 12:23 AM
I'll get that all done in the morning, need to get some sleep soon. :p
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Grampa Walker 02-Jul-20 12:37 AM
Sure thing, rest well.
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V A H K I T I 02-Jul-20 12:20 PM
Henlo, yes, am awake
Never mixing coffee with my sleep meds again.
I drank it before bed as an appetite suppressant because I ran out of food, but apparently it and my sleep meds DON'T just cancel each other out like I'd hoped but just makes me super tired, but also drastically decreases the quality of my sleep.
So I woke up feeling like I got 2 hours of sleep on a school day, having actually slept for close to 12.
Anyways I'll get Lewa all squared away now
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The Cap'm (Reese) 02-Jul-20 12:26 PM
big oof
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V A H K I T I 02-Jul-20 12:28 PM
Is gud
God watching this cutscene again..
The guy tried so hard
he tried SO HARD
animating these two character models
independent of each other
Pac
Idk why it looks so much worse than the Pohatu scenes. You don't see the Kane-Ra shifting around independent of Pohatu
These two look like they're held together with laffy taffy.
Could maybe be to do with the overall jerkiness of these scenes?
Actually that brings up an interesting question for @UTTER_BODGE since she was working on these...
Why do SOME cutscenes jerk around, but not others?
I would suggest it's to do with the speed things in them are trying to move, but it seems like it affects everything after level 4 universally with the exception of Tahu's cutscenes. (edited)
That reminds me, I forgot the ta05 cutscene in my archive
@The Cap'm (Reese) you have failed me
:v
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The Cap'm (Reese) 02-Jul-20 12:39 PM
TA05 isn't in the alpha
*the cutscene
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V A H K I T I 02-Jul-20 12:40 PM
o
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The Cap'm (Reese) 02-Jul-20 12:40 PM
it hardcuts to tahu on the board
Pac
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V A H K I T I 02-Jul-20 12:40 PM
Wow they really had like.. NOTHING done for Tahu in the alpha, did they?
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The Cap'm (Reese) 02-Jul-20 12:40 PM
nope
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V A H K I T I 02-Jul-20 12:40 PM
That...
makes it even more questionable as to why his cutscenes don't jerk around like Lewa and Kopaka's
I thought maybe it was because the latter ones were just newer and less finished but then y'all made me remember Tahu
And how he had LITERALLY NOTHING until the very last minute
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The Cap'm (Reese) 02-Jul-20 12:43 PM
seems our alpha was about when they were working on his scenes by my guess
considering they had the camera and audio done for his SHRN scene
as well as the text for L meets T
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V A H K I T I 02-Jul-20 12:59 PM
Alright well
@Grampa Walker
I just noticed some real funky rigging going on with Gali's shoulders
I can fix this on my end, but definitely do the same on yours
Yeah it seems like the upper arm and clavicle both have equal influence over the ball
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Grampa Walker 02-Jul-20 01:02 PM
Aah, I must have missed that when I was reverting from the ball being stationary to the ball being connected to the upper arm since we can rerig them. I have to open Gali to make the fixes anyhow, so you can expect that issue to be stamped out.
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V A H K I T I 02-Jul-20 01:02 PM
Aight, I'll hold off on my end then. When do ya think you could get that done? I was literally just recording rebuilt's cutscenes when I noticed it
xP
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Grampa Walker 02-Jul-20 01:03 PM
The other Toa are good enough where you can get ideal footage, right?
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V A H K I T I 02-Jul-20 01:03 PM
I believe so, but I'll just have to look and see when I get there. I can't get all of Pohatu until Gali's done though because of the meeting scene
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Grampa Walker 02-Jul-20 01:04 PM
Then I'll bump Gali up and quickly get to work on her. Might take a moment, though, since I need to reroute her textures.
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V A H K I T I 02-Jul-20 01:04 PM
Aight, and Tahu's neck fix would also be appreciated. :p
Don't worry about the tools in that version.
Just need something to record with for now (edited)
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Grampa Walker 02-Jul-20 01:05 PM
Same deal with Tahu, rerouting textures, but sure thing. (edited)
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V A H K I T I 02-Jul-20 01:05 PM
Thank
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Grampa Walker 02-Jul-20 01:05 PM
Welc.
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The Cap'm (Reese) 02-Jul-20 01:07 PM
quick thing on your FREN thing liam; is it supposed to work where I can see the void for a split second before the pan starts or...?
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V A H K I T I 02-Jul-20 01:07 PM
?
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The Cap'm (Reese) 02-Jul-20 01:07 PM
When you moved Onua to, as you put it, his "hidey hole"
instead of seeing him in the map for a split second like before, now I see him in the void for a split second (edited)
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V A H K I T I 02-Jul-20 01:10 PM
You know I should just move him above the skybox
That way the hole and the background will both be black
And there won't be this big single frame camera flash when objects are still loading
Actually I have a secondary idea that's even better
Nvm, didn't work
I was gonna set Onua's scale to 0 in the OSI, but even that doesn't take effect right away
:p
Oh yeah, I guess Gali still has the axis issue @Grampa Walker. Just a reminder I guess
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Grampa Walker 02-Jul-20 01:25 PM
Yep, going to fix that, too. I'm takign advantage of this to fix up ALL the Toa's issues.
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V A H K I T I 02-Jul-20 01:26 PM
nice
I managed to quick-fix Gali's shoulders on my end, so no huge rush
While I'm doing model stuff, I think I'm gonna clean up Gali's mtup a bit
make a rudimenatry sea floor for the cliff scene and shape out the lilypads a bit more
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The Cap'm (Reese) 02-Jul-20 01:28 PM
okay this has nothing to do with anything but I love that the turtles in TTUN have a body texture called ns_cha_10xx_turtle_lilseaturt.dds
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V A H K I T I 02-Jul-20 01:29 PM
:v
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The Cap'm (Reese) 02-Jul-20 01:29 PM
also a note on MTUP2
so the alpha version had a broken ass river texture going through part of it
I think the intention there was to hide Gali in the water a bit more via the rushing water (notice how she's completely static until the camera cuts to her flinging herself out of the water)
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V A H K I T I 02-Jul-20 01:30 PM
ye
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The Cap'm (Reese) 02-Jul-20 01:31 PM
my point being if you're redoing bits of MTUP2 it may be worth trying to make a not-shitty version of that effect
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V A H K I T I 02-Jul-20 01:32 PM
I mean I could just change the translucency of the water
Hmm.. but that would do it universally
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The Cap'm (Reese) 02-Jul-20 01:33 PM
well to be fair that area does need less transparent water
the part where Onua looks over the horizon and you just see the void beneath the "sea"
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V A H K I T I 02-Jul-20 01:33 PM
Does anything else in level 2 use that specific water texture?
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The Cap'm (Reese) 02-Jul-20 01:34 PM
I don't believe the light blue one is used elsewhere in lev2 off the top of my head
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V A H K I T I 02-Jul-20 01:34 PM
Isld does
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Grampa Walker 02-Jul-20 01:44 PM
Just noticed I still haven't straightened up the shoulder connectors from the old skeleton. Do you care that it's not straightened, or would you like me to fis that up as well?
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V A H K I T I 02-Jul-20 01:45 PM
May as well handle it
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Grampa Walker 02-Jul-20 01:45 PM
Alright, just wanted to ask to be sure.
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The Cap'm (Reese) 02-Jul-20 01:45 PM
probably going to adjust the blue shade on this a bit, but hey I did a thing
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Grampa Walker 02-Jul-20 01:45 PM
Aaw, what a cute, li'l bug.
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V A H K I T I 02-Jul-20 01:45 PM
eyes_shaking
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The Cap'm (Reese) 02-Jul-20 01:46 PM
It's a turtle
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Grampa Walker 02-Jul-20 01:46 PM
oh
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The Cap'm (Reese) 02-Jul-20 01:46 PM
😛
Blue's a bit too dark on the body but otherwise I think it's lookin' good
also, I just noticed that there are already blue scorpion textures in here apparently
Here it is using the same blue hue as bbug
gonna be honest I kinda like the other one with the darker blue a bit more, but this one's consistent color-wise
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The Cap'm (Reese) 02-Jul-20 02:05 PM
Okay, before I commit this turtle friend here, can someone give me a rundown on how to hide it until the invasion ends?
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V A H K I T I 02-Jul-20 02:07 PM
Wait we're putting this in somewhere now?
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The Cap'm (Reese) 02-Jul-20 02:07 PM
...yes? The Rahi conversations?
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V A H K I T I 02-Jul-20 02:07 PM
I thought that was just for existing pets tied to missions
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The Cap'm (Reese) 02-Jul-20 02:07 PM
You okayed all six of them, so... :v
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V A H K I T I 02-Jul-20 02:08 PM
I did?
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The Cap'm (Reese) 02-Jul-20 02:08 PM
waaaay back
thus the card on the trello
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V A H K I T I 02-Jul-20 02:09 PM
I mean.. I guess it's fine, though it's not the easiest process getting them to work. I would have a look at onu-koro or le-koro if you really want to do this now.
Also I trust you've made sure they're not hostile and lack a hitbox
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The Cap'm (Reese) 02-Jul-20 02:09 PM
yes
For this one I literally copied TURT, which is already passive, and made it blue
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The Cap'm (Reese) 02-Jul-20 02:23 PM
and now it hides and unhides just fine
kewl (edited)
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V A H K I T I 02-Jul-20 02:23 PM
Nice
Meanwhile, I'm getting creative. :p
The water was a chore
So I'm relying on choice placement of rocks to hide Gali
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The Cap'm (Reese) 02-Jul-20 02:23 PM
nice
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V A H K I T I 02-Jul-20 02:24 PM
Since the area isn't going to be playable anymore, I don't really need to worry too much about other angles
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The Cap'm (Reese) 02-Jul-20 02:25 PM
Side note, are these "river" textures used anywhere in-game?
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V A H K I T I 02-Jul-20 02:25 PM
Pretty sure they're used in atrm
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Grampa Walker 02-Jul-20 02:27 PM
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V A H K I T I 02-Jul-20 02:27 PM
Thank. I'll have a look when I'm done here
Gonna reuse some of your lilipad resources from vllg here
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The Cap'm (Reese) 02-Jul-20 02:31 PM
atrm uses one texture out of these
this one
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Grampa Walker 02-Jul-20 02:32 PM
Awesome, glad to see them be put to good use.
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The Cap'm (Reese) 02-Jul-20 02:38 PM
I mention this since I'm starting to imagine a huge, underground river map as a sort of semi-nonlinear area like the frozen lake you came up with (not necessarily for lev1, but perhaps for the onu-wahi section of lev8 once we're working on that)
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Grampa Walker 02-Jul-20 02:39 PM
Shit, I just realized, I didn't give Gali the new mesh names. One moment, let me do that, and send a new dae, Vahkiti.
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V A H K I T I 02-Jul-20 02:39 PM
Yeet
Also yea Walker, you'd better believe your set pieces are gonna get reused where poissible
:p
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Grampa Walker 02-Jul-20 02:44 PM
I'll make sure to keep them of quality, then.
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V A H K I T I 02-Jul-20 02:45 PM
😄
Much better (edited)
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Grampa Walker 02-Jul-20 02:46 PM
There, that has proper mesh names.
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V A H K I T I 02-Jul-20 02:47 PM
Nice. Most thank
While I'm in here I think I'm gonna use Maya's prelight to re-light the entire scene
Cause remember we're using the alpha model that had Onua's lighting
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The Cap'm (Reese) 02-Jul-20 02:50 PM
are we gonna give it a sort of light red lighting like it used to have to give it a sort of "sunrise" feel?
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V A H K I T I 02-Jul-20 02:51 PM
Well that's the lighting it has now. I'm gonna try and replicate the beta lighting
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The Cap'm (Reese) 02-Jul-20 02:51 PM
ah.
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V A H K I T I 02-Jul-20 02:51 PM
Having it more bright helps accentuate the fact that Onua was literally walking all night
Though I may light the beach area a little pinker
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The Cap'm (Reese) 02-Jul-20 02:56 PM
committed the turtle
will work on the conversation later today
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Grampa Walker 02-Jul-20 02:58 PM
Here's an updated Pohatu dae, finished it last night, and forgot to put it up.
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V A H K I T I 02-Jul-20 03:25 PM
🅱
Rocc
Also I added some shading under the water
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The Cap'm (Reese) 02-Jul-20 03:26 PM
neet
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V A H K I T I 02-Jul-20 03:26 PM
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The Cap'm (Reese) 02-Jul-20 03:27 PM
0/10 no snapped neck gali
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Grampa Walker 02-Jul-20 03:29 PM
This work for Kopaka's weapon storage?
I presume that it's similar to how you did it.
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V A H K I T I 02-Jul-20 03:33 PM
I like it
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Grampa Walker 02-Jul-20 03:34 PM
Alrighty. Now I just have to REMEMBER TO CHANGE WEIGHTS and he's good.
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Grampa Walker 02-Jul-20 03:41 PM
Oh, I just remembered, how should I go about the foot shield? Also, I had an idea to run by you. Should I just scale up the shield, or should I have the outer edges extend for more footroom? Not exactly scaling the shield itself, but making it look like it extends itself.
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V A H K I T I 02-Jul-20 03:42 PM
Whatever you think looks good I guess
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Grampa Walker 02-Jul-20 03:43 PM
Alright, then. I guess I nust need to ask which foot I assign it to, and maybe an example picture of how you have it arranged, whenever possible.
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V A H K I T I 02-Jul-20 03:43 PM
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Grampa Walker 02-Jul-20 03:44 PM
Left foot, then, got it.
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V A H K I T I 02-Jul-20 03:52 PM
And I just noticed we got this going on again
Seems to just be Onua
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Grampa Walker 02-Jul-20 03:56 PM
Ah, fuck, must have missed him when originally fixing that problem. I know how to resolve that, at least. UV shit.
Also, I'm working on idead for extending the shild, and I ended up making this. I was going to connect the beams together, but so far I've made something that looks like a snowflake. Not saying I'll keep this design, but just interesting to see it come out that way.
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The Cap'm (Reese) 02-Jul-20 03:59 PM
that's actually kinda neat
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V A H K I T I 02-Jul-20 03:59 PM
Nice
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Grampa Walker 02-Jul-20 03:59 PM
Should I go with this approach, then?
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V A H K I T I 02-Jul-20 03:59 PM
I could live with something like that
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Grampa Walker 02-Jul-20 04:00 PM
Alright then, I'll close up some open ends, and use this design.
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V A H K I T I 02-Jul-20 04:16 PM
Another rocc
This one to hide Onua's teleporting :p
Also working on making this into a grassy hill
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The Cap'm (Reese) 02-Jul-20 04:17 PM
nice
can you still see the void
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V A H K I T I 02-Jul-20 04:24 PM
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The Cap'm (Reese) 02-Jul-20 04:25 PM
neet
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Leena 02-Jul-20 04:40 PM
For a second I saw the horizon change as a tidal wave
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The Cap'm (Reese) 02-Jul-20 04:50 PM
how much is left to do there in mtup
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Grampa Walker 02-Jul-20 04:53 PM
"Guess I'll die" - Onua probably
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The Cap'm (Reese) 02-Jul-20 04:53 PM
lol
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V A H K I T I 02-Jul-20 04:55 PM
Pinned a message.
If there's time after more important things, I wouldn't mind Walker having a look at the UVs here, but it's more of a mess than takv was. :p
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The Cap'm (Reese) 02-Jul-20 04:57 PM
nice audio
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V A H K I T I 02-Jul-20 04:57 PM
Yea, I used the wrong clip in my render
My b
I'm usng the actual audio files for the BMP recordings
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Grampa Walker 02-Jul-20 04:59 PM
The lighting for a sky that vibrant seems definitely fucky.
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The Cap'm (Reese) 02-Jul-20 05:00 PM
i know this'd be a lot, but damn those mountains are weird and jagged in the part where they actually meet up
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V A H K I T I 02-Jul-20 05:00 PM
I mean it'll do for now, but I won't stop ya Walker if you want to look at it after. :p
Pushed for now
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Grampa Walker 02-Jul-20 05:01 PM
If you feel it'll suffice, then I'll worry about it after 810. We have other things I'm sure we'll want done far more, I presume.
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V A H K I T I 02-Jul-20 05:01 PM
Ye
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The Cap'm (Reese) 02-Jul-20 05:14 PM
Patch notes updated with the mtup thing
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V A H K I T I 02-Jul-20 05:20 PM
Yeet
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Grampa Walker 02-Jul-20 06:22 PM
Hopefully this won't have too strange of clipping in motion, but I think this is an interesting result. I'll flatten it out more if need be, but this should hupefully do well. Also, I did a few changes to the shield's UV mapping since I noticed it was having a lot of flat edges for some reason. Some of the areas that looked flat had no UV separations, though, so I'm unsure what went on with that, but it should render a bit more nicely I hope.
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UTTER_BODGE 02-Jul-20 06:26 PM
got a wireframe view of it?
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Grampa Walker 02-Jul-20 06:27 PM
Of what specifically?
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UTTER_BODGE 02-Jul-20 06:27 PM
the shield
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Grampa Walker 02-Jul-20 06:27 PM
I can certainly grab one.
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UTTER_BODGE 02-Jul-20 06:29 PM
ah yeah that's gonna lead to hard edges
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Grampa Walker 02-Jul-20 06:29 PM
I don't follow.
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UTTER_BODGE 02-Jul-20 06:29 PM
it's hard to tell from the angle but
looks like there aren't actually verts connecting there
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Grampa Walker 02-Jul-20 06:30 PM
Oh, that. That's not meant to be smoothed. I meant the outer ring.
It's visible in the snowboarding picture Vahkiti sent earlier. The outer edges of the shield were flat shaded.
Actually... Looking at it, it seems just about every face has sharp shading. None of it looks smooth despite many parts being connected.
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The Cap'm (Reese) 02-Jul-20 07:06 PM
have gali's hooks always moved this much during conversation
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V A H K I T I 02-Jul-20 07:11 PM
NOT THAT I AM AWARE OF
The weird part is, it looks completely intentional
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The Cap'm (Reese) 02-Jul-20 07:12 PM
i also realized that I missed a comma there so imma fix that real quick
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V A H K I T I 02-Jul-20 07:12 PM
I kinda like it tbh.
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UTTER_BODGE 02-Jul-20 07:12 PM
me little turtle - gali
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The Cap'm (Reese) 02-Jul-20 07:12 PM
s h u t
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V A H K I T I 02-Jul-20 07:12 PM
It reminds me of how Bionicle The Game's FMVs animated her, but ya know.
Not creepy
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UTTER_BODGE 02-Jul-20 07:12 PM
speaking of BTG
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V A H K I T I 02-Jul-20 07:12 PM
I swear they looked more like short tentacles in the opening
Oi Jamie, did ya see my question earlier about the cutscenes? Just a random thing I only just today realized
There's clearly something different about some of the cutscenes and not others
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The Cap'm (Reese) 02-Jul-20 07:14 PM
also I just noticed that while talking, Gali...leans back slightly
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UTTER_BODGE 02-Jul-20 07:15 PM
not sure off the top of my head
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V A H K I T I 02-Jul-20 07:15 PM
T H R U S T
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UTTER_BODGE 02-Jul-20 07:15 PM
maybe once I get a better understanding of how animations work
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V A H K I T I 02-Jul-20 07:15 PM
If you want something to help with that might I suggest the thing I showed Benji last night?
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UTTER_BODGE 02-Jul-20 07:15 PM
speaking of BTG
I brought this up once upon a time but this guy worked on it https://www.youtube.com/user/immrchris/videos
Retro Gaming & stuff :)
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V A H K I T I 02-Jul-20 07:16 PM
// This file describes the animation data that comes from max // the format is as follows // begining time followed by a float in seconds // ending time followed by a float in seconds // set of animated root node and their key frame data(a root node is anything that // is a child of the scene root but not a child of any of those objects) // if it is a BIP then it will have position and rotation data for the Bip01 // and rotation data for any child. // if its not then it will have position rotation and scale for all nodes begin time: 0.000000 end time: 96.533333 root Bip01 { Key: 0.000000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.033333 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.066667 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.100000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.133333 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.166667 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.200000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.233333 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.266667 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.300000......
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UTTER_BODGE 02-Jul-20 07:16 PM
I tried pinging him on twitter about stunt rally PS1 once upon a time (which he also worked on) but got no reply
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The Cap'm (Reese) 02-Jul-20 07:16 PM
was the extras pan looked into
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V A H K I T I 02-Jul-20 07:16 PM
Also neat.
And not that I know of
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The Cap'm (Reese) 02-Jul-20 07:17 PM
comma fix is up
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Grampa Walker 02-Jul-20 08:35 PM
Here we go, back tools, surf shield, all that. Let me know if there's any problems, or if I need to reposition the shield on the foot at all.
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V A H K I T I 02-Jul-20 08:36 PM
Nice, I'll have a look.
Did you send Onua yet at all? I lost track of things
:p
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V A H K I T I 02-Jul-20 08:47 PM
Hmm
Still a bit on the small side
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Grampa Walker 02-Jul-20 09:14 PM
Hmm.. So longer, and potentially reduce the curve a bit so it isn't as difficult to get him to stand on it flat.
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V A H K I T I 02-Jul-20 09:16 PM
Ye
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Grampa Walker 02-Jul-20 09:32 PM
Hm.... Even with the additions of scale I might still have to cheat a bit, and resize the shield a bit to make more room.. Which kinda renders the additions themselves pointless.
I think I'll just take advantage of the shield's extra extensions, and just make the shiled not as big as the one you originally used, though unfortunately it's still size cheating. Thankfully, it's not something uncommon in LEGO games, anyhow. (edited)
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The Cap'm (Reese) 02-Jul-20 09:36 PM
Shiled
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UTTER_BODGE 02-Jul-20 09:36 PM
I think the least visually jarring option would be just to take the original shield and scale it up without any extensions
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The Cap'm (Reese) 02-Jul-20 09:37 PM
But the snowflake is cool
(Pun partially intended)
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UTTER_BODGE 02-Jul-20 09:37 PM
kinda but it looks like it'd snag on everything and be super impractical lol
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Grampa Walker 02-Jul-20 09:37 PM
Hm... Yeah, you have a point... Also, give me a break, for some reason when I'm typing quickly I always jumble the letters in shield.
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UTTER_BODGE 02-Jul-20 09:37 PM
both for surfing and use as an actual shield
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The Cap'm (Reese) 02-Jul-20 09:38 PM
Y'see, surfing on a snowflake shield doesn't need to make sense
It's just a cool visual
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UTTER_BODGE 02-Jul-20 09:38 PM
I think the original looks cooler tbh
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The Cap'm (Reese) 02-Jul-20 09:39 PM
Also he won't be holding the extended shield afaik
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UTTER_BODGE 02-Jul-20 09:39 PM
hence why I said it'd be less visually jarring to just have the normal shield scaled up
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Grampa Walker 02-Jul-20 09:39 PM
I mean, there's a lot of tools in BIONICLE that look impractical as hell, but are still cool. Either way, it might unfortunately be better to get rid of the extensions if I need to upscale the shield, anyhow... I just wish I could think of a way to use the shield without changing its' mass.
What if instead of the snowflake if it was just a solid disc extension? The snowflak makes things complicated due to the gaps, but a disc would be easier to make appear Kopaka is standing flat on it without clipping.
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The Cap'm (Reese) 02-Jul-20 09:44 PM
I'd like to see that
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Grampa Walker 02-Jul-20 09:55 PM
There we go. I even utilized the Kopaka leg texture it uses for the handle to make the disc look reflective by having it all stretched out.
Thoughts? Yes? No? Maybe so?
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The Cap'm (Reese) 02-Jul-20 09:58 PM
Looks like a sled I owned when I was 7 lol
Still like it
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Grampa Walker 02-Jul-20 10:02 PM
Alrighty, Vahkiti, go ahead and try this shield sled.
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V A H K I T I 02-Jul-20 10:09 PM
I'm not sold on it tbh
It just looks like the edge is kinda stretched out, and under his feet, you can't even SEE the actual shield at its normal scale like that. :p
I could maybe warm up to it if the texture didn't look.. well bad tbh. :p Don't mean to be harsh, but that really doesn't look good to me. (edited)
It'll look especially janky in game with the simple game lighting applied to it
I liked the snowflake design far better personally
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UTTER_BODGE 02-Jul-20 10:12 PM
I uh... thought that was a funny modeling goof you posted a screenshot of cause it was funny until I read the text
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V A H K I T I 02-Jul-20 10:12 PM
Maybe you could go back to that and make a compromise between both it and the original by maybe having silver bars between the spikes, so it looks like it's extended with pistons
That way it's about as practical in design as the original would ever be, but still captures the idea of the snowflake design
Like I could see it working just straight up with Kopaka's leg pistons between the spikes
Hell, if we REALLY wanted to get fancy, it may TECHNICALLY be possible to morph the part so it physically expands like that when the level starts.
But don't quote me. I've not had good luck with morph targets so far as you are well aware, much less tried combining it with anything rigged. (edited)
Something like that but ya know.. not just black lines
:p
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Grampa Walker 02-Jul-20 10:18 PM
I'm just kind of grasping at straws at this point, becaue while I liked the snowflake far better I just can't think of anything else that works without upscaling the shield's mass. If you're good with having the extra bars, then I'll do that, though keep in mind due to the curve I can't really shrink all that much more Kopaka might be floating on it a bit.
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V A H K I T I 02-Jul-20 10:20 PM
What do you mean? WHat are we shrinking?
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The Cap'm (Reese) 02-Jul-20 10:20 PM
see, you're gonna get shrinkage
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V A H K I T I 02-Jul-20 10:20 PM
SIGNIFICANT SHRINKAGE
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Grampa Walker 02-Jul-20 10:20 PM
I mean shrink the steepness of the bowl shape from the shield.
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V A H K I T I 02-Jul-20 10:20 PM
Ah
I don't think that'll really be necessary
Just needs to be wider
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Grampa Walker 02-Jul-20 11:32 PM
I'm starting to become unsure about the snowflake idea as a whole. I can't flatten it out much more otherwise it looks wrong, and if I can't flatten it then it starts becoming a more complicated bowl. I'm just starting to get ready to throw my hands up and say "upscale the shield" since this is just taking too much time to make something I'm increasingly unhappy with. If this design doesn't work, I'm just making the shield bigger, and calling it there to move to the next model.
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V A H K I T I 02-Jul-20 11:34 PM
I kinda like it tbh
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Grampa Walker 02-Jul-20 11:35 PM
It doesn't have much more foot room than the previous design I sent, sut I'll toss it over to let you see if you like how it looks in the game.
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V A H K I T I 02-Jul-20 11:39 PM
I like it
Doesn't look fantastic from the front though
Even if you're almost never gonna see it that way
I think this could be solved by just moving the anchor point over a bit
Further from the center, and it should fit nicely
Otherwise I quite like the look of it. Similar and practical enough compared to the original, with a bit more of a believable, mechanical element.
It's a unique deviation from the norm I feel like Rebuilt could do with more of.
Nothing too different from the original ideas, but just a bit of a new twist on them
Almost reminds me of Mata Nui's mask actually. xP
SweetJesus
Petition to give Kopaka teeth next
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Grampa Walker 02-Jul-20 11:49 PM
You'll regret that if I start on it
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V A H K I T I 02-Jul-20 11:50 PM
Try me Bonkles
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Grampa Walker 02-Jul-20 11:55 PM
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V A H K I T I 02-Jul-20 11:57 PM
Pac
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Grampa Walker 02-Jul-20 11:57 PM
You asked for it.
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V A H K I T I 02-Jul-20 11:57 PM
Pinned a message.
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Grampa Walker 02-Jul-20 11:59 PM
Is this repositioned shield better?
Don't worry, it doesn't include the Akaktooth (edited)
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V A H K I T I 03-Jul-20 12:02 AM
Yeet.
Still a bit of clipping, but unless you feel like tweaking further, it's not as bad (edited)
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Grampa Walker 03-Jul-20 12:03 AM
I'll say that's good for now.
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V A H K I T I 03-Jul-20 12:03 AM
Ye
Unless you're in debug view, there's literally no way to see it
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Grampa Walker 03-Jul-20 12:03 AM
All that leaves now is Tahu, yes?
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V A H K I T I 03-Jul-20 12:03 AM
And the Onua ball weld fix
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Grampa Walker 03-Jul-20 12:04 AM
Ball weld?
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V A H K I T I 03-Jul-20 12:04 AM
The seam?
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Grampa Walker 03-Jul-20 12:04 AM
Aah, right. That's quick, I'll do that first.
Is it only that one ball?
Okay, both thigh balls were split, just looked, and dealt with it.
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V A H K I T I 03-Jul-20 12:11 AM
Nice
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Grampa Walker 03-Jul-20 12:11 AM
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V A H K I T I 03-Jul-20 12:16 AM
Thank. I'll have a look at this and the others in the morning, just winding down for now
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Grampa Walker 03-Jul-20 12:45 AM
Sure thing, in that case, pleasant dreams, and all that. I'll see what else I can get done before hopping into bed, as well.
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V A H K I T I 03-Jul-20 12:48 AM
Likewise :p
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UTTER_BODGE 03-Jul-20 01:33 AM
late but ye this is neat
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Grampa Walker 03-Jul-20 02:48 AM
Got Tahu all finished up, so I'm tossing him up here, as well.
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V A H K I T I 03-Jul-20 01:29 PM
Btw @Grampa Walker
Just a heads up, you named Kopaka's hand mask wrong.
Remember, Lewa is the only one with the B suffix
Everyone else just has theirs named mask
ALso one of Pohatu's masks still has the reflected colour thing
...And has the same mask name issue. :p
More than one mask still has the colour thing actually
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V A H K I T I 03-Jul-20 01:41 PM
And Onua with the mask name. :v
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V A H K I T I 03-Jul-20 01:49 PM
And gali :p
Tahu's got some weird shit going on
Ah I see
You rigged the axel to the shoulder rather than the clavicle. :v
Seems to be exclusive to Tahu
Fixed on my end. No need to send a revision, just do the same thing on your copy
I'm guessing this is another leftover from our clavicle vs shoulder experiment
Also
Lewa's hand Miru could use adjustment
I think it's due to the shoulders being narrower now, so the cutscene animations don't line up quite as well, but it clips through Tahu's face now
I'll have to look at the others to make sure they're okay
Onua is fine at least
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Grampa Walker 03-Jul-20 02:41 PM
Okay, first off, I wasn't told to just name their hand masks "mask" so I didn't know. I can fix it, but I wasn't made aware. I'll fix Tahu's shoulders on my end, though, and see what I can do with the Miru. Can you send a video of Lewa taking his mask off, and putting it on Tahu so I have reference to work off of?
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V A H K I T I 03-Jul-20 02:42 PM
You were actually. :p
All hand masks are just called mask except for Lewa who has two. His held Miru is mk4b, and his held Komau is called mkab.
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Grampa Walker 03-Jul-20 02:42 PM
Guess I'm blind
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V A H K I T I 03-Jul-20 02:42 PM
:p
Anyways ye, I'll get ye a video of Lewa, one sec
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Grampa Walker 03-Jul-20 02:43 PM
Sure thing.
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V A H K I T I 03-Jul-20 02:43 PM
This should do actually
:p
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Grampa Walker 03-Jul-20 02:44 PM
The fuck is up with his hand???
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V A H K I T I 03-Jul-20 02:44 PM
Probably just cutscene shenanigans. You've seen what Tahu's shoulder does here
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Grampa Walker 03-Jul-20 02:44 PM
You know what, fair. I wouldn't even be surprised if they outright dislocate his hand for the cutscene.
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V A H K I T I 03-Jul-20 02:45 PM
It's not the only scene where slizer hands get fucked too
A lot of Pohatu's scenes have this issue
Not quite that bad though
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Grampa Walker 03-Jul-20 02:45 PM
Even after the rerig corrections?
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V A H K I T I 03-Jul-20 02:45 PM
Though I will say, it's not like that in vanilla beta for Lewa
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Grampa Walker 03-Jul-20 02:46 PM
The mask looks like it clips just as badly, though.
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V A H K I T I 03-Jul-20 02:46 PM
Yeah, but that's nothing we can't tweak
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Grampa Walker 03-Jul-20 02:47 PM
True. Best I can think of is clipping his fingers through the mask more so it's farther from Tahu's face, but I'm not sure how that'll affect Lewa removing it from his face. (edited)
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Grampa Walker 03-Jul-20 03:26 PM
Well... I realized why Lewa's hand is fucked. (edited)
My dumb ass forgot to align it from where it used to be to where it is, now.
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V A H K I T I 03-Jul-20 03:28 PM
Oof. :p
Surprised it only became noticable in this cutscene
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Grampa Walker 03-Jul-20 03:29 PM
I guess Lewa doesn't move his wrist all that often.
Try that out before we make changes to the positioning of the mask itself.
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V A H K I T I 03-Jul-20 03:39 PM
Will do in a bit, just working out some issues in ta02 right now
@The Cap'm (Reese) @ShadowDraikana I've narrowed down the invisibility issue to something to do with the object flags.
For some reason, objects with the flags that the lava requires to work don't want to render in cutscenes
Or at least not immediately when the level loads
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ShadowDraikana 03-Jul-20 03:41 PM
ftr
the lava renders properly if you follow the level order correctly
idk what the issue here is
ive said this repeatedly
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V A H K I T I 03-Jul-20 03:41 PM
Weird.
Also
I feel like the collision issue here is the same issue I had when working on BECH1
The collision box is way too big, and it can't process the whole thing
We can probably fix this by breaking up the model into smaller chunks
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V A H K I T I 03-Jul-20 03:51 PM
Scratch that
It seems to be related to the setresponse line in the setup of the coldobjects array
Yeah, I see the issue here.
I think the setresponse code is set to just make everything in the array act like laval
But the array doesn't JUST contain lava
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V A H K I T I 03-Jul-20 04:05 PM
Yeet
They really did just fucking
make an entire array of non lava objects
throw a bit of lava in there
and then program the entire array to act like that lava
Wtf
BecauseSaffire
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The Cap'm (Reese) 03-Jul-20 04:07 PM
Top quality
Wait do those platforms also fall?
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V A H K I T I 03-Jul-20 04:09 PM
No
I just jumped off to demonstrate (edited)
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The Cap'm (Reese) 03-Jul-20 04:09 PM
Okay good
Lava need to not kill you a thousand times here as well
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V A H K I T I 03-Jul-20 04:10 PM
I'll see if I can figure out why they activate before physically touching them next
Also
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The Cap'm (Reese) 03-Jul-20 04:10 PM
And then there's the Akaku wall
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V A H K I T I 03-Jul-20 04:10 PM
That may be hard to fix
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The Cap'm (Reese) 03-Jul-20 04:10 PM
And the lavafall
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V A H K I T I 03-Jul-20 04:10 PM
?
Lava here is programmed by OSI code rather than a BCL. It IS possible to have a secondary BCL, so it doesn't necessarily NEED to be run this way, but it'll take about as much of a refactor as WELL did. I'm pretty confident that the scripted behaviour is the cause of the infinideath though.
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The Cap'm (Reese) 03-Jul-20 04:12 PM
I assume the ? was about the Akaku wall, so I'll say this again: standing in front of the Akaku wall and using the Akaku (post-TA05 in my experience) warps you to the void
If the Akaku is already on when you approach the wall it simply instantly vanishes without playing the cutting animation (edited)
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V A H K I T I 03-Jul-20 04:13 PM
Well the latter can be easily fixed I think.
My guess is it's looking for the player in a trigger box with an active mask power.
We'll instead have it look for the player in a trigger box with a specific mask being worn, and then pressing the activate button
Does it always warp you, or just whenever you try top open the door after you've already done so the first time?
Cause if it's the latter, we can just use the same save flag it sets to disable the trigger box entirely
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The Cap'm (Reese) 03-Jul-20 04:17 PM
What do you mean "after you've already done so the first time"
Well my break's over so I'll be back around 6 if you have more questions
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V A H K I T I 03-Jul-20 04:20 PM
Well I assume what you meant is that it works fine once, and then if you ever come back to the area and try to do it again, it'll yeet you into the shadow realm. :p
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V A H K I T I 03-Jul-20 05:31 PM
Pushed the partial fix at any rate. This will at least make the lava board not a death trap to collect
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V A H K I T I 03-Jul-20 05:43 PM
SOmewhat better
He does still shove it a bit too far through Tahu's face, but I don't think we can do much more about that until we can edit animations
@Grampa Walker
FYI it goes further in than this, I just took a screenshot too early
Speaking of animations, @UTTER_BODGE, did you have a chance to look over that file I sent?
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V A H K I T I 03-Jul-20 07:09 PM
What have I done
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The Cap'm (Reese) 03-Jul-20 07:09 PM
No, it yeets you to the shadow realm period
The reason I specify post-TA05 is because you're not supposed to get to it before then, but currently can because the lavafall doesn't kill you
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Grampa Walker 03-Jul-20 07:11 PM
Ganua isn't real, Ganua can't hurt you
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V A H K I T I 03-Jul-20 07:23 PM
Gali's hand mask is offset too
Tough there's a lot more wrong with Gali in this scene now than just that. But that's nothing we can fix until animation editing
@Grampa Walker
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The Cap'm (Reese) 03-Jul-20 08:08 PM
checked and it also happens if you just warp straight there and try it
(the TA02 hell warp)
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V A H K I T I 03-Jul-20 08:08 PM
I see
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The Cap'm (Reese) 03-Jul-20 08:22 PM
UH
What the fuck did you do to the cutscene post TA05
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V A H K I T I 03-Jul-20 08:23 PM
?
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The Cap'm (Reese) 03-Jul-20 08:23 PM
I spawn, the camera pans in an odd way to the lava pool, I hear the death noise a billion times, and my game crashes (edited)
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V A H K I T I 03-Jul-20 08:24 PM
wot
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The Cap'm (Reese) 03-Jul-20 08:25 PM
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V A H K I T I 03-Jul-20 08:26 PM
????????????????????????????????????????????????????????????????????????????????????????????
Gonna have to look into this.
Idk why that's happening, I literally copied the code from main
And it works there
Funny thing is I don't even get what you're getting
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The Cap'm (Reese) 03-Jul-20 08:27 PM
If I set the flag and warp in (flag 22 ftr), it kills me right as I enter and I respawn with the cutscene track still playing (and the black bar on the bottom)
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V A H K I T I 03-Jul-20 08:28 PM
Take a guess as to what this is
C O N G R A T U L A T I O N S
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The Cap'm (Reese) 03-Jul-20 08:29 PM
yeah I know that part
also I noticed that you reverted the music to vanilla
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V A H K I T I 03-Jul-20 08:29 PM
Oh yeah, there WERE changes from main. :v
FIIIIIIIIINE I guess I'll do it MANUALLY
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The Cap'm (Reese) 03-Jul-20 08:31 PM
nice job fixing the lava killing btw
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V A H K I T I 03-Jul-20 08:31 PM
Thank
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The Cap'm (Reese) 03-Jul-20 08:32 PM
oh, is there anything in the code as to why the music carries between areas
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V A H K I T I 03-Jul-20 08:33 PM
nothing's there to tell it to stop most likely
Pushed
SHould be working fine now
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The Cap'm (Reese) 03-Jul-20 08:38 PM
Y'know
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V A H K I T I 03-Jul-20 08:39 PM
no u
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The Cap'm (Reese) 03-Jul-20 08:39 PM
is it just me or is the music playing twice after the cutscene ends
it seems really loud
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V A H K I T I 03-Jul-20 08:40 PM
¯\_(ツ)_/¯
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Grampa Walker 03-Jul-20 08:54 PM
I guess it's canonical that Tahu fucking dies before facing Makuta, then.
Anyhow, good news. First Turaga rerig.
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V A H K I T I 03-Jul-20 08:59 PM
Nice. Don't forget Gali still needs the hand mask tweaks though
The others may as well, I need to test further
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Grampa Walker 03-Jul-20 09:06 PM
I'm not sure what I can do for some of them right now. The likes of Gali need the mask in the hook, so if I move the Kaukau it'll either float, or be lodged in her wrist. It might be a similar case with some of the others, too. Lewa, and Pohatu if need be I can clip their fingers through a bit, but otherwise I'm not sure.
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V A H K I T I 03-Jul-20 09:07 PM
Well as I showed for Gali's, the offset is IN the direction of her wrist, so it'll just be further from it
There's a bit of room for error here
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Grampa Walker 03-Jul-20 09:09 PM
Hm.. I'll see what I can do, but I can't promise it'll look the best depending on the clipping, and angles the masks are visible.
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V A H K I T I 03-Jul-20 09:10 PM
Aight
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Grampa Walker 03-Jul-20 09:10 PM
While I do that make sure to let me know how Whenua goes when you get to him.
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V A H K I T I 03-Jul-20 09:10 PM
ye
Just taking a bit of a break at present
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Grampa Walker 03-Jul-20 09:11 PM
No problemo.
You let me know there's no rush, so of course I'll return Hurry up, fucker, I have a pet rock to feed No rush back.
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V A H K I T I 03-Jul-20 09:12 PM
xP
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Grampa Walker 03-Jul-20 09:16 PM
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V A H K I T I 03-Jul-20 09:29 PM
THis is acceptable
We can perfect it once we get animation editing
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Grampa Walker 03-Jul-20 09:53 PM
Awesome, alright then.
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UTTER_BODGE 04-Jul-20 01:37 AM
Speaking of animations, @UTTER_BODGE, did you have a chance to look over that file I sent?
not yet
maybe tomorrow but I make no promises
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V A H K I T I 04-Jul-20 01:42 AM
Aight. Not asking you to actually like.. work on anything, I was just hoping somebody with a basic knowledge of what needs to be done could say whether or not those files are at all useful for the task. :p
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UTTER_BODGE 04-Jul-20 01:45 AM
I literally don't even remember what you sent or what the problem is lol
work has been
interesting
by which I mean jesus fuck
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V A H K I T I 04-Jul-20 01:46 AM
Oof. That bad huh? Also here's the file, and I'll copy a snippet from it again.
// This file describes the animation data that comes from max // the format is as follows // begining time followed by a float in seconds // ending time followed by a float in seconds // set of animated root node and their key frame data(a root node is anything that // is a child of the scene root but not a child of any of those objects) // if it is a BIP then it will have position and rotation data for the Bip01 // and rotation data for any child. // if its not then it will have position rotation and scale for all nodes begin time: 0.000000 end time: 96.533333 root Bip01 { Key: 0.000000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.033333 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.066667 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.100000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.133333 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.166667 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000 Key: 0.200000 Pos XYZ: 0.000000 0.000000 0.000000 Quat Rot XYZW: -0.000000 -0.000000 0.000000 1.000000.......
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UTTER_BODGE 04-Jul-20 01:47 AM
alrighty so what's the goal
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V A H K I T I 04-Jul-20 01:47 AM
Ideally reverse-engineering the animations in the game. I noticed this file the other day and thought the information may be useful, but I don't know enough about the format to really say.
Hence why I asked you and Benji. Benji didn't know, or otherwise didn't get a chance to look over it much.
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UTTER_BODGE 04-Jul-20 01:48 AM
oh this is something from the game itself?
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V A H K I T I 04-Jul-20 01:48 AM
Ye
It's a file present in the alpha
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UTTER_BODGE 04-Jul-20 01:48 AM
I thought it was like, a dump we made at a glance haha
nice
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V A H K I T I 04-Jul-20 01:49 AM
There are two actually. This one is slightly larger.
Not sure the actual differences
From the filename, we can at least determine it's something to do with an animation for the Toa, Matoran, or Turaga, but it's not exactly descriptive beyond that
@JrMasterModelBuilder Have you seen anything like this before?
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JrMasterModelBuilder 04-Jul-20 02:06 AM
It's basically keyframe data.
For the Bip01 object at the root of the scene. (edited)
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V A H K I T I 04-Jul-20 02:07 AM
Is it an actual animation, or just a dump of whatever tool they were using?
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JrMasterModelBuilder 04-Jul-20 02:07 AM
It describes where Bip01 moved to at every frame.
So it's a dump of animation data.
I don't think it's a standard format, but the data is fairly simple.
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V A H K I T I 04-Jul-20 02:08 AM
Ah, so probably nothing useful towards reverse-engineering the game's files then?
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JrMasterModelBuilder 04-Jul-20 02:08 AM
Might be.
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V A H K I T I 04-Jul-20 02:08 AM
eyes_shaking
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JrMasterModelBuilder 04-Jul-20 02:10 AM
Basically, it says at time 0.0, move Bip01 to x:0.0 y:0.0 z:0.0 and rotate (using quaternions) to x:-0.0 y:-0.0 z:0.0 w:1.0
I don't know what that data is transformed into though.
Does it bake them, or does it store than info somewhere? (edited)
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V A H K I T I 04-Jul-20 02:12 AM
You're asking the wrong person unfortunately. All I know is what the file says it is. Something that came out of 3DS Max.
Though describing Bip01 in the commented text does at least make me think it's not just a standard file dump from the animator.
Idk how standard naming conventions for skeletons tend to be, especially back then, but it's not a prefix I've seen outside of this game before.
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JrMasterModelBuilder 04-Jul-20 02:16 AM
I don't think it's standard per-se, just generated by a custom 3DS Max script with values from the scene. Pretty sure Bip01 is the root node for bipeds.
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V A H K I T I 04-Jul-20 02:16 AM
Oh yeah, it definitely is
Just pointing out that the commented text describes it, and that probably? wasn't auto-generated.
I don't see why they'd put the effort into describing the format of a standard animation file. (edited)
I just wish I knew what format it WAS, if any known. I've seen the .anim extension before, but that's pretty common.
But it's definitely not a format of it Maya understands. Already tried importing it directly
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Grampa Walker 04-Jul-20 02:21 AM
Oh, if I may ask, have you looked at Whenua, yet?
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V A H K I T I 04-Jul-20 02:22 AM
Not yet. I'll look at him now
Boi. :v
For some reason the INCANDECENSE on the eyes is cranked up rather than the reflected colour
Also you forgot I need whenua with and without a mask. :p
Though I guess it doesn't really matter
He never exactly takes it off
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Grampa Walker 04-Jul-20 02:25 AM
I... Have no idea what even happened here.. I did everything with reflections as with Toa. Also, I'll grab a maskless, and make sure that's settled.
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V A H K I T I 04-Jul-20 02:25 AM
Nah it's all good, let's leave it for now.
I think I can make it work now that I think about it
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Grampa Walker 04-Jul-20 02:26 AM
You sure? I can do it in a few seconds.
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sweg (Andrew) 04-Jul-20 02:26 AM
found a bug with gali, not sure if it was present before
she's a few inches above the ground
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V A H K I T I 04-Jul-20 02:27 AM
That is present with all Toa
You just now noticed? :p
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sweg (Andrew) 04-Jul-20 02:27 AM
yes xp
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Grampa Walker 04-Jul-20 02:27 AM
Should I lower all the Toa meshes?
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V A H K I T I 04-Jul-20 02:27 AM
Yeah were not sure why this is a thing
It's not to do with the rigging
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Grampa Walker 04-Jul-20 02:28 AM
Ah, alright, then.
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sweg (Andrew) 04-Jul-20 02:28 AM
i have not realized this occurred with all of them
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V A H K I T I 04-Jul-20 02:28 AM
Are you using the right texture for his eyes?
They don't glow anymore. O_o
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Grampa Walker 04-Jul-20 02:29 AM
W...What..? How.. Is that even..
Okay, let me try something different with the eyes. Maybe I need to have the specular a certain color?
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V A H K I T I 04-Jul-20 02:31 AM
I don't think any of those settings translate to the game.
Though I will say this may be related to whatever happened with Vakama and Matau in vanilla
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Grampa Walker 04-Jul-20 02:32 AM
Do we know what that is? Because I I know was their specific eye textures wouldn't glow, and I had to use Toa eyes.
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V A H K I T I 04-Jul-20 02:33 AM
I don't think we ever figured it out, no
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benji 04-Jul-20 02:58 AM
@V A H K I T I The file you've been asking about might be useful, maybe. We already have the animation file format reversed by JMMB. The issue is that the data looks incorrect when applied in Maya. The potential use of your files would be double-checking that the reversed binary template is accurate, but I don't think that's where the issue is anyways.
You yourself could load up the corresponding animation in 010 and verify that the interpreted data is correct
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V A H K I T I 04-Jul-20 02:59 AM
If I knew what this corresponded to I could do just that.
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benji 04-Jul-20 02:59 AM
In other words, I have no decisive answer for whether this is helpful
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V A H K I T I 04-Jul-20 03:00 AM
It's a loose file in the root of the cinematics folder of the alpha.
So it's not even relative to any other animation file
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benji 04-Jul-20 03:00 AM
Well then that is also in the way of it helping me
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V A H K I T I 04-Jul-20 03:00 AM
True. I'm still curious too about the weird consistency I noticed with the exports we get.
(How things seem to get less accurate the further from the root an object moves)
However I don't think this'll be much help with that. Especially since bipeds are the one thing explicitly NOT working right now. :p
Non-bipeds vary in their accuracy, but generally the less complex the model, the more accurate the export
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benji 04-Jul-20 03:02 AM
Honestly, Blender might be the best lead on animation
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V A H K I T I 04-Jul-20 03:03 AM
At this point I'll take anything we can get. As far as data editing goes, this is pretty much the last frontier. (edited)
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benji 04-Jul-20 03:03 AM
Its way of handling skeletons could be more similar to how the game works than Maya
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V A H K I T I 04-Jul-20 03:03 AM
At least if it can be imported into Blender, it can probably be edited in Maya to some extent.
So I can still use what I'm familiar with and just reverse the process I normally go through with Walker
Does Max handle skeletons any differently than Maya? I forget.
Cause we can pretty much confirm now that everything in this game was made in that and POSSIBLY motionbuilder
Though I guess the bigger question is did Max of 20 years ago handle skeletons differently than modern Maya.
This was of course back before Autodesk even owned the software.
I have Max 4.2 finally running on a VM, but I can't really do much with it given how limited its importers were
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JrMasterModelBuilder 04-Jul-20 04:30 AM
Maybe look for animations that are the same duration? (edited)
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V A H K I T I 04-Jul-20 01:18 PM
Hmm
The absolute closest I can find is Gali Meets Pohatu
They're both 1:36 exactly
But then Kopaka Meets Lewa is only 2 seconds shorter than that, and nothing says each character's animation lasts the full length of a cutscene (edited)
Not to mention that both those scenes have 2 characters
So that only effectively narrows it down to 4 animations
More if I account for the first two Onua cutscenes adding up to about 6 seconds longer
And THOSE scenes contain 3 different characters
I'd place my bets on Gali Meets Pohatu still though, especially since that was one of the animation tests we got from Mr. Madden.
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The Cap'm (Reese) 04-Jul-20 01:27 PM
where was that bip01 animation in the files
out of curiosity
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V A H K I T I 04-Jul-20 01:28 PM
V A H K I T I Today at 03:00 It's a loose file in the root of the cinematics folder of the alpha. So it's not even relative to any other animation file
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The Cap'm (Reese) 04-Jul-20 01:28 PM
ah
i only say because I recall Onua has a Bip01.bkd in the alpha
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V A H K I T I 04-Jul-20 01:31 PM
He does
Definitely nothing of this length though
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The Cap'm (Reese) 04-Jul-20 01:31 PM
as does pohatu
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V A H K I T I 04-Jul-20 01:32 PM
His is also pretty short
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The Cap'm (Reese) 04-Jul-20 01:32 PM
I'd look more, but I both doubt it'd yield anything and I have to get ready for work
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V A H K I T I 04-Jul-20 01:32 PM
Yeah @JrMasterModelBuilder, the numbers don't line up with any of these, unless I'm looking at them wrong
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V A H K I T I 04-Jul-20 02:09 PM
So @Grampa Walker, slowly going through Rebuilt's meetings
Pohatu Kopaka is passable
Kopaka Lewa is perfect, I guess because their body types are the same, so the offset evens itself out
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V A H K I T I 04-Jul-20 02:39 PM
Also
The hau STILL has those splits
Pac
I will once again fix it on my end, but please remember to mirror it on yours this time. :p
Also
His hips have the split again (edited)
And his ankles
I FUCKING HATE that this is a thing I can't fucking fix.
Cause Maya has to be like OH SHIT THE VERTEX COUNT CHANGED
BETTER SHIFT ALL THE FUCKING SKIN WEIGHTS FROM HIS FEET TO HIS NECK AND HIS ARMS TO HIS COCK
This is the one thing I absolutely loath about Maya. Say what you will about the actual bugs the program has that Autodesk refuses to fix, but THIS is the bane of my fucking existence.
Cause whenever shit like this shows up, no matter how fucking simple the actual issue ends up being, I pretty well just have to sit here with my thumb up my own ass until Walker comes on.
The only reason I can fix the Hau is because it's a single mesh with no complex weights. Just full influence from one bone.
This is the same reason I can no longer work with any direct exports from the game.
Since LOMNTool exports rigged meshes without merging them first, anything I do in Maya will fuck the skin weights to varying degrees. (edited)
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Grampa Walker 04-Jul-20 06:37 PM
Did someone say ass Summon me?
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V A H K I T I 04-Jul-20 06:38 PM
I mean yes to both if it suits you :v
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Grampa Walker 04-Jul-20 06:39 PM
I'm more of a leg, and thigh guy, personally. Best parts of the chicken. So, I see I goofed on the Hau, again. Fixing that, now. I'm not sure what to do about Whenua's eyes, still, so that's on the backburner while I move to Nokama.
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V A H K I T I 04-Jul-20 06:40 PM
Sounds good. :p Tahu also has the split in his ball joints too. The hau I could fix on my end, but that I could not
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Grampa Walker 04-Jul-20 06:41 PM
Alrighty, I'm on it. There's a lot of those UV issues that slipped by since I wasn't very organized before. I'll crush those before they breed.
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V A H K I T I 04-Jul-20 06:41 PM
Thank. :p
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Grampa Walker 04-Jul-20 06:41 PM
Welc.
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Grampa Walker 04-Jul-20 06:53 PM
Hau, and balls fixed in the UV department.
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V A H K I T I 04-Jul-20 07:21 PM
Sweet, I'll have a look in a bit
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The Cap'm (Reese) 04-Jul-20 11:01 PM
a bit later
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V A H K I T I 04-Jul-20 11:06 PM
no u
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The Cap'm (Reese) 04-Jul-20 11:07 PM
yes
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Grampa Walker 05-Jul-20 12:19 AM
Alright, I'm stepping away from the Turaga for a moment given they seem to be having a new issue at the moment, so while I take a break from that, someone toss me a level that needs some work done to it.
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The Cap'm (Reese) 05-Jul-20 12:19 AM
here, have the entirety of Kopaka's level
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V A H K I T I 05-Jul-20 12:19 AM
Uh, let me check the trello
Probably bech2 if I had to suggest anything
Which you'd have to work closely with reese on
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The Cap'm (Reese) 05-Jul-20 12:20 AM
Uh oh, that can't be good. I'm pretty insufferable
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Grampa Walker 05-Jul-20 12:20 AM
Is that the one with the really janky boxing? No offense, of course.
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The Cap'm (Reese) 05-Jul-20 12:20 AM
oh it's super jank
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Grampa Walker 05-Jul-20 12:20 AM
I'll take that as a yes. I believe I still have that downloaded, let me check.
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V A H K I T I 05-Jul-20 12:21 AM
As long as it has all the models present, should be fine to work with that
One of the fist things it'll definitely need is similar sea floor and invisible walls to ga-koro
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Grampa Walker 05-Jul-20 12:22 AM
I can't seem to find a file with that name, so I might need an FBX tossed my way.
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V A H K I T I 05-Jul-20 12:22 AM
f
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The Cap'm (Reese) 05-Jul-20 12:22 AM
i'll get one
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V A H K I T I 05-Jul-20 12:23 AM
All you'll really need to include in this is the main, watr, tre1, and rock models plus your grayboxing I believe
Not gonna bother including all the platforms since I'm 99% positive Walker can make a better platforming challenge than anything in this level by default. :p
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The Cap'm (Reese) 05-Jul-20 12:24 AM
ye
fuck em
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V A H K I T I 05-Jul-20 12:24 AM
Don't even care about the moving ones.
Or the boulders for that matter
They're fucking annoying
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The Cap'm (Reese) 05-Jul-20 12:24 AM
ye
grayboxing over the main model
i'll get the other models in a sec
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V A H K I T I 05-Jul-20 12:26 AM
We can supplement the lack of moving platforms with hookshot targets, and maybe the boulders with Rahi hives
Can be structured similarly to L1A1
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Grampa Walker 05-Jul-20 12:26 AM
Wait, it was called graybech?
Okay, I searched that, and I have an fbx of that on my computer, I was looking for bech2.
So, uh.. I'll just delete the old one, and download the new one, unless there's no real changes between them.
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The Cap'm (Reese) 05-Jul-20 12:27 AM
there should be literally no changes
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Grampa Walker 05-Jul-20 12:27 AM
Alright, I'll use what I've got, then. I appreciate you grabbing a copy of it, though.
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The Cap'm (Reese) 05-Jul-20 12:28 AM
so in addition to that, I need to send the tre1, watr, main, and rock models?
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V A H K I T I 05-Jul-20 12:29 AM
Ye
Unless you included them in that file (edited)
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The Cap'm (Reese) 05-Jul-20 12:29 AM
the main model is in graybech
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V A H K I T I 05-Jul-20 12:29 AM
aight
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The Cap'm (Reese) 05-Jul-20 12:29 AM
the grayboxing is on top of it, after all
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V A H K I T I 05-Jul-20 12:29 AM
ye
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Grampa Walker 05-Jul-20 12:31 AM
Any models help, I'd say. I doubt they'll all line up with each other, though, so I'll possibly need to improvize. Also, Now's the best time for me to ask this. What is the directory for level textures on your computer, Vahkiti? I want to replicate that one, as well.
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V A H K I T I 05-Jul-20 12:32 AM
Same as the other path, but instead of characters/textures, in this case for instance it would just be levels/lev2/lev2
Ditto for all levels, just change the number
FYI this is the game's own structure, not just my PC. :p
The repo follows the game's folder tree exactly (edited)
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Grampa Walker 05-Jul-20 12:33 AM
so all levels have their level folder twice?
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V A H K I T I 05-Jul-20 12:33 AM
ye
not sure why
but it is what it is
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The Cap'm (Reese) 05-Jul-20 12:34 AM
the levX folder/blk is where the textures and cinema files are kept
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Grampa Walker 05-Jul-20 12:34 AM
Man, this game has some jank. But, hey, we know that, already.
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The Cap'm (Reese) 05-Jul-20 12:37 AM
you know maybe I should have put some basic colors on some of these grayboxed things
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Grampa Walker 05-Jul-20 12:41 AM
Maybe. Either way, I think I still remember some of what you told me is represented by it, so it'll do. I'll just merge all the separate boxes in groups, and start getting to work making meshes. I can't promise I'll be able to make some of the exact shapes you want since some of the structures I feel would not work with the scenery in the slightest, but I'll definitely do what I can. All I ask are some images of similar structures from the game as reference, if any exist in the game.
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The Cap'm (Reese) 05-Jul-20 12:41 AM
yeah uh I wasn't really going for permanent shape
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V A H K I T I 05-Jul-20 12:41 AM
I think we both trust your judgement.
This was just temporary ideas
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The Cap'm (Reese) 05-Jul-20 12:41 AM
was more just trying to get ideas across
yeah that
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Grampa Walker 05-Jul-20 12:42 AM
I get the idea, but I take the grayboxing as "Put thing like this here", though now I know to take what you send as "Here's the thought, expand upon it."
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The Cap'm (Reese) 05-Jul-20 12:43 AM
There's a reason my job in this department is just to slap some cubes together to make a vague area rather than intricate area detail
Because I suck at 3D modeling 😛
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V A H K I T I 05-Jul-20 12:43 AM
You are getting much better at it though
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Grampa Walker 05-Jul-20 12:43 AM
I sucked, too, when I started.
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V A H K I T I 05-Jul-20 12:43 AM
Next time you do one, try extruding objects instead of making new ones for every part. I'll walk ya through it when ya get there.
That was the point I really started to take off with it when I learned about cutting and extruding shapes
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The Cap'm (Reese) 05-Jul-20 12:44 AM
I may try looking up some super basic Maya tutorials so I can do the KUTA path connection that's been unfinished on the trello for ages
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V A H K I T I 05-Jul-20 12:44 AM
There's also my school material I posted here
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The Cap'm (Reese) 05-Jul-20 12:44 AM
tru
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V A H K I T I 05-Jul-20 12:44 AM
You can get a general idea of what you have to do even if it's targeted towards max
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Grampa Walker 05-Jul-20 12:45 AM
I'd give modelling tips, but if you use Maya, then all my advice will be like reading hieroglyphics.
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V A H K I T I 05-Jul-20 12:48 AM
Well for now anyways
Once you start learning Blender 2.8, we'll be a fair bit closer to being on the same page
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The Cap'm (Reese) 05-Jul-20 12:49 AM
where are those class things again
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The Cap'm (Reese) 05-Jul-20 12:51 AM
thank
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V A H K I T I 05-Jul-20 12:52 AM
yeet
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The Cap'm (Reese) 05-Jul-20 12:53 AM
ftr it's connecting these two paths
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V A H K I T I 05-Jul-20 12:53 AM
ah
I wonder what the intention was for this area
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The Cap'm (Reese) 05-Jul-20 12:54 AM
Yeah
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V A H K I T I 05-Jul-20 12:54 AM
It's one of the few unfinished areas that's just
not even remotely clear
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The Cap'm (Reese) 05-Jul-20 12:54 AM
It's got three paths, so it must have been visited a number of times
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V A H K I T I 05-Jul-20 12:54 AM
THey were obviously meant to lead out of the level, yeah
But to/from where and why
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The Cap'm (Reese) 05-Jul-20 12:55 AM
And the fact that it's called KUTA raises some questions
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V A H K I T I 05-Jul-20 12:55 AM
It's clearly a remnant of the game's more non-linear past, that much is clear
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Grampa Walker 05-Jul-20 01:13 AM
If it's non-linear, does that mean we could use it in that sense, or is there a plan in mind for it?
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V A H K I T I 05-Jul-20 01:13 AM
I have no plan at present personally
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The Cap'm (Reese) 05-Jul-20 01:13 AM
For KUTA?
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V A H K I T I 05-Jul-20 01:13 AM
ye
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Grampa Walker 05-Jul-20 01:13 AM
Yeah, for KUTA.
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The Cap'm (Reese) 05-Jul-20 01:14 AM
I mean we're using it right now as a transitional area
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Grampa Walker 05-Jul-20 01:32 AM
So, last question for now, are there any temple structures in the game you can show images of as reference of what direction to go in?
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The Cap'm (Reese) 05-Jul-20 01:33 AM
a couple
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V A H K I T I 05-Jul-20 01:33 AM
Probably Gl3s
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The Cap'm (Reese) 05-Jul-20 01:33 AM
erm
not 3s
3s is just a slide
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V A H K I T I 05-Jul-20 01:33 AM
WHY DO WE HAVE 2 GLY3S
ATYFGSADHUYJ
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The Cap'm (Reese) 05-Jul-20 01:33 AM
i mean they're in different levels
so
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Grampa Walker 05-Jul-20 01:35 AM
Okay, so there are some. Then send pics
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The Cap'm (Reese) 05-Jul-20 01:35 AM
Here's the big GLY3 one
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V A H K I T I 05-Jul-20 01:35 AM
Ironically it's easier to see in the official Saffire screenshot
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The Cap'm (Reese) 05-Jul-20 01:36 AM
different building but
yea
if you still have the GLY3 model from a ways back you can look at these close up
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Grampa Walker 05-Jul-20 01:37 AM
Hm.. That looks good, but I feel I should change it up a little bit for this level. Those look like they were carved out of naturally resting rock with only the pillars potentially added after. That won't work as well on a beach where everything was likely carved elsewhere, and brought in. I'll use these as a base idea, and work on what makes sense from there. I'm thinking to make it look more clearly segmented.
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The Cap'm (Reese) 05-Jul-20 01:38 AM
yea
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V A H K I T I 05-Jul-20 03:56 AM
How's it goin @Grampa Walker? :p
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Grampa Walker 05-Jul-20 08:00 AM
It goes. I'm still in early stages of editing, still, but I'm figuring out what I want to do as I look over it, and just clean up the rock walls, and environment for now. I've also decided I want to have wooden struts, and supports similar to the Ga-Koro takara stage holding up the stone bridge.
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The Cap'm (Reese) 05-Jul-20 10:44 AM
there's a bridge?
I completely forgot
can you show me where that is rq @Grampa Walker (edited)
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Grampa Walker 05-Jul-20 12:37 PM
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The Cap'm (Reese) 05-Jul-20 03:06 PM
Ah
I thought I put a bridge in somewhere and just forgot 🙃
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Grampa Walker 05-Jul-20 09:04 PM
Adding some little details to make the map feel more natural.
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V A H K I T I 05-Jul-20 09:04 PM
I like it. 🙂
Also feel free to do the same kind of sea floor changes as you did in Ga-Koro
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Grampa Walker 05-Jul-20 09:06 PM
Thank ya, glad you like it. Also, definitely, that's why I cleared up that mess of texture from the floor. I also plan to bring in all the better foliage from Ga-Koro, as well, and even do some similar faux mountains if I can find the best spots for that around the level.
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V A H K I T I 05-Jul-20 09:07 PM
Nice
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The Cap'm (Reese) 05-Jul-20 09:10 PM
I mean considering BMTN is next to this map you could fit some in and have map-to-map consistency
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Grampa Walker 05-Jul-20 09:11 PM
Oooh, what's that area look like for comparison, and reference?
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The Cap'm (Reese) 05-Jul-20 09:11 PM
I can send it when I get home in a few minutes
Still at work
it'll help since BMTN is next on the chopping block
Unless you can send some visual reference @V A H K I T I
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V A H K I T I 05-Jul-20 09:17 PM
I'm a but busy at the moment dealing with Hoseryx fallout. :p
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Grampa Walker 05-Jul-20 09:19 PM
Jesus, is there that much issue with that abomination not winning?
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V A H K I T I 05-Jul-20 09:20 PM
Ye
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The Cap'm (Reese) 05-Jul-20 09:21 PM
Wut
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V A H K I T I 05-Jul-20 09:21 PM
?
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The Cap'm (Reese) 05-Jul-20 09:21 PM
Wuzzat
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V A H K I T I 05-Jul-20 09:22 PM
Oh you sweet summer child
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The Cap'm (Reese) 05-Jul-20 09:22 PM
?
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V A H K I T I 05-Jul-20 09:22 PM
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The Cap'm (Reese) 05-Jul-20 09:23 PM
What's controversial about this?
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Grampa Walker 05-Jul-20 09:23 PM
That thing ALMOST became the canon depiction of Helryx.
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The Cap'm (Reese) 05-Jul-20 09:24 PM
oh
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Grampa Walker 05-Jul-20 09:25 PM
It lost, thankfully, but I'm guessing the Hoseryx fans are accusing the contest of being rigged because it lost fraudulent votes.
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V A H K I T I 05-Jul-20 09:25 PM
Ye
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The Cap'm (Reese) 05-Jul-20 09:25 PM
I mean
As someone who just learned of this
Looks a bit shit, no offense
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Grampa Walker 05-Jul-20 09:28 PM
Completely agree. It was a spawn of many funny images, I have to admit, but the fact it was actually taking the lead in votes to be canon was concerning.
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The Shadow Emperor 05-Jul-20 09:33 PM
I found it funny until it started looking like it might actually win
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Grampa Walker 05-Jul-20 09:34 PM
That's about the position I had with it, as well.
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The Shadow Emperor 05-Jul-20 09:34 PM
the canon aspect is less concerning to me than the fact that a joke entry winning would set a bad precedent for future contests and encourage more shitposty entries which would bury legitimate efforts (edited)
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Grampa Walker 05-Jul-20 09:34 PM
Yeah, the whole contest would have become a joke, and the people putting actual effort into entries would plummet in numbers VERY quickly, leaving only shitposts.
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The Cap'm (Reese) 05-Jul-20 11:52 PM
okay this took too long for me to send but here's the BMTN model @Grampa Walker
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V A H K I T I 06-Jul-20 01:32 PM
Good morning frens. :v
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The Cap'm (Reese) 06-Jul-20 01:35 PM
mornin
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V A H K I T I 06-Jul-20 01:38 PM
Tad late @Grampa Walker but tahu is gud now.
Remember to mirror your Hau changes to the matoran, and also deal with the split in their arms
Now I can FINALLY finish with these BMP cutscene uploads. :p
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V A H K I T I 06-Jul-20 02:25 PM
Some things to add to the trello for the next patch btw
Animation editing, because the rerigs have mad Gali's stanky legs EVEN WORSE in Pohatu's intro (edited)
Something is offset at the ending causing Pohatu not to directly stomp the camera like the alpha and beta cutscenes
And finally in the bull mount scene, the big block that's supposed to fall at the end doesn't show up.
The camera shake and sound are there, but the object isn't present.
@The Cap'm (Reese)
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The Cap'm (Reese) 06-Jul-20 02:27 PM
yeah i'm on it
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V A H K I T I 06-Jul-20 02:27 PM
Thank
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Grampa Walker 06-Jul-20 06:29 PM
I'm looking forward to animation edits, mostly because once I figure out IK rigging the feet of characters I'm eager to try, and learn animation in general. I'd love for us to be able to animate our own little segments for reveal trailers, especially since I have a great one in mind for the end of a video using the Bohrok model, should we ever get far enough finished to add them as enemies in a future mode/update.
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The Cap'm (Reese) 06-Jul-20 06:30 PM
I'm excited because we can then put in the other 3 BadCheat animations 😏
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V A H K I T I 06-Jul-20 06:30 PM
I've also wanted to make a Litestone specific intro.
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The Cap'm (Reese) 06-Jul-20 06:30 PM
ye
that's on the trello
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V A H K I T I 06-Jul-20 06:30 PM
I should storyboard that sometime
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Grampa Walker 06-Jul-20 06:30 PM
Wait, other three?
Also, yeah, the intro with Nobua, right?
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The Cap'm (Reese) 06-Jul-20 06:30 PM
There are only three
so we must make three more
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V A H K I T I 06-Jul-20 06:30 PM
Ye, Nobua
Aside from that, there are a lot of things we'll have to fix in regards to cutscene animations now that the BHDs can't be used properly
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The Cap'm (Reese) 06-Jul-20 06:31 PM
Ooh, actually, we have four other characters now playable. Kaita, Nobua, and Whenua BadCheats; this will be amazing
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V A H K I T I 06-Jul-20 06:31 PM
By far the worst of the bunch at present is Gali
In-engine cinematic from The Legend of Mata Nui (August 2020 REBUILT ver.) ---------------------------------------------------------------------------------- Download this and more at http://biomediaproject.com/bmp/videos
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The Cap'm (Reese) 06-Jul-20 06:31 PM
WAIT AND THERE'S VORIKI
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V A H K I T I 06-Jul-20 06:31 PM
She got fuckin STANKY LEGS
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The Cap'm (Reese) 06-Jul-20 06:31 PM
THIS WILL BE AMAZING
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V A H K I T I 06-Jul-20 06:32 PM
Not particularly hard to implement either
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Grampa Walker 06-Jul-20 06:32 PM
Aaah. I wonder what the hell the other three will be. Onua gives the finger, Pohatu takes a piss, and Tahu breaks some wind. The first thing I have in mind for Gali unfortunately is either a stripper dance, twirking, or something like that.
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V A H K I T I 06-Jul-20 06:32 PM
The first three are hard-coded, but we can force animations, and do things with button inputs all via the OSI
Twerking is probably the simplest option
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The Cap'm (Reese) 06-Jul-20 06:33 PM
I mean I'm still going for Lewa doing a pole dance on his axe
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V A H K I T I 06-Jul-20 06:34 PM
See that's doable because the object is there. For Gali it becomes a bit more difficult
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Grampa Walker 06-Jul-20 06:35 PM
I actually have two in mind for Kopaka, but I'm sure there's better. Shield is a tophat, sword a cane, he does the Michigan J Frog dance, or he just make an Ice mirror, and does the stereotypical "Does such and such make my butt look big?" sort of poses in it.
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V A H K I T I 06-Jul-20 06:35 PM
I like the first one a lot
Especially since with have a precedent now set for the shield changing shape
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The Cap'm (Reese) 06-Jul-20 06:36 PM
WAIT
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Grampa Walker 06-Jul-20 06:36 PM
Yeah, the front can just extrude like a multi-layer pipe to give it that shape, and it could even collapse a bit to make the brim smaller. (edited)
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The Cap'm (Reese) 06-Jul-20 06:36 PM
DID YOU JUST SAY KOPAKA DOING THE FROG DANCE
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V A H K I T I 06-Jul-20 06:36 PM
NO
WE ARE NOT MAKING KOPAKA INTO CRAZY FROG
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The Cap'm (Reese) 06-Jul-20 06:36 PM
I LITERALLY MADE THAT JOKE LAST YEAR
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V A H K I T I 06-Jul-20 06:36 PM
BOI
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The Cap'm (Reese) 06-Jul-20 06:36 PM
not the crazy frog you mook
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V A H K I T I 06-Jul-20 06:36 PM
:v
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The Cap'm (Reese) 06-Jul-20 06:37 PM
Was looking through Kopaka's animations and couldn't resist making this joke when I saw this one. If you're curious, this is animation k026, known internally as both KOPA FALL and KOPA FALLING.
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V A H K I T I 06-Jul-20 06:37 PM
Come to think of it, we still need to implement Pohatu's moonwalk somehow
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Grampa Walker 06-Jul-20 06:37 PM
That's settled, then, Kopaka gets a dance. Also, we could replace Pohatu's normal "back up" animation with the moonwalk, that fits the most.
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V A H K I T I 06-Jul-20 06:38 PM
Well that's easy enough to say
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The Cap'm (Reese) 06-Jul-20 06:38 PM
The moonwalk is a lot better
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V A H K I T I 06-Jul-20 06:38 PM
But we can't have contextual movelists
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The Cap'm (Reese) 06-Jul-20 06:38 PM
Why have context when we can just replace it outright
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V A H K I T I 06-Jul-20 06:38 PM
:v
I mean I'm willing to take a vote on it
I want to reference this for Voriki
I think if Nintendo wrote lyrics these would be somewhere along these lines. Some of these lyrics are from a song by Jeffery Parks. Featuring fantastic Dan Mitchell as the terrified guy in the bed, Missy the dog, and Big Ray the cat. Driving and I'm speeding and I'm vigorous...
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Grampa Walker 06-Jul-20 06:39 PM
I mean, it gives him more character, instead of just backing up he'd just go "Well, time to slide on outta here"
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V A H K I T I 06-Jul-20 06:39 PM
Also his item pickup animation WILL be the default dance
:v
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The Cap'm (Reese) 06-Jul-20 06:40 PM
fuck
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Grampa Walker 06-Jul-20 06:40 PM
I... H.. Why, and how..?
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V A H K I T I 06-Jul-20 06:40 PM
:v
I CUM
I would totally animate it as a cinematic tbh
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The Cap'm (Reese) 06-Jul-20 06:41 PM
please no
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V A H K I T I 06-Jul-20 06:41 PM
Replace the car with a Ga-Koro boat, and the dog with an Ussal
:v
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The Cap'm (Reese) 06-Jul-20 06:42 PM
no
please
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V A H K I T I 06-Jul-20 06:42 PM
Yes
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The Cap'm (Reese) 06-Jul-20 06:42 PM
NO
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V A H K I T I 06-Jul-20 06:42 PM
YES
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The Cap'm (Reese) 06-Jul-20 06:42 PM
Bad Liam :v (edited)
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V A H K I T I 06-Jul-20 06:42 PM
( ͡° ͜ʖ ͡°)
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The Cap'm (Reese) 06-Jul-20 06:42 PM
I revoke your gamer card
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V A H K I T I 06-Jul-20 06:42 PM
DON'T MAKE ME PUT GREG & PD IN THE GAME
I'LL FUCKIN DO IT
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Grampa Walker 06-Jul-20 06:44 PM
Honestly I was just thinking of him using his staff as either a flying broom, or a pogostick.
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The Cap'm (Reese) 06-Jul-20 06:45 PM
He throws his spear in the air, does some Naruto jutsu shit, and then it hits him in the head and he pratfalls
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V A H K I T I 06-Jul-20 06:45 PM
His default run animation will be the Naruto run
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Grampa Walker 06-Jul-20 06:46 PM
Jesus, just make his maskpower creating a ridiculosu number of clones that mimmick your movements, and just get in your way while we're at it.
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V A H K I T I 06-Jul-20 06:47 PM
What was that about the Mahiki in BMOP? Pac
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The Cap'm (Reese) 06-Jul-20 06:47 PM
only if you're in combat mode liam
and if the matoran speen so hard their necks snap
jokes aside the bmop demo was fun
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Grampa Walker 06-Jul-20 06:49 PM
Wait.
I've got it.
He does the fucking fat starwars kid staff spinning stuff, then we add in him knocking himself out with it like Reese suggested.
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The Cap'm (Reese) 06-Jul-20 06:49 PM
lel
I have the power of God AND anime on my side!
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Grampa Walker 06-Jul-20 06:50 PM
Cut-off battlecry
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V A H K I T I 08-Jul-20 01:04 AM
@Grampa Walker Sup nerd. :v
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Grampa Walker 08-Jul-20 01:22 AM
What's up?
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V A H K I T I 08-Jul-20 01:24 AM
Just checking in really. Any progress on the Turaga and/or BECH2, or ya been taking it easy today?
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Grampa Walker 08-Jul-20 01:25 AM
I took a break yesterday, and part of today, but the BECH2 area is a work in progress. I haven't started the structures yet, been cleaning up the environment, but there's been a few tricky spots deciding what to do. I'll tackle the Turaga if I feel I won't be able to get what I'm working on done before the big update, just so all the models are updated.
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V A H K I T I 08-Jul-20 01:28 AM
Fair.
I mean ultimately if it's not done by 810, I don't plan on forcing a release regardless.
If it needs to be delayed, then so be it.
We'll just delay it to October 8th and have our own 810 with backjack, and hookers
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The Cap'm (Reese) 08-Jul-20 01:30 AM
release it on halloween and call it the "scarily late" patch
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V A H K I T I 08-Jul-20 01:30 AM
ZVFGHBKJUK<D:HGLJX
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Grampa Walker 08-Jul-20 01:32 AM
We just replace the bugs with organic ones.
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V A H K I T I 08-Jul-20 01:32 AM
We replace every toa with Bendryx
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Grampa Walker 08-Jul-20 01:35 AM
Custom boss fight with electroswing mixed with tribal chants
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V A H K I T I 08-Jul-20 01:35 AM
Makuta just releases as Bendryx
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Roblord 08-Jul-20 03:55 AM
At least it'd give more excuses for Thicc japes
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The Cap'm (Reese) 08-Jul-20 01:33 PM
we in this bois
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V A H K I T I 08-Jul-20 01:36 PM
PoorEljay
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The Cap'm (Reese) 08-Jul-20 01:38 PM
how's that player.lss looking liam
it'd better be fucking spick and span by now
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Grampa Walker 10-Jul-20 12:06 PM
How does Gali enter BECH2, if I may ask? I presume by the waterfall, so if that's the case, does she spawn at the bottom, or fall from the top?
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The Cap'm (Reese) 10-Jul-20 12:06 PM
no
spawns at the bottom in the large, mostly empty area
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Grampa Walker 10-Jul-20 12:07 PM
By at the bottom, you mean where, exactly?
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The Cap'm (Reese) 10-Jul-20 12:07 PM
trying to get the game open to show you
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Grampa Walker 10-Jul-20 12:07 PM
Ah, alrighty.
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The Cap'm (Reese) 10-Jul-20 12:09 PM
Right here.
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Grampa Walker 10-Jul-20 12:10 PM
Aaah, alright, then.
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Grampa Walker 11-Jul-20 12:27 AM
There we go, another detail to make things feel like they make sense, and tell a small story by themselves. I plan to have something specific that caused the bridge to have broken by falling on it, but for now there's the bridge actually lying there, having gathered moss from being broken for so long rather than just vanishing without a trace.
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The Cap'm (Reese) 11-Jul-20 12:28 AM
niiiiice
I like
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Grampa Walker 11-Jul-20 12:33 AM
Glad ya do. I'm also working on extending mountaisn, and such to make the area look bigger, and more densely surrounded by rock given it's a massive island. I plan on seeing how much I can add to flesh out this area.
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The Cap'm (Reese) 11-Jul-20 12:33 AM
noice
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Grampa Walker 11-Jul-20 01:25 PM
So, I've got some thoughts. I was thinking over the ruins idea, and I'm not quite sure what I can do for the big structure with pillars. The smaller ruins I have ideas given their smaller scale, but the massive structure? Even taking out of mind the size of the rough representation, the pillar hopping means the structure would need to be huge, and not something I feel is likely to be built by the Matoran, unlike the smaller ones which I could believe Ga Matoran, assisted by some Po, and Onu Matoran could reasonably make. In short, I want to add the hopping pillars, but a structure of the size necessary just wouldn't work, in my opinion, so I'm not sure how I could add pillars to hop up to reach the top. I'm pretty much in need of some structure brainstorming for that spot since I'm not sure the initial idea fits. (edited)
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The Cap'm (Reese) 11-Jul-20 03:06 PM
well the implication was supposed to be that it wasn't built by the matoran, but
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Grampa Walker 11-Jul-20 03:57 PM
I suppose, but the question would then remain by whom it was built. As far as we know that island was deserted until the Toa Metru arrived, so I'm confused with the implications, a bit. (edited)
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The Cap'm (Reese) 11-Jul-20 05:28 PM
Well I'm basing this on the existence of the GLY3 ruins (edited)
Which seem foreign to the rest of the island as well
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Grampa Walker 11-Jul-20 06:08 PM
Are those the structures underwater?
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The Cap'm (Reese) 11-Jul-20 07:09 PM
Yes
(Sorry for the sporadic responses, at work atm)
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Grampa Walker 11-Jul-20 07:51 PM
Ah, I presumed those were made by the Matoran, though I guess only Matoran with Kaukaus could have done it easily. I'll figure something out, then. I'm still thinking it won't be like an actual temple, shrine, or such, I'm wondering what can be done that would work for the area. Picturing multiple structures in that spot I feel nothing looks right/good, so that has me stumped, as well. (Also, no prob, work be more important.)
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The Cap'm (Reese) 11-Jul-20 08:01 PM
Matoran can use their masks?
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Grampa Walker 11-Jul-20 08:02 PM
I always assumed so, but it never felt clear if they could, or not.
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V A H K I T I 11-Jul-20 08:03 PM
They cannot and never could. :P
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Grampa Walker 11-Jul-20 08:04 PM
Welp, guess they would have drowned trying to make those structures, then.
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The Cap'm (Reese) 11-Jul-20 08:23 PM
By the by, I had no clue what to put there either, so the temple was the only thing I could think of at the time to replace the shitty floating platforms
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The Cap'm (Reese) 11-Jul-20 09:08 PM
Another idea could be taking the rock pillar thing from the ocean part of the area and making a not-shitty version of Kopaka's STRT pillar, I guess...?
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Grampa Walker 11-Jul-20 09:41 PM
Which looks like-?
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The Cap'm (Reese) 11-Jul-20 09:42 PM
I'm still at work :v
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Grampa Walker 11-Jul-20 10:06 PM
I'll wait, then
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The Cap'm (Reese) 11-Jul-20 10:29 PM
Wow, it's shit
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Grampa Walker 12-Jul-20 12:02 AM
Hm.. Yeah, that doesn't look the most natural.. though I'm not sure how else one would do that there. I'll have to think of something, either way. On BECH2, anyhow, don't have to worry about that one, yet. (edited)
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UTTER_BODGE 12-Jul-20 02:33 AM
that rock is shitty from a gameplay standpoint
it's a real pain to climb lol
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Grampa Walker 12-Jul-20 11:19 AM
I wonder what could be done to replace it. Obviously there's a point to it being there, likely a collectable, so there's need to be a way up there even if that pillar of rock wasn't.
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The Cap'm (Reese) 12-Jul-20 11:20 AM
Well the button to open the exit is up there
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Grampa Walker 12-Jul-20 11:21 AM
Hm.. Theoretically, could we move the button so a better platforming segment is put in its' place?
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The Cap'm (Reese) 12-Jul-20 11:22 AM
Yes.
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Grampa Walker 12-Jul-20 11:24 AM
Awesome, good to know. I'll keep that in mind whenever I begin working on that level. For now, though, I definitely need to focus on BECH2 since I'm still stumped on that pillar platforming area.
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The Cap'm (Reese) 12-Jul-20 11:27 AM
Yeah
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UTTER_BODGE 12-Jul-20 02:49 PM
I'd just change the shape
the main problem is how it gets wider towards the top
makes the platforming to get up there terrible lol
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V A H K I T I 15-Jul-20 04:38 PM
Tomorrow morning if I can get my sleep back on track, I'm gonna try and clean up level 7 a bit, give the Kaita their Toa classes, implement Akamai to Wairhua switching, HOPEFULLY figure out the issue with Pohatu's area, and put a cutscene/credits plus frontend warp at the end of Tahu's.
If I have time, I may work on Green Hill a bit.
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The Cap'm (Reese) 16-Jul-20 01:15 AM
*Pohatu and Kopaka
also the frontend warp and ewok scene are already there, just needs credits (edited)
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V A H K I T I 16-Jul-20 12:11 PM
o
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V A H K I T I 16-Jul-20 12:54 PM
So I'm just looking over Mana now
It has two models named dr0x
They're half spheres
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The Cap'm (Reese) 16-Jul-20 12:54 PM
ye
the ones from the fmv
no texture tho afaik
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V A H K I T I 16-Jul-20 12:55 PM
So is Mana supposed to be that same area?
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The Cap'm (Reese) 16-Jul-20 12:56 PM
I guess? Aside from the lack of the bohrok egg and the center pillar it's just CHMB
which I think has the same doors...?
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V A H K I T I 16-Jul-20 12:56 PM
Yea
My guess is they're meant to close the same way, spin shut when you enter and then battle the manas
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The Cap'm (Reese) 16-Jul-20 12:57 PM
yea
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V A H K I T I 16-Jul-20 12:57 PM
I'll fix the floor texture and see if I can rig that up
@ShadowDraikana Do you know how to make an object S P E E N ?
:p
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The Cap'm (Reese) 16-Jul-20 12:57 PM
I...think it uses a blank texture called junglefloor or something like that?
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V A H K I T I 16-Jul-20 12:58 PM
I'll just clone whatever chmb uses (edited)
Okay so the doors are loaded in by default
They just don't do anything
They use the same texture as the floor
Ditto with chmb
I'll fix them both up I guess
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The Cap'm (Reese) 16-Jul-20 01:03 PM
are we even using CHMB?
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V A H K I T I 16-Jul-20 01:03 PM
Idk but it's in the files for rebuilt
I'm guessing this texture is not present in the game?
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The Cap'm (Reese) 16-Jul-20 01:04 PM
nope
looked for it back when I found MANA's floor, not there
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V A H K I T I 16-Jul-20 01:04 PM
Well it looks relatively simple to make
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The Cap'm (Reese) 16-Jul-20 01:04 PM
nor is the texture for the doors I think?
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V A H K I T I 16-Jul-20 01:04 PM
Just the bohrok symbol and some lines
The texture around the bohrok egg is also incorrect, as is the pillar I thik
The pillar isn't present, the background just uses the wall texture, and so does the pedestal
Looks like the walls are also supposed to use the Bohrok texture
Albeit a more complex variant
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ShadowDraikana 16-Jul-20 01:11 PM
Do you know how to make an object S P E E N ? see the vuata maca trees in villages
unless that's changed
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V A H K I T I 16-Jul-20 01:11 PM
Well yeah but that was hacky af
I literally just used the whirlpool class
:p
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ShadowDraikana 16-Jul-20 01:11 PM
no that's how you make an object spin
the code was self-contained iirc
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V A H K I T I 16-Jul-20 01:12 PM
Can that be stopped when it reaches a specific angle?
These need to spin 90 degrees on X and then stop (edited)
The crystals spin indefinitely on Y
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V A H K I T I 16-Jul-20 01:44 PM
Random discovery btw
The pillar underneath the main platform of PST2 uses the same model as the pillars in the Manas fight.
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The Cap'm (Reese) 16-Jul-20 01:46 PM
ah yeah
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V A H K I T I 16-Jul-20 01:47 PM
Same texturing too thankfully
So we can potentially reuse that
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The Cap'm (Reese) 16-Jul-20 01:47 PM
I think I connected that subconsciously but never consciously
tbh I kinda like the PST1 version with the water/fluid flowing even though you can't see the top of it
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V A H K I T I 16-Jul-20 01:50 PM
At any rate, I've saved it as its own object now for future reuse
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Grampa Walker 16-Jul-20 01:50 PM
The ones in the Manas fight look more narrow, though, so recaling a bit might ne necessary.
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V A H K I T I 16-Jul-20 01:51 PM
And pushed to the additional content repo
With these it shouldn't be too hard to recreate the area where the Kaita actually fight the Manas. I'm not sold on using MANA for it in retrosepct.
It doesn't look anything like what's seen in the cutscene. It's just CHMB with a few objects missing
The area used in the cutscene is just an assortment of these pillars surrounding a circular platform that uses the glowing wall texture
All easy to remake
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The Cap'm (Reese) 16-Jul-20 01:54 PM
I'm not sold on using MANA for it in retrosepct. what do you mean by this
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V A H K I T I 16-Jul-20 01:54 PM
I literally just told you
:v
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The Cap'm (Reese) 16-Jul-20 01:56 PM
I don't get what you mean though. "The area where the Kaita actually fight the manas?"
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V A H K I T I 16-Jul-20 01:56 PM
In the cutscene? I thought that was obvious given that's what we've been talking about this entire time. Pac
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The Cap'm (Reese) 16-Jul-20 01:56 PM
what do you mean by using mana for that
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V A H K I T I 16-Jul-20 01:57 PM
...
We were going to use Mana as where you fiht the manas as a boss, yes?
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The Cap'm (Reese) 16-Jul-20 01:58 PM
As a boss? No
I did want to use the Mana-Ko as a miniboss in MAN2
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V A H K I T I 16-Jul-20 01:58 PM
Well wtf were we using mana for then
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The Cap'm (Reese) 16-Jul-20 01:59 PM
Just fighting Manas. They're regular enemies, not bosses.
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V A H K I T I 16-Jul-20 01:59 PM
o
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The Cap'm (Reese) 16-Jul-20 02:01 PM
in terms of the level concepts I had for lev7, Manas are in all but one Akamai area as enemies since he's the combat/platforming character between the two Kaita
Wairuha in comparison would have few to none since they're the puzzle focused character
To be fair I suppose, MANA would be the area with the most Manas out of all of them
(speaking of, I think we can actually put the manas in now since I believe their issue was that their skeleton was broken?)
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V A H K I T I 16-Jul-20 02:07 PM
?
There was never an issue with them IIRC
They just don't have animations
You're thinking of the ussal
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The Cap'm (Reese) 16-Jul-20 02:07 PM
I never got them to load in unless I replaced their skeleton
also they have animations
as does the Mana-Ko
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V A H K I T I 16-Jul-20 02:27 PM
Bit ugly right now but I think I've generally got the platform size determined.
Looking at the cutscene I based the scale on the Kaita and Mana Ko relative to the amount of space on the texture cells they took up, and the approximate amount of times said cell tiled on the floor.
From that I determined that Kaita take up just under 1 cell, and the cells tiled about 6 times on X
Now I can use THAT to determine the approximate scale of the pillars, and how many there are
It looks like the Kaita can just fit shoulder to shoulder between two of them
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V A H K I T I 16-Jul-20 02:46 PM
This looks about right to me
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The Cap'm (Reese) 16-Jul-20 02:47 PM
one question
entrances?
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V A H K I T I 16-Jul-20 02:47 PM
I'll probably copy pst2's bridge in
Also can confirm they did stretch the pillars
They didn't even bother adjusting the UVs to compensate. >->
As for the level boundaries, I'm just gonna reused the walls from one of the other stages.
The cutscene is too blurry and foggy to ever see the actual walls
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The Cap'm (Reese) 16-Jul-20 02:56 PM
well you can kind of see them
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V A H K I T I 16-Jul-20 02:57 PM
oh?
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The Cap'm (Reese) 16-Jul-20 02:57 PM
Right at the beginning as the camera pans from Akamai to Wairuha
really hard to screencap the exact moment but it uses an existing wall texture I think
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V A H K I T I 16-Jul-20 02:59 PM
Ah ye I see it
Looks like it uses the same texture as the side of the main platform
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The Cap'm (Reese) 16-Jul-20 03:00 PM
yea
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V A H K I T I 16-Jul-20 03:02 PM
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The Cap'm (Reese) 16-Jul-20 03:04 PM
yeet
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V A H K I T I 16-Jul-20 03:06 PM
This is interesting
Looks like they mirrored the top of the pillars for the bottom
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The Cap'm (Reese) 16-Jul-20 03:16 PM
weird
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V A H K I T I 16-Jul-20 03:19 PM
Coming together nicely
I think I just need to do vertex colours and that'll be that other than misc. cleanup
Well that and a bridge
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The Cap'm (Reese) 16-Jul-20 03:19 PM
yeah that
one bridge or two
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V A H K I T I 16-Jul-20 03:20 PM
Finding that pillar in PST2 was a lifesaver
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V A H K I T I 16-Jul-20 04:08 PM
It's still only an approximation of the actual model they used, but I'd say it's damn close
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V A H K I T I 16-Jul-20 04:23 PM
I'll add in the bridge next. Was just testing mainly to see how it looks in game
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The Cap'm (Reese) 16-Jul-20 04:30 PM
Neet
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V A H K I T I 16-Jul-20 05:27 PM
Wip
I think I'm only gonna have one in here, and instead have the Toa get warped out when all the manas are defeated
Lines up with what Makuta is apparently capable of in the cinematic
Or better yet, just have the cinematic play, then change the level
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The Cap'm (Reese) 16-Jul-20 05:28 PM
Change the level?
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V A H K I T I 16-Jul-20 05:28 PM
Well the Kaita get dissolved then warped out of the area
In the cutscene
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The Cap'm (Reese) 16-Jul-20 05:28 PM
oh you mean a map change.
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V A H K I T I 16-Jul-20 05:28 PM
So we'll just have the game immediately warp you to Onua after the cinematic plays
Yea
We'll just play it on a condition here rather than at the start of Onua
I'll also set it up so that the bridge is loaded in segments and then collapses when the Manas spawn in
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The Cap'm (Reese) 16-Jul-20 05:29 PM
...wait, where is this map placed in the level order? Is this going to be post-KUTA?
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V A H K I T I 16-Jul-20 05:30 PM
Well we want something to line up with the cinematic that will be playing, so I'd say this would be better suited for the final Kaita area, yes
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The Cap'm (Reese) 16-Jul-20 05:31 PM
I thought the idea was like this: Akamai's areas KUTA left path change to Wairuha for his areas KUTA right path fight cinematic toa areas boss win
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V A H K I T I 16-Jul-20 05:32 PM
Well right away that's gonna break the flow.
Cause we're gonna have fight, puzzle, then jump back to fight for the cutscene
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The Cap'm (Reese) 16-Jul-20 05:33 PM
okay now I'm confused 🙃
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V A H K I T I 16-Jul-20 05:33 PM
????
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The Cap'm (Reese) 16-Jul-20 05:33 PM
so what's the map order here
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V A H K I T I 16-Jul-20 05:34 PM
I would say we should move Wairhua's areas to the top so we can have the level and cinematic structure flow better
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The Cap'm (Reese) 16-Jul-20 05:34 PM
how so
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V A H K I T I 16-Jul-20 05:35 PM
I literally just explained it. :v
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The Cap'm (Reese) 16-Jul-20 05:35 PM
the meetup cinematic literally ends with akamai
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V A H K I T I 16-Jul-20 05:35 PM
Cause we're gonna have fight, puzzle, then jump back to fight for the cutscene
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The Cap'm (Reese) 16-Jul-20 05:35 PM
that explains nothing because I don't know the map order
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V A H K I T I 16-Jul-20 05:35 PM
I'm stating this going off the map order you posted
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The Cap'm (Reese) 16-Jul-20 05:35 PM
right now it's MANA PST1 MAN1 KUTA (left) PST2 KUTA (right) cinematic ONUA etc
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V A H K I T I 16-Jul-20 05:38 PM
Alternatively, we can have this area be Warhua's one combat area and maybe have one light puzzle area for Akamai to balance it out.
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The Cap'm (Reese) 16-Jul-20 05:38 PM
Question
how long has it been since you read the lev7 rebuild doc
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V A H K I T I 16-Jul-20 05:39 PM
A while, but that doc didn't account for the possibility of rebuilding the actual Manas fight area, so it doesn't exactly matter anymore
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The Cap'm (Reese) 16-Jul-20 05:39 PM
I'm sorry so the entire document is invalidated because you decided on a whim to recreate the FMV area?
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V A H K I T I 16-Jul-20 05:40 PM
No, but the structure will probably need to be altered to accound for it
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The Cap'm (Reese) 16-Jul-20 05:40 PM
.-.
First of all
in the structure on that doc there is a spot for an Akamai puzzle area and a Wairuha combat area
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V A H K I T I 16-Jul-20 05:41 PM
Okay cool.
So this will be airhua's combat area then
Last in the chain
That way when the cutscene plays it's not as jarring to have been fighting the manas in one area, only to show them being fought in a completely different one
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The Cap'm (Reese) 16-Jul-20 05:42 PM
but there wasn't a direct transition like that
that's why KUTA exists
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V A H K I T I 16-Jul-20 05:42 PM
Is there a reason we can't have this after kuta?
Make it represent the area that both Kuta paths lead to?
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The Cap'm (Reese) 16-Jul-20 05:43 PM
The whole thing was that you leave their final area and travel through KUTA, both entering the same area, which matches up with them meeting in the fmv
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V A H K I T I 16-Jul-20 05:43 PM
Okay so basically that thing I said
:p
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The Cap'm (Reese) 16-Jul-20 05:44 PM
they both enter here
which is what lines up with them in the FMV exiting their paths and meeting up again
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V A H K I T I 16-Jul-20 05:45 PM
Ye
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The Cap'm (Reese) 16-Jul-20 05:46 PM
in the doc, Wairuha's combat area (WRHA) leads into here, and then you walk the path to the right exit there.
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V A H K I T I 16-Jul-20 05:46 PM
I see no reason we can't still have this after Kuta
Hell, we could figure out a way to throw Akamai in here as an NPC to fight the Manas with you
We'll have to do that anyways for Makuta phase 2
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The Cap'm (Reese) 16-Jul-20 05:47 PM
but then why have the FMV
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V A H K I T I 16-Jul-20 05:48 PM
Well an alternative option would be to just leave the area empty with a few Manas scattered about and have the cutscene play on a trigger like in lev1 bech
Wouldn't be the first area just made for a cutscene
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The Cap'm (Reese) 16-Jul-20 05:49 PM
so you see this area for all of two seconds, then the FMV starts, instead of the FMV just beginning after KUTA, essentially
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V A H K I T I 16-Jul-20 05:50 PM
Why are you so opposed to using this? Pac
It's not like Makuta has much else going on right now
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The Cap'm (Reese) 16-Jul-20 05:52 PM
I'm not against it as a whole, I'm just confused as to why you're so insistent that it has to go post-KUTA instead of literally anywhere else, especially since you just said it'd only have a cutscene trigger in it (the other option just contradicting the FMV, something you got on my ass about when I first started pitching Kaita stuff)
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V A H K I T I 16-Jul-20 05:54 PM
It doesn't contradict the FMV, it just makes the FMV serve as a recap of events. Another idea could be that the FMV is split further so that the entrance scene plays, then YOU fight the manas, then the actual fight scene plays when you're done
I'm insistant on it being post-kuta because the cutscene it's based on is post-kuta
Having it anywhere not relative to the cutscene is stupid and jarring
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The Cap'm (Reese) 16-Jul-20 05:57 PM
see, though, to the first point there, it would contradict the FMV in the exact same way you pointed out to me months ago: in the FMV, they utterly destroy the Manas and Mana-Ko, which would call into question (especially if it's supposed to be recapping gameplay) "Well, why can't I do that?"
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V A H K I T I 16-Jul-20 05:57 PM
Right, and in retrospect I do agree with that, hence why I now suggest splitting it further.
It's just a matter of finding a good place to do so
if we can
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The Cap'm (Reese) 16-Jul-20 06:03 PM
The Kaita working together make any piece of combat trivial in-story, so them fighting together in actual gameplay would have to match up. Having the other Kaita in there as an NPC would also call this issue into question. My suggestion would be to make more of the area. Have it start in a small, separate chamber where you fight some Manas or something to that effect, then you leave that small chamber through a corridor that leads into the area you have there (visible through the end of the tunnel). At the end of the tunnel, just as the player gets a view of the area and the army of Manas ahead of them, trigger the FMV. I'm sorry if I'm coming across as rude or arrogant, by the way. The area recreation there is really damn good, but I just...can't see it working in gameplay while matching the FMV. Maybe I have too narrow a mindset. Regardless, I'm going to eat dinner and cool down. Sorry.
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V A H K I T I 16-Jul-20 06:04 PM
I like that idea
I'll make the bridge go all the way through this pillar so we can facilitate that. 🙂
I guess the excuse we can use for that never being seen in the cutscene is that it's always out of frame
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V A H K I T I 16-Jul-20 06:27 PM
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The Cap'm (Reese) 16-Jul-20 06:36 PM
Yeet
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V A H K I T I 16-Jul-20 06:39 PM
Idea
What if I put the electrified Toa canisters in this room? Make it imply this is where the Shadow Toa spawn from
I can have the six of them line the edges of the platform
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Grampa Walker 16-Jul-20 06:45 PM
So, I'm trying to find at least a starting point for structures on BECH2, and this is the diraction I'm going in so far. I'll most likely dig around the textures to find variations for variety itself, but this is a rough idea of the direction I'm going in. Not finished, and still rough, but seeing if this is good, or if the shaping needs to be changed in any way. (edited)
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V A H K I T I 16-Jul-20 06:47 PM
I like it
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Grampa Walker 16-Jul-20 06:49 PM
Alrighty, I'll follow through with this design for the beach structure, then degrade, and break it to look aged, and worn afterwards. I'm still not quite sure how to go about the pillar hopping to make it look good, so far all I've got in mind is just the pillars by themselves, or piles of collapsed rock. I can't for the life of me think of any design for a structure in that massive area I can say looks good, and structurally sound enough to not have the entire roof fall down because of all the pillars being broken for the pillar hopping.
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V A H K I T I 16-Jul-20 06:59 PM
@The Cap'm (Reese) Thoughts on my idea?
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The Cap'm (Reese) 16-Jul-20 06:59 PM
Ss good
What's your area name for it
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V A H K I T I 16-Jul-20 07:03 PM
probably man3 I guess
Also
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The Cap'm (Reese) 16-Jul-20 07:03 PM
This game now has three men
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V A H K I T I 16-Jul-20 07:03 PM
Split up the bridge into chunks
We can have it operate similarly to cli2 I think it is?
*clf2
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The Cap'm (Reese) 16-Jul-20 07:04 PM
Ah you mean L1A3
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V A H K I T I 16-Jul-20 07:04 PM
Right
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The Cap'm (Reese) 16-Jul-20 07:04 PM
Or I suppose also L1A6
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V A H K I T I 16-Jul-20 07:04 PM
Basically just falling away behind you
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The Cap'm (Reese) 16-Jul-20 07:04 PM
Ye
When the area is in, remember to have KUTA's exit that currently leads to ONUA lead to MAN3
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V A H K I T I 16-Jul-20 07:08 PM
ye
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V A H K I T I 16-Jul-20 07:47 PM
Attention to detail: two entrances. :p
Only one will be used tho
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The Cap'm (Reese) 16-Jul-20 07:47 PM
Nice
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V A H K I T I 16-Jul-20 07:47 PM
Now there's definitely no turning back from this being post-Kuta. :p
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The Cap'm (Reese) 16-Jul-20 07:48 PM
Actually hold up a sec
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V A H K I T I 16-Jul-20 07:48 PM
?
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The Cap'm (Reese) 16-Jul-20 07:48 PM
Instead of there being two entrances to this part, shouldn't there just be one entrance, and a separate path for Akamai?
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V A H K I T I 16-Jul-20 07:49 PM
How about I break one of the bridges so it looks as if Akamai's already passed through
Then you meet up with him in the main area and cutscene plays (edited)
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The Cap'm (Reese) 16-Jul-20 07:50 PM
Well, in the FMV it looks like they came from two different parts of the arena, but I suppose that could work...?
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V A H K I T I 16-Jul-20 07:50 PM
My idea here is that you walk in to see Akamai facing down the army of Manas
And that's when the scene plays
I can place him anywhere I need in the actual area to match
You only see them meeting up from different sides of the screen out of frame within a relatively small viewport
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The Cap'm (Reese) 16-Jul-20 07:51 PM
Fair
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V A H K I T I 16-Jul-20 07:51 PM
I could get away with just placing him off to the side a bit and it would work
The way I've built this is that the main entrance that you see here is supposed to BE the sphere you enter from two directions in Kuta
So it would have to have dual entrances to match
I even gave it the same texture. :p
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The Cap'm (Reese) 16-Jul-20 07:52 PM
Yea
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V A H K I T I 16-Jul-20 08:34 PM
I think I am done with the model for the most part
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The Cap'm (Reese) 16-Jul-20 08:35 PM
Neet
I assume the bottom there is black in-game like a pit?
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V A H K I T I 16-Jul-20 08:39 PM
ye
Just can't really display vertex colours on top of textures nicely in maya
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The Cap'm (Reese) 16-Jul-20 08:39 PM
Yeet
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V A H K I T I 16-Jul-20 08:46 PM
Oh right, I was gonna add the shadow toa canisters
Well I'll test the level first and then add them
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The Cap'm (Reese) 16-Jul-20 08:46 PM
Oh, that's going in here?
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V A H K I T I 16-Jul-20 08:46 PM
I told you about it
I asked you what you thought
And you said you liked t
:p
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The Cap'm (Reese) 16-Jul-20 08:47 PM
Man I'm all over the place today
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V A H K I T I 16-Jul-20 08:47 PM
:v
V A H K I T I Today at 18:39 Idea What if I put the electrified Toa canisters in this room? Make it imply this is where the Shadow Toa spawn from I can have the six of them line the edges of the platform
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The Cap'm (Reese) 16-Jul-20 08:47 PM
Yea I see now
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V A H K I T I 16-Jul-20 08:47 PM
V A H K I T I Today at 18:59 @Apophenia (Reese) Thoughts on my idea? Apophenia (Reese) Today at 18:59 Ss good
:p
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The Cap'm (Reese) 16-Jul-20 08:48 PM
I think I skipped that to see BECH stuff; my response was to the picture of the area you were making
That's cool too tho
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V A H K I T I 16-Jul-20 08:48 PM
Aight. :p
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The Cap'm (Reese) 16-Jul-20 08:49 PM
Are they going to literally be on the edges of the platform or just in the distance in the small dome area?
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V A H K I T I 16-Jul-20 08:51 PM
I figured on the platform itself, but I can come up with something ese
From Unity btw
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The Cap'm (Reese) 16-Jul-20 08:52 PM
Noice (edited)
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V A H K I T I 16-Jul-20 08:52 PM
Will have the cutscene trigger here
With that the level is set up data-wise. Just need to script it now
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Grampa Walker 16-Jul-20 09:08 PM
Not sold on the hook positioning yet, but this a good idea for the structure that will be turned into a more ruined version for the area?
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V A H K I T I 16-Jul-20 09:08 PM
I like it
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The Cap'm (Reese) 16-Jul-20 09:08 PM
oo das neat
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V A H K I T I 16-Jul-20 09:08 PM
Thoughts on my work? :p
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Grampa Walker 16-Jul-20 09:09 PM
I'd say it's looking pretty damn neato, my dude. In all seriosuness, though, that's looking good, pretty damn close to the FMV from what I can tell.
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V A H K I T I 16-Jul-20 09:09 PM
❤️
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The Cap'm (Reese) 16-Jul-20 09:10 PM
just add pixel crust
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Grampa Walker 16-Jul-20 09:10 PM
No thank you, I'm on a low crust diet
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The Cap'm (Reese) 16-Jul-20 09:10 PM
walker confirmed eats uncrustables
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V A H K I T I 16-Jul-20 09:26 PM
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The Cap'm (Reese) 16-Jul-20 09:26 PM
sick camera nice
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V A H K I T I 16-Jul-20 09:27 PM
Hush you. :v
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The Cap'm (Reese) 16-Jul-20 09:27 PM
nice toa canisters
nice final boss
nice intricate day/night system with randomized weather and realistic fish AI
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The Cap'm (Reese) 16-Jul-20 09:42 PM
anyways what's left to do there
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V A H K I T I 16-Jul-20 09:42 PM
I'm just scripting it now
hooking up triggers
etc
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The Cap'm (Reese) 16-Jul-20 09:43 PM
k
also remember to take out the fmv call in ONUA if you haven't already
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V A H K I T I 16-Jul-20 09:44 PM
yep
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The Cap'm (Reese) 16-Jul-20 09:45 PM
also, as I've played more through PST1, I'm starting to think it needs a redesign fundamentally
The pistons as instakill obstacles...well, they both suck to navigate around, and they also make no sense as to why they just kill you
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V A H K I T I 16-Jul-20 09:46 PM
ye
pst2's pistons kill you too
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The Cap'm (Reese) 16-Jul-20 09:46 PM
and that makes no goddamn sense period
but what I'm thinking for PST1 is more using the pistons as platforms to traverse the area (raising to higher levels, platforming across them before they retract), and as obstacles to block jumps like some of the existing ones
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V A H K I T I 16-Jul-20 10:09 PM
Much better. :p
They both have toa classes now
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The Cap'm (Reese) 16-Jul-20 10:09 PM
yay
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V A H K I T I 16-Jul-20 10:09 PM
So I can set up the camera (edited)
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V A H K I T I 16-Jul-20 10:55 PM
@Grampa Walker I just noticed an issue with Pohatu's model
The gears are rigged to his hips rather than the pelvis
:p
This is something I can fix on my end, but just be sure to mirror it on yours too
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Grampa Walker 17-Jul-20 11:53 AM
Alright, I think the general structure of the.... Structure, is mostly figured out. Now I just need to make a second version that's more worn down, and broken. Any thoughts on what could be inside it, if anything?
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V A H K I T I 17-Jul-20 02:07 PM
Hmm... not sure. @The Cap'm (Reese)?
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The Cap'm (Reese) 17-Jul-20 02:12 PM
I'm at work rn
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V A H K I T I 17-Jul-20 03:15 PM
Ha
The fucking level 7 canister texture is another double-res one (edited)
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V A H K I T I 17-Jul-20 03:48 PM
Luckily the texture animation works out of the box. I imagine it's already in the textures slb.
Which is surprising given that it's never used, and otherwise the state of the level as a whole. (edited)
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The Cap'm (Reese) 17-Jul-20 04:21 PM
My guess is that the pistons were supposed to be electrified (they use the canister texture, after all)
I have a suggestion for where/how to put them in that room, but it'll be a while until I'm off work and can illustrate what I'm thinking
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V A H K I T I 17-Jul-20 04:38 PM
aight
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Grampa Walker 17-Jul-20 06:05 PM
What's up with the textures?
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V A H K I T I 17-Jul-20 06:07 PM
Hmm?
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Grampa Walker 17-Jul-20 07:47 PM
You mentioned an issue with the canister textures. what was wrong?
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V A H K I T I 17-Jul-20 08:43 PM
I did?
I mentioned that the level 7 versions are another instance where the textures are higher resolution in some levels and not others
That's about the extent of it
@Grampa Walker
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V A H K I T I 17-Jul-20 09:29 PM
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The Cap'm (Reese) 17-Jul-20 09:29 PM
...yeah, something like that was what I was thinking
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V A H K I T I 17-Jul-20 09:29 PM
:v
ALmost like a bastardized, warped version of a Kini or suva
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The Cap'm (Reese) 17-Jul-20 09:30 PM
SHODAN from the original System Shock
literally just the shodan core from ss1
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V A H K I T I 17-Jul-20 09:32 PM
I mean TO BE FAIR
I ripped the spires straight out of Kuta
:p
It was a neat set piece I only noticed last night
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The Cap'm (Reese) 17-Jul-20 09:33 PM
Yeah
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V A H K I T I 17-Jul-20 09:33 PM
Figured I'd give it more spotlight
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The Cap'm (Reese) 17-Jul-20 09:34 PM
I was hoping in future to have some electric bolts coming from those or something if we could pull it off (in KUTA)
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V A H K I T I 17-Jul-20 09:34 PM
I mean animated textures are a thing
Would be simple to just have a 2d lightning bolt rendered onto a transparent plane
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The Cap'm (Reese) 17-Jul-20 09:35 PM
Tru
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V A H K I T I 17-Jul-20 09:35 PM
I could do that for this even
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The Cap'm (Reese) 17-Jul-20 09:36 PM
The other idea I had was to have them in sort of message tubes, and as you walked in they shot downwards (presumably into the trial chambers) (edited)
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V A H K I T I 17-Jul-20 09:37 PM
I mean we could always have an array of them doing that in various areas.
Make it out that Makuta just has an infinite supply of these
Painted. x)
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The Cap'm (Reese) 17-Jul-20 09:42 PM
and that sets up for the sequel
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V A H K I T I 17-Jul-20 09:42 PM
Lel
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The Cap'm (Reese) 17-Jul-20 09:42 PM
these shadow Toa canisters will pay dividends in the sequel, gordon
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V A H K I T I 17-Jul-20 10:45 PM
HOH
THAT LOOKS EVEN BETTER THAN I'D EXPECTED
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The Cap'm (Reese) 17-Jul-20 10:46 PM
Can I get footage of this in action plz
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V A H K I T I 17-Jul-20 10:47 PM
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The Cap'm (Reese) 17-Jul-20 10:48 PM
Chyeah buddy
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V A H K I T I 17-Jul-20 10:48 PM
Gonna try doing the lightning next.
Gonna have to find a good texture I can use
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V A H K I T I 17-Jul-20 10:57 PM
Download ultra lightning effect green screen free footage video in full hd 1920x1080p. This lightning effect green screen footage video can use for your personal and for commercial. Find free effect video footage on facebook: https://www.facebook.com/alldesigncreative/ Downlo...
I think I could work with this
Scale it down and curve it a bit more, and we'll have something that'll work nicely
Dis gon be fun
🅱
Ye boi
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V A H K I T I 17-Jul-20 11:20 PM
Well it doesn't animate yet, but it works!
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V A H K I T I 17-Jul-20 11:47 PM
Desaturated it a bit so it matches the existing textures better
Now to apply it to the things. 😄
God I love it when Maya decides to be a fucking braindead twat
And suddenly requires that I cycle between two tools before it'll remember that I changed tools at all.
Or do the same thing to make it realize that I've made a new selection.
Or do the same thing to make it update fucking anything in the attribute editor.
I shouldn't have to restart this bloated-ass program every 20 minutes because the UI is just on a constant countdown timer until it takes a dump on itself.
But oh well. Not like these bugs have existed for literally years and Autodesk won't so much as acknowledge them. 🙃
BecauseAutodesk
It's not like people normally have to pay a small fortune to so much as lick the boots of this hot garbage
And people wonder why I pirate sometimes.
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The Cap'm (Reese) 18-Jul-20 12:12 AM
Oof
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V A H K I T I 18-Jul-20 12:41 AM
Need to randomize the textures a bit if I can, but it works!
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The Cap'm (Reese) 18-Jul-20 12:43 AM
Eyy
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V A H K I T I 18-Jul-20 01:00 AM
Pushed
Have a quicc look :p
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The Cap'm (Reese) 18-Jul-20 01:01 AM
I just turned my laptop off :v
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V A H K I T I 18-Jul-20 01:01 AM
Hecc
Well for all intents and purposes this is basically implemented the same way as foliage.
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The Cap'm (Reese) 18-Jul-20 01:01 AM
I'll see it in the morning
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V A H K I T I 18-Jul-20 01:01 AM
It just uses an animated texture
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The Cap'm (Reese) 18-Jul-20 01:01 AM
Cool
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V A H K I T I 18-Jul-20 01:02 AM
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V A H K I T I 18-Jul-20 01:09 AM
Gotta say I'm pretty happy with how this has turned out. It's probably the most intricate stage in the entire level now. xP
Shame it basically only serves to trigger a cutscene.
Guess that just means we'll have to step up our game for the other areas. eyes_shaking
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V A H K I T I 18-Jul-20 03:07 AM
You know I think I did my job a little too well.
Not one person who's replied to that screenshot so far seems to realize it's not just something part of the original game. :p
People are theorizing everything from an early concept for teasing the Rahkshi, to the fucking Codrex. xP
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Roblord 18-Jul-20 06:07 AM
And now people will start thinking that Rebuilt will cover the entirety of G1 bonks
GWchadThink
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rob the corn lover 18-Jul-20 11:24 AM
Your making the final levels?
And it needs a final boss.
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The Cap'm (Reese) 18-Jul-20 11:29 AM
Lev7 won't be in full production for a while now; this is just something done on a whim since Liam had time 😄
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V A H K I T I 18-Jul-20 12:39 PM
Well
TECHNICALLY I should be working on other things and helping more with level 2
But I did say the other day I would start cleaning up level 7 a bit, and technically that is on the to-do list for this patch
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The Cap'm (Reese) 18-Jul-20 12:40 PM
Yes
But lev7 isn't the focus atm is my point
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V A H K I T I 18-Jul-20 02:58 PM
@LitestoneStudio @BioMediaProject They're cum jars.
F U C K
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Roblord 18-Jul-20 04:36 PM
Tbh the game needs a Voriki ending, where after unlocking and beating the game as Voriki, Voriki witnesses Nobua ascend into a god as per Beaverhouse lore canon, and be forgotten by all the inhabitants of Mata Nui, thus explaining why Nobua never appears in the rest of the Bonkle timeline outside of LoMN
GWchadThink
totally not a leak that someone will notice and decide to post on social media without context and cause mass confusion
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Roblord 18-Jul-20 04:48 PM
@😺 QSKSw (Josie) opinions
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Oonie 18-Jul-20 06:07 PM
If I might suggest, perhaps Nobua could be revealed as a Watcher-type character, since he’s there from the start of the game
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😺 QSKSw (Josie) 18-Jul-20 07:23 PM
@Roblord my ponderings on what to do with Voriki are numerous. i am unable to write any of it down because i can't keep my own thoughts coherent. This is why I am not working on the game and just run the memes twitter.
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Roblord 19-Jul-20 05:57 AM
Hence why you were ponged, bc t'was a meme
And also an attempt to bait Thinn into resurfacing
GWchadThink
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Ondrik🅱 (Ondrej) 19-Jul-20 05:57 AM
glad to see I'm not the only one still hoping they do
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Grampa Walker 19-Jul-20 12:19 PM
Alright, so... Bad news.. I've just recently had to replace hardware in my computer, and as a result I've realized I need to finally migrate from Windows 7 to 10, unfortunately. I might not be contributing for the next few days depending on how quickly I get what I need.
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V A H K I T I 19-Jul-20 01:22 PM
f
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Grampa Walker 22-Jul-20 03:25 PM
@V A H K I T I Soooo... I'm still doing computer tinkering to get everything set up right, but given I had a moment until I as able to do something else with it, I decided to use 2.80... I hate it, and will not be using it for anything more than a rendering engine. So, sorry to say since I remember you saying using it would bridge gaps between it, and Maya more, but I physically can't use it with how much they fucked over the layout, UI, and tool placement making things even more hidden than they used to be. (edited)
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The Cap'm (Reese) 22-Jul-20 03:26 PM
yikes
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Grampa Walker 22-Jul-20 03:30 PM
I honestly have no clue how it's getting so much praise, everything I've tried with it feels like a downgrade besides the rendering. It's confusing, hard to look at, and the toolshelf being the most egregious change cements my hatred for it. In 2.79 everything you'd see on the right (included image) would be for spawning things like mesh presets, lights, cameras, and such, weight panting, texture painting, sculpting, determinign lighting smoothness, or hardness, all sorts of stuff.
In 2.8? There's a single quote from a Jeff Dunham puppet I can use to describe where all these necessary tools are. "Over there, over there, and up there."
So yeah, probably not the place for it, but I needed to let out some steam from the infuriating experience I had with 2.80. I'll be working on bringing the rest of my backed up models, and textures over so I can get back to work on working on models for the game soon, hopefully.
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V A H K I T I 23-Jul-20 04:06 PM
👌 3
Relevant image. :v
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benji 23-Jul-20 04:07 PM
hope ya weren't to attached to that y-up coordinate system
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ShadowDraikana 27-Jul-20 07:39 AM
blender summarized
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V A H K I T I 19-Aug-20 04:22 PM
@Grampa Walker PC updates? :p
Also @The Cap'm (Reese)
:p
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The Cap'm (Reese) 19-Aug-20 04:22 PM
yeah computer is all good now (i already sent that in private dev but whatever)
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V A H K I T I 19-Aug-20 04:23 PM
o aight
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The Cap'm (Reese) 19-Aug-20 04:23 PM
I am also officially in my dorm
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V A H K I T I 19-Aug-20 04:23 PM
neat
@ShadowDraikana Any level 7 updates?
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The Cap'm (Reese) 19-Aug-20 04:24 PM
I guess as a small thing, referring back to the 810 stream, Whenua does not like using other characters' Takara animations
His limbs contort uncomfortably
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V A H K I T I 19-Aug-20 04:24 PM
oof
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ShadowDraikana 19-Aug-20 04:24 PM
he's just a contortionist, get used to it
every character in this game is
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V A H K I T I 19-Aug-20 04:25 PM
:v
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The Cap'm (Reese) 19-Aug-20 04:25 PM
and much like the Hoi, he flies
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The Cap'm (Reese) 19-Aug-20 05:48 PM
To reiterate my question from when my PC got fixed, was there anything I was on deck to do before it blew up?
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V A H K I T I 19-Aug-20 05:55 PM
Whatever is on the Trello most likely
I think we were too busy planning for 810 to start anything new
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The Cap'm (Reese) 19-Aug-20 05:55 PM
helpful
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V A H K I T I 19-Aug-20 05:55 PM
boi
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ShadowDraikana 19-Aug-20 06:54 PM
yes
there is no update, that's the lev7 update Pac
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V A H K I T I 19-Aug-20 06:55 PM
o. :v
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The Cap'm (Reese) 19-Aug-20 06:55 PM
there is no update in ba sing se
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