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🗿 Litestone Studios 🗿 / lomn-data-mining
Legend of Mata Nui data mining and discussion
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Philosophy101 11-Feb-18 11:56 PM
Well I’m done for the night
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Galgo 12-Feb-18 12:35 AM
Whoa, aren’t those the toa coins from the super old screenshots?
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V A H K I T I 12-Feb-18 12:39 AM
Yep.
The only builds older than this one (edited)
The HUD elemnts are in here too
One thing I would like to see for recording purposes btw:
Since the debug menu has changed what we can and can't access, I'd like to compile a list of level segments in their presumed order and whether or not they will crash.
That way for recordings I can just warp to the area after any one that causes a crash
BUT
They are in alphabetical order in the menu and not chronological.
So we have a bit of a conundrum here.
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Omega12 12-Feb-18 10:01 AM
I can hop on later and pull lewas maps and give you a chronological order up until le koro
That would be a good five or six maps
On level 7, I belive the order of the toas maps matches the toas level order (edited)
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V A H K I T I 12-Feb-18 03:10 PM
Yeah, and that would be wonderful, thank you! 😃
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Philosophy101 12-Feb-18 03:16 PM
If someone can give me onua first level with textures and everything I might be able to do something
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V A H K I T I 12-Feb-18 03:18 PM
To my knowledge, DXViewer will load the textures if you strip their extension and put them in the same folder as the models. However an easier way might be to just use Open3Mod.
It doesn't load textures still, but it at least has a shading engine unlike DXViewer
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benji 12-Feb-18 03:18 PM
also I'm working on a converter for the .x files
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Philosophy101 12-Feb-18 03:18 PM
I just need them in blender
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V A H K I T I 12-Feb-18 03:19 PM
I remember somebody mentioning the other day they got them importable directly into 3DS Max.
But I don't think they ever followed up.
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benji 12-Feb-18 03:20 PM
it's more of an exercise in parsing .x files, which is a massive pain, but then we should be able to read / write the models to any extent
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Philosophy101 12-Feb-18 03:21 PM
What about directx files?
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V A H K I T I 12-Feb-18 03:21 PM
That's what the X files are. 😛
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Philosophy101 12-Feb-18 03:21 PM
I should be able to import that into belender
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V A H K I T I 12-Feb-18 03:21 PM
Ooh
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Philosophy101 12-Feb-18 03:22 PM
Were are these files located
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V A H K I T I 12-Feb-18 03:24 PM
In the character or level folders and subfolders, there should be a folder called X
Or Xs I think
Yeah, that
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Philosophy101 12-Feb-18 03:25 PM
Ok
I’ll get back to you if it works
I’ll be busy for a couple days so I won’t be able to do it till then
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V A H K I T I 12-Feb-18 03:26 PM
AIght
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benji 12-Feb-18 03:28 PM
I'll still work on a conversion tool, unless Blender can read and write with skinning and animation (even though this game doesn't use .x animation but some other format) (edited)
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V A H K I T I 12-Feb-18 03:29 PM
It also seems to have rigging seperate from the models.
To the best of my knowledge that's what the BHD files are
This was determined simply by swapping them around and having Onua take on the skeleton of various other things.
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benji 12-Feb-18 03:46 PM
Weights are in the .X files, at least
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V A H K I T I 12-Feb-18 03:47 PM
Ah cool.
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Philosophy101 12-Feb-18 03:48 PM
Yes
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JrMasterModelBuilder 12-Feb-18 03:48 PM
@benji Did you convert that X file? Or is it the text version? (edited)
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benji 12-Feb-18 03:48 PM
I decided screw it, I'm going to pretend the D3DX API doesn't exist and parse it myself
more as an exercise than anything
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JrMasterModelBuilder 12-Feb-18 03:49 PM
Ah nice. I think MeshConvert (old DX SDK) can convert to text format. (edited)
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V A H K I T I 12-Feb-18 03:49 PM
So basically a bootleg OBJ file. 😛
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benji 12-Feb-18 03:49 PM
I like the binary more, that's the token stream, but programatically parsing it is a pain
OBJ is overly simple, .X is overly complex
.X includes templates of all the structures, then you have to use those to parse the data
I'm almost done but this last part is tricky
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V A H K I T I 12-Feb-18 06:09 PM
Can anyone confirm that the animations for invisible entities exist in the data or not? I wouldn't mind seeing the other three Takara dances, but Le-Koro can't be reached, and none of the entities render for Gali and Kopaka's. @Team Litestone
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Omega12 12-Feb-18 07:25 PM
Uhhh give me a a few minutes and I'll check
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Kaylie Vinchenstein 12-Feb-18 07:26 PM
Considering how much is complete in the files but isn't in the alpha yet I would be surprised if it wasn't somewhere.
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Omega12 12-Feb-18 07:27 PM
Well, we know where to look for the animations
@V A H K I T I do you know which map the dancers are on?
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Omega12 12-Feb-18 07:36 PM
so under the charecter folder, tnga, and 1hat -5hat all have tohunga models
the hat folders look liek theyre related to the dances
2 hat - 5 hat do not contain models, but contain 4 .slb files
the vlgr folder also has a tohunga model, but that's probably shared between all the villages
but has a .bhd file in it
vlgr and 1hat have animation folders though
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V A H K I T I 12-Feb-18 07:43 PM
Interesting.
Anyways, the main dancers are in Onu-Koro
Lev1/Vllg
Likewise the invisible ones in Gali and Kopaka's Takara stage are in that. The code name for that area is Mosh
In those two, everything is invisible but for the stage itself. Toa and Tohunga alike.
Likewise, I think Whenua is supposed to be in the Onua Takara stage since Onewa and Vakama are in Pohatu's and Tahu's respectively
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Omega12 12-Feb-18 07:50 PM
i just went to kopaka's mosh stage, there are no charecters in there (edited)
not even invisible
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V A H K I T I 12-Feb-18 07:52 PM
Really?
In game or?
Cause in his and Gali's, it plays the cutscene with camera pans as if everyone is there, but nothing renders.
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Omega12 12-Feb-18 08:09 PM
on the xp laptop i just teleported to mosh and it just plopped me in the map
no one in it
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V A H K I T I 12-Feb-18 08:10 PM
Oh, yeah inngame there wouldn't be
Especially just teleporting there
The dance is a cutscene triggered by entering g from the outside door in Ko-Koro
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Omega12 12-Feb-18 08:15 PM
ah gotcha
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V A H K I T I 12-Feb-18 08:20 PM
Ditto for Ga-Koro
The half hut bandshel thing with the stage inside is the Takara stage.
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Omega12 12-Feb-18 08:22 PM
well at least i know now that there's nothing wrong with the OS we're trying to run it on
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V A H K I T I 12-Feb-18 08:22 PM
Ye
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Omega12 12-Feb-18 08:25 PM
alright, back to the laptop then
yeah here we go, dont know how i missed it
animation files called 1h_on_haka
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(Team Kanohi) Jocool1231 12-Feb-18 08:32 PM
mhhhhh, any way to view it?
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Omega12 12-Feb-18 08:33 PM
not as far as i know
oh
i got the mosh trigger to work when you teleport there
musics playing
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V A H K I T I 12-Feb-18 08:36 PM
Ye
Somebody at some point said they might be able to open the animations in blender
Is this like the onu Koro situation where there are animations but no models?
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Omega12 12-Feb-18 08:37 PM
ok, so by picking kopaka teleporting to mosh triggers it
as any other toa it doesnt
and i always use tahu so i have the most masks
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V A H K I T I 12-Feb-18 08:39 PM
No renders still I take it?
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Omega12 12-Feb-18 08:40 PM
i've got the problem with kopaka's levels being all white
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känser 12-Feb-18 08:40 PM
thats called snow
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V A H K I T I 12-Feb-18 08:40 PM
Set SVPOther to 2 in the ini
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Omega12 12-Feb-18 08:40 PM
i did
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V A H K I T I 12-Feb-18 08:40 PM
Hmm
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Swordsworth 12-Feb-18 08:40 PM
go to onua's level
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V A H K I T I 12-Feb-18 08:40 PM
Okay, try loading onuas level
Yeah that
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Swordsworth 12-Feb-18 08:40 PM
then exit and go back to kopaka's
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(Team Kanohi) Jocool1231 12-Feb-18 08:41 PM
Set SVPOther to 3?
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Omega12 12-Feb-18 08:41 PM
here we go
OH
OH SHIT
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(Team Kanohi) Jocool1231 12-Feb-18 08:41 PM
work?
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Omega12 12-Feb-18 08:42 PM
KOPAKA'S MATORAN HAVE MASKS
OK
SHITT
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(Team Kanohi) Jocool1231 12-Feb-18 08:42 PM
Woooo
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V A H K I T I 12-Feb-18 08:42 PM
Uh
They all have masks though?
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Swordsworth 12-Feb-18 08:42 PM
what did you do (edited)
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Omega12 12-Feb-18 08:42 PM
no
ko matoran's masks are invisible
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V A H K I T I 12-Feb-18 08:42 PM
Not on my end. O-o
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Omega12 12-Feb-18 08:42 PM
....
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V A H K I T I 12-Feb-18 08:42 PM
This is the first I'm hearing of that
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Omega12 12-Feb-18 08:43 PM
weird
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V A H K I T I 12-Feb-18 08:43 PM
I've only seen one maskless matoran in my entire run
The two Matoran gate keeper in ga-wahi
*ta Matoran
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Omega12 12-Feb-18 08:43 PM
come on game, dont freeze
so looks like 1 hat is tahu matoran
5 hat is kopaka matoran
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Philosophy101 12-Feb-18 08:44 PM
@V A H K I T I do I get a data mining role 😛
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Omega12 12-Feb-18 08:44 PM
which might explain why ko-koro won't load
there is no 6hat folder for le-matoran
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V A H K I T I 12-Feb-18 08:46 PM
And weah sure. :P
Weird
Might explain why le Koro crashes
Also
Why is ko Koro notnloading for you?
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Omega12 12-Feb-18 08:47 PM
don't know
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V A H K I T I 12-Feb-18 08:47 PM
It loads for me fine. O.o
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Omega12 12-Feb-18 08:48 PM
it loads with any other toa but kopaka
well, ko koro loads
kopaka's first level does not (edited)
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V A H K I T I 12-Feb-18 08:48 PM
Maybe you just can't warp in?
Try playing g Kopaka's whole level from the menu
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Omega12 12-Feb-18 08:48 PM
gonna try
it's all white if i do that
i can warp there as tahu though
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ShadowDraikana 12-Feb-18 08:49 PM
Want me to try? Still haven't actually tried running the game, but I can make it priority one if you need me tomtest this.
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Omega12 12-Feb-18 08:50 PM
and no more villager masks
HMMMMM
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V A H K I T I 12-Feb-18 08:50 PM
It doesn't work if you play onuas level first then load Kopaka's?
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Omega12 12-Feb-18 08:50 PM
i think it would
im testing replacing certain files ATM
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V A H K I T I 12-Feb-18 08:51 PM
Aight
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Omega12 12-Feb-18 08:51 PM
some some stuff legit isnt loading correctly
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ShadowDraikana 12-Feb-18 08:52 PM
Ok, so SvpOther = 2 might not fix thw white-out issues?
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Freerey 12-Feb-18 08:52 PM
that's what I hear
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Omega12 12-Feb-18 08:53 PM
it doesnt on my end
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ShadowDraikana 12-Feb-18 08:54 PM
Did it any point work correctly?
Try running it with the default number of 0 and see what happens. Or try using different numbers.
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Freerey 12-Feb-18 08:56 PM
nope, the SVpOther = 2 didn't work 😢
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V A H K I T I 12-Feb-18 08:57 PM
Whelp. Try the Onua level workaround then?
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Freerey 12-Feb-18 08:57 PM
what would that be?
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Swordsworth 12-Feb-18 08:57 PM
open onua's level
the textures should load fine
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Freerey 12-Feb-18 08:57 PM
how do I do that?
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Swordsworth 12-Feb-18 08:57 PM
then exit the level
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Freerey 12-Feb-18 08:57 PM
like, the menu won't even load correctly
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Swordsworth 12-Feb-18 08:57 PM
oh
oh dear
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Freerey 12-Feb-18 08:58 PM
it's just a white screen with the sounds of the opening cinematics
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V A H K I T I 12-Feb-18 08:58 PM
Try running the game I'm -nointro mode
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Freerey 12-Feb-18 08:58 PM
do I type -nointro into the config file?
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ShadowDraikana 12-Feb-18 08:58 PM
No
Right click your shortcut on the desktop and add -nointro after the " mark
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Freerey 12-Feb-18 08:59 PM
oh ok
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ShadowDraikana 12-Feb-18 08:59 PM
Hit properties
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Freerey 12-Feb-18 08:59 PM
lol yeah did it
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ShadowDraikana 12-Feb-18 08:59 PM
and shortcut
Forgot to add that
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Freerey 12-Feb-18 09:00 PM
blah well that skipped the cutscenes, but I stll get an unhandled exception
and a white screen
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ShadowDraikana 12-Feb-18 09:00 PM
Lovely.
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V A H K I T I 12-Feb-18 09:00 PM
It crashes?
That's a new one
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Freerey 12-Feb-18 09:01 PM
yeah right on startup
I've shown you guys the photo before
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ShadowDraikana 12-Feb-18 09:01 PM
Menu lpads fine here
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Swordsworth 12-Feb-18 09:01 PM
what're you running?
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Freerey 12-Feb-18 09:01 PM
Windows XP x64 on Virtualbox
and yeah I know you guys have said VMs don't work
I'm still trying
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ShadowDraikana 12-Feb-18 09:01 PM
Just used the nointro thing and it goes white for a few secpnds before loading the menu
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Freerey 12-Feb-18 09:02 PM
it used to be that the thing would tell me I have no direct3d devices
I've since corrected that, but I still get an exception
lemme see if I can find the exception code....
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HyperBean 12-Feb-18 09:02 PM
ive been trying to use a vm but ive just managed to solve the direct3d thing now
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Freerey 12-Feb-18 09:02 PM
yyep
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ShadowDraikana 12-Feb-18 09:03 PM
So did the direct3d stuff come up upon loading the game or the actual levels?
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Freerey 12-Feb-18 09:03 PM
you have to do some management with the VM software
came up upon loading hte game
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Omega12 12-Feb-18 09:03 PM
so playing as kopaka, all levels are pure white
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HyperBean 12-Feb-18 09:03 PM
opening cutscene is working
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Omega12 12-Feb-18 09:03 PM
even other toa's levels
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HyperBean 12-Feb-18 09:03 PM
on mac
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Freerey 12-Feb-18 09:03 PM
what happens is that I get a white screen and the cutscene plays in the background
I can press esc to skip cutscenes and then it'll take me tot he menu
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V A H K I T I 12-Feb-18 09:03 PM
@Omega12 Load Onuas level from the main menu, then try Kopaka's
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Freerey 12-Feb-18 09:04 PM
but the menu is still white
if I press esc more than once, I'll be told to send an error report
and there will be an exception window
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ShadowDraikana 12-Feb-18 09:04 PM
@Omega12 Might be something with kopaka
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Omega12 12-Feb-18 09:04 PM
alright
ok that did it
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ShadowDraikana 12-Feb-18 09:05 PM
With Kopaka?
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Omega12 12-Feb-18 09:05 PM
yeah ok, mosh is still invisible
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ShadowDraikana 12-Feb-18 09:05 PM
btw I just killed the menu music by entering the options menu. Music won't restart once exiting.
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V A H K I T I 12-Feb-18 09:05 PM
Rip
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Omega12 12-Feb-18 09:05 PM
its norking normally now i mean
"normally"
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ShadowDraikana 12-Feb-18 09:06 PM
Anyone notice this music bug yet?
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Freerey 12-Feb-18 09:06 PM
someone else had the same exception: c0000005
I have it at a different address
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V A H K I T I 12-Feb-18 09:06 PM
@Omega12 Try taking Toa and Matoran models from elsewhere and associating them with the Haka animations?
Usually .x models and .bhd rigs are associated by file name alone
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ShadowDraikana 12-Feb-18 09:06 PM
I was going to suggest that
I mean it should work
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V A H K I T I 12-Feb-18 09:07 PM
Just copy the models and bhds to where they should be and rename them
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Omega12 12-Feb-18 09:07 PM
that's what i was trying vahkiti
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ShadowDraikana 12-Feb-18 09:07 PM
Didn't work?
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V A H K I T I 12-Feb-18 09:07 PM
No dice?
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Omega12 12-Feb-18 09:07 PM
taking onuas dance animations and puttiong them in kopakas level
nope
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V A H K I T I 12-Feb-18 09:08 PM
Oh
No if what I'm gathering is correct, the animations are there, but have no associated models
So the opposite of what I thought it was
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Omega12 12-Feb-18 09:08 PM
i can work with that
do you know what the names of the models should be?
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V A H K I T I 12-Feb-18 09:09 PM
So just copy the Kopaka's and Tohunga models and associate them with the preexisting animations
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ShadowDraikana 12-Feb-18 09:09 PM
Can someone confirm the possible bug in the menu with the music?
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V A H K I T I 12-Feb-18 09:09 PM
Again, .x and .bhds are linked by file name alone
So I would expect they would be named similar to the animation
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Omega12 12-Feb-18 09:09 PM
oh
weird
so i replaced the entire lev5 mosh folder with onuas
and everything worked normally
wait
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V A H K I T I 12-Feb-18 09:10 PM
???
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Omega12 12-Feb-18 09:10 PM
5 is lewa, dangit
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V A H K I T I 12-Feb-18 09:10 PM
:p
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Freerey 12-Feb-18 09:10 PM
has anyone been able to open .bhd files?
nvm
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Omega12 12-Feb-18 09:11 PM
ok
im calling that progress
it replaced the map
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Freerey 12-Feb-18 09:12 PM
niiice
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Omega12 12-Feb-18 09:12 PM
but it loaded everything normally
but no dancing queens (edited)
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V A H K I T I 12-Feb-18 09:12 PM
Rip
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ShadowDraikana 12-Feb-18 09:12 PM
Confirmed. Selecting options permanently kills the menu music. Haven't loaded a level yet to see if returning to the menu works.
Nope. Definitely add this to the bug list.
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Omega12 12-Feb-18 09:15 PM
replacing nuju with whenua breaks the level
mostly because im stupid
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V A H K I T I 12-Feb-18 09:16 PM
Nuju doesn't even load or render in ko Koro
Nuju has other problems though
If you warp to the shrine, he renders but has no animations
He just slides around in a T pose
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ShadowDraikana 12-Feb-18 09:16 PM
lol
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V A H K I T I 12-Feb-18 09:16 PM
So that might be why replacing him crashes
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Omega12 12-Feb-18 09:16 PM
im trying to fix that ATM
well i forgot to replace all of his files
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V A H K I T I 12-Feb-18 09:17 PM
Replace Nujus BHD with Onewas maybe
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Omega12 12-Feb-18 09:17 PM
so they tried to load and nothing
yeah
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V A H K I T I 12-Feb-18 09:17 PM
Whenuas would break his rig
Onewa is the closest physical build to nuju that actually renders in a koro
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Omega12 12-Feb-18 09:18 PM
nuju only has 3 animations listed for him
walk, idle and talk
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V A H K I T I 12-Feb-18 09:19 PM
None of them work. At least not in the shrine
Does he have an associated BHD?
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Omega12 12-Feb-18 09:19 PM
yeah
only those 3
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V A H K I T I 12-Feb-18 09:20 PM
Weird cause it looks in game like he's not rigged
Maybe swap his BHD with Onewas then
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Omega12 12-Feb-18 09:20 PM
that's what im working on
also his nuju_IDs list
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V A H K I T I 12-Feb-18 09:21 PM
Just start with one or the other.
Otherwise you won't know what crashes if it does that
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Omega12 12-Feb-18 09:21 PM
looks like the .bhd related to the dance is called wh_cin120
for whenua
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V A H K I T I 12-Feb-18 09:22 PM
So he does have one
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Omega12 12-Feb-18 09:22 PM
whenua does
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V A H K I T I 12-Feb-18 09:22 PM
Then he just doesn't render in onuas Takara scene then
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Omega12 12-Feb-18 09:22 PM
in theory nuju's should be nu_cin#
that soft locks it now
hmmmmmmm
nvm in an idiot once again, forgot to rename the folder i was working in
matoran masks and correct colors are rendering, that's a first
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ShadowDraikana 12-Feb-18 09:28 PM
wtf
hitting quit caused a crash XD
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V A H K I T I 12-Feb-18 09:28 PM
It does that most of the time
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Omega12 12-Feb-18 09:28 PM
where does nuju spawn at?
in the village
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V A H K I T I 12-Feb-18 09:28 PM
The shrine
He doesn't render in ko Koro at all
Same with vakama
And nokama
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ShadowDraikana 12-Feb-18 09:29 PM
@V A H K I T I That's weird. Kind of funny since you're trying to exit anyway.
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Omega12 12-Feb-18 09:30 PM
ill try warping directly tot he shrine then
YO
HE'S WALKING
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ShadowDraikana 12-Feb-18 09:31 PM
Seriously?
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V A H K I T I 12-Feb-18 09:31 PM
You fixed him?
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ShadowDraikana 12-Feb-18 09:31 PM
Like we fixed something?
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Omega12 12-Feb-18 09:31 PM
PARTIALLY
his mask is glitched gold
but he's walking like a normal boy
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V A H K I T I 12-Feb-18 09:32 PM
Noice
Onewa's rig I take it?
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ShadowDraikana 12-Feb-18 09:32 PM
Trade one glitch for another
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Omega12 12-Feb-18 09:32 PM
no
wait
yes
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V A H K I T I 12-Feb-18 09:32 PM
Screenshot? Just curious how it looks
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Omega12 12-Feb-18 09:32 PM
cant alt tab without crashing
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V A H K I T I 12-Feb-18 09:33 PM
I... can't make out shit from that. xD
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Deleted User 12-Feb-18 09:33 PM
is that a carrot?
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ShadowDraikana 12-Feb-18 09:33 PM
what am I looking at
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Deleted User 12-Feb-18 09:33 PM
@Omega12 try printscreen
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V A H K I T I 12-Feb-18 09:33 PM
I can make out he's definitely not in his usual T pose
That's about it. 😛
Also
Run the game through DXWnd or apply the upres patch JMMB did last night
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Omega12 12-Feb-18 09:33 PM
stand by
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V A H K I T I 12-Feb-18 09:33 PM
That'll fix the alt tab issue
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Omega12 12-Feb-18 09:34 PM
well now that im fixing stuff i will lol
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V A H K I T I 12-Feb-18 09:34 PM
I'll dig up the info from the other chanel, hold up
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ShadowDraikana 12-Feb-18 09:34 PM
Where's the patch?
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Omega12 12-Feb-18 09:34 PM
i got the files
just didn't wanna waste time until i was getting something working
figured out why nuju is broken
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V A H K I T I 12-Feb-18 09:36 PM
Oh?
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Deleted User 12-Feb-18 09:36 PM
slip and fall?
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Omega12 12-Feb-18 09:36 PM
ANIMLIST for nuju Bip01.bkd nu_walk Bip01.bkd nu_idle Bip01.bkd nu_talk
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Deleted User 12-Feb-18 09:36 PM
oh dear
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Omega12 12-Feb-18 09:36 PM
each file on the left corresponds to one on the right
they all use the same .bkd file
which is probably just a placeholder
in onewa's each one is different
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N3CR0 12-Feb-18 09:37 PM
pfft his mask
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Omega12 12-Feb-18 09:38 PM
yeah lol
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Swordsworth 12-Feb-18 09:38 PM
zoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoomzoom
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N3CR0 12-Feb-18 09:38 PM
ive seen something like that happen in tf2 a few times before
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Omega12 12-Feb-18 09:38 PM
he's wearing kapura's mask
going really far very slowly
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V A H K I T I 12-Feb-18 09:39 PM
Open LEGO Bionicle.exe in your favourite hex editior For 1024x768 upres, go to: 022CAE0 coloumn 4, and overwrite 02 with 04 For compressed 16:9 aspect, go to: 0CFFD50 and overwrite these 5 bytes: E8 46 FC 08 00 with B8 00 00 00 00 Note: To get true widescreen out of this, either set your display to ignore letterboxing, or run it through DXWnd and set the window size to 1366x768. In addition to DXWnd alone, this will also fix the game's issues with alt+tabbing. (edited)
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Deleted User 12-Feb-18 09:39 PM
he's rotated along the 4th dimension
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Omega12 12-Feb-18 09:39 PM
what does that do vahkiti
that didnt fix the dance
dangit
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ShadowDraikana 12-Feb-18 09:40 PM
writes down the numbers
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Freerey 12-Feb-18 09:41 PM
this game has trouble with alt-tabbing...it's like Morrowind all over again
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V A H K I T I 12-Feb-18 09:41 PM
@Omega12, I edited the post
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Omega12 12-Feb-18 09:41 PM
ah ok
where's my 21:9 support?
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V A H K I T I 12-Feb-18 09:44 PM
Kek
Also I added that patch to the Patches section of the info channel
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Freerey 12-Feb-18 09:46 PM
um guys I fuond something
Copyright RAD Game Tools
I think we might know just what to look for when it coems to a game editor
not sure what Bink and Smacker is
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JrMasterModelBuilder 12-Feb-18 09:48 PM
I'm pretty sure that's the .bik video file library. (edited)
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Freerey 12-Feb-18 09:48 PM
yeah I noticed something about videos here
*other than it saying "RAD video tools"
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JrMasterModelBuilder 12-Feb-18 09:48 PM
I think BIONICLE: The Game uses it too.
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V A H K I T I 12-Feb-18 09:48 PM
Yep
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JrMasterModelBuilder 12-Feb-18 09:49 PM
A bunch of game do.
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Freerey 12-Feb-18 09:49 PM
ah okay yeah I looked it up.....Smacker is used for full-motion video
same deal with bink
whatever...at least we could get that out there
there's a string table, but nothing of value really
just a copyright notice for RAD
anyone else managed to see what's inside base.osi?
cause I found a way to open it in VS
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Omega12 12-Feb-18 09:56 PM
not as far as i know
what's inside?
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Freerey 12-Feb-18 09:56 PM
a lot of methods and cheats
first 142 lines are a bunch of methods
the rest is indecipherable 15k lines
I can't seem to copy the code, though
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Deleted User 12-Feb-18 09:58 PM
anything regarding bink or rad just has to do with the FMVs
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Freerey 12-Feb-18 09:58 PM
this doesn't have anything to do with those
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ShadowDraikana 12-Feb-18 09:58 PM
@Omega12 Any luck with fixing Nuju completely?
Or
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Omega12 12-Feb-18 09:59 PM
not completely
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V A H K I T I 12-Feb-18 10:00 PM
Still progress regardless!
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ShadowDraikana 12-Feb-18 10:00 PM
Definitely!
So, all you did was use Onewa's bhd files just renamed?
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Omega12 12-Feb-18 10:03 PM
a bit more than that
had to rename some files
im trying a new method of "fixing" hiom
i dont think it's working though
and this children, is why you back up a folder before you mess with it
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ShadowDraikana 12-Feb-18 10:05 PM
Oh dear
Need a copy of something?
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Omega12 12-Feb-18 10:06 PM
nope
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Freerey 12-Feb-18 10:07 PM
Here is base.osi converted
the rest of it was gibberish
746 lines
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Omega12 12-Feb-18 10:08 PM
i think i saw that in a hex editor yesterday
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Omega12 12-Feb-18 10:08 PM
might mean more to someone else though
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Freerey 12-Feb-18 10:08 PM
I at least am glad to see that there are references to the scripts and methods
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Omega12 12-Feb-18 10:09 PM
alright, nuju atempt 2 electric boogaloo
good old t-pose boy
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V A H K I T I 12-Feb-18 10:10 PM
It's weird he's the only turaga with NO anmations at all
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Omega12 12-Feb-18 10:10 PM
he has 3
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V A H K I T I 12-Feb-18 10:10 PM
Even Matau has them
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Omega12 12-Feb-18 10:10 PM
nokama has the same animations (edited)
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The Shadow Emperor 12-Feb-18 10:10 PM
hold up does Nuju talk in this game or does he have Matoro
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ShadowDraikana 12-Feb-18 10:10 PM
T-boi returns
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V A H K I T I 12-Feb-18 10:10 PM
I assume he talks.
Or he would if he had dialog programmed
Cause Matoro is never with him
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ShadowDraikana 12-Feb-18 10:11 PM
Weird
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V A H K I T I 12-Feb-18 10:11 PM
But that does line up with the media at the time.
Ko-Koro was not programmed into MNOG until late into 2001, well after this game was likely on the cutting room floor. Prior to that, Nuju's only presence was in the first comic, where he DID talk directly.
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ShadowDraikana 12-Feb-18 10:12 PM
Nuju talks in Bionicle: The Game. Played the Kopaka level earlier and that jumped out at me, lol. Dat voice actor sounds stuffed up.
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The Shadow Emperor 12-Feb-18 10:12 PM
speaking of lining up Pohatu and Kopaka's dialogue in the first comic was pretty much lifted wholesale from this game
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ShadowDraikana 12-Feb-18 10:12 PM
Gamecube version, that is.
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Freerey 12-Feb-18 10:12 PM
I didn't realize Nuju and Patrick were the same person
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Omega12 12-Feb-18 10:21 PM
eyyyyyyyy (edited)
used a much more porportonally accurate turaga as a base for nuju
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Freerey 12-Feb-18 10:22 PM
I notice the code in base.osi references files that do not exist by default
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Omega12 12-Feb-18 10:22 PM
do the other turaga's armss swing when they walk?
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Freerey 12-Feb-18 10:22 PM
by that I mean files that you won't find by installing the game
either some files are hidden from me or the developers moved some things around
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Omega12 12-Feb-18 10:22 PM
can you make a copy of those file names?
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Freerey 12-Feb-18 10:22 PM
what I do know is that some of these fiels are .vbo
they're in the txt files I shared
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ShadowDraikana 12-Feb-18 10:23 PM
Dunno. Never made it to a koro in my brief run.
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Omega12 12-Feb-18 10:24 PM
yeah their arm's supposed to move
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ShadowDraikana 12-Feb-18 10:25 PM
Keep me posted on this. I gotta run.
btw, if you need me to test something on my end let me know.
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Omega12 12-Feb-18 10:30 PM
alright, im anyone want to test out fixed nuju?
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ShadowDraikana 12-Feb-18 10:31 PM
Sure.
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Omega12 12-Feb-18 10:32 PM
replace the Anims folder in C:\Program Files (x86)\LEGO Media\LEGO Bionicle\Data\characters\nuju with this zip
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ShadowDraikana 12-Feb-18 10:32 PM
Aww crap. I'll hav to test this in the morning. Goota go now.
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Omega12 12-Feb-18 10:32 PM
i would suggest renaming the current anims folder to anims.old
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V A H K I T I 12-Feb-18 10:34 PM
I'll test it now
I have the game open so I may as well
Just let me open Discord on the other pc
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Omega12 12-Feb-18 10:36 PM
kk
and no other turaga except for whenua has his arm swinging
i think tommorow ill work on getting gali's shrine fixed
so that it's textured and has nokama in it
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V A H K I T I 12-Feb-18 10:41 PM
Aside from the mask still flipping out a bit, he works!
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Omega12 12-Feb-18 10:43 PM
nice!
i have no idea how to fix the mask TBH
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V A H K I T I 12-Feb-18 10:44 PM
Onewa's mask does the same thing
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Omega12 12-Feb-18 10:44 PM
but it might be something with his actual mask model, or a missing mask texture
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V A H K I T I 12-Feb-18 10:44 PM
Along with some objects
Namely the stones in Nokama's hut
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Omega12 12-Feb-18 10:44 PM
that's proabbly why then, since i used onewa's animations
since he's about the same size as nuju
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V A H K I T I 12-Feb-18 10:45 PM
At least now we know animation swapping is a viable option to fix these kinds of issues.
Speaking of, now that I'm home, I'm going to look into the Haka rendering issues for Kopaka and Gali
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Omega12 12-Feb-18 10:46 PM
i tried everything i could
animation swaping for nuju, and for kopaka
the villager's should ahve a dance animation
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V A H K I T I 12-Feb-18 10:47 PM
Well what I was trying to tell you is that the animations might already be there. it's the models that aren't.
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Omega12 12-Feb-18 10:48 PM
hmmmmmm
i think i tried model swapping as well
i could probably get a bit further if i could open the damn .slb files
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V A H K I T I 12-Feb-18 10:49 PM
Download AutoCAD?
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Omega12 12-Feb-18 10:49 PM
im to lazy to DL a 6 gig file though
also running out of SSD space
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V A H K I T I 12-Feb-18 10:49 PM
Pac
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Omega12 12-Feb-18 10:50 PM
i copied over the files but didnt edit any of them before for the villagers
there's an idea for tommorow
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Omega12 12-Feb-18 10:59 PM
decided to give it a try
putting in models and animations into the hat files doesnt fix it
gotta be something more
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V A H K I T I 12-Feb-18 11:03 PM
Do we know what the OCL files are yet?
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Omega12 12-Feb-18 11:08 PM
it's possible its operational control language but i doubt it
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V A H K I T I 12-Feb-18 11:08 PM
I'm downloading Eclipse now to test that
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Omega12 12-Feb-18 11:09 PM
every toa's dance is cin3 in the cinematics folder under their respective level
except lewa and tahu who are cin 4 and cin 2 respectivly
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V A H K I T I 12-Feb-18 11:11 PM
Downloading AutoCAD now as well
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Omega12 12-Feb-18 11:11 PM
i've got a feeling that those wont actually open
probably some in house format
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V A H K I T I 12-Feb-18 11:12 PM
I mean.. the models are standard
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Omega12 12-Feb-18 11:13 PM
well the reason i think that is because that file format is supposed to be for autocad slideshows
but im not familiar with autocad in the slightest
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V A H K I T I 12-Feb-18 11:14 PM
Same
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Omega12 12-Feb-18 11:14 PM
gonna try one last thing for the dance before i go to bed
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V A H K I T I 13-Feb-18 12:51 AM
So it looks like the slb files are not AutoCAD
But rather AutoSKETCH
...I think
According to a post I found, SLBs are just a catalogue of bitmaps, so these might not be that. 😛
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JrMasterModelBuilder 13-Feb-18 12:55 AM
I'm fairly certain the SLB files have nothing to do with the AutoCAD format.
👍 1
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Freerey 13-Feb-18 01:23 AM
But every source I looked up said that .slb is an AutoCAD format
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JrMasterModelBuilder 13-Feb-18 01:24 AM
Both files probably just use the same extension.
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Deleted User 13-Feb-18 02:11 AM
managed to port the beach map over
can't do much about the clipping; surface can't handle anything higher than the default
but the geometry's all there
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Deleted User 13-Feb-18 03:47 AM
tried uploading to sketchfab, but i ran into a problem
textures aren't showing up
my first guess is the site can't take .dds because propietary
so i gotta modify my conversion method as follows
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V A H K I T I 13-Feb-18 03:48 AM
DDS is in no way proprietary. 😛 (edited)
DDS is THE most common texture format
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Deleted User 13-Feb-18 03:49 AM
whatever the case, sketchfab ain't taking directx stuff
so i used imagemagick to batch convert everything to .png
now i just gotta relink everything
hopefully that'll solve things
so my conversion method thus far is: 1) import .x to fragmotion 2) export as .obj 3) go to the textures folder with the command line and type magick mogrify -formate png *.dds 4) import .obj to blender 5) add the .png versions of the textures 6) rotate 90 degrees
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Deleted User 13-Feb-18 04:09 AM
welp it looks like i gotta manually upload each texture and fiddle with the mats there
fml
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V A H K I T I 13-Feb-18 04:11 AM
Do the OBJs not retain the material libraries?
Cause if they do, you could just edit that to point it to the textures
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justframbo 13-Feb-18 04:11 AM
I think you can access the TGA files in blender (edited)
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V A H K I T I 13-Feb-18 04:12 AM
@Deleted User If there's a valid .mtl for the OBJ, just open that up in notepad and change the texture paths
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Deleted User 13-Feb-18 04:31 AM
i've been uploading the .blend directly
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V A H K I T I 13-Feb-18 04:33 AM
Uploading to where?
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Deleted User 13-Feb-18 04:39 AM
sketchfab
that way, if i link it here, you can view it directly from discord
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V A H K I T I 13-Feb-18 04:40 AM
That.. still seems unecessarily tedious if it's causing you this much trouble
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Deleted User 13-Feb-18 04:42 AM
i guess part of it's due to me not knowing how materials work
and just kinda figuring stuff out as i go along
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V A H K I T I 13-Feb-18 04:42 AM
Well try what I suggested at the obj phase
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Deleted User 13-Feb-18 04:43 AM
copied over the textures and used notepad++ to find and replace all the paths
made a .zip and uploaded it
now i'm just waiting for it to process (edited)
damn, that worked!
just gotta make some misc adjustments to the sky
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V A H K I T I 13-Feb-18 04:47 AM
Good job! 😃
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Deleted User 13-Feb-18 04:47 AM
thanks man
you're a real lifesaver
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V A H K I T I 13-Feb-18 04:48 AM
I too just bullshit my way through doing things, but once I figure it out, it sticks for the most part, aha. 😛
OBJ is a pretty user friendly format too, that's why I was curious why you were bothering converting them to blend.
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benji 13-Feb-18 04:50 AM
Speaking of user friendly formats, I've just gotten .x file parsing working, so I can start on writing collada files tomorrow (to keep skinning data, which OBJ can't)
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Deleted User 13-Feb-18 04:54 AM
This is the first map in Legend of Mata Nui. Ripped from LoMN Alpha 0.006.
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V A H K I T I 13-Feb-18 04:56 AM
How did you get it to zoom in on the spawn like that?
That's so cool. xD
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Deleted User 13-Feb-18 04:56 AM
you can set the view
that zoom effect's automatic
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V A H K I T I 13-Feb-18 04:57 AM
I also love how the water has transparency set in the model
But the game is having none of dat shit. Pac
Now here's the million dollar question:
Can you stitch together all the level segments into ONE MODEL?
THat would probably be helpful for porting purposes
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Deleted User 13-Feb-18 04:58 AM
depends on how long it takes me to get familiar with the level
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V A H K I T I 13-Feb-18 04:58 AM
Eg: maybe putting these levels int the BMoP engine
@BMoP Ambassadors
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justframbo 13-Feb-18 04:59 AM
hm
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Deleted User 13-Feb-18 04:59 AM
the fact the terrain doesn't load on the ol' gateway means i can't play through the levels
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V A H K I T I 13-Feb-18 05:00 AM
A lot of the time it's going to be guess work anyways given that a lot of areas crash
I can help as best I can however with the footage I'm recording anyways
Here's all the playable area of Onua's level without warping: https://www.youtube.com/watch?v=9RXAEP00sxE
NOTE: Since this video was recorded, the debug menu was discovered. More videos will be recorded after the main accessible gameplay of areas that can and can...
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Deleted User 13-Feb-18 05:01 AM
i guess the best i can do to figure out what goes where for now is study your longplays and compare the footage and models
then kinda rough out a general outline
i.e. this map links here, here, and here, etc
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V A H K I T I 13-Feb-18 05:01 AM
Ye
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Deleted User 13-Feb-18 05:04 AM
i noticed the sea texture also has a bunch of grayscale variants that kinda look like they could be animated
they probably mess with the saturation or something to achieve that effect
kinda like palette swapping
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V A H K I T I 13-Feb-18 05:05 AM
I thought the beta water looked different. Guess it was jus transparency and that stuff and not a different texture
I'll add that to the bug list I guess
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Deleted User 13-Feb-18 05:06 AM
i dunno if the water's supposed to be transparent in-game
figured it'd just look better
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V A H K I T I 13-Feb-18 05:09 AM
Oh you did that yourself?
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Deleted User 13-Feb-18 05:11 AM
manually set the materials to that in blender
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V A H K I T I 13-Feb-18 05:11 AM
Ah okay. Well it does look better, yeah. xP
I wonder actually how it WOULD look in game...
Hmm
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Deleted User 13-Feb-18 05:13 AM
there's technically two sections on the map with the water texture
the sea plane
and a small vertical portion of the main terrain marking a boundary
you can see it if you walk into the sea
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V A H K I T I 13-Feb-18 05:15 AM
Ye
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Deleted User 13-Feb-18 05:30 AM
how's this for a thought exercise?
scaling the map for vr will be a little tricky if you wanna account for the size, relative to the toa
as you may or may not know they average out at ~7'2"
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V A H K I T I 13-Feb-18 05:32 AM
COnfirmed btw, the game doesn't render transparency properly.
I tried making the sea texture transparent and it didn't take
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Deleted User 13-Feb-18 05:32 AM
hmm
so my proposed solution for getting the scaling right is basically importing the map with the toa, then making sure they're proportionally taller than whatever height you entered for your headset
anyway, gonna sleep
night @V A H K I T I
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V A H K I T I 13-Feb-18 05:37 AM
Aight. Night!
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Snowcone 13-Feb-18 09:08 AM
@V A H K I T I why would we need that in the bmop engine
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😺 QSKSw (Josie) 13-Feb-18 09:30 AM
@Snowcone He likes him some tranparent water. (edited)
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Snowcone 13-Feb-18 11:53 AM
well transparent water is already in the game
also we have a discord server would you like a link
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(Team Kanohi) Jocool1231 13-Feb-18 01:01 PM
@V A H K I T I I have some time, so I could try putting them in the bmop engine. (And it would work in vr) I'm not porting the whole game tho, maybe the first level or two. (edited)
Anyone have rigged onua/his anims?
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justframbo 13-Feb-18 01:05 PM
no
i think they're elsewhere in the files
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(Team Kanohi) Jocool1231 13-Feb-18 01:06 PM
Ehhhhh
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justframbo 13-Feb-18 01:06 PM
the anims are all 'bhd' files
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(Team Kanohi) Jocool1231 13-Feb-18 01:06 PM
no way to convert that?
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justframbo 13-Feb-18 01:06 PM
idk
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(Team Kanohi) Jocool1231 13-Feb-18 01:08 PM
@Deleted User could you hand over the beach level? It's not downloadible on sketchfab.
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Deleted User 13-Feb-18 01:11 PM
ah, sorry! one sec
@(Team Kanohi) Jocool1231 try it now
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(Team Kanohi) Jocool1231 13-Feb-18 01:15 PM
Yeah, works now.
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Deleted User 13-Feb-18 01:19 PM
anyway, i'm guessing there won't be a way to convert the animations until we figure out how the format works
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darkeluim 13-Feb-18 01:39 PM
hi guys , maybe this kind of softwares http://www.deep-shadows.com/hax/3DRipperDX.htm can maybe help you to ripp onua's model? (edited)
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benji 13-Feb-18 01:45 PM
@(Team Kanohi) Jocool1231 I'll have the rigged models within a few days
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Deleted User 13-Feb-18 01:50 PM
@darkeluim all the models can be opened with 3d software that can open .x models
e.g. milkshape or fragmotion
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darkeluim 13-Feb-18 01:51 PM
oh ok
didn't know
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Deleted User 13-Feb-18 01:51 PM
@darkeluim in regards to the character models, the challenge is figuring out how they stored the animations
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darkeluim 13-Feb-18 01:52 PM
i understand
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Deleted User 13-Feb-18 01:52 PM
check out the game files if you can, see if there's anything you wanna look into
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darkeluim 13-Feb-18 01:53 PM
i will
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Omega12 13-Feb-18 01:54 PM
Animations seem to be the .bhd and .bhk files
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darkeluim 13-Feb-18 01:55 PM
just a question, i'm on windows 8.1 and i got lot of fps witch cause of some elements of the game to speed up too much.So does any one know how many fps the game should initialy run?
@Omega12 yeah i saw that to
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Deleted User 13-Feb-18 01:56 PM
@darkeluim probably 60
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Omega12 13-Feb-18 01:56 PM
On my system it runs at about 62fps
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Deleted User 13-Feb-18 01:56 PM
somewhere in that ballpark
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darkeluim 13-Feb-18 01:57 PM
tried already but it's still to much and 50 also, but 30 is not enough XD maybe i should lock fps without using dxwnd
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Deleted User 13-Feb-18 01:57 PM
there's no geometry culling from what i understand, so fps drops are more likely when you're facing the map
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(Team Kanohi) Jocool1231 13-Feb-18 01:58 PM
Cool @benji
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darkeluim 13-Feb-18 01:58 PM
mhhh
because using the debug menu without a "normal" fps is very hard
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Deleted User 13-Feb-18 02:00 PM
how so?
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darkeluim 13-Feb-18 02:01 PM
textures like lava and skie is going super fast and menu to
debug menu
so it's nearly impossible to use it at high fps
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Deleted User 13-Feb-18 02:01 PM
ahh, i see
it's tied to the cpu's clockspeed (edited)
so if you got a fast cpu, it's gonna go fast
and vice versa
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darkeluim 13-Feb-18 02:03 PM
haaa
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Deleted User 13-Feb-18 02:04 PM
try locking it to 30
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darkeluim 13-Feb-18 02:05 PM
locking fps to 30? already tried , it became to slow
but the cpu clockspeed is a good idea
slow it down helped a bit
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Deleted User 13-Feb-18 02:07 PM
nah, tying a game to the clockspeed is bad form if you wanna futureproof your app
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Galgo 13-Feb-18 02:07 PM
Speaking of clock speed, the game tanks if you keep dying in Lewa’s level
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Deleted User 13-Feb-18 02:09 PM
git gud Pac
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darkeluim 13-Feb-18 02:10 PM
so my problem is link to the cpu
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Deleted User 13-Feb-18 02:10 PM
it's a problem with the game
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darkeluim 13-Feb-18 02:10 PM
of course
but because it's a old game and that i7 4th generation are more recent than the game they didn't thnik of it
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Deleted User 13-Feb-18 02:12 PM
it's generally easier to not account for that if all you care about is getting something that "works" because you have a deadline coming up (edited)
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Galgo 13-Feb-18 02:12 PM
Honestly try reinstalling the game.
Every time I reinstall I find something new
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darkeluim 13-Feb-18 02:12 PM
already did
so i will try anywas other option and whe will see (edited)
if i found the solution of my problem should i say it and publish it on github?
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Deleted User 13-Feb-18 02:13 PM
yeah
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darkeluim 13-Feb-18 02:13 PM
ok
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Omega12 13-Feb-18 02:17 PM
The debug menu is very hard to navigate
Not sure that's a cpu issue (edited)
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darkeluim 13-Feb-18 02:18 PM
true
but lowering fps helpt to navigate easylier (edited)
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Omega12 13-Feb-18 02:18 PM
It's even hard on an old ass xp laptop from the Era that I tried it with
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darkeluim 13-Feb-18 02:19 PM
regret i dismounted my old xp pc..
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V A H K I T I 13-Feb-18 02:40 PM
DXWnd and/or the watches do increase the HUD speed for some reason. I thought it was just that however
ALso I am awake. What did I miss? 😛
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Deleted User 13-Feb-18 02:41 PM
@V A H K I T I hey, can you make a 240*125 thumbnail from onua's level?
wanna try adding stuff to the models resource
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V A H K I T I 13-Feb-18 02:42 PM
I mean... you can't just sake a screnshot and crop/resize it? I was just about to start editing Gali's footage. 😛
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Deleted User 13-Feb-18 02:42 PM
this is why i can't
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V A H K I T I 13-Feb-18 02:44 PM
I mean.. you're uploading the model alone right?
YOu should be taking a screenshot of the model then. 😛
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Deleted User 13-Feb-18 02:44 PM
gotta add the game to the list first
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V A H K I T I 13-Feb-18 02:44 PM
Oh.
Well jus screenshot any of the videos uploaded. xD
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Deleted User 13-Feb-18 02:45 PM
alright, alright, i'll see what i can do...
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Deleted User 13-Feb-18 03:00 PM
now i just gotta add the .zip from earlier when i get home because i am shortsighted like that
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🐲 RuslanDR (Damian) 13-Feb-18 03:00 PM
you guys gonna upgrade the graphics when you finish the game too? :P
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Deleted User 13-Feb-18 03:01 PM
at that point you might as well dump it all in unity or something
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Omega12 13-Feb-18 03:02 PM
Let's just focus on getting it somewhat playable
The graphics look really good imo
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Galgo 13-Feb-18 03:04 PM
Yeah I agree. It looks better than bionicle: the game despite being 3 years older
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darkeluim 13-Feb-18 03:05 PM
i won't say that but it's better to conserve these graphics ,they are a part of the game itself
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Deleted User 13-Feb-18 03:05 PM
all the games past 2002 were a mistake
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darkeluim 13-Feb-18 03:05 PM
bionicle heroes wasn't that bad
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Roblord 13-Feb-18 03:05 PM
This boi understands the truth
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darkeluim 13-Feb-18 03:05 PM
i mean it was very funny and all
but i agree that it could be much better
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Roblord 13-Feb-18 03:06 PM
truth
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Deleted User 13-Feb-18 03:07 PM
to say they were a mistake is not to say there shouldn't have been games, just that in my opinion, they missed the point (edited)
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darkeluim 13-Feb-18 03:08 PM
and beside bionicle the game was only "bad" because budget and time (like bionicle heroes) so you must consider it to (edited)
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Deleted User 13-Feb-18 03:08 PM
ea strikes again
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The Shadow Emperor 13-Feb-18 03:08 PM
wasn't Bionicle The Game completed in like 6 months
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darkeluim 13-Feb-18 03:08 PM
"completed"
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The Shadow Emperor 13-Feb-18 03:08 PM
yes
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Deleted User 13-Feb-18 03:08 PM
Bionicle heroes is a work of art
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darkeluim 13-Feb-18 03:09 PM
i don't know exactly @The Shadow Emperor
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Deleted User 13-Feb-18 03:10 PM
"completed", i.e. they met the deadline to shove out their movie tie-in
i wonder who ea sacrificed that time...
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darkeluim 13-Feb-18 03:13 PM
not so easy to make a game in time ...and it is not because ea took part to bionicle heroes developemment that it is only their fault
i'm not liking ea too mmuch to
but there is no many precise info about what cause these problemes
in my opinion
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Deleted User 13-Feb-18 03:15 PM
disregard the filename
ea deserves no defense
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darkeluim 13-Feb-18 03:16 PM
you didn't understand what i just said...
i know those things
like sims game's who became's money dlc games
but that doesn't mean's they always where like this and with all of their games
a really good example is the crysis franchise
owned by ea (but not only)
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Deleted User 13-Feb-18 03:22 PM
crysis is by crytek, isn't it?
also, skip to 7:07 https://youtu.be/PrQqt4hG6SI
Ross takes up golfing and investigates the forces of darkness behind it. Download the full game for free below! DOS version: http://www.myabandonware.com/gam...
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darkeluim 13-Feb-18 03:24 PM
and ? bioncle heroes is by traveller's tale's -(who made lego star wars),so this argument as no value
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Deleted User 13-Feb-18 03:25 PM
Let's try and keep this on top ice
Stuff like this should go in general Or off topic
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darkeluim 13-Feb-18 03:26 PM
oh sorrry
my bad
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benji 13-Feb-18 03:33 PM
Work on my dedicated .x tool is progressing
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Wolk 13-Feb-18 03:34 PM
That tree...
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darkeluim 13-Feb-18 03:34 PM
may i ask what is the name of this tool?
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Wolk 13-Feb-18 03:34 PM
It was in Tales of the Tohunga lol
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V A H K I T I 13-Feb-18 03:34 PM
@benji Noice
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benji 13-Feb-18 03:34 PM
LOMNTool is the name of the exe, you drag and drop files onto it and it converts them
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V A H K I T I 13-Feb-18 03:35 PM
I love you. Pac
This will be great for ultimately porting the game to a modern engine, which I think was the main goal of some of you.
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darkeluim 13-Feb-18 03:35 PM
thanks
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V A H K I T I 13-Feb-18 03:35 PM
An open source clone would actually be pre cool
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darkeluim 13-Feb-18 03:38 PM
do you have any link of it? i don't find it on google?
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Deleted User 13-Feb-18 03:40 PM
must not be ready for release yet
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darkeluim 13-Feb-18 03:41 PM
you're a kind of beta tester of it ,ok i see ,i will found an open source copy ,thanks anyway
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Freerey 13-Feb-18 03:44 PM
@Deleted User is that Windows Media Center edition??
that's the first time I've seen anyone with that version of XP
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Deleted User 13-Feb-18 03:45 PM
good eye, but no
back in the day i searched far and wide for the theme
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Freerey 13-Feb-18 03:46 PM
ohh ha
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Deleted User 13-Feb-18 03:46 PM
i used to see them at best buy and i just really liked the theme
it's like a marriage between xp and vista, without the vista
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V A H K I T I 13-Feb-18 03:47 PM
So it's like Vista but not shit. Pac
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darkeluim 13-Feb-18 03:48 PM
yep
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Deleted User 13-Feb-18 03:49 PM
@V A H K I T I :y
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Freerey 13-Feb-18 03:49 PM
rofl Vista is just a shiny XP anyway
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Deleted User 13-Feb-18 03:50 PM
nah, more like a beta of 7
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Freerey 13-Feb-18 03:50 PM
(that too)
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Deleted User 13-Feb-18 03:50 PM
i.e. 7 is what vista should have been, just like 8.1 (and arguably 10) is what 8 should have been
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darkeluim 13-Feb-18 03:51 PM
but vista is way more horrible than 8.1
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Freerey 13-Feb-18 03:51 PM
Vista shoulda been Longhorn HMM
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darkeluim 13-Feb-18 03:52 PM
DatBoh
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Omega12 13-Feb-18 03:54 PM
Vista wasn't so terrible after sp2
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darkeluim 13-Feb-18 03:54 PM
meh
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Freerey 13-Feb-18 03:56 PM
true
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Tetsu Aero 13-Feb-18 04:16 PM
hey guys, for a newbie who only wants to look at the character models, what programs do i use? excuse me if there's something fundamental i'm missing
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benji 13-Feb-18 04:17 PM
You can find a 3d modeling program that can import .x files or wait a few days for me to release my conversion tool
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Deleted User 13-Feb-18 04:18 PM
Just import it in Fragmotion and export a .obj
Then load it in Blender and relink the texures, if that makes any sense
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Tetsu Aero 13-Feb-18 04:19 PM
That makes sense. THank you so much 😄
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Deleted User 13-Feb-18 04:20 PM
Getting the materials right in Blender can be a bit of a pain if you're not familiar with the process though
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Tetsu Aero 13-Feb-18 04:20 PM
I'm sorta familiar with it, i've tried it before
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Omega12 13-Feb-18 04:34 PM
Put the dds files in a folder, strip the extensions and throw the model in there
And open in direct x viewer
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Deleted User 13-Feb-18 05:11 PM
or batch convert them to .png with imagemagick (edited)
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V A H K I T I 13-Feb-18 05:12 PM
@Omega12 ANy idea how to import models from other sources? I have a .x exporter for 3DS Max, but Idk the settings to not make the game crash.
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Omega12 13-Feb-18 05:17 PM
I've got no clue.
I've never really worked with exporting models
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V A H K I T I 13-Feb-18 05:17 PM
Rip
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Omega12 13-Feb-18 05:19 PM
Can we import the animation files into 3ds max?
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V A H K I T I 13-Feb-18 05:21 PM
No idea.
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Omega12 13-Feb-18 05:31 PM
. Bhk might be sound files....
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V A H K I T I 13-Feb-18 05:32 PM
DOn't see why they would be
Considering all the sounds are in wav
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Omega12 13-Feb-18 05:35 PM
I'm just searching various places, and I've been running into people trying to extract sounds from other games and running into those
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benji 13-Feb-18 05:44 PM
Could someone post a screenshot of the UVs of /Data/Levels/Lev1/Villg/Main.x ? So I can confirm I'm getting the right results
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V A H K I T I 13-Feb-18 05:44 PM
Not sure how I'd go about doing that?
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benji 13-Feb-18 05:47 PM
open in whatever modeling software you use to view the .x models, then figure out how to edit texture coordinates
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V A H K I T I 13-Feb-18 05:47 PM
Easier said than done. Pac
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benji 13-Feb-18 05:49 PM
Here's what my tool is outputting but it doesn't look right at all
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V A H K I T I 13-Feb-18 05:52 PM
Tbh Idk what any of that means so. It looks fine to me. Just textureless with some green. xD
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Deleted User 13-Feb-18 06:02 PM
some of the raw meshes have face(? not sure if that or vertex) coloring
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benji 13-Feb-18 06:02 PM
yeah I see vertex colors
I'll deal with them once I get uvs exporting (correctly*), and then switch from obj to dae output (edited)
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Deleted User 13-Feb-18 06:04 PM
now i wish i brought my surface with me
i could just send over a copy of the uvs if i had
...wait, i know!
@benji check out the uvs for the beach
compare them with this https://skfb.ly/6wD6q
This is the first map in Legend of Mata Nui. Ripped from LoMN Alpha 0.006.
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benji 13-Feb-18 06:08 PM
will do when I get back to my PC
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Deleted User 13-Feb-18 06:08 PM
alright
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Galgo 13-Feb-18 06:25 PM
>playing around with an LOMN model in discord
i'm telling you, if there's one thing I never expected to do, this is it
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V A H K I T I 13-Feb-18 06:25 PM
We have officially escaped the darkest timeline
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Galgo 13-Feb-18 06:25 PM
🤔
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V A H K I T I 13-Feb-18 06:30 PM
FELLAS
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Galgo 13-Feb-18 06:32 PM
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Omega12 13-Feb-18 06:37 PM
we're not in the good timeline yet
not until we get the deep brick beta
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V A H K I T I 13-Feb-18 06:40 PM
Anyone know where the boss name's text is stored? The Vatuka Nui is the only one in the game that has a name that shows in game. all the others just have placeholder Xes.
I'd like to know if they even HAVE names in the code.
Cause otherwise they'll still just be unnamed elemental beasts on wiki articles and such
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Deleted User 13-Feb-18 06:42 PM
this ain't the darkest timeline
it's the dankest
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V A H K I T I 13-Feb-18 06:42 PM
HMM
Thonk 1
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Omega12 13-Feb-18 06:42 PM
gimmie a sec ill check
on the names
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V A H K I T I 13-Feb-18 06:43 PM
Ye boi
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Deleted User 13-Feb-18 06:43 PM
try "earth elemental"
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V A H K I T I 13-Feb-18 06:44 PM
Yeah, "such-and-such elemental" would be common among the six, so finding the one instance of Vatuka Nui plus that would tell us where the others might be stored in their respective files.
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Omega12 13-Feb-18 06:52 PM
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V A H K I T I 13-Feb-18 06:54 PM
Yea, I saw that before. 😛
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Omega12 13-Feb-18 06:54 PM
found it
that's where he's named
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Galgo 13-Feb-18 06:54 PM
they're all in tales of the tohunga
again, LOMN is 3D TOT
I think that's kinda cool
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Omega12 13-Feb-18 06:55 PM
C:...\LEGO Media\LEGO Bionicle\Data\Levels\Lev1\lev1_eng.slb
it's not though
LOMN follows the Toa, ToT follows takua
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Galgo 13-Feb-18 06:55 PM
I mean in game design
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Omega12 13-Feb-18 06:55 PM
just many reused enemies because the same company made them
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Galgo 13-Feb-18 06:56 PM
every level is essentially the same thing, find two items for two matoran, find a makoki stone, two or three kanohi, repeat
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JSLBrowning 13-Feb-18 06:56 PM
LoMN is actually kind of a sequel. Since ToT ends with Takua summoning the Toa.
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Omega12 13-Feb-18 06:57 PM
now mata nui online game
follows a modified story of this LOMN
but where you follow takua
woah ok
onua has a coipy of gali's animations in his folder
confirmed on my clean copy of the files
an older version of her files
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V A H K I T I 13-Feb-18 07:09 PM
o-O
The fuck why?
I swear to god, if the only problem here is that Saffire put the animations IN THE WRONG DIRECTORY, I am going to have a conniption.
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JSLBrowning 13-Feb-18 07:10 PM
Well, these are the same people who canned a whole game because they couldn't pull the level geometry for Onu-Koro up a few feet. I wouldn't put it past them.
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V A H K I T I 13-Feb-18 07:11 PM
Kek
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Omega12 13-Feb-18 07:14 PM
an gali has a copy of the files
and newer files, like her dance animation
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V A H K I T I 13-Feb-18 07:16 PM
Huh
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Deleted User 13-Feb-18 07:17 PM
LoMN and ToT follow the same level order, come to think of it
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Omega12 13-Feb-18 07:24 PM
onua has 2 other cinematics not present in his list file, c210 and cin1 (edited)
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V A H K I T I 13-Feb-18 07:24 PM
O_o
What do they dooooo
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Omega12 13-Feb-18 07:24 PM
i think c210 is for gali
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V A H K I T I 13-Feb-18 07:24 PM
O
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Omega12 13-Feb-18 07:24 PM
but c210 isnt in her folder
because onua seems to be c1--
gali c2--
pohatu c3--
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Deleted User 13-Feb-18 07:25 PM
then lewa, kopaka, tahu
like the gba game
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Omega12 13-Feb-18 07:25 PM
right
so c210 should be a gali cinematic
trying to swap it out now
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Deleted User 13-Feb-18 07:26 PM
according to nintendo power, the gba levels had the same level names too, i.e. the toa's names
albeit that meant the people writing the guide assumed those were the names of the regions
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Omega12 13-Feb-18 07:27 PM
does gali normally backflip when she grabs a ledge?
i dont remeber her doing that...
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V A H K I T I 13-Feb-18 07:28 PM
Ye
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Omega12 13-Feb-18 07:28 PM
ok
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Deleted User 13-Feb-18 07:28 PM
ugh, why's she gotta be such a showoff? :y
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V A H K I T I 13-Feb-18 07:29 PM
Dat hip sway doe. Pac
She T H I C C
Aku 3
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JSLBrowning 13-Feb-18 07:30 PM
She's made of LEGO.
So. (edited)
B R I C C?
😂 1
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V A H K I T I 13-Feb-18 07:32 PM
💯 👌 👌 👌 😩 💦
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Deleted User 13-Feb-18 07:33 PM
乇乂ㄒ尺卂 ㄒ卄丨匚匚 (edited)
anyway, i'm gonna look up that game guide
here's where it starts
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Deleted User 13-Feb-18 07:43 PM
also, i noticed some of the tracks have "acidplanet.com" as their artist (edited)
could that mean sony acid pro was used?
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Skelly 13-Feb-18 07:44 PM
Acidplanet appears to be some sort of Soundcloud precursor
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V A H K I T I 13-Feb-18 07:45 PM
Curious
They're also owned by MAGIX, who most recently bought out Sony VEGAS.
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Skelly 13-Feb-18 07:45 PM
It does seem to be owned by Sony though
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V A H K I T I 13-Feb-18 07:45 PM
Not anymore I guess
Maybe they were just bought out too.
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Deleted User 13-Feb-18 07:46 PM
might be a lead as to where the samples came from
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Skelly 13-Feb-18 07:47 PM
Those acidplanet cues are also tagged with "For the BLTC contest" which could stand for anything.
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Deleted User 13-Feb-18 07:47 PM
bionicle l? t? contest?
bionicle legend of the toa contest?
i'm grasping at straws here
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Skelly 13-Feb-18 07:49 PM
Might not even be necessarily related to Lego, maybe there was some contest Saffire ran to find an up-and-coming (read: cheap) game composer
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V A H K I T I 13-Feb-18 07:50 PM
Might be worth trying to find David Madden to conduct an interview?
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Deleted User 13-Feb-18 07:51 PM
@Skelly lego should've kept the composer on board then
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Eljay Johnsen 13-Feb-18 07:51 PM
This game was due for launch in the Fall, right? Cause LEGO had a few contests running around then. May be related.
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Deleted User 13-Feb-18 07:51 PM
there's nothing mystic or mechanical about the mask of light ost
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Eljay Johnsen 13-Feb-18 07:51 PM
Just guessing, of course. 😛
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Deleted User 13-Feb-18 07:51 PM
or anything after that
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V A H K I T I 13-Feb-18 07:52 PM
Maybe something related to BIONICLEMusic.com?
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Skelly 13-Feb-18 07:53 PM
MNOG-esque soundscape would have been grating in a film environment, orchestra brings a sense of gravitas Wasn't bioniclemusic.com in promotion of some CD that never came out? Maybe they held a contest at some point though
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Eljay Johnsen 13-Feb-18 07:54 PM
Oh, here we go.
Mentions a contest toward the bottom.
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Skelly 13-Feb-18 07:54 PM
Not related though. :/
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Deleted User 13-Feb-18 07:55 PM
A contest was temporarily hosted on the site, which allowed viewers to find a golden mask hidden on the site. The prizes for the contest was that five people would win a 14-carat Golden Kanohi, fifteen would win a BIONICLE "monster", and twenty people would win Universal Music packages with three CDs.
too bad the music maker thing ain't archived
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Skelly 13-Feb-18 07:58 PM
Aside from LoMN I think that website is the biggest thing we don't have archived. Maybe older versions of Bionicle.com too.
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V A H K I T I 13-Feb-18 08:00 PM
@XONAR has some more complete copies, but I don't have the URL right now
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Deleted User 13-Feb-18 08:00 PM
copies of what? (edited)
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Deleted User 13-Feb-18 08:11 PM
@V A H K I T I
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Deleted User 13-Feb-18 08:27 PM
well, i'm gonna hit the gym; gonna do more digging (heh) when i get home in a few hours
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Omega12 13-Feb-18 08:38 PM
i've got a theory. might help, might not (edited)
i was researching the .slb files, and onee thing i found were "symbol files"
now in the level folders theres a few of the .slb's, so what if they're just symbols that get plastered onto some xyz cords and tell the game where to put things onto the levels model?
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V A H K I T I 13-Feb-18 08:50 PM
Hm
Interesting idea
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Omega12 13-Feb-18 09:03 PM
interesting
i didnt manage to fix the dancing matoran, but i made all of them invisible
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V A H K I T I 13-Feb-18 09:06 PM
O_o
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Deleted User 13-Feb-18 09:06 PM
they won't be missed
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V A H K I T I 13-Feb-18 09:06 PM
I mean... it's something.
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Deleted User 13-Feb-18 09:07 PM
they know what they did
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V A H K I T I 13-Feb-18 09:07 PM
You did a thing, and it had an effect in generally the place you wanted it to.
Even if not the desired effect, it's still new data. xP
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ShadowDraikana 13-Feb-18 09:13 PM
@Omega12 Hmm. I noticed some of the koro dances are completely invisible during the cutscenes. Related perhaps?
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Omega12 13-Feb-18 09:13 PM
yeah, ive been able to get the dancers to render though
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ShadowDraikana 13-Feb-18 09:14 PM
Nice!
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V A H K I T I 13-Feb-18 09:14 PM
I think I'm gonna get ProcMon running on my 7 rig and start compiling data on why some areas crash
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ShadowDraikana 13-Feb-18 09:15 PM
@V A H K I T I Oh, I did come up with a list of the map sections that cause crashes. Should I just post it in bug reporting or here since I haven't confirmed some of it
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V A H K I T I 13-Feb-18 09:15 PM
Maybe it's calling files that don't exist or something
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ShadowDraikana 13-Feb-18 09:15 PM
YES
I confirmed that
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Omega12 13-Feb-18 09:15 PM
that's my guess
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ShadowDraikana 13-Feb-18 09:15 PM
Some level areas are completely missing
Example
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🐲 RuslanDR (Damian) 13-Feb-18 09:16 PM
man
these are some fucking small levels
we should totally expand this
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ShadowDraikana 13-Feb-18 09:16 PM
Onua's level has an area called Bmdr or something like that
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V A H K I T I 13-Feb-18 09:16 PM
For satbility's sake if we can figure out level editing we could put like... under construction barricades in front of those doorways. Pac
Also
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🐲 RuslanDR (Damian) 13-Feb-18 09:16 PM
i mean fuck @V A H K I T I made a whole bonkle village in minecraft
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V A H K I T I 13-Feb-18 09:16 PM
Send the list to me in a DM
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🐲 RuslanDR (Damian) 13-Feb-18 09:16 PM
this would be arguably easier and faster
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ShadowDraikana 13-Feb-18 09:16 PM
Got it
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V A H K I T I 13-Feb-18 09:16 PM
I'll compile it proper for the info page
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ShadowDraikana 13-Feb-18 09:17 PM
I also found a definite bug; posting in proper place shortly
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Omega12 13-Feb-18 09:19 PM
geting a clean copy of the villagers animations now
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🐲 RuslanDR (Damian) 13-Feb-18 09:20 PM
when the fuck did we go from meh streamers to game developers.
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Galgo 13-Feb-18 09:20 PM
i made a 2001 bionicle.com reproduction a while back
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ShadowDraikana 13-Feb-18 09:20 PM
@🐲 RuslanDR (Damian) When LOMN dropped
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🐲 RuslanDR (Damian) 13-Feb-18 09:21 PM
yes but like
how did all the qualifications happen
nuts drop
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V A H K I T I 13-Feb-18 09:21 PM
@🐲 RuslanDR (Damian) I've always been a tinkerer myself. it just came as a natural extension to pool our resources after this became the hub of everything LoMN
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Omega12 13-Feb-18 09:21 PM
there's my matoran bois
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🐲 RuslanDR (Damian) 13-Feb-18 09:21 PM
GUESS I'M A DOCTOR NOW
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V A H K I T I 13-Feb-18 09:21 PM
I mean fuck
Do you remmeber Galaxy Spice? 😛
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🐲 RuslanDR (Damian) 13-Feb-18 09:21 PM
no
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V A H K I T I 13-Feb-18 09:21 PM
So I accidentally murdered all my co-hosts this week and now all I have is this shitty parody of the Old Spice Guy that's actually not shitty at all. :P Done...
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🐲 RuslanDR (Damian) 13-Feb-18 09:21 PM
honestly i also tinker but i do mechanical things
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V A H K I T I 13-Feb-18 09:22 PM
I modded the fuck out of Super Mario Galaxy 2 just to make that stupid machinima meme.
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🐲 RuslanDR (Damian) 13-Feb-18 09:22 PM
woot
i shud come and fite you also
with all these dart guns
I'd recommend getting 500 and a .50 cal can
you can stack 'em all in.
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Deleted User 13-Feb-18 09:26 PM
@🐲 RuslanDR (Damian) how did all the qualifications happen we're all sleepers and lomn was the trigger code autism... finds a... way...
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V A H K I T I 13-Feb-18 09:26 PM
Pac
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Omega12 13-Feb-18 09:26 PM
OK, i can safely rule out that the dancing boi's animations are in villager folder (edited)
alright
they're int he 1hat folder
theyre rendering now in tposes
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ShadowDraikana 13-Feb-18 09:28 PM
lol
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Omega12 13-Feb-18 09:28 PM
it's porogress, it means i know the area where to try and fix it
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V A H K I T I 13-Feb-18 09:28 PM
😮
I'm looking at procmon logs now
Tried loading up the main menu to see why that crashes
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ShadowDraikana 13-Feb-18 09:29 PM
Do we even have a list of the fixes compiled so far? This way everyone can test them as we go.
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Omega12 13-Feb-18 09:29 PM
see that boi
watch him scream
diggin the dancing meme
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Galgo 13-Feb-18 09:29 PM
does he dance?
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V A H K I T I 13-Feb-18 09:29 PM
@ShadowDraikana They are under patches, but I can make a new list for general fixes
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Omega12 13-Feb-18 09:29 PM
nope, only t poses
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V A H K I T I 13-Feb-18 09:29 PM
At least he renders
That's new
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ShadowDraikana 13-Feb-18 09:30 PM
@V A H K I T I Yeah, something for file switches and new ones altogether.
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V A H K I T I 13-Feb-18 09:30 PM
Either way at the end of the day once we get a patching tool made, they would all be treated as new ones.
The patch would just include the file you are meant to swap with
ANyways
The last file the game tries to access in FRONT END before crashing is Data/Art/Menuart/Luke.col
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ShadowDraikana 13-Feb-18 09:32 PM
I'll get on that crash zone list, btw. Hopefully I don't get distracted again because it's lengthy.
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V A H K I T I 13-Feb-18 09:34 PM
No idea what that file is, but the footer contains the line:
TRUEVISÿION-XFIL.E
(edited)
Just a few lines before that:
Handmadeÿ Softwarÿe, Inc. ÿImage Alÿchemy
(edited)
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Omega12 13-Feb-18 09:34 PM
that art file is in there
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ShadowDraikana 13-Feb-18 09:35 PM
Front end looks like it triggers a proper menu that can't load
I see New Gam, Load Game, etc
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V A H K I T I 13-Feb-18 09:35 PM
Well that is what it is
Front end is the menu seen in the beta
But unfinished
@Omega12, yes, the lines I just posted are the footer data from Luke.col
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Omega12 13-Feb-18 09:36 PM
oh ok
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Deleted User 13-Feb-18 09:37 PM
the models are there... maybe i outta rip them next
it's just kini-nui
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JrMasterModelBuilder 13-Feb-18 09:37 PM
@ShadowDraikana If you could, creating an issue for each one with steps/info to reproduce on GitHub would help: https://github.com/TheLegendOfMataNui/game-issues/issues
game-issues - The Legend of Mata Nui Gameplay Issues
Then we can tackle them 1 by 1, posting workarounds and fixed, without being lost to the chat history. (edited)
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V A H K I T I 13-Feb-18 09:40 PM
@Deleted User Go for it. Just be aware that, as far as I know, the textures don't exist in this build
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ShadowDraikana 13-Feb-18 09:41 PM
@JrMasterModelBuilder Vahkiti asked me to PM him the list first, so I'll try copying pasting them in there as soon as I can.
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JrMasterModelBuilder 13-Feb-18 09:41 PM
That's fine.
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Deleted User 13-Feb-18 09:43 PM
@V A H K I T I ... fuck
... whatever, i'll see what i can do
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V A H K I T I 13-Feb-18 09:44 PM
On that note, Luke.col.db lists a lot of files that as far as I know don't exist, but MIGHT be replacable
Eg: Scripting\VBO\interface\MenuArt\LUKE\LUKE0_10.tga
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Omega12 13-Feb-18 09:45 PM
light has revealed the will of luke!
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V A H K I T I 13-Feb-18 09:45 PM
Pac
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Omega12 13-Feb-18 09:53 PM
alright, i know which files are the broken ones for the dancing boys
as of right now it just requires removing about 10 animation files
which puts thei'r dance in a t-pose
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V A H K I T I 13-Feb-18 09:55 PM
Hm
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ShadowDraikana 13-Feb-18 09:56 PM
If you notice in the warp list, there seem to be missing areas. Could explain some of the crashes in certain areas.
Some of the numbering of areas skips a number or two
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JrMasterModelBuilder 13-Feb-18 09:58 PM
The code has some sort of "OSI Virutal Machine" in it. That's the compiled interpreted language I mentioned before that is probably in some of the Data files. (edited)
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V A H K I T I 13-Feb-18 09:59 PM
Meaning? 😛
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Omega12 13-Feb-18 09:59 PM
WOOW, dance with onua in it
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JrMasterModelBuilder 13-Feb-18 09:59 PM
Some of the files in the Data folder have some compiled bytecode, presumably for in-level programming. (edited)
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Omega12 13-Feb-18 09:59 PM
whenus is supposed to be there too right?
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V A H K I T I 13-Feb-18 10:00 PM
Ye
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Omega12 13-Feb-18 10:00 PM
gotta work on that then
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Galgo 13-Feb-18 10:00 PM
were the dances removed in the beta?
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JrMasterModelBuilder 13-Feb-18 10:00 PM
We will probably want to find and crack that format at some point, for bug fixes. (edited)
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V A H K I T I 13-Feb-18 10:00 PM
@JrMasterModelBuilder Any luck on the Win 10 front btw? That should be top priority right now
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JrMasterModelBuilder 13-Feb-18 10:01 PM
Not yet, I've almost gotten all the stack pointer errors in IDA fixed. Then I can navigate without it screaming at me. (edited)
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V A H K I T I 13-Feb-18 10:01 PM
Oh cool
Btw @Galgo, if you still have that dev's info, it might be worth consulting him for our work.
Maybe he can offer some insight if not direct code snippets
He could probably tell us things about the format we don't know yet.
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Galgo 13-Feb-18 10:04 PM
sure, but what should I say specifically?
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Deleted User 13-Feb-18 10:05 PM
"ey bb can u gimme the source code? xoxo"
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Omega12 13-Feb-18 10:05 PM
do we know of any turaga with a working dance ATM?
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Galgo 13-Feb-18 10:05 PM
done
lol
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ShadowDraikana 13-Feb-18 10:06 PM
@Omega12 Whenua worked for me earlier
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Omega12 13-Feb-18 10:06 PM
did he
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The Casual Tee 13-Feb-18 10:06 PM
@Deleted User I'll slip a crisp 100 to him if needed, if y'all can wait till the 24th
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V A H K I T I 13-Feb-18 10:06 PM
@Omega12 Vakama and Onewa both render
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Omega12 13-Feb-18 10:06 PM
do you mind going into the whenua folder?
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Deleted User 13-Feb-18 10:06 PM
@Galgo joking aside, ask him about the animation formats
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Omega12 13-Feb-18 10:06 PM
\LEGO Media\LEGO Bionicle\Data\characters\when\Anims
is there a c120.bhd in there?
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V A H K I T I 13-Feb-18 10:07 PM
@Galgo Don't actually say that. xP Idk ust explain that we acquired an early alpha and would like some insight from his work on the game for reverse engineering puposes.
Maybe invite him to the discord to work with us even.
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Omega12 13-Feb-18 10:07 PM
tell him to give us the beta!
WE DEMAND BLOOD
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V A H K I T I 13-Feb-18 10:07 PM
Kek
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Galgo 13-Feb-18 10:07 PM
yeah he'd probably join
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Omega12 13-Feb-18 10:07 PM
or
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Galgo 13-Feb-18 10:08 PM
welp I'll get on it
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Omega12 13-Feb-18 10:08 PM
ask him if he remembers what programs they were using to make them
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V A H K I T I 13-Feb-18 10:08 PM
@Omega12
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Omega12 13-Feb-18 10:08 PM
if we could get some of these files open we might could fix stuff
that's what ive got and whenua isnt working
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ShadowDraikana 13-Feb-18 10:09 PM
Maybe I'm hallucinating?
I swear he worked earlier
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Omega12 13-Feb-18 10:09 PM
he worked in the video that's on youtube also
wait im rewatching it
nope he aint there
alright
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ShadowDraikana 13-Feb-18 10:11 PM
I can open mine if need be and see what happens
Oh, Matau rendered normally for me earlier too. Unlike the others with screwed up masks and arms/legs
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V A H K I T I 13-Feb-18 10:12 PM
At the shrine I assume
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ShadowDraikana 13-Feb-18 10:12 PM
Not during dances
yeah
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Omega12 13-Feb-18 10:12 PM
i had no problems with matau rendering
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V A H K I T I 13-Feb-18 10:12 PM
Yeah same
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Omega12 13-Feb-18 10:13 PM
onewa and (now nuju because of the fix) have glitched masks
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V A H K I T I 13-Feb-18 10:13 PM
It's a texture problem that isn't just limited to them.
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ShadowDraikana 13-Feb-18 10:13 PM
Is Nokama even present? The Ga-Koro shrine is literally the one from Po-Koro. Onewa is even there.
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V A H K I T I 13-Feb-18 10:13 PM
Some objects like the rocks in Nokama's hut, and occasionally some trees have the issue too (edited)
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ShadowDraikana 13-Feb-18 10:14 PM
Yeah, Kopaka's level has this issue
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Omega12 13-Feb-18 10:14 PM
seems legit
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ShadowDraikana 13-Feb-18 10:14 PM
Trees show up rainbow colored
One tree in Ko-Koro shows up as red.
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Omega12 13-Feb-18 10:14 PM
two trees do
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Deleted User 13-Feb-18 10:15 PM
@Omega12 ......that fucking liar
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Omega12 13-Feb-18 10:15 PM
he aint lying any more
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ShadowDraikana 13-Feb-18 10:15 PM
Oh yeah, that one building in Ko-Koro causes a crash when entering, but reloading the game via Load Game works fine there fr some reason
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Deleted User 13-Feb-18 10:15 PM
yeah he is six feet under
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V A H K I T I 13-Feb-18 10:15 PM
Also @Galgo, even if your guy could give us some history about the development process of the game at the time of this build, and how much further it progressed afterwards before being shitcanned, that would be neat info to have as well.
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Deleted User 13-Feb-18 10:17 PM
@Galgo post his rantings on saffire too
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Omega12 13-Feb-18 10:17 PM
and social security number
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Deleted User 13-Feb-18 10:18 PM
and the password to the ftp server
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Omega12 13-Feb-18 10:19 PM
ok, whenu does not show up in the dance, even with wout his animations
so it's probably a matter of him not being spawned in
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ShadowDraikana 13-Feb-18 10:22 PM
btw, SvpOther = 2 fix works for me. Not sure why Omega had issues last night.
Might be hardware related
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Galgo 13-Feb-18 10:23 PM
the game runs differently on every single computer I've tested it on
like 6 now
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Freerey 13-Feb-18 10:23 PM
jeeze
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V A H K I T I 13-Feb-18 10:23 PM
Sounds pretty good. Here's the server invite link for him, just a sec (edited)
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Galgo 13-Feb-18 10:25 PM
and now we wait
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Omega12 13-Feb-18 10:26 PM
👍 1
👌 2
😩 1
Lubba 1
should that be in another channel?
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Deleted User 13-Feb-18 10:27 PM
this shit bout to get liiiit
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Galgo 13-Feb-18 10:27 PM
top-tier
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Deleted User 13-Feb-18 10:27 PM
cant wait for dev to join
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V A H K I T I 13-Feb-18 10:27 PM
Pinned a message.
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Galgo 13-Feb-18 10:27 PM
I've always hated the rau
it's so dumb looking
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Freerey 13-Feb-18 10:28 PM
Why? Cause it's the most basic-ass shape and figure a mask can have?
oh, well I guess that too
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Galgo 13-Feb-18 10:28 PM
kakama forever
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Freerey 13-Feb-18 10:28 PM
Rau looks even worse in the movies
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V A H K I T I 13-Feb-18 10:28 PM
More like KEKama Amirite?
Pac
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Galgo 13-Feb-18 10:28 PM
>those eyebrows
barf
I remember the behind the scenes for the movie where they talk about how they spent hours disassembling each and every bionicle set, and even at a young age I called bullshit
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ShadowDraikana 13-Feb-18 10:29 PM
@Omega12 Literally just make a new folder and shove those files in there?
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Omega12 13-Feb-18 10:29 PM
yes
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Galgo 13-Feb-18 10:29 PM
they are so vaguely based off the sets it's incredible
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Omega12 13-Feb-18 10:29 PM
as long as it cant find the files it can't read them
don't delete them incase it turns out theyre needed for something later
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Galgo 13-Feb-18 10:30 PM
could you swap them out for a normal idle tohunga animation?
that way they're not in a T pose?
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Omega12 13-Feb-18 10:30 PM
delete would work, but unless you have copies of stuff
i dont like deleting things
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V A H K I T I 13-Feb-18 10:30 PM
Ir better yet
Swap them with one of the dance animations from the takara?
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Omega12 13-Feb-18 10:30 PM
i work in IT so im paranoid about deleting files
nope
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ShadowDraikana 13-Feb-18 10:31 PM
Better yet, remove the folder and store it elsewhere.
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Omega12 13-Feb-18 10:31 PM
i was thinking about trying that
but that's a quick and dirty fix for now
at least you can see the matoran
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Deleted User 13-Feb-18 10:31 PM
just put it in recycle bin
that'll keep it safe
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Galgo 13-Feb-18 10:31 PM
i unironically used to store files in the recycling bin
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Omega12 13-Feb-18 10:32 PM
if you wanna delete em you can
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Galgo 13-Feb-18 10:32 PM
it was a habit from school to hide files
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ShadowDraikana 13-Feb-18 10:32 PM
Oh
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Deleted User 13-Feb-18 10:34 PM
"files"...
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Galgo 13-Feb-18 10:34 PM
owo
games
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Deleted User 13-Feb-18 10:34 PM
"games"
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Galgo 13-Feb-18 10:34 PM
w-wew
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Omega12 13-Feb-18 10:34 PM
oh shit
hold your horses
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V A H K I T I 13-Feb-18 10:34 PM
NANI?
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ShadowDraikana 13-Feb-18 10:35 PM
btw, I noticed some textures got mixed up potentially. Two matoran in the Tahu dance show up with purple feet. Same thing with a Po-Korans as well, except they have red masks
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Freerey 13-Feb-18 10:35 PM
rofl what else would a horny school kid have?
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Galgo 13-Feb-18 10:35 PM
offline MNOG and halo
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Freerey 13-Feb-18 10:35 PM
There's also the supposed issue of Kapura having yellow feet
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Omega12 13-Feb-18 10:35 PM
accidently had a 13th file in there that shouldnt be there
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Deleted User 13-Feb-18 10:35 PM
@Freerey doom
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Galgo 13-Feb-18 10:35 PM
why does kapura have a ruru sometimes, and a pakari at othertimes?
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Freerey 13-Feb-18 10:36 PM
Kapura has a weird history with which mask he wears
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V A H K I T I 13-Feb-18 10:36 PM
@Deleted User H-DOOM ( ͡° ͜ʖ ͡°)
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Omega12 13-Feb-18 10:36 PM
there we go
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Galgo 13-Feb-18 10:36 PM
his colors are different in every single media
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Deleted User 13-Feb-18 10:36 PM
@V A H K I T I ( ͡° ͜ʖ ͡°)
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Freerey 13-Feb-18 10:36 PM
the one he wears in MNOG is technically a Pakari, but it doesn't look right
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Galgo 13-Feb-18 10:36 PM
MNOG didn't include the vents for some reason
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Freerey 13-Feb-18 10:36 PM
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Deleted User 13-Feb-18 10:36 PM
@Freerey they stylized it up until the bohrok saga
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Omega12 13-Feb-18 10:36 PM
that ones fixed
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Freerey 13-Feb-18 10:37 PM
they could've done a better job I mean cmon
this one of nuparu looks fine
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Deleted User 13-Feb-18 10:37 PM
@Freerey nuparu didn't show up until the bohrok saga, after they made it more accurate
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V A H K I T I 13-Feb-18 10:38 PM
The MNOG pakari is also a very ambiguous mask.
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Freerey 13-Feb-18 10:38 PM
well that's not my point; my point is that there's not really any reason to stylize the mask
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V A H K I T I 13-Feb-18 10:38 PM
it's basically a commbination of a Pakari and a ruru (edited)
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Freerey 13-Feb-18 10:38 PM
unless they were that desperate for memory size
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Deleted User 13-Feb-18 10:38 PM
@Freerey easier to render in flash
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Galgo 13-Feb-18 10:38 PM
isn't it just a static picture one way or the other?
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Deleted User 13-Feb-18 10:39 PM
i believe the project files had shots of each part at a ton of angles
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Freerey 13-Feb-18 10:39 PM
I'm sorry
spongebob joke
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V A H K I T I 13-Feb-18 10:39 PM
SPENG
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Galgo 13-Feb-18 10:39 PM
is that a borg (edited)
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Omega12 13-Feb-18 10:39 PM
gonna try replacing the files and see if it works
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BleedingNova (Dacotah) 13-Feb-18 10:39 PM
fun fact: I'm so sick right now my face is tingling like a limb that fell asleep
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V A H K I T I 13-Feb-18 10:39 PM
SPINGLEBAB
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Deleted User 13-Feb-18 10:39 PM
also, most of the maps are vectorized renders of 3d maps
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V A H K I T I 13-Feb-18 10:40 PM
@BleedingNova (Dacotah) DID YOU SAY
TINGLE?
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ShadowDraikana 13-Feb-18 10:40 PM
@Galgo Resistance is futile.
😏 1
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V A H K I T I 13-Feb-18 10:40 PM
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BleedingNova (Dacotah) 13-Feb-18 10:40 PM
Its very annoying
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V A H K I T I 13-Feb-18 10:40 PM
YOOP
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Deleted User 13-Feb-18 10:40 PM
@BleedingNova (Dacotah) that's called necrotization your face is dead, i'm sorry
you'll have to amputate it
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V A H K I T I 13-Feb-18 10:40 PM
H W E E H W E E
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benji 13-Feb-18 10:41 PM
.x -> .obj working well... except the .x files have bogus specular color
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V A H K I T I 13-Feb-18 10:41 PM
😮
And uh
The hut textures are upseide down
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ShadowDraikana 13-Feb-18 10:41 PM
lol
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benji 13-Feb-18 10:41 PM
hmm
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V A H K I T I 13-Feb-18 10:41 PM
Or off center
or something
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benji 13-Feb-18 10:41 PM
yeah
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ShadowDraikana 13-Feb-18 10:42 PM
upside down
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benji 13-Feb-18 10:42 PM
some programs interpret the V coordinate opposite
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V A H K I T I 13-Feb-18 10:42 PM
Ah
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benji 13-Feb-18 10:42 PM
and I'm working with Maya, so I'll account for that
thanks
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V A H K I T I 13-Feb-18 10:42 PM
You're doing the great spirit's work. 😛 (edited)
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Deleted User 13-Feb-18 10:43 PM
@benji try using fragmotion, export a .obj, and open that in maya
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V A H K I T I 13-Feb-18 10:43 PM
No, the point of this is to be able to import the X files directly
👌 1
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benji 13-Feb-18 10:43 PM
and also to export to .x for modding
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V A H K I T I 13-Feb-18 10:43 PM
Ye
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benji 13-Feb-18 10:43 PM
better?
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V A H K I T I 13-Feb-18 10:43 PM
Yep, that's accurate
Also if it helps, there is an X exporter already for 3DS max
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Deleted User 13-Feb-18 10:44 PM
@benji what's the fix?
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benji 13-Feb-18 10:44 PM
Invert the V coordinate, like I said before
I just didn't notice the issue because I can't run the game (Win10)
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Deleted User 13-Feb-18 10:45 PM
ahh, missed that, sorry
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Omega12 13-Feb-18 10:45 PM
BOYS
THE INVISIBLE BOYS ARE DANCING
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V A H K I T I 13-Feb-18 10:45 PM
😮
This better not be a shitpost this time
xD
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Omega12 13-Feb-18 10:45 PM
I FOUND A COPY OF NON BROKEN ANIMATIONS
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V A H K I T I 13-Feb-18 10:46 PM
IF THIS IS A SHITPOST I WILL FUCKING EAT YOU. xD
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Omega12 13-Feb-18 10:46 PM
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V A H K I T I 13-Feb-18 10:46 PM
O SHIT
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Omega12 13-Feb-18 10:46 PM
alright, gonna make a zip of the folder
it's working fucking perfect
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V A H K I T I 13-Feb-18 10:46 PM
I'll add these to the patch list.
Actually, what I'll do is jus include all of our patches so far in one zip file and put it on the info channel
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Deleted User 13-Feb-18 10:48 PM
the less work for the end user, the better
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ShadowDraikana 13-Feb-18 10:49 PM
Finally we got Dancin bois!
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V A H K I T I 13-Feb-18 10:49 PM
I'll put the patched and original EXEs in there too as well as a copy of DXWnd
@Omega12, what all was in the nuju patch again?
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ShadowDraikana 13-Feb-18 10:50 PM
@Omega12 Where did you find the file copies?
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Freerey 13-Feb-18 10:50 PM
that kind of stuff should be reported in #litestone-announcements
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Omega12 13-Feb-18 10:51 PM
nuju fix replaced nuju's walking animations with onewas
damnit
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V A H K I T I 13-Feb-18 10:51 PM
Right but what was IN the patch, what files?
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Omega12 13-Feb-18 10:51 PM
oh umm let me check
didnt think to record it
there's a readme in that zip BTW
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V A H K I T I 13-Feb-18 10:52 PM
WHere does that folder go?
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Omega12 13-Feb-18 10:53 PM
C:\Program Files (x86)\LEGO Media\LEGO Bionicle\Data\characters\1hat
it replaces the Anims folder (edited)
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benji 13-Feb-18 10:54 PM
there we go, straight outta the export (after I pointed Maya to the textures folder)
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Omega12 13-Feb-18 10:54 PM
as for the nuju fix.it's a complete replacement of all him animation files (edited)
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V A H K I T I 13-Feb-18 10:54 PM
WIth what? Just onewas?
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Omega12 13-Feb-18 10:55 PM
yep
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Deleted User 13-Feb-18 10:55 PM
@benji yee boi
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Omega12 13-Feb-18 10:55 PM
but the files are renamed correctly
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V A H K I T I 13-Feb-18 10:55 PM
Okay so it's just his anims folder too then
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Omega12 13-Feb-18 10:55 PM
yes
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benji 13-Feb-18 10:55 PM
import or skinned export next @Deleted User ?
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V A H K I T I 13-Feb-18 10:55 PM
THank
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Omega12 13-Feb-18 10:55 PM
i've been trying to make it easy
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Deleted User 13-Feb-18 10:55 PM
@benji what do you mean?
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V A H K I T I 13-Feb-18 10:55 PM
i'm putting all this into a drag and drop zip
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benji 13-Feb-18 10:56 PM
should I work on modding the .x files or on exporting rigged .x meshes?
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Omega12 13-Feb-18 10:56 PM
ah i gotcha
C:--\LEGO Media\LEGO Bionicle\Data\characters\nuju\Anims
thats the path for nujus anims
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Deleted User 13-Feb-18 10:56 PM
@benji if everything looks like it's working, i'd say just export it
if there's any rigs, though, getting those working would be nice too
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V A H K I T I 13-Feb-18 10:57 PM
Alright, the zip structure is done. I'll add a readme with patch notes
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Eljay Johnsen 13-Feb-18 11:01 PM
You guys sound awfully close to releasing a new update. O.o
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V A H K I T I 13-Feb-18 11:01 PM
Well sort of.
We're just putting random fixes into one zip
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Eljay Johnsen 13-Feb-18 11:01 PM
Oooh, gotcha.
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ShadowDraikana 13-Feb-18 11:01 PM
We're not even close to having a major update out.
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Omega12 13-Feb-18 11:01 PM
huh, lewa and kopaka have the same dance animation...
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Eljay Johnsen 13-Feb-18 11:02 PM
I was about to say, you guys work crazy fast. 😛
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V A H K I T I 13-Feb-18 11:02 PM
Beaverhouse Legend of Mata Nui Patch Notes v0.001: • Upscaled the game's default resolution, and allowed for changes from Bionicle.ini to take effect (JrMasterModelBuilder) • Fixed Turaga Nuju's animations (Omega12) • Fixed Onu-Matoran dancers being invisible (Omega12) (edited)
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ShadowDraikana 13-Feb-18 11:05 PM
Who was it that cracked that one osi file last night? That guy said there were tons of missing files referenced in it. Could explain why certain areas crash.
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V A H K I T I 13-Feb-18 11:05 PM
No idea
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ShadowDraikana 13-Feb-18 11:09 PM
Alright, I'm bugging out for the night. Feels like we're making progress on this though.
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V A H K I T I 13-Feb-18 11:11 PM
AIght boys
Patches: Beaverhouse Legend of Mata Nui Patch v0.001 Patch Notes: v0.001: • Fixed crash on alt+tab (JrMasterModelBuilder) • Upscaled the game's default resolution, and allowed for changes from Bionicle.ini to take effect (JrMasterModelBuilder) Note: To get true widescreen out of this, either set your display to ignore letterboxing, or run it through DXWnd and set the window size under Main/Position/W & H to 1366x768. In addition to DXWnd alone, this will also fix the game's issues with alt+tabbing. • Fixed Turaga Nuju's animations (Omega12) • Fixed Onu-Matoran dancers being invisible (Omega12) To install, simply replace the LEGO Bionicle directory under: C:\Program Files\LEGO Media, or C:\Program Files (x86)\LEGO Media DOWNLOAD: https://www.dropbox.com/s/2t7a6z9hqswm3ou/Beaverhouse%20Legend%20of%20Mata%20Nui%20Patch%20v0.001.zip?dl=0 (edited)
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Omega12 13-Feb-18 11:17 PM
might have a bypass for a crash after Kopaka's dance later
yep
managed to get the end of the mosh to teleport you back to ko-koro insted of the broken hut
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V A H K I T I 13-Feb-18 11:21 PM
Uh
The dancers are still invisible on my end
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Deleted User 13-Feb-18 11:21 PM
throw snow on them
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V A H K I T I 13-Feb-18 11:21 PM
Pac
@Omega12
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Deleted User 13-Feb-18 11:22 PM
hit'em harder than a huai snowball sling
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Omega12 13-Feb-18 11:23 PM
i swear i aint making this up
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V A H K I T I 13-Feb-18 11:23 PM
No I saw your screenshot I believe you. xP
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Omega12 13-Feb-18 11:23 PM
which folder are you putting them in?
did you mix up nuju and the dancers animations?
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Deleted User 13-Feb-18 11:23 PM
recycle bin Pac
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Omega12 13-Feb-18 11:25 PM
try deleting anims and putting a fresh copy in there
im gonna pm you my entire 1hat folder
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V A H K I T I 13-Feb-18 11:27 PM
Ohey that did it
Wtf
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Omega12 13-Feb-18 11:27 PM
maybe there's something else im missing
oh ok
phew
had me worried
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V A H K I T I 13-Feb-18 11:27 PM
Why wouldn't it work by overwriting? O_o
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Omega12 13-Feb-18 11:27 PM
overwriting in windows is weird
it doesnt really remove the file
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V A H K I T I 13-Feb-18 11:27 PM
Could you try the patch I uploaded in a fresh copy on your end?
Just make sure it's not my PC wigging out
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Omega12 13-Feb-18 11:28 PM
gimmie a minute
checking
works fine
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V A H K I T I 13-Feb-18 11:30 PM
Weird
Must just be my pc then
Whatevs
Imma make a gif of dancy bois
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Omega12 13-Feb-18 11:30 PM
lol
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Deleted User 14-Feb-18 12:35 AM
well, i'm finally on my way home from the gym
cardio is my weak point
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Galgo 14-Feb-18 12:36 AM
what's you strong point?
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Deleted User 14-Feb-18 12:36 AM
everything else
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Galgo 14-Feb-18 12:36 AM
since all I have is a treadmil, cardio is about all I do
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Deleted User 14-Feb-18 12:37 AM
well, maybe leg day, since i'd forget it otherwise
all i know is sitting at a desk all day doesn't do the body any favors
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Galgo 14-Feb-18 12:39 AM
very true
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Deleted User 14-Feb-18 12:39 AM
when i started last october, i couldn't even stand up straight
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Galgo 14-Feb-18 12:39 AM
you mean like posture wise?
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Deleted User 14-Feb-18 12:40 AM
yeah
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Galgo 14-Feb-18 12:40 AM
yeah reading online about posture issues and carpel tunnel made me a bit paranoid about sitting down at the computer for too long
at any rate that isn't much of a problem on weekdays
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Deleted User 14-Feb-18 12:43 AM
get a gym membership, or if you'd rather not, lookup bodyweight exercises
google play's got a few apps
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V A H K I T I 14-Feb-18 12:48 AM
I'm just here like.. I already have scoliosis and arthritis. As far as I'm concerned, I'm already fucked. xP
I ain't gaining weight either so for the time ebing it's whatevs
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Deleted User 14-Feb-18 12:53 AM
just don't be like me and stuff your face with cheesecake
and your weight outta be fine
on the other hand bk ain't selling those anymore ;-;
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V A H K I T I 14-Feb-18 12:54 AM
Did some more warping around for fun
Found these buzzy bois
They have only basic flight pathfinding and no attacks
No hitbox like the Tarakava
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Galgo 14-Feb-18 01:02 AM
Wowzers
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Deleted User 14-Feb-18 01:13 AM
finally home
should i just continue where i left off last night?
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V A H K I T I 14-Feb-18 01:15 AM
Ye
Also HOO BOY did I make a discovery
Remember that one screenshot of Gali in front of an underwater temple?
I found them
This is supposed to be submerged of course, but bugs made me clip through the water
And the chamber these are in is FUCKING MASSIVE
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Deleted User 14-Feb-18 01:16 AM
i think i'm gonna tackle the title screen, then go for the map after the beach
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V A H K I T I 14-Feb-18 01:17 AM
Nice
ALSO
Here's another interesting note
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Deleted User 14-Feb-18 01:17 AM
most of the textures appear to be stuff i can scrape off the other levels
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V A H K I T I 14-Feb-18 01:17 AM
NONE of Gali's levels crash
They are ALL playable in some way
The only exception being the shrine, and we know exactly why that is
There we go. Unbugged it
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ⴳ Imrukii (Not Dave) 14-Feb-18 01:23 AM
I actually don't know why it is for the shrine.
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V A H K I T I 14-Feb-18 01:23 AM
For the record
THIS is the image I'm talking about
So this is definitely that area, albeit with much poorer lighting (edited)
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Galgo 14-Feb-18 01:24 AM
Yeah what’s with that? The game is super dark
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V A H K I T I 14-Feb-18 01:24 AM
Here's the same structure from the same angle
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Deleted User 14-Feb-18 01:36 AM
its not a game, its bionicle simulator. bionicles didnt have flashlights, their robot eyes could only do so much... thats why its dark lol
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ⴳ Imrukii (Not Dave) 14-Feb-18 01:37 AM
Than they should quickly switch to the Ruru.
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Deleted User 14-Feb-18 01:39 AM
true.. where DO they store all those masks i wonder
do they merge them? or was that for the golden masks or whatever
toa suva
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V A H K I T I 14-Feb-18 01:40 AM
Kanohi are stored in the Suva and telepathically transported when called on
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Deleted User 14-Feb-18 01:40 AM
they're teleported to their shrine and back (edited)
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ⴳ Imrukii (Not Dave) 14-Feb-18 01:40 AM
And the Toa are linked to their Suva, so they can switch between them.
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Deleted User 14-Feb-18 01:40 AM
thus, tahu lost that ability when ta-koro was destroyed
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JSLBrowning 14-Feb-18 01:41 AM
The golden masks work differently from the regular masks, though. The golden masks contain all six mask powers, and simply shapeshift to the shape of the relevant mask.
That's how it worked in the novels, anyway. Different sources attribute different mechanics to the Toa's mask collections.
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Deleted User 14-Feb-18 01:42 AM
to add to that, kanohi can technically be forged in any shape you want, but they have to be a mask in order to access their power (edited)
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V A H K I T I 14-Feb-18 01:42 AM
So I just want to address something odd here regarding the game
Out of all the levels, even considering how much more complete Onua's is, it's Gali's level that might actually be the first to get playably patched
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ⴳ Imrukii (Not Dave) 14-Feb-18 01:43 AM
And also, the power is dependent on the types of disks used and their powers. (edited)
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V A H K I T I 14-Feb-18 01:43 AM
Cause aside from the shrine, all her areas load just fine. They just vary in functionality
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ⴳ Imrukii (Not Dave) 14-Feb-18 01:43 AM
Is it Disc or Disk?
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V A H K I T I 14-Feb-18 01:43 AM
THe only thing preventing her level being fully playable is that
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Deleted User 14-Feb-18 01:46 AM
@ⴳ Imrukii (Not Dave) a disc is round, a disk is floppy
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ⴳ Imrukii (Not Dave) 14-Feb-18 01:47 AM
Righteo.
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JSLBrowning 14-Feb-18 01:47 AM
Matoran did use "disk" to denote Kanoka, though.
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Swordsworth 14-Feb-18 01:48 AM
Disk is canon kek
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JSLBrowning 14-Feb-18 01:48 AM
Kanoka Disk Launchers were weapons used to shoot Kanoka disks. The Matoran of Metru Nui carried Disk Launchers for defense or sport. During the Great Cataclysm, these were left behind.
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V A H K I T I 14-Feb-18 01:48 AM
@Swordsworth Ur a disk. Pac
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Swordsworth 14-Feb-18 01:48 AM
Fricc
GWnanaPepoHype
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V A H K I T I 14-Feb-18 01:48 AM
Another thing I just noticed btw
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ⴳ Imrukii (Not Dave) 14-Feb-18 01:49 AM
Well, at least in old english Disc would be pronounced like 'Dish'. (edited)
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V A H K I T I 14-Feb-18 01:49 AM
The original screenshot for this area uses a high poly model for Gali.
Her feet give it away.
The shadow too
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Deleted User 14-Feb-18 02:22 AM
well, it's looking like there's not much i can do with the title screen map
compared to the deepbrick vid the mesh just feels incomplete
and it's not just missing textures, it's missing sections as well
i think the deepbrick build used a later iteration of the map
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V A H K I T I 14-Feb-18 02:23 AM
Most likely
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Deleted User 14-Feb-18 02:23 AM
for some reason there's a speaker mesh
like
just a sound speaker
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V A H K I T I 14-Feb-18 02:24 AM
Probably a model used in the sound settings? Just a guess
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Deleted User 14-Feb-18 02:25 AM
that's a pretty big speaker for an icon
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V A H K I T I 14-Feb-18 02:25 AM
I don't think TOO much is missing btw. It's just split up.
Main
Waterfall
Head
Entry
Try putting all those together and see what you get
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Deleted User 14-Feb-18 02:26 AM
the deepbrick build has a volcano not present here
i tried but it's not quite matching up
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V A H K I T I 14-Feb-18 02:27 AM
Is that not it?
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Deleted User 14-Feb-18 02:27 AM
...one sec
that... looks like it could be a rough version...
also
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V A H K I T I 14-Feb-18 02:28 AM
That's main.x
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Deleted User 14-Feb-18 02:28 AM
the platform thing is melded with main.x in the deepbrick build
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V A H K I T I 14-Feb-18 02:28 AM
I just assumed it went where the hole in this one is
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Deleted User 14-Feb-18 02:29 AM
the tiny platform on box1.x is where the camera initially stops
my guess is they did detailing on each model, then merged box1 into main
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V A H K I T I 14-Feb-18 02:30 AM
See my thought was that the big part of box1 fit into the hole of main
Then the head went at the end of the bridge (edited)
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Deleted User 14-Feb-18 02:30 AM
it more or less fits when aligned
but
there's another problem
the path's supposed to lead into a cave
there's technically a cave to the left of the map, but that's for the options menu
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V A H K I T I 14-Feb-18 02:31 AM
Ye
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Deleted User 14-Feb-18 02:31 AM
in deepbrick, that cave splits up into multiple paths leading to different views of the map, one view per option (edited)
i have collected all the information to another unreleased game this time is it "bionicle legend of mata nui" i hope you will enjoy all the 16 part i have cl...
here, this skips to the title screen
what we have in this build is undoubtably an early wip iteration of the map
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V A H K I T I 14-Feb-18 02:35 AM
Seems that way, yea
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Deleted User 14-Feb-18 02:36 AM
i think it's supposed to have 6 areas corresponding to the six levels
there's references listed for textures from onua and kopaka's levels
the cave i mentioned uses onu-wahi textures
the skybox uses the same sky
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V A H K I T I 14-Feb-18 02:45 AM
I found the text files of Onua's meeting with Gali
That's neat
Hold on
Who are you?..You.)2re different than.(5.(.(5the Rahi? You seem different as well..HI.)2m no beast .)6 I.)2ve come to loosen Makuta.)2s grip on this island...As have I. You must be.(5Gali?..Very perceptive, Great Onua...How do you know my name?.fWord of your exploits has already reached far across this island, Onua. The Tohunga sing your praises..SThat may be.(5but my quest is not yet complete. I still have many Kanohi to find....‹As do I. I sense that Makuta is aware of our presence, and will soon be putting more obstacles in our path. Perhaps we should join forces?.¢No.(5.not yet. I still have things I must do. I do know that our paths will cross once again. But before I go, please take these masks to aid you on your journey..iYou now have all the Kanohi I have collected, and most of the skills I have learned, Gali. Use them well!.2Thank you, Mighty Onua! Good luck on your journey..@Take care, Gali. Remember .(5 Makuta is watching our every move!
HMMMMM
HERE'S SOMETHING
"Secret printing element received!"
That sounds to me like the concept art under the PRINT option is, or was a discoverable collectable.
Now if the old inventory screen is anything to go by, this idea was either scrapped in the beta, or they are not listed as items
Btw, Nokama has no conversation data in the Ga-Koro files
If she was programmed like Whenua, it would be somewhere under Lev2_eng.slb, but there's nothing there for her.
Ditto for Onewa
You fucks weren't kidding about the Pohatu/Kopaka dialog
The sky has darkened. If I felt the cold, the wind would chill me to the core. And though I sense no storm rising, I hear the rumble of thunder.(5..Watch out!.4Sorry about that, I was practicing. Are you alright?..I would be.(5 if you weren.)2t standing on me...Let me help you out...Thank you. I don.)2t need help.. Let me do it. It.)2ll be faster...I said.(5.DKopaka gently taps the frozen rocks with his sword and they shatter...I can do it myself...Yeah, well.(5..You missed one..pListen, I have a feeling we.)2re both here for the same reason. Why not work together? Might make things easier...I work alone...By choice, or just cause no one can stand you?..All right. How can you help me?.%I.)2ve collected masks that may help...Thank you. I must be going now...I.)2m sure we.)2ll meet again...I have a feeling we will
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Doctor U 14-Feb-18 03:09 AM
Most of the Kopaka/Pohatu dialog is the same from the comics
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Deleted User 14-Feb-18 03:09 AM
🤔
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Doctor U 14-Feb-18 03:10 AM
Like The Comic coming of the Toa
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Deleted User 14-Feb-18 04:12 AM
well, the next map sorta lines up, but not quite
they follow a similar path, but there's enough differences in the geometry that you can't just overlay it
regardless, i've got a few issues with the 2nd map
namely, i'm not sure how to properly apply the plants and tree so they line up with their locations in-game
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Deleted User 14-Feb-18 04:24 AM
if it were to be imported to MoP I think the best way to ensure a relatively seamless map is to cull and merge the geometry around here
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V A H K I T I 14-Feb-18 04:30 AM
Aren't the squares there actual doorways?
Can't you just cut everything between the two doorways and add your own mesh to fill the gap? (edited)
Or if their not doorways, then maybe add them in from the earlier level parts to create an area buffer
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Deleted User 14-Feb-18 05:00 AM
that makes the most sense, but i figured whoever wants to use it might wanna leave everything as is because "muh preservation"
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Deleted User 14-Feb-18 05:22 AM
everything sorta lines up
well, almost lines up
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V A H K I T I 14-Feb-18 05:22 AM
?
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Deleted User 14-Feb-18 05:22 AM
these are the first four maps of level 1
the beach, two other maps, and onu-koro
and how they roughly correspond according to this map:
lined up onua's landing with the canister, and onu-koro with, well, itself
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V A H K I T I 14-Feb-18 05:24 AM
So assuming they actually put any form of concise planning into the position of things, Onua had a very rough trip to the shore. 😛
Actually I'm surprised it lines up that well
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Deleted User 14-Feb-18 05:25 AM
i'm sure the canisters had some kinda autopilot system
all it took was takua launching himself into the stratosphere to get it working again
going back to the intro, y'know that part where the holes in the lid glow before it starts drifting to shore?
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V A H K I T I 14-Feb-18 05:26 AM
Ye?
That's in response to the Suva Kaita being activated
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Deleted User 14-Feb-18 05:27 AM
yeah, and the resulting energy launched takua into the sky...
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V A H K I T I 14-Feb-18 05:27 AM
He got fockin TOSSED
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Deleted User 14-Feb-18 05:27 AM
...but he doesn't land until after tahu's reassembled and on his way to ta-wahi (edited)
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V A H K I T I 14-Feb-18 05:28 AM
Did the game end with him looking at the empty canister? I forget.
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Deleted User 14-Feb-18 05:28 AM
it literally ends where mnog begins
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V A H K I T I 14-Feb-18 05:28 AM
I knew that, I just forgot if that was the same scene
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Deleted User 14-Feb-18 05:29 AM
i just can't get over that
that was amazing (edited)
but my question here is
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V A H K I T I 14-Feb-18 05:29 AM
Hold up
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Deleted User 14-Feb-18 05:30 AM
how high did he go, and how long was he up there?
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V A H K I T I 14-Feb-18 05:30 AM
DOES THAT KINI NUI MODEL LOOK FAMILIAR TO YOU?
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Deleted User 14-Feb-18 05:30 AM
HOLY SHIT
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V A H K I T I 14-Feb-18 05:30 AM
HOT DAMN
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Deleted User 14-Feb-18 05:31 AM
that centerpoint is the main menu!
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V A H K I T I 14-Feb-18 05:31 AM
The uh... bleachers I guess? Are there too
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Deleted User 14-Feb-18 05:31 AM
yeah, that too
where'd the turaga go?
they weren't counting on that, were they?
were they fed up with takua's shit?
dude wanders around like an autist instead of being a cog like everybody else is technically supposed to be
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V A H K I T I 14-Feb-18 05:33 AM
THen the government is all like, "yeah, send the downy kid into the nuclear scilo, it'll be fine" (edited)
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Deleted User 14-Feb-18 05:34 AM
anything to keep him away from the villages
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V A H K I T I 14-Feb-18 05:34 AM
Pac
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Deleted User 14-Feb-18 05:34 AM
:y
i like how you have that emote
really feels like " :y "
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V A H K I T I 14-Feb-18 05:35 AM
I've never seen :y used before. I use :V off discord. 😛
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Deleted User 14-Feb-18 05:37 AM
:y evolved from 8^Y, which in turn came from
but in practice, i see it kinda like a silly grin
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V A H K I T I 14-Feb-18 05:38 AM
WOT
I HAVE SEVERAL QUESTIONS
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Deleted User 14-Feb-18 05:39 AM
Jon
what's up?
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V A H K I T I 14-Feb-18 05:40 AM
Hm?
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Deleted User 14-Feb-18 05:40 AM
your questions 😛
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V A H K I T I 14-Feb-18 05:40 AM
Oh. xP
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Deleted User 14-Feb-18 05:44 AM
but yeah, i like to use :y
:y
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JiroTheOne 14-Feb-18 07:20 AM
You were discussing the music earlier, did you see this http://www.acidplanet.com/contests/bltc/
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V A H K I T I 14-Feb-18 07:21 AM
And Music Is The Idea is on that list.
But.. it's apparently an NSFW song so WTF is going on with this info? xD
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JiroTheOne 14-Feb-18 07:22 AM
😬
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V A H K I T I 14-Feb-18 07:25 AM
Like.. it's obviously unrelated btw like.. 10% of the music AND SFX in the game have this tag
How did it get there?
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ShadowDraikana 14-Feb-18 08:22 AM
Found something: Kopaka and Pohatu have identical map sections featuring a door that slowly opens while your bridge gets pounded by falling boulders. Pohatu's works (boulders cause bridge to collapse) but in Kopaka's, the boulders sail right through the bridge.
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Skelly 14-Feb-18 08:23 AM
It's possible one of the LoMN development guys entered that contest, encoded his mp3 file for it, and forgot to change the tags when he was encoding LoMN files. 🤷 (edited)
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ShadowDraikana 14-Feb-18 08:40 AM
Has anyone tried opening the map areas that crash the game? One I think is unusual is the one near Po-Koro since you see some sort of structure before the crash. I've also noticed during loading you can see a tiny version of the map section in the bottom right hand corner of the screen. In areas that crash, sometimes it shows up white, or I see a white skybox during the load.
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Tetsu Aero 14-Feb-18 09:35 AM
Does anyone know a good DirectX Viewer software? I tried searching for it, but i did not get anything proper.
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V A H K I T I 14-Feb-18 09:36 AM
I use open3mod
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Tetsu Aero 14-Feb-18 09:37 AM
thanks! i'll look it up 😃
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Omega12 14-Feb-18 09:47 AM
I use the dxviwer that comes with the dx tools
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ShadowDraikana 14-Feb-18 10:53 AM
@Omega12 Check Makuta - Lewa. What the hell is even going on there?
I mean, horribly broken texture-wise.
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Omega12 14-Feb-18 10:54 AM
I'm at work. Can't check anything for 7 more hours
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ShadowDraikana 14-Feb-18 10:54 AM
Ah
Also the Miru in the hive (Lewa's level) is untextured apparently.
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Omega12 14-Feb-18 10:59 AM
And crashes
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ShadowDraikana 14-Feb-18 10:59 AM
?
No crash for me
Picked it up fine and everything behaved normally.
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Omega12 14-Feb-18 11:32 AM
Interesting
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ShadowDraikana 14-Feb-18 01:21 PM
The mask in the spider king cave is also untextured and doesn't cause a crash either. (Onua's level)
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Deleted User 14-Feb-18 04:28 PM
so all that music listed under acidplanet's also listed as "music is the idea"
looking that up's led me here http://www.acidplanet.com/artist.asp?PID=50859
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Skelly 14-Feb-18 04:29 PM
That guy was active from '00 to '01, so that's obviously during LoMN's development
Here's his website, apparently http://www.apartasreality.com/
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JrMasterModelBuilder 14-Feb-18 04:42 PM
@Skelly Retro!
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ShadowDraikana 14-Feb-18 07:53 PM
@Omega12 Warping into certain areas causes matoran to show up without textures and masks. Also noticed that one Po-Koro matoran has a red mask. In GLY1, the matoran riding that rahi is also textureless. Not sure if these qualify for your list or not. Additionally, some rahi in Kopaka's level move around in T-poses when not coming after you.
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Omega12 14-Feb-18 07:53 PM
yeah, if you teleport into an area with the wrong toa the masks turn invisible
so tahu in ko koro
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ShadowDraikana 14-Feb-18 07:54 PM
I was using Pohatu and the one matoran still was not textured. Also, some Ga-matoran were textureless. And I was Gali.
Oh, and I'm absolutely sure Ga-Kini doesn't exist.
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Omega12 14-Feb-18 07:55 PM
yeah, it doesnt
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V A H K I T I 14-Feb-18 07:55 PM
It does
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Omega12 14-Feb-18 07:55 PM
it's a copy of pohatu'
s shrine
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V A H K I T I 14-Feb-18 07:55 PM
Ga Kini is the underwater temple area
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Omega12 14-Feb-18 07:55 PM
missing textures
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V A H K I T I 14-Feb-18 07:55 PM
The shrine is different
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Omega12 14-Feb-18 07:55 PM
oh?
got a map name?
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ShadowDraikana 14-Feb-18 07:56 PM
you can't warp there
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V A H K I T I 14-Feb-18 07:56 PM
Yes you can? I took screenshots last night. U less you mean the shrine
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ShadowDraikana 14-Feb-18 07:56 PM
I know what your talking about Vahkiti, wrong word used on my part
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V A H K I T I 14-Feb-18 07:56 PM
Ah
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Omega12 14-Feb-18 07:56 PM
i assumed he meant the shrine lol
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ShadowDraikana 14-Feb-18 07:57 PM
that gigantic chamber in the underwater chamber is the kini right?
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V A H K I T I 14-Feb-18 07:57 PM
Ye
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ShadowDraikana 14-Feb-18 07:57 PM
redundant with my wording there...
Actually, warping to the shrine as Gali causes a shutdown. Only time I've seen the Po-Koro copy is with other toa
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Omega12 14-Feb-18 07:59 PM
trying to get a copy of the hary potter CD
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ShadowDraikana 14-Feb-18 08:00 PM
which seems odd, but it isn't considering the bull stage of Pohatu's level can't be warped to while using Pohatu.
works with anyone else though
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V A H K I T I 14-Feb-18 08:01 PM
I warped to it though...
The bull stage
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ShadowDraikana 14-Feb-18 08:01 PM
As Pohatu?
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V A H K I T I 14-Feb-18 08:02 PM
Ye
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ShadowDraikana 14-Feb-18 08:02 PM
First part of it you can warp to, but the rest should crash
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V A H K I T I 14-Feb-18 08:02 PM
I can get to the part with the Kane RA?
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ShadowDraikana 14-Feb-18 08:02 PM
The 6th part crashes no matter what
I think you can get to that area by warping, unless I'm mixing it up again
BLDR is that cave next door to Po-Koro that loads partially
The last one on the list of the warp menu picks up after that cave
I'll save the rest for the github page.
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ShadowDraikana 15-Feb-18 08:58 AM
Ok, so the Kane-Ra section is broken. Loading Pohatu's level first and attempting to warp to any of the areas you pass through while riding it will cause a crash. But you can load the area where you first meet it. You can then warp to the areas on the "track" if you will. But you can't quit or warp to anywhere else (but the room containing his mask) or quit without having a crash for fairly obvious reasons. Falling off the track in at least two sections does not trigger death. Also, the sixth part of the track crashes upon loading. BLR6 cannot be accessed normally or via warp without triggering a crash.
Loading a different level allows you to warp to any of the track areas for some reason.
Oh, and the bull's controls/behavior change in each area and ultimately break in BLR5.
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ShadowDraikana 15-Feb-18 09:29 AM
@Omega12 Didn't you also get the Ko-Matoran dance working?
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Omega12 15-Feb-18 09:32 AM
Yes, I forgot how though
Trying to reverse engineer what I did
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ShadowDraikana 15-Feb-18 09:34 AM
You were discussing this in #litestone-help-support actually.
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ShadowDraikana 15-Feb-18 09:53 AM
@V A H K I T I If Omega figures out how he got the Ko-matoran dance fixed, could we add it to the patch as well?
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(Team Kanohi) ASCII 15-Feb-18 07:19 PM
What is the .x file called for Onu-Koro? (edited)
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Deleted User 15-Feb-18 07:27 PM
/Data/Levels/Lev1/Vllg/Xs/main.x (edited)
each village should be found in its respective level's /Vllg
however, you won't find Kra-Koro in level 7 :^)
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Freerey 15-Feb-18 07:30 PM
how do you know about Kra-Koro? O-o
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Deleted User 15-Feb-18 07:31 PM
you just told me sonshrug
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Freerey 15-Feb-18 07:33 PM
yeah very funny, but if I leak info again, I'll prolly slit my wrists
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Deleted User 15-Feb-18 07:34 PM
"Do not interrupt your adversary when they are making a mistake." -Sun Tzu, probably
👌 1
💯 1
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ShadowDraikana 15-Feb-18 08:36 PM
@Omega12 Any luck with the Ko-Matorans?
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Omega12 15-Feb-18 08:36 PM
half of them render int eh dance
i fiogured out what i did
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ShadowDraikana 15-Feb-18 08:36 PM
half?
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Omega12 15-Feb-18 08:36 PM
yeah
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ShadowDraikana 15-Feb-18 08:37 PM
hmm
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Omega12 15-Feb-18 08:37 PM
unless there's supposed to only be 4 of them
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ShadowDraikana 15-Feb-18 08:37 PM
how did you get them working?
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Omega12 15-Feb-18 08:40 PM
oh, there were files that needed to be in the vlgr folder
for the ko matoran to work
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ShadowDraikana 15-Feb-18 08:40 PM
what files?
I'd like to try this out here
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Omega12 16-Feb-18 12:48 AM
I'll work on it tomorrow
I took notes so it won't take long to get back to where I was
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V A H K I T I 16-Feb-18 04:04 AM
@JrMasterModelBuilder How goes the digging? 😛
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JrMasterModelBuilder 16-Feb-18 04:05 AM
Gonna step over the exception firing code tomorrow on Win7 and Win10, see if I find a difference. Need to sleep now.
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V A H K I T I 16-Feb-18 04:05 AM
Same. Or at least I should. 😛
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ShadowDraikana 16-Feb-18 09:13 AM
@Omega12 Confirmed several Po-Matoran are definitely missing textures. PTOS, GLY1, and BLR4 contain the ones I noticed.
Also, the mask in the spider cave (Onua's level) is untextured. Checked that a few minutes ago. For some reasom, the Matatu in Kopaka's level looks textured.
And I confirmed Kopaka's hut is missing a Bcls folder; going to try to fix it today, or at least find an adequate fill-in.
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ShadowDraikana 16-Feb-18 10:06 AM
@Omega12 I'M IN NUJU'S HUT. Well, sort of.
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Omega12 16-Feb-18 10:06 AM
Gimme a screenshot
Also how
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ShadowDraikana 16-Feb-18 10:06 AM
I used an osi file from another turaga's hut, and poof
But there's a big problem
It spawns you outside the map
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Omega12 16-Feb-18 10:07 AM
Ah
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ShadowDraikana 16-Feb-18 10:07 AM
And you go int a deathfall loop
Tried swapping out the x file too, and this didn't change
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Omega12 16-Feb-18 10:08 AM
So we need to figure out what the osi holds
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ShadowDraikana 16-Feb-18 10:08 AM
Exactly
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Omega12 16-Feb-18 10:08 AM
Is the hut textured at least?
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ShadowDraikana 16-Feb-18 10:08 AM
Yes
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Omega12 16-Feb-18 10:08 AM
Neat
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ShadowDraikana 16-Feb-18 10:08 AM
It is definitely Nuju's hut
What as sec
I have an idea
I'm going to try using a different osi because I think the one I used was from a larger hut
I mean .ocl... whoops
What is the Hutt_pos.slb for?
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ShadowDraikana 16-Feb-18 10:21 AM
@Omega12 I think I may be on to something. Just replaced all the slb files in Nuju's hut with those from Onewa's, and I'm in the hut. Only that I'm near the celing and Onewa is walking around. So apparently the other files may have more to do with this.
But I'm not falling through the floor anymore, lol.
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Omega12 16-Feb-18 10:22 AM
Yeah the char. Slb is what calls the characters in
Try putting the Hutt char. Slb back in there
See if it loads nuju
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ShadowDraikana 16-Feb-18 10:26 AM
Wait. Just used a different ocl and I'm falling through the floor again.
I tried using a Hutt char and it spawned the turaga from the level I took the char from
Just noticed Matau's hut is missing an ocl as well
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Omega12 16-Feb-18 10:29 AM
Yeah some of the. Slbs are way broken
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ShadowDraikana 16-Feb-18 10:30 AM
Anything you want me to try why I have it up?
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Omega12 16-Feb-18 10:31 AM
Nope
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ShadowDraikana 16-Feb-18 10:31 AM
I'm considering swapping out more of the slbs to see what the result is.
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Omega12 16-Feb-18 10:31 AM
Only do it on broken maps
I would recommend using slbs from onua or pohatu maps
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ShadowDraikana 16-Feb-18 10:32 AM
That's what I've been doing so far
Well that's a new one. Using the files from Whenua's hut caused a crash
I'm an idiot. Didn't rename correctly, lol.
Ok, I'm in. Not falling, but I'm stuck in midair near the roof. Now if I can narrow down this spawn...
Odd. Changing the hutt_pos.slb from whenua's back to nuju's resulted in kopaka spawning near the roof, falling, and stopping about half way to the floor.
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ShadowDraikana 16-Feb-18 10:50 AM
FOUND IT
The broken slb is Hutt_obj. This causes Kopaka to fall through the floor for some reason.
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ShadowDraikana 16-Feb-18 10:59 AM
Looking for a solution. Will be back later to update on this.
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Hexadecimal Mantis 16-Feb-18 11:21 AM
Im pretty sure this is already a well known fact, but I was able to change what the game loads by editing base.osi
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ShadowDraikana 16-Feb-18 11:31 AM
Ok, it's definitely related to the obj.slb file. Tried this for Matau's hut and I fall through the floor again. Switched the slb to one from Onewa's and I land near the celing again.
So we need a unique ocl for these in order for the slb t work I think.
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ShadowDraikana 16-Feb-18 01:37 PM
@here HOLY SHIT I JUST GOT GALI'S SHRINE WORKING. (edited)
NOT A DRILL
Turns out the files for it were buried in another folder within Shrn
I moved everything out of there and put the files within the Shrn subfolder into the main one and BOOM.
Now I need to figure out where the hell these areas link up
Unfortunately the area before the shrine spawns you out of the map. So you have to warp to it to get in there.
Basically if you can't backtrack you can't get there normally.
And @Omega12 is right, the shrine is under water. Well, the access/exit points are.
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Deleted User 16-Feb-18 01:48 PM
Those devs sure were organized
Nice job dude
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ShadowDraikana 16-Feb-18 01:48 PM
Thx
There's also a textures folder stuffed in there. I mean, wtf devs?
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Deleted User 16-Feb-18 01:49 PM
What's in it??
Anything good or is it just copies
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ShadowDraikana 16-Feb-18 01:49 PM
dds files
ONUA FILES
What the hell is this?
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Deleted User 16-Feb-18 01:50 PM
What the fck
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ShadowDraikana 16-Feb-18 01:50 PM
and Gali files
Wtf there's a Tahu.dds and a Pohatu.dds in there too
Need to investigate further, but the big news is the shrine works. No Nokama though
She's not present in her hutt either
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Deleted User 16-Feb-18 01:54 PM
Rip nokama
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ShadowDraikana 16-Feb-18 01:55 PM
WAIT
SHE'S THERE
But she's invisible like the dancers in Onu-Koro
Let me try using Onewa's rig
Anyway, here's how to get the shrine back: In Data/Levels/Lev2/Shrn create a new folder and shove the folders Blcs and Xs into it. Move ALL the slb files present into the new folder as well. Pull the contents of the folder Shrn (ironically enough) into the directory above. Gali's shrine should work. Don't delete anything or move the Textures folder. Not sure what these are for yet. (edited)
You can't reach it normally, nor do the doors in the room work.
So you're better off warping around.
Hopefully I'll find a fix for Nokama.
Let me know if you need help on this or have a question.
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V A H K I T I 16-Feb-18 02:12 PM
Interesting.
Front End has a similar folder structure but moving those files out fucked it up
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ShadowDraikana 16-Feb-18 02:13 PM
Odd.
I'd leave the texture folder alone until we figure out what it's doing there
I finished mapping Gali's level, or rather what I could map.
This fix helped somewhat
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V A H K I T I 16-Feb-18 02:16 PM
Noice
Did you try the Onewa fix on Nokama btw?
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ShadowDraikana 16-Feb-18 05:07 PM
Unfortunately not yet
I did figure out the doors in the shrine work though.
But thanks to the diving mechanic, you can't jump into the water at the spot you need to set everything in motion.
And I finished mapping all the levels.
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Deleted User 16-Feb-18 05:08 PM
@ShadowDraikana what do you mean by mapping? making a render?
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ShadowDraikana 16-Feb-18 05:09 PM
Figuring out what sections go in what order on the warp list
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V A H K I T I 16-Feb-18 05:09 PM
Are there any walls near the water's edge?
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Deleted User 16-Feb-18 05:09 PM
@ShadowDraikana mind sending me a copy when it's ready?
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V A H K I T I 16-Feb-18 05:09 PM
Sometimes if you spam jump right up against a wall, it'll glitch you back into a dive (edited)
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ShadowDraikana 16-Feb-18 05:10 PM
Yeah, I used that quite a bit
But it hasn't worked in this spot yet
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V A H K I T I 16-Feb-18 05:10 PM
Rip
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ShadowDraikana 16-Feb-18 05:10 PM
You can warp right into it though
No harm done
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V A H K I T I 16-Feb-18 05:10 PM
Oh okay. I was gonna suggest another toa.
Perhaps swimming is constrained only to gali
And they'd just walk
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ShadowDraikana 16-Feb-18 05:10 PM
Bingo
I can confirm that
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V A H K I T I 16-Feb-18 05:11 PM
Yea, I figured from the atrium area with Onua
He just sinks like a stone. 😛
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ShadowDraikana 16-Feb-18 05:11 PM
Also, Gali's map makes a hell of a lot more sense now with the shrine in place
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V A H K I T I 16-Feb-18 05:11 PM
INTERESTINGLY with no drowning mechanic. Pac (edited)
I can imagine
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Doctor U 16-Feb-18 05:12 PM
Does Pohatu sink too
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V A H K I T I 16-Feb-18 05:14 PM
No idea
Probably
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Doctor U 16-Feb-18 05:15 PM
Gali says to Pohatu that he will sink like a stone. Just referring to thst
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V A H K I T I 16-Feb-18 05:17 PM
Ah. 😛
I mean if he's like Onua, then yes
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ShadowDraikana 16-Feb-18 05:23 PM
Kopaka's level is a clusterfuck. I mean, the ice bridge crashes, and the snowboard areas connect back to the village. I mean, wtf. Oh, and reentering the shrine area after leaving causes a crash after 3 seconds.
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V A H K I T I 16-Feb-18 05:25 PM
IIRC backtracking almost anywhere causes a crash in Ko-Wahi
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ShadowDraikana 16-Feb-18 05:25 PM
Yup.
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Keatosis 16-Feb-18 05:30 PM
I wish whoever had the mostly complete beta would just give us that build and save us all the trouble
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Swordsworth 16-Feb-18 05:31 PM
when you edit the resolution ini while the game is running
this happens
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Keatosis 16-Feb-18 05:32 PM
well that makes sense
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V A H K I T I 16-Feb-18 05:32 PM
I didn't even think it would reflect the changes on the fly. O_o
Most things require a restart
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Keatosis 16-Feb-18 05:33 PM
games like overwatch require a full restart when you change the resolution, I can imagine this unfinished game from 2001 wouldn't like it either (edited)
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Swordsworth 16-Feb-18 05:36 PM
lmao
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ShadowDraikana 16-Feb-18 05:42 PM
Ok, gonna give the Nokama fix I've devised a test drive.
Something I noticed about the turaga: Nokama, Nuju, and Vakama do not spawn in their huts.
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ShadowDraikana 16-Feb-18 06:38 PM
@V A H K I T I WE GOT NOKAMA BOIS
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V A H K I T I 16-Feb-18 06:38 PM
How do
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ShadowDraikana 16-Feb-18 06:38 PM
Got her working. Same problem with the Onu-matoran
Let me do a quick test because I might have used a wrong file.
But she is here now
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V A H K I T I 16-Feb-18 06:39 PM
Aight
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ShadowDraikana 16-Feb-18 06:39 PM
Wait... her trident is showing up black
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V A H K I T I 16-Feb-18 06:39 PM
Don't worry about it. It's a common graphical bug
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Deleted User 16-Feb-18 06:40 PM
it has been tainted by makuta
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V A H K I T I 16-Feb-18 06:40 PM
Nuju and Onewa have it too
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Deleted User 16-Feb-18 06:40 PM
it must be purged
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ShadowDraikana 16-Feb-18 06:40 PM
Yeah. She's rendering correctly except for that
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V A H K I T I 16-Feb-18 06:40 PM
Well anyways, tell me how to fix so I can just get this out there. 😛
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ShadowDraikana 16-Feb-18 06:40 PM
I PM'd the shrine fix
nokama fix coming in a moment
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Omega12 16-Feb-18 08:01 PM
Boi
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V A H K I T I 16-Feb-18 08:02 PM
?
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Omega12 16-Feb-18 08:09 PM
I couldn't for the life of me figure out how to get nokama to render (edited)
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ShadowDraikana 16-Feb-18 08:28 PM
I figured it was the same issue as with the Onu-matoran; model is there, animations aren't
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Omega12 16-Feb-18 08:33 PM
Hmmmmmm
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ShadowDraikana 16-Feb-18 08:33 PM
or rather they're broken. I'm going to try fixing the dance animation for Ga-Koro next.
I simply replaced everything in her anims folder with Vakama's and it works
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Omega12 16-Feb-18 08:34 PM
👌
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ShadowDraikana 16-Feb-18 08:36 PM
btw I think Onewa is too tall for Nuju's animations
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Omega12 16-Feb-18 09:13 PM
Yeah, that's why I was trying to use onewas
But could only get nuju walking
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ShadowDraikana 16-Feb-18 10:02 PM
Here's something strange: So I tried to get clever and solve the Ta-Koro Mosh crash (rather shutdown), and the results weren't promising. I literally replaced the folder with that of another working MOSH. During the dance, the MOSH can't be seen now but the dancers can. Rentering the area still crashes, so idk what's going on.
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V A H K I T I 16-Feb-18 10:02 PM
Probably something to do with loading the area after the dance
Going back into a Takara stage takes the user to the pit
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ShadowDraikana 16-Feb-18 10:03 PM
Not for me
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V A H K I T I 16-Feb-18 10:04 PM
Not in Ta-Koro no cause it crashes.
In Onu and Po-koro that's what it does
Ga-Koro as well
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ShadowDraikana 16-Feb-18 10:05 PM
Le-Koro doesn't do it
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V A H K I T I 16-Feb-18 10:05 PM
Well in le koro it crashes right after you do the dance, so you CAN'T go back in
The crash is the game trying to load Matau's hut
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ShadowDraikana 16-Feb-18 10:06 PM
I fixed it sort of so I could test it
And there's a new bug.
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V A H K I T I 16-Feb-18 10:06 PM
The sequence of events with Takara stages is as follows. Go in, dance scene is played. Then you're teleported to the Turaga's hut. AFTER that, if you go BACK into the stage, it just loads the stage room and you can wander around in it.
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ShadowDraikana 16-Feb-18 10:07 PM
Yep.
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ShadowDraikana 16-Feb-18 10:47 PM
@V A H K I T I Just confirmed MTOP in the warp list of Lewa's level doesn't exist in the Lev5 folder. Basically this is the same issue as with the three non-existent rooms in Onua's level.
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V A H K I T I 16-Feb-18 10:47 PM
I'm assuming that at some point MTOP was replaced with MTUP and the list was never updated to reflect this.
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ShadowDraikana 16-Feb-18 10:48 PM
That would be my guess as well
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ShadowDraikana 16-Feb-18 10:55 PM
There's also a TA06 in the Lev6 folder not referenced by the debug menu. It's missing a bcl file so it wouldn't work anyway.
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ShadowDraikana 16-Feb-18 11:03 PM
@Omega12 What folders are the dances contained in?
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Omega12 16-Feb-18 11:03 PM
For which character
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V A H K I T I 16-Feb-18 11:03 PM
Working on the Takara renders are we? 😛
Best of luck to ya (edited)
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ShadowDraikana 16-Feb-18 11:03 PM
I'm determined to get some of these working.
All of the koro dancers
And the ones for each toa/turaga
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Omega12 16-Feb-18 11:04 PM
I think they're under the vlgr folder, or the 1hat...
I've modified my game files so much I would have to check to be sure
The turaga and toa dances I haven't confirmed yet, Im 90% sure their in the charters folder with a name of c###
Onua would be c1##
Gali c2
Pohatu c3 etc.
Same with the turaga
That's my best guess from poking in the files
But I can see those file names in the character. Slb
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ShadowDraikana 16-Feb-18 11:08 PM
So the matoran dances would be located in each hat folder respectively?
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ShadowDraikana 16-Feb-18 11:23 PM
Also, I created some kind of abomination by mixing turaga files earlier. That was... amusing to say the least.
Don't try this at home kids
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V A H K I T I 16-Feb-18 11:24 PM
I mean
Can't be worse than the abomination I made by swapping Onua's rig with Akaimai's. Pac (edited)
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ShadowDraikana 16-Feb-18 11:24 PM
Oh God.
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ShadowDraikana 16-Feb-18 11:34 PM
While I'm at it I'll try making some headway on Kopaka's mess of a level. Going to run ProcMon while I do it and post the results. For starters, I'd like to know why warping to the start area crashes. Anyway GN guys.
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Deleted User 17-Feb-18 03:08 AM
hmm... i think this might be the highest resolution image of the island ever
looks like it matches up with faber's bumpmap too
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Aurora 17-Feb-18 03:09 AM
Wooaaahh
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V A H K I T I 17-Feb-18 03:09 AM
Oooh
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Aurora 17-Feb-18 03:09 AM
That is metal
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Deleted User 17-Feb-18 03:09 AM
found it under Data/Art/PrinterPics
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Aurora 17-Feb-18 03:10 AM
And I want it on metal
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V A H K I T I 17-Feb-18 03:10 AM
One of the bin files I assume
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Deleted User 17-Feb-18 03:10 AM
used imagemagick to convert it from bmp to png
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V A H K I T I 17-Feb-18 03:10 AM
We determined that the bin files are just SUPER high res jpgs
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Deleted User 17-Feb-18 03:10 AM
because like hell am i uploading a 17mb file
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V A H K I T I 17-Feb-18 03:10 AM
So they might be bigger still
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Deleted User 17-Feb-18 03:10 AM
when a png does the same job with a tenth of the size
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Aurora 17-Feb-18 03:12 AM
Can you give me the direct rout to bin?
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Deleted User 17-Feb-18 03:12 AM
@Aurora the filepath?
i didn't use any .bin files
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Aurora 17-Feb-18 03:12 AM
Yes
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Deleted User 17-Feb-18 03:12 AM
just converted the .bmp files
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Aurora 17-Feb-18 03:12 AM
Filepaaatthhh
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Deleted User 17-Feb-18 03:13 AM
%INSTALL LOCATION%/Data/Art/PrinterPics
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Aurora 17-Feb-18 03:13 AM
So I can diy
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Deleted User 17-Feb-18 03:13 AM
i suggest making a copy of the Data folder and messing around with that
so you don't risk messing up the actual installation
put the copy in your documents or pictures folder
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Aurora 17-Feb-18 03:14 AM
neeet
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Deleted User 17-Feb-18 03:15 AM
*neat
a neet is someone who's unemployed and not going to school
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Aurora 17-Feb-18 03:17 AM
snorts
Lego, you always make me smile
Please tell me this was in the version you guys got from the Lego employee
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Deleted User 17-Feb-18 03:19 AM
it's not uncommon to have a halfassed placeholder while you wait for the actual graphics to get made
in the early stages it's more important the basic stuffs' working before you start prettying up the graphics
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Aurora 17-Feb-18 03:20 AM
It's so funny though
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Deleted User 17-Feb-18 03:20 AM
i'm just trying to find the cursor for the title menu
it shows up when you try and load it, but i can't find it as a file
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Doctor U 17-Feb-18 03:22 AM
Are those all the pictures
@Deleted User
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Deleted User 17-Feb-18 04:00 AM
@Doctor U in the printerpics folder?
sorry, i was checking out the game
po-wahi's pretty fun
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Doctor U 17-Feb-18 04:07 AM
Ah. Yeah I meant the printer folder
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Deleted User 17-Feb-18 04:16 AM
one sec
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V A H K I T I 17-Feb-18 04:18 AM
IIRC these are the highest resolution 2001 images in existence
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Deleted User 17-Feb-18 04:18 AM
everything else of note are low res thumbnails
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V A H K I T I 17-Feb-18 04:18 AM
Even the style guide images aren't this good.
@Deleted User Even the bins?
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Deleted User 17-Feb-18 04:19 AM
i dunno what to do with the binary files
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V A H K I T I 17-Feb-18 04:19 AM
I'm told they're basically just super high res jpgs
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Deleted User 17-Feb-18 04:19 AM
the map is
basically by default, you got bitmaps, targas, and jpegs (edited)
i just converted the bitmaps to pngs because those offered the best quality
at least, the ones that weren't thumbnails
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V A H K I T I 17-Feb-18 04:20 AM
Rename the bins to jpg
it works
I think JMMB's link uses these images
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Deleted User 17-Feb-18 04:22 AM
@V A H K I T I you're a genius
i thought we were gonna be stuck with thumbnails
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V A H K I T I 17-Feb-18 04:22 AM
That's WHY JMMB uploaded that
😛
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Aurora 17-Feb-18 04:23 AM
Oh my gosh, is that spidery thing the bohrok queen first rendition?
>o>
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Deleted User 17-Feb-18 04:25 AM
i don't think they planned that far ahead
not counting the mata nui robot
i think that's about the only thing they planned long term
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Aurora 17-Feb-18 04:28 AM
But the bohrok queens were supposed to be spoders at first
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Deleted User 17-Feb-18 04:38 AM
were they?
first time i've heard of that
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Eljay Johnsen 17-Feb-18 04:43 AM
Heard about this before.
From TVTropes: "One idea Christian Faber had for the Bahrag queens is that they could have been Giant Spiders, carrying Bohrok in "ball-mode" on their back. While the eventual Bahrag sets more closely resembled theropod dinosaurs than arthropods, their non-canon combiner model returned to a four-legged spider concept. "
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Aurora 17-Feb-18 04:43 AM
Point for Le-Koro
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V A H K I T I 17-Feb-18 04:43 AM
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Aurora 17-Feb-18 04:44 AM
Yeee
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Eljay Johnsen 17-Feb-18 04:44 AM
Bingo!
Very happy they did not go this route.
😛
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Aurora 17-Feb-18 04:44 AM
I think it would've been awesome.
¯\_(ツ)_/¯
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Deleted User 17-Feb-18 04:45 AM
they kept the part about bohrok being transmuted matoran
av-matoran, in particular
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Aurora 17-Feb-18 04:46 AM
I still think that image is the concept art queens. >_>
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Deleted User 17-Feb-18 04:46 AM
nah, doesn't match up
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JrMasterModelBuilder 17-Feb-18 04:46 AM
So, what does oc stand for in that image's file name? (edited)
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Deleted User 17-Feb-18 04:46 AM
hm?
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JrMasterModelBuilder 17-Feb-18 04:47 AM
oc.bin is the file name of the line art.
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Deleted User 17-Feb-18 04:47 AM
oh
hmm, the o probably means onua
so it's gotta be something intended for level 1
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JrMasterModelBuilder 17-Feb-18 04:48 AM
Probably not the Bahrag then.
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Aurora 17-Feb-18 04:48 AM
Man
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JrMasterModelBuilder 17-Feb-18 04:48 AM
"Onua Creature" maybe.
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V A H K I T I 17-Feb-18 04:49 AM
@Deleted User "This was done at a very early stage in the design process. We did not know what the creatures would look like so I drew my impression of the Bahrag. I saw them spider like with the ability to carry Bohrok folded on their back. The same with the different stages of Bohrok it was my guess. The Toa line is made up of the mask then the Matoran, then the Turaga and then the Toa."
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Aurora 17-Feb-18 04:49 AM
I feel like making a spider queen 2002 Bohrok-holding MOC now
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Deleted User 17-Feb-18 04:49 AM
that very early stage was probably no earlier than november or december 2001
after lomn was cancelled
keep in mind this build's from july 2001
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Aurora 17-Feb-18 04:50 AM
When was MNOG released?
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V A H K I T I 17-Feb-18 04:50 AM
Tru
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Deleted User 17-Feb-18 04:50 AM
mnog wasn't complete at launch
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JrMasterModelBuilder 17-Feb-18 04:50 AM
That would have been a really big set. No wonder they didn't use that design.
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Deleted User 17-Feb-18 04:50 AM
it was updated over a period of time
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Aurora 17-Feb-18 04:51 AM
Yes, but Templar still would have known
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Deleted User 17-Feb-18 04:51 AM
and they didn't start adding anything regarding 2002 until close to the end
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Aurora 17-Feb-18 04:51 AM
Hm.
Welp
Ah well
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V A H K I T I 17-Feb-18 04:51 AM
July ‎10, ‎2001 was the last modified date of that file
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Aurora 17-Feb-18 04:52 AM
Has anyone beaten the game yet, by the way?
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V A H K I T I 17-Feb-18 04:52 AM
There is no "beating" the game
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Deleted User 17-Feb-18 04:52 AM
hmm, maybe i'm getting my dates mixed up biosector01 says mnog first launched january 2001
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V A H K I T I 17-Feb-18 04:52 AM
There's nothing to beat
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Aurora 17-Feb-18 04:52 AM
?
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JrMasterModelBuilder 17-Feb-18 04:52 AM
It doesn't exactly end.
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Aurora 17-Feb-18 04:53 AM
?!?
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V A H K I T I 17-Feb-18 04:53 AM
Most of the Makuta level doesn't exist in this build
And none of the bosses can be beaten
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Aurora 17-Feb-18 04:53 AM
D:
Oh noo!
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Deleted User 17-Feb-18 04:54 AM
and the pre-level cutscene, and the ending aren't in this build
this lists what got added per update
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Aurora 17-Feb-18 04:55 AM
I guess we really can't complain about it, but that still bums me out that this isn't a full build.
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Deleted User 17-Feb-18 04:56 AM
there's technically no full build
just a ~80% complete beta
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V A H K I T I 17-Feb-18 04:56 AM
I mean
BETAS are usually by definition content complete
They're just unoptimized and unpolished
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Deleted User 17-Feb-18 04:57 AM
that's why we need a beta
all that'd have to be done is bugfixing and we'd have the full game (edited)
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Aurora 17-Feb-18 04:58 AM
Could you imagine? That'd be so cool
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Deleted User 17-Feb-18 04:58 AM
right now it's like if sonic 2 never released and all we had was the nick arcade prototype
which was more like a glorified sonic 1 mod at that point (edited)
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Aurora 17-Feb-18 04:59 AM
Hmm
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V A H K I T I 17-Feb-18 04:59 AM
Or considering what we've been told of the state of the game regardless of content.
If Knuckles Chaotix never came out and all we got to work with was Sonic Crackers. Pac
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Deleted User 17-Feb-18 05:00 AM
or sonic xtreme and all we had were the levels
oh wait
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V A H K I T I 17-Feb-18 05:00 AM
I MEAN
We DID eventually get a working prototype. 😛
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Deleted User 17-Feb-18 05:01 AM
but is there a public release of the soncboom.exe?
aka the level editor?
jollyroger never released it because the dude's worried ofer alon with have a fit
did you know alon made zbrush?
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V A H K I T I 17-Feb-18 05:02 AM
Oh cool it got a full release since that article.
Well Guys time for round 3 release for the Version 037 port of the NV1 PC engine. We added support for music and camera position editing. The biggest aspect ...
And no
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Deleted User 17-Feb-18 05:02 AM
that's what he did after sega
anyway damn, didn't know he did more work on that
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V A H K I T I 17-Feb-18 05:10 AM
AXSX is still going too
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Deleted User 17-Feb-18 05:12 AM
found the front end cursor
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V A H K I T I 17-Feb-18 05:15 AM
I mean, yeah, it's right there. 😛
it's it under HUD
?
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Deleted User 17-Feb-18 05:15 AM
no
Menuart
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V A H K I T I 17-Feb-18 05:16 AM
That was gonna be my next guess. 😛
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Deleted User 17-Feb-18 05:16 AM
kinda hard for me to spot due to its size (edited)
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V A H K I T I 17-Feb-18 05:16 AM
I knew I saw it in one of those two before.
HUD also contains the HUD assets from the even earlier alpha we have screenshots of
The token in the upper right is the "IN TOA WE TRUST" placeholder, and the assets in the upper left are all still in the HUD folder as well.
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Aurora 17-Feb-18 05:17 AM
lol
Are toa God? =_=
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Deleted User 17-Feb-18 05:18 AM
toa's matoran for "hero"
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Aurora 17-Feb-18 05:18 AM
True, true
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Deleted User 17-Feb-18 05:18 AM
i don't think they have a word for "god", as a generic subject
closest equivalent is "mata nui"
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V A H K I T I 17-Feb-18 05:19 AM
I think this old screenshot is from this alpha btw.
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Aurora 17-Feb-18 05:19 AM
I want to print these low pollys for miniature Toa figures. >_>
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V A H K I T I 17-Feb-18 05:19 AM
I've not seen the low poly models used in this version in any other known versions
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Deleted User 17-Feb-18 05:19 AM
@Aurora they'd be just as good as the 06 happy meal toys
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V A H K I T I 17-Feb-18 05:19 AM
The previous alpha used the high poly models, and the beta used a medium version
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Deleted User 17-Feb-18 05:19 AM
i.e. you're better off getting the real thing
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Aurora 17-Feb-18 05:20 AM
No no, I want really smol ones
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V A H K I T I 17-Feb-18 05:20 AM
This for instance would be the previous alpha
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Aurora 17-Feb-18 05:20 AM
Warhammer size
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V A H K I T I 17-Feb-18 05:21 AM
Beta
Ditto
In that regard, it's actually pretty easy to define the different versions by screenshots alone now.
High poly = Early alpha Low poly = Late Alpha (Ours) Medium poly = Beta
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Aurora 17-Feb-18 05:26 AM
I want to make tiny models. XD
I want to so bad.
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Deleted User 17-Feb-18 05:27 AM
is it even possible to print warhammer-scale models at a decent resolution?
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Aurora 17-Feb-18 05:29 AM
I mean
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Deleted User 17-Feb-18 05:29 AM
with detail on par with what you'd get from gw or the forgeworld? (edited)
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Aurora 17-Feb-18 05:30 AM
Well I want them for something different
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Deleted User 17-Feb-18 05:30 AM
ah, i see
( ͡° ͜ʖ ͡°)
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Aurora 17-Feb-18 05:31 AM
I want them for maybe DND, or even just for painting fun and practice
It'd be cool to have all 6 toa in an awesome teeny tiny pose together
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Deleted User 17-Feb-18 05:34 AM
( ͡° ͜ʖ ͡°) so basically something like a recreation of that one poster? (edited)
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Aurora 17-Feb-18 05:35 AM
Wouldn't that be cute?
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Deleted User 17-Feb-18 05:35 AM
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Aurora 17-Feb-18 05:35 AM
Yiss
like that
but teeeeeny
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Deleted User 17-Feb-18 05:36 AM
i'm a little bothered with how saturated that pic is
though i'm guessing the idea was the colors would dull a bit in print
the range of colors you can produce in real life's somewhat limited compared with what you can display on a monitor (edited)
in fact, that's likely also why the pics are so hires
you need at least 300 pixels/dots per inch for a decent print
more is better
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Aurora 17-Feb-18 05:39 AM
better?
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Deleted User 17-Feb-18 05:41 AM
somewhat, yeah
did you desaturate it?
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Aurora 17-Feb-18 05:41 AM
Yeh
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Deleted User 17-Feb-18 05:41 AM
ah, nice
thank you
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Aurora 17-Feb-18 05:43 AM
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Deleted User 17-Feb-18 05:53 AM
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Doctor U 17-Feb-18 07:04 AM
@Aurora well when they planned Bionicle the Toa were supposed to be deities and Tohunga sacrificed for them. They were each different ages. I think Onua or Tahu was the oldest and Lewa the youngest
Thesw descriptions were still in Quest for Makuta Board game and Quest for the Masks card game
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Skelly 17-Feb-18 11:15 AM
Wow, I don't think I've ever seen a promo shot of Gali where her mask was that translucent
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emily (peri) 17-Feb-18 11:53 AM
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ShadowDraikana 17-Feb-18 11:59 AM
These dances are proving to be a problem. I'm directing a chess tournament, so I won't be able to try my possible fix until tonight.
I don't even know where to start on Kopaka's level...
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Hexadecimal Mantis 17-Feb-18 12:38 PM
I saw some messages about printing tiny models
Use an SLA printer
I have one, but the resin is ridiculously expensive
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Aurora 17-Feb-18 01:09 PM
I will pay all the monies
Throws money
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ShadowDraikana 17-Feb-18 01:13 PM
Oh lovely. I broke Nuju again.
The one thing I try on my luchbreak and this happens.
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V A H K I T I 17-Feb-18 02:26 PM
RIP
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ShadowDraikana 17-Feb-18 02:49 PM
ikr
This is what happens when you get clever
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ShadowDraikana 17-Feb-18 03:00 PM
Anyoe have any ideas for removing the wall in the Nui-Jaga cave?
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V A H K I T I 17-Feb-18 03:00 PM
I tried taking the modles out. Just crashes
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ShadowDraikana 17-Feb-18 03:00 PM
Same here
It could also be the cave itself
Do we also know where the mask textures are stored?
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TheTokytot 17-Feb-18 08:12 PM
How can I view any models or textures?
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benji 17-Feb-18 08:16 PM
You should be able to view the textures in programs such as IrfanView, and IIRC you can edit them with the GIMP DDS plugin.
I was working on an X to DAE converter but then I got sidetracked...
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ShadowDraikana 17-Feb-18 09:53 PM
@V A H K I T I I just made a breakthrough. Apparently, the sound effects for each toa are regulated by their animevents.slb file. Removing it silences the sound. So, I tried using a hex editor on Kopaka's and was able to locate the exact part that regulates the jump landing sound. Removing this or changing it slightly mutes it. I need some ideas for getting the right sound to play.
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V A H K I T I 17-Feb-18 09:54 PM
I think it's just playing a double sound for some reason.
You can faintly hear the actual landing sound underneath of the sword one
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ShadowDraikana 17-Feb-18 09:56 PM
Based on the hex, there's something missing/not set up correctly, because some areas of it seem to be missing a followup section. Compared it with the others to confirm this
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V A H K I T I 17-Feb-18 09:57 PM
Hm
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ShadowDraikana 17-Feb-18 09:57 PM
It's bizarre
His is somewhat different than the others
I think it's this way since they intended to have different snowboard effects
@JrMasterModelBuilder Any thoughts on this?
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V A H K I T I 17-Feb-18 10:00 PM
Ironic considering Tahu is the only one with a board that actually renders
Hmm
I'm gonna try something
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ShadowDraikana 17-Feb-18 10:01 PM
Since Tahu has a board, I thought it would be similar.
It is in some respects
I wonder if I can get Kopaka's board to render
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V A H K I T I 17-Feb-18 10:04 PM
OOOH I made SOME progress!
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ShadowDraikana 17-Feb-18 10:04 PM
!
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V A H K I T I 17-Feb-18 10:04 PM
Copying Tahu's surf.x into Kopaka's char folder created an invisible board that he now uses
You can actually decently control him now!
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ShadowDraikana 17-Feb-18 10:05 PM
If there's a board anim in Tahu'a folder for surf, use that too.
See if it renders
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V A H K I T I 17-Feb-18 10:05 PM
I'll need textures probably too
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ShadowDraikana 17-Feb-18 10:05 PM
If the model and anims are there, it should render. Then we'll see if there are textures there or not.
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V A H K I T I 17-Feb-18 10:06 PM
Well it IS rendering. Like.. it FUNCTIONS
it's just invisible
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ShadowDraikana 17-Feb-18 10:06 PM
You only used the model, right?
.x file
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V A H K I T I 17-Feb-18 10:06 PM
Ye
Idk what anims for tahu correspond to the board (edited)
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ShadowDraikana 17-Feb-18 10:06 PM
That's why it's invisible
I'll try it here. Stand by.
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V A H K I T I 17-Feb-18 10:08 PM
In the future when we know how to edit the X files, we could swap the tahu board for Kopaka's shield
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ShadowDraikana 17-Feb-18 10:08 PM
Bingo.
Problem is, we'd have to find a way to get it off his arm
Also, I don't think they intended to use the shield
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V A H K I T I 17-Feb-18 10:09 PM
Well
We do. Pac
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ShadowDraikana 17-Feb-18 10:09 PM
Because I discovered that he'll hold his shield in fron of him
And crouch
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V A H K I T I 17-Feb-18 10:10 PM
Hm
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ShadowDraikana 17-Feb-18 10:10 PM
I found it the other day, but it only does it one area I think
Let me pull it up and see if it works again
Found the surf animation, possibly
Need to rename it and add it
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V A H K I T I 17-Feb-18 10:12 PM
This should also work for Gali btw
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ShadowDraikana 17-Feb-18 10:12 PM
?
Oh
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V A H K I T I 17-Feb-18 10:12 PM
Gali has those surf caves
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ShadowDraikana 17-Feb-18 10:12 PM
The slip'n'slide
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V A H K I T I 17-Feb-18 10:12 PM
Ye. Pac
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ShadowDraikana 17-Feb-18 10:13 PM
Crossing fingers
Hold up.
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V A H K I T I 17-Feb-18 10:14 PM
Ye?
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ShadowDraikana 17-Feb-18 10:14 PM
He already has surf animations
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V A H K I T I 17-Feb-18 10:14 PM
Yeah
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ShadowDraikana 17-Feb-18 10:15 PM
Hmm.
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V A H K I T I 17-Feb-18 10:15 PM
We need the board to render.
I assumed that's where you were going with this.
xD
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ShadowDraikana 17-Feb-18 10:15 PM
I am
Going to fiddle with this a bit
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V A H K I T I 17-Feb-18 10:17 PM
Am I just having a brainfart, or are Toa textures not in the folders uncompressed?
Oh nvm
Brainfart yes
😛
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ShadowDraikana 17-Feb-18 10:18 PM
Ok, let's see what thid does
So the board has an animation of it's own. Tahu's and Kopaka's surf animations are identical.
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V A H K I T I 17-Feb-18 10:19 PM
Where's that stored?
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ShadowDraikana 17-Feb-18 10:20 PM
Looking for it now.
Seems odd Tahu has an x file for it in his folder
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V A H K I T I 17-Feb-18 10:20 PM
IIRC it renders from the character, not the level
I figured this out by finding TA08 does not have a surf.x despite it being one of the only areas surfing works in (edited)
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Perp3tual 17-Feb-18 10:21 PM
Do the Matoran have individual models? The animation thing reminded me of the all the Matoran with missing masks, so I'm wondering if you can drop a mask from another Matoran into their corresponding folders if that's how they're done.
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ShadowDraikana 17-Feb-18 10:22 PM
I think they're missing textures among other things
Uh, surfing works in TA10
It also is missing a surf.x
TA09 has one though?
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V A H K I T I 17-Feb-18 10:24 PM
Ta05 has one too
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ShadowDraikana 17-Feb-18 10:25 PM
isn't that the start of where you're supposed to start surfing?
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V A H K I T I 17-Feb-18 10:25 PM
Ye
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ShadowDraikana 17-Feb-18 10:25 PM
Just gave me an idea.
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Roborider1 17-Feb-18 10:26 PM
I like how the snake's in folder sssss (edited)
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ShadowDraikana 17-Feb-18 10:26 PM
Ok then
Aparently it crashes now
Tried removing surf.x.
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V A H K I T I 17-Feb-18 10:27 PM
ye, I tried that earlier
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ShadowDraikana 17-Feb-18 10:27 PM
WHAT?
It created a backup
a new surf.x appeared
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V A H K I T I 17-Feb-18 10:27 PM
Yeah I noticed that when fucking with other levels
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ShadowDraikana 17-Feb-18 10:28 PM
Omega said he removed Le-Koro and it replaced all the files for it in a similar manner
Hold on, what do we have here?
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V A H K I T I 17-Feb-18 10:34 PM
?
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ShadowDraikana 17-Feb-18 10:35 PM
This is strange. I added Tahu's surf.x into one of the snowboarding level,s and the framerate has dropped significantly.
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V A H K I T I 17-Feb-18 10:35 PM
.-.
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ShadowDraikana 17-Feb-18 10:36 PM
I mean, da fuq
Tried it with a surf.x file from TA10, and nothing. No framerate drop this time either.
If I can find these elusive animations I could get it to render
Are there textures for the board anywhere?
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V A H K I T I 17-Feb-18 10:41 PM
I mean there has to be
rock04temp.dds
Loaded up Procmon while entering TA08
😎
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ShadowDraikana 17-Feb-18 10:45 PM
Noice
I think I know how it loads it
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V A H K I T I 17-Feb-18 10:45 PM
It's the last texture loaded immediately before surf.x
I'll load up Koapak and see what it's calling for
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ShadowDraikana 17-Feb-18 10:46 PM
which texture folder is it in?
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V A H K I T I 17-Feb-18 10:46 PM
Characters, textures
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ShadowDraikana 17-Feb-18 10:48 PM
It might be calling for something that doesn't exist
If so that makes it pretty easy to deal with and ad.
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V A H K I T I 17-Feb-18 10:52 PM
I'm not even seeing it call for the X file. 😐
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ShadowDraikana 17-Feb-18 10:53 PM
Then why does he behave like he's on a board?
It definitely is there and the effects can be seen immediately
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V A H K I T I 17-Feb-18 10:54 PM
Apparently I'm going insane
Deleting the surf.x file from Kopaka's folder changed nothing.
I SWEAR the controls weren't this decent before
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ShadowDraikana 17-Feb-18 10:55 PM
Same here
He behves like Tahu here
Easy to maneuver, not like before
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V A H K I T I 17-Feb-18 10:55 PM
Are we just losing our minds here? O_o
WHAT DID WE DO
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ShadowDraikana 17-Feb-18 10:56 PM
This is just bizarre
Well, if we want to get the board back we probably need to get into the osi files
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V A H K I T I 17-Feb-18 10:59 PM
I tried something stupid.
I replaced all Kopaka's animations with Tahus.
It did NOT work, but it had some amusing results
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ShadowDraikana 17-Feb-18 11:00 PM
Oh dear
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V A H K I T I 17-Feb-18 11:00 PM
Since Tahu's animations are ordered differently, they're all screwed up for kopaka
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ShadowDraikana 17-Feb-18 11:00 PM
Yup
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V A H K I T I 17-Feb-18 11:00 PM
When he surfs, he runs, and when he leans into a turn, he performs the damage animation
😛
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ShadowDraikana 17-Feb-18 11:01 PM
Kopaka's animations are structured differently than the others for some reason.
I found this out with my hex editor adventure
animevent.slb controls the sound at least. Movelist controls the animations and whether the are executed or not.
Replaced his with Gali's and he became T-man. Just like his pal, Nuju.
Still can't figure out how or why the jump sound is screwed up. I think we'd need a way to view the slb files in order to fix it unless someone has an idea for hex editing the problem out.
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V A H K I T I 17-Feb-18 11:07 PM
Hm
Procmon isn't pickup up the animations for Tahu's surf either
it's possible it loads all the animations on entering the level rather than per area (edited)
Cause I've only been capturing IMMEDIATELY before jumping in the lava (edited)
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ShadowDraikana 17-Feb-18 11:07 PM
Try reloading the level
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V A H K I T I 17-Feb-18 11:08 PM
Well see that's not going to tell us anything anyways.
It's just going to list all of Tahu's animations being loaded at once
Not which ones are tied to surfing
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ShadowDraikana 17-Feb-18 11:08 PM
Great. Just great.
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V A H K I T I 17-Feb-18 11:08 PM
I'd hoped the animations were loaded per area like models so it would be easy to pinpoint what is being called for that function.
Evidently they are not.
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ShadowDraikana 17-Feb-18 11:09 PM
Now it becomes guesswork.
Wait. Try loading Kopaka's level and see if it loads the surf.x
Oh duh
facepalm
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V A H K I T I 17-Feb-18 11:12 PM
? (edited)
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ShadowDraikana 17-Feb-18 11:13 PM
If it loads models by area, then what I said is... not too bright.
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V A H K I T I 17-Feb-18 11:14 PM
😛
I mean you said yourself kopaka is structured differently so it's worth a shot
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ShadowDraikana 17-Feb-18 11:15 PM
True
Btw, do you want me to post the hex in the slb that controls the jump sound?
At the very least this enables us to mute it 😛 (edited)
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V A H K I T I 17-Feb-18 11:18 PM
Sure
Also I found a weird missing file it's calling for. Unrelated but still neat
"C:\Program Files (x86)\LEGO Media\LEGO Bionicle\Data\Art\Hud\mask rotate\mask10001ReadMe.bin"
THere's supposedly supposed to be a Readme for all masks
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ShadowDraikana 17-Feb-18 11:19 PM
Hmm.
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V A H K I T I 17-Feb-18 11:21 PM
Hmmmmm
C:\Program Files (x86)\LEGO Media\LEGO Bionicle\Data\Levels\Lev4\Brd2\Xs\main.bhd is not found by the game.
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ShadowDraikana 17-Feb-18 11:21 PM
So apparently we're both losing it
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V A H K I T I 17-Feb-18 11:24 PM
?
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ShadowDraikana 17-Feb-18 11:24 PM
if it isn't loading it then why are we seeing a difference
Also, you put it in the same place I did.
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V A H K I T I 17-Feb-18 11:26 PM
Ye
Here's a full list of files called by BRD2 that aren't found
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ShadowDraikana 17-Feb-18 11:27 PM
It's calling Onua files?
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V A H K I T I 17-Feb-18 11:28 PM
Each Toa has a unique token design in the files
In this build, only Onua's is used
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ShadowDraikana 17-Feb-18 11:29 PM
Ok, that explains that part.
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V A H K I T I 17-Feb-18 11:29 PM
Ditto for TA05
I filtered out the Token calls
Here's a bit of note
It wants the surf SLB files in the main level dir
Do we even HAVE surf SLB files though?
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ShadowDraikana 17-Feb-18 11:31 PM
I think so
Unless I'm brainfarting
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V A H K I T I 17-Feb-18 11:32 PM
If we can find them, this should fix TA05
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ShadowDraikana 17-Feb-18 11:32 PM
I'll check for them here. Which files specifically does it want?
can't quite make it out
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V A H K I T I 17-Feb-18 11:33 PM
surf.slb and surk.slb
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ShadowDraikana 17-Feb-18 11:33 PM
Yes, I have those!
At least I remember seeing them somewhere
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V A H K I T I 17-Feb-18 11:33 PM
I don't have them at all. O_o
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ShadowDraikana 17-Feb-18 11:33 PM
Or I'm just derping
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V A H K I T I 17-Feb-18 11:33 PM
I have the X files
Hmm
I'm going to try something radical
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ShadowDraikana 17-Feb-18 11:34 PM
Runs for cover
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V A H K I T I 17-Feb-18 11:34 PM
MAYBE the game's installer is failing to unpack correctly and all those missing files just aren't being installed.
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Hexadecimal Mantis 17-Feb-18 11:34 PM
radical bonkles
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ShadowDraikana 17-Feb-18 11:35 PM
That actually makes sense
I've had this happen to me on other Lego games
@Hexadecimal Mantis Has anyone had any success hex-editing the slb files?
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Hexadecimal Mantis 17-Feb-18 11:38 PM
yes
at least the dialogue
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ShadowDraikana 17-Feb-18 11:38 PM
Well, I figured out what slb controls the sounds for the toa.
I isolated the part that controls the jumping sound for Kopaka, but I honeslty don't know if there's a way to hex edit in a fix.
I can mute it, but that's about all I've done
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Hexadecimal Mantis 17-Feb-18 11:40 PM
also
Has anyone seen this yet?
demo version? 🤔
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Lehvak Nuva 17-Feb-18 11:41 PM
May be its easier replace the sound of Kopaka jump itself?
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ShadowDraikana 17-Feb-18 11:41 PM
No.
It would replace the sword cut too
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V A H K I T I 17-Feb-18 11:41 PM
Fisrt off, try musing it
Cause again, I think it plays double sound
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ShadowDraikana 17-Feb-18 11:41 PM
No, it mutes all around
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V A H K I T I 17-Feb-18 11:41 PM
Second, it's using the sword sound effect
So...
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ShadowDraikana 17-Feb-18 11:41 PM
I think
If it's playing the normal sound it must be inaudible
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Lehvak Nuva 17-Feb-18 11:42 PM
When i played Kopaka he never uses sword.
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ShadowDraikana 17-Feb-18 11:42 PM
he uses it in the icemaze
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Hexadecimal Mantis 17-Feb-18 11:42 PM
what slb are his sounds stored in?
i'll give it a whirl
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ShadowDraikana 17-Feb-18 11:42 PM
animevent.slb
at least that has something to do with it
I ca tell you what part cntrols that sound tol
I was even able to adjust the sound speed in the animation
so I could play it faster than normal
as in during mid-jump
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Deleted User 17-Feb-18 11:47 PM
@benji hey, mind if i make a few feature requests?
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ShadowDraikana 17-Feb-18 11:47 PM
@Hexadecimal Mantis look for the text section 1tnc220kdn1E IIRC
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benji 17-Feb-18 11:47 PM
are they already on the todo in the readme?😀 sure
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Deleted User 17-Feb-18 11:48 PM
@benji alright, one feature request: (edited)
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benji 17-Feb-18 11:48 PM
you can request as much as you want
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Deleted User 17-Feb-18 11:49 PM
can you have it put the converted files in an output folder?
i have a feeling that, as textures get implemented, things are gonna get pretty cluttered otherwise
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benji 17-Feb-18 11:50 PM
You can open an issue for that, it shouldn't be hard
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ShadowDraikana 17-Feb-18 11:50 PM
@V A H K I T I Any luck seeing if your theory is right?
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Deleted User 17-Feb-18 11:50 PM
ah, alright; kinda new to this stuff
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benji 17-Feb-18 11:50 PM
but, if you edit an OBJ and convert it back to .X, the .X will be in the output folder and you'll need to know where it goes
and if two models have the same name then you will have issues (edited)
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Hexadecimal Mantis 17-Feb-18 11:51 PM
@ShadowDraikana You said you were able to mute the sound via hex editing right?
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ShadowDraikana 17-Feb-18 11:51 PM
Yep.
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Hexadecimal Mantis 17-Feb-18 11:51 PM
k
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ShadowDraikana 17-Feb-18 11:51 PM
By deleting that section or by altering it slightly. Or by changing the number
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Deleted User 17-Feb-18 11:53 PM
@benji 🤔
hmm
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ShadowDraikana 17-Feb-18 11:53 PM
Not sure what's causing it to use a different sound though
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Deleted User 17-Feb-18 11:53 PM
@benji you've got a point there, but i'm personally not interested in modding the game itself
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benji 17-Feb-18 11:54 PM
Would you like to open the GitLab issue or should I?
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Deleted User 17-Feb-18 11:54 PM
Working on it right now
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ShadowDraikana 17-Feb-18 11:56 PM
@V A H K I T I Here's a wild idea: just throw in renamed slb files to see how the game reacts.
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V A H K I T I 17-Feb-18 11:57 PM
HOld on, still trying to figure out how to unpack the installer
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ShadowDraikana 17-Feb-18 11:58 PM
7-Zip didn't work I know that much
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Deleted User 17-Feb-18 11:59 PM
right click>7zip>extract to /[filename]
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YaBoiDriftKing 17-Feb-18 11:59 PM
I already know how renamed music files react...
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ShadowDraikana 17-Feb-18 11:59 PM
Crash?
@V A H K I T I Found something that might work.
Can't test since I can't download anything atm.
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V A H K I T I 18-Feb-18 12:01 AM
?
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ShadowDraikana 18-Feb-18 12:02 AM
Inno Setup Unpacker
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JrMasterModelBuilder 18-Feb-18 12:07 AM
$ innoextract -l setup.exe Not a supported Inno Setup installer! Done with 1 error.
Don't know if that's the same software, but appears not to be an Inno installer. (edited)
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V A H K I T I 18-Feb-18 12:08 AM
Yep
Tried with universal extractor but it quits after extracting about 300mb of data
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JrMasterModelBuilder 18-Feb-18 12:08 AM
I think it's an InstallShield installer? (edited)
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V A H K I T I 18-Feb-18 12:08 AM
Wise (edited)
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JrMasterModelBuilder 18-Feb-18 12:09 AM
That's it!
$ brew search wise ==> Searching local taps... ==> Searching taps on GitHub... ==> Searching blacklisted, migrated and deleted formulae... No formula found for "wise".
😦
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ShadowDraikana 18-Feb-18 12:09 AM
Shit.
Found something,
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V A H K I T I 18-Feb-18 12:13 AM
?
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ShadowDraikana 18-Feb-18 12:13 AM
possibly
Oh no.
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V A H K I T I 18-Feb-18 12:15 AM
?
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ShadowDraikana 18-Feb-18 12:16 AM
Sorry about that, I'm getting conflicting info. May have found a wise specific unpacker
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V A H K I T I 18-Feb-18 12:17 AM
Hey @JrMasterModelBuilder , might have found something useful for you
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ShadowDraikana 18-Feb-18 12:18 AM
This is interesting. Someone said that wise exes have a tendency to not fully update directories
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V A H K I T I 18-Feb-18 12:18 AM
I randomly decided to unpack the main EXE and open some of the files in HXD to see what they show that the full EXE may have been hiding
.data opens with this line
GcRectangle.Create.SetZDepth.SetPosition.SetColor...
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JrMasterModelBuilder 18-Feb-18 12:21 AM
Yeah, the .data segment contains constant CString data. (edited)
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V A H K I T I 18-Feb-18 12:21 AM
Zdepth though
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ShadowDraikana 18-Feb-18 12:22 AM
Ok, I found a link but I'll PM it just in case.
nm
dead
Universal installer should've worked
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JrMasterModelBuilder 18-Feb-18 12:23 AM
Yeah, there are a few SetZDepth functions. Haven't look at them too much yet.
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V A H K I T I 18-Feb-18 12:23 AM
Out of curiosity how are you getting data like that?
IDA was it?
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ShadowDraikana 18-Feb-18 12:24 AM
I keep seeing references to exwise05 and e_wise
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JrMasterModelBuilder 18-Feb-18 12:24 AM
Yeah, IDA.
IDA's pretty smart.
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ShadowDraikana 18-Feb-18 12:24 AM
in my searches, but I can't actually find them.
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V A H K I T I 18-Feb-18 12:24 AM
WOuld I need to make any changes to look into it on the same level you are?
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JrMasterModelBuilder 18-Feb-18 12:24 AM
And also pretty stupid sometimes.
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V A H K I T I 18-Feb-18 12:24 AM
I seem to recall you had to do a bunch to get it to not freak out
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JrMasterModelBuilder 18-Feb-18 12:25 AM
You would need IDA Pro with Hexrays plugin ideally, either legit or by other means. (edited)
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ShadowDraikana 18-Feb-18 12:25 AM
@V A H K I T I Try Winrar
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JrMasterModelBuilder 18-Feb-18 12:25 AM
And lots of practice.
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ShadowDraikana 18-Feb-18 12:25 AM
Someone claimed they got that to worl on wise istalllers
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V A H K I T I 18-Feb-18 12:25 AM
No extra setup after that though? @JrMasterModelBuilder
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JrMasterModelBuilder 18-Feb-18 12:26 AM
Not really. There are some functions that IDA gets a little wrong, but they can be fixed.
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V A H K I T I 18-Feb-18 12:26 AM
Windows, PC, 2014, 2015, XP, 7, 8, Final, Kickass, ThePirateBay, Eng, Avast, Free, Antivirus, AVG, KMPlayer, CCleaner, Advanced, SystemCare, Driver, IObit,...
Kek
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JrMasterModelBuilder 18-Feb-18 12:27 AM
IDA Free works too, but lacks debugger or Hexrays.
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V A H K I T I 18-Feb-18 12:27 AM
Thanks Archive.org. Pac (edited)
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JrMasterModelBuilder 18-Feb-18 12:27 AM
There's IDA 7.0 out there.
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V A H K I T I 18-Feb-18 12:27 AM
THis should work just as well though I assume
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ShadowDraikana 18-Feb-18 12:28 AM
@Hexadecimal Mantis Any luck?
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ShadowDraikana 18-Feb-18 12:41 AM
Anyway, I gotta get some rest. Tag me if anything new develops on the missing files/Kopaka jump sound.
GN
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Deleted User 18-Feb-18 12:54 AM
is ida 7 not available anywhere?
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V A H K I T I 18-Feb-18 12:54 AM
It is. JMMB sent me a torrent of it after.
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Deleted User 18-Feb-18 12:54 AM
wait is it just expensive
ohh nice
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V A H K I T I 18-Feb-18 12:55 AM
SHouldn't be too hard to find.
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JrMasterModelBuilder 18-Feb-18 01:19 AM
I was able to extract the game's installer using this: https://github.com/Bioruebe/UniExtract2 (edited)
UniExtract2 - Universal Extractor 2 is an unofficial updated and extended version of the original UniExtract by Jared Breland. It brings several hundred changes including community-wanted ones such...
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Deleted User 18-Feb-18 01:20 AM
Would this render installing the game unnecessary if you just want the data files?
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JrMasterModelBuilder 18-Feb-18 01:21 AM
No additional files were extracted.
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V A H K I T I 18-Feb-18 01:21 AM
Rip
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JrMasterModelBuilder 18-Feb-18 01:21 AM
The installer does install 2 DLL's to the system directory.
So maybe not completely portable.
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Deleted User 18-Feb-18 01:22 AM
We're talking about the game installer, right?
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JrMasterModelBuilder 18-Feb-18 01:22 AM
Yeah
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Deleted User 18-Feb-18 01:22 AM
...then where do the data files come from, if they're not in setup.exe?
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JrMasterModelBuilder 18-Feb-18 01:35 AM
They're in there. (edited)
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Hexadecimal Mantis 18-Feb-18 01:39 PM
@ShadowDraikana It mutes with any edit I make. It probably requires some kind of repointing.
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Galgo 18-Feb-18 01:40 PM
i wonder what else will be discovered by hitting random keys
first the debug menu, now the camera
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JrMasterModelBuilder 18-Feb-18 02:09 PM
Supposedly there is a screenshot taking key.
Don't know if it is enabled though.
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ShadowDraikana 18-Feb-18 07:43 PM
@V A H K I T I I fixed the invisible Komau in the first bull area. The dds file for the mask texture is empty. Copy the .TGA file next to it by the same name (po_cha_blahblah_mindcontrol), and change the extension to dds. Remove the old one obviously and the mask should render.
In Data/Levels/Lev3/Textures
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V A H K I T I 18-Feb-18 07:44 PM
Neat!
I'll add it to the patch assets
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ShadowDraikana 18-Feb-18 07:44 PM
Also, could you run ProcMon for me in a few areas?
I think I know why the other masks are glitching
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V A H K I T I 18-Feb-18 07:45 PM
I mean, yeah but is there a reason you can't?
COpying a log here is basically impossible due to the character limit
That's weird about the komau btw
It has a thumbnail, but it is indeed empty. O_o
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ShadowDraikana 18-Feb-18 07:47 PM
My theory is the .x models for the masks are barfing and not asking for the right thing. Because when I replaced the missing textures they kept their weird striped appaerance. But, when I removed textures for a working mask, it went all grey, not striped. Testing with mask swapping and other things showed the .x files are likely the guilty party.
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V A H K I T I 18-Feb-18 07:48 PM
Ayy
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ShadowDraikana 18-Feb-18 07:48 PM
Weird that that file is empty
Also, the Ruru in Onua's level is in PZZL
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V A H K I T I 18-Feb-18 07:49 PM
I figured it would be
The only area that can't be accessed still
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ShadowDraikana 18-Feb-18 07:49 PM
And it is barfing it's textures too
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V A H K I T I 18-Feb-18 07:49 PM
(Barring the Windows 10 conniption with the Nui Jaga cave anyways)
Wait
You got it working?
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ShadowDraikana 18-Feb-18 07:50 PM
Nope. I found the mask .x files.
And swapped it out with another to see if it would work
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V A H K I T I 18-Feb-18 07:50 PM
Oh. I was gonna say we need to dig into the OCL files to get PZZL to load
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ShadowDraikana 18-Feb-18 07:51 PM
I should note that Kopaka's mask of vision is missing a model entirely.
Found this out as well when I check VISN
Apparently it's using the ruru as a plceholder, but because it's from Kopaka's mask files, it moves in a huge circle.
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V A H K I T I 18-Feb-18 07:52 PM
Yeah I just found that today.
I used the debug camera to noclip through the area holding the akaku
And instead I found a Ruru gesticulating in the ground. Pac
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ShadowDraikana 18-Feb-18 07:52 PM
I removed main.x to see it, lol
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V A H K I T I 18-Feb-18 07:53 PM
Still counts as picking up the Akaku though
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ShadowDraikana 18-Feb-18 07:53 PM
OH the Matatu works.
Sort of
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V A H K I T I 18-Feb-18 07:53 PM
Does it? I could only vagely make it work.
By that I mean I pointed at a block, let go and it fell through the floor
xP
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ShadowDraikana 18-Feb-18 07:53 PM
Yeah that's what happened to me
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V A H K I T I 18-Feb-18 07:53 PM
Noice softlock game. Pac
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ShadowDraikana 18-Feb-18 07:54 PM
I also got it tomwiggle, though I can't remeber how
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V A H K I T I 18-Feb-18 07:54 PM
AFAIK that's the only block it does anything on as well.
I confirmed the Akaku does work too in the VISN room, ruling out that the z-buffer issue was related.
It literally just shows invisible platforms.
Err
not VISN
Crss
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ShadowDraikana 18-Feb-18 07:55 PM
Do the platforms work though?
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V A H K I T I 18-Feb-18 07:55 PM
ye
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ShadowDraikana 18-Feb-18 07:55 PM
Cool.
Either way, I need to know what the .x files are doing in order to fix the mask renders
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V A H K I T I 18-Feb-18 07:56 PM
No clip also helped me get a better idea of the layout of Kopaka's level.
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ShadowDraikana 18-Feb-18 07:56 PM
Any idea where WELL fits in?
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V A H K I T I 18-Feb-18 07:57 PM
Well is the area that crashes in the right wing of the shrine (edited)
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ShadowDraikana 18-Feb-18 07:57 PM
Yeah it actually contains files from VISN too
for some reason
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V A H K I T I 18-Feb-18 07:57 PM
I also found one of the areas branching off of GLY1 leads to brd2
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ShadowDraikana 18-Feb-18 07:58 PM
Now this starts to make sense.
BRD2 dumps into the village IIRC.
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V A H K I T I 18-Feb-18 07:58 PM
ye
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ShadowDraikana 18-Feb-18 07:59 PM
Ack. I gotta run. Should be back a little later.
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V A H K I T I 18-Feb-18 07:59 PM
Aight. Keep me posted on the render bug
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Omega12 18-Feb-18 08:02 PM
I know one of the villager files has a working model for a akaku
Could probably use that one for kapaka
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V A H K I T I 18-Feb-18 08:03 PM
I mean...
KOPAKA has a working model for his own mask, so.. 😛
It loads on just fine after you pick it up. It's just the item that for some reason uses the Ruru model.
(And also flips the fuck out in the ground for some reason)
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Omega12 18-Feb-18 08:05 PM
Ah
I gotcha
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SLMBR 18-Feb-18 08:38 PM
Hey does anyone have a zip of all the Rahi modals i can open in blender. Wanna have a shot at building them.
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Perp3tual 18-Feb-18 08:45 PM
You can use the conversion tool that benji made, or if you want to take a roundabout way, you can download Open3Mod.
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benji 18-Feb-18 08:45 PM
(You can drag all the .x files onto LOMNTool at once, if you want to do it yourself)
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SLMBR 18-Feb-18 08:45 PM
i cant run the game on mac
or extract as far as im aware
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benji 18-Feb-18 08:46 PM
if you install Mono then you can use LOMNTool, but tell me the filenames and I'll do it (edited)
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SLMBR 18-Feb-18 08:48 PM
where can i get LOMNTool? im downloading Mono atm
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Perp3tual 18-Feb-18 08:49 PM
There's a link to it in #litestone-announcements (edited)
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SLMBR 18-Feb-18 08:50 PM
thanks
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SLMBR 18-Feb-18 09:13 PM
sorry no idea how to use mono. Im not at all versed in code
no idea what the file names are either as i cant open access anything in the game itself
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Perp3tual 18-Feb-18 09:21 PM
.x files are the models. .dds and .tga files are the textures.
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SLMBR 18-Feb-18 09:23 PM
the point is when i download LoMN all i get are .exe so icant access any actual game files to know what models are rahi models etc
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ShadowDraikana 18-Feb-18 10:02 PM
@V A H K I T I @Omega12 I tried using the mask files in the toa's respective folders but the masks go flying around.
So no go there
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Perp3tual 18-Feb-18 10:05 PM
Which models? The character models or the level models?
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ShadowDraikana 18-Feb-18 10:05 PM
I used the ones from the character models.
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Perp3tual 18-Feb-18 10:06 PM
Which ones are you trying to affect?
I don't have the full context of what you want to do so bear with me.
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ShadowDraikana 18-Feb-18 10:10 PM
Well, in reality I actually want to get the masks you can find to render and use the proper texture. Lewa's Miru (found in the hive) has a weird striped appearance. I assumed it was missing textures (which it IS) so tried replacing the texture files with those from the characters/textures folder. Didn't work, so I tried removing textures from the mask that DOES render correctly that you find in the area labeled CAVE in the warp list. The missng textures results in the mask showing up greyish-white (as expected), but it di not look like the other masks with missing textures. Based on seceral file switches and experiments, I believe the .x file for a given mask ic asking for specific textures which are not present, so it is using something else.
Btw, ALL the untextured masks show up like Lewa's Miru
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Perp3tual 18-Feb-18 10:16 PM
Maybe import the .TGA and .DDS textures for the masks into the Level folders and see if the textures take?
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ShadowDraikana 18-Feb-18 10:16 PM
Already tried that. That's what I meant by replacing them.
Example: when I copied/pasted the le_cha_10xx_levitation dds and tga files respectively into the Lev5 Textures folder, it didn't affect the Miru.
But, when I replaced the mask with the working Kakama from Pohatu's level, it showed up without the stripes. Then, I added the tga and dds for it, and discovered the .x file was looking for the po prefix files still.
Once those were there, it worked fine (colored brown obviously)
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Perp3tual 18-Feb-18 10:21 PM
Where's the Miru being stored in level? Lev5/Hive?
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ShadowDraikana 18-Feb-18 10:21 PM
Xs
Lev5/Hive/Xs
Mask.x
It needs the levitation textures outlined above, but it won't take them
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Perp3tual 18-Feb-18 10:22 PM
The mask is asking for a texture called on_lev_20xx_chrome_1
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ShadowDraikana 18-Feb-18 10:22 PM
BINGO
It's calling the wrong file!
Just like I thought!
Any way to change what file it references?
Because if so then redirecting it to the Lev5 Textures folder and putting the proper dds file in there should work
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Perp3tual 18-Feb-18 10:25 PM
I'm not sure currently. Is that file in there currently? (edited)
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V A H K I T I 18-Feb-18 10:27 PM
WHat's going on?
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ShadowDraikana 18-Feb-18 10:27 PM
Let me check. Pretty sure it is. renaming it should work!
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V A H K I T I 18-Feb-18 10:27 PM
I've been caught up in a typhoon of social commentary
I'm behind on messages. xD
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ShadowDraikana 18-Feb-18 10:27 PM
Copy/pasting in the right files and renaming them might work!
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Perp3tual 18-Feb-18 10:27 PM
We're working on texturing the collectable masks properly.
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V A H K I T I 18-Feb-18 10:28 PM
Oh cool
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ShadowDraikana 18-Feb-18 10:28 PM
Hold, on I think I just fixed it.
OH. My.
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Perp3tual 18-Feb-18 10:31 PM
?
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ShadowDraikana 18-Feb-18 10:31 PM
Fuck I have thenwrong mask in currently
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V A H K I T I 18-Feb-18 10:31 PM
SO MUCH SHIT IS HAPPENING RIGHT NOW AAAAAA
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ShadowDraikana 18-Feb-18 10:31 PM
I think I gotmit!
OMG
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V A H K I T I 18-Feb-18 10:32 PM
I knew the calm in the chat today was just the calm beforee the storm
Pac
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ShadowDraikana 18-Feb-18 10:32 PM
BOIS WE HAVE TEXTURED MASKS. NOT A DRILL
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Perp3tual 18-Feb-18 10:33 PM
Eyyyy~
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ShadowDraikana 18-Feb-18 10:33 PM
Slight potential problem.
@Perp3tual Can you find out if ANYTHING else is calling that same texture?
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Perp3tual 18-Feb-18 10:34 PM
I can by checking the models individually.
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V A H K I T I 18-Feb-18 10:34 PM
@ShadowDraikana Be sure to document what you're changing so I can know what to put in the patch and notes
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ShadowDraikana 18-Feb-18 10:34 PM
Hold up
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V A H K I T I 18-Feb-18 10:35 PM
I'm having trouble following the whole server rn (edited)
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ShadowDraikana 18-Feb-18 10:36 PM
Oh lovely. The Miru doesn't have eye slits. I swear...
BUT YOU CAN SEE THEM FROM THE RER
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Perp3tual 18-Feb-18 10:37 PM
It's a property I see with the other masks I see. Each mask rather than having holes have textures for the eyes.
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ShadowDraikana 18-Feb-18 10:37 PM
Yes
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V A H K I T I 18-Feb-18 10:37 PM
Yeah, that was obvious with the komau bug
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Perp3tual 18-Feb-18 10:37 PM
The Matatu and Mahiki have two textures attributed to them properly
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V A H K I T I 18-Feb-18 10:37 PM
The eyes were the only part that rendered
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Perp3tual 18-Feb-18 10:38 PM
Never mind it's inconsistent
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ShadowDraikana 18-Feb-18 10:38 PM
Ok, can you check this one for me
In the Lev5/Cave/Xs folder, notice what files it references
btw, the Miru isn't referencing an eye texture even with the garbled texture
@V A H K I T I I'll document this precisely for you, but it might not be a complete fix. If this texture is used elsewhere, my fix will have unintended side effects. Would be nice if we could edit what the .x file is asking for
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V A H K I T I 18-Feb-18 10:42 PM
Hmm
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ShadowDraikana 18-Feb-18 10:42 PM
It's a complex fix, but it should work
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Perp3tual 18-Feb-18 10:43 PM
The Mahiki and Matatu both ask for their proper textures. Mahiki: le_cha_10xx_eyes and le_cha_10xx_illusion Matatu: ko_cha_10xx_eyes and ko_cha_34xx_telekinesis (edited)
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V A H K I T I 18-Feb-18 10:43 PM
@ShadowDraikana still curious why you can't use ProcMon yourself btw. 😛
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Perp3tual 18-Feb-18 10:43 PM
Can you list which areas the masks spawn for me?
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ShadowDraikana 18-Feb-18 10:44 PM
Which ones do you want?
All of them?
In Onua's level, PZZL and SPCV spawn the Ruru and Huna respectively
both are messed up
I'm hoping they call for some transparent eye texture, otherwise I can't fix the eyes
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Perp3tual 18-Feb-18 10:47 PM
Ruru: on_lev_20xx_chrome_1 It has no eye texture, but has eye holes.
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ShadowDraikana 18-Feb-18 10:47 PM
Drat.
There'a also another problem
If multipe masks share the same texture, then replacing it affects all of them.
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Perp3tual 18-Feb-18 10:49 PM
Speak of the devil. Huna: on_lev_20xx_chrome_1
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ShadowDraikana 18-Feb-18 10:49 PM
Both the Huna and Ruru are sharing that crhome texture, along with grapple claw (L1A1)
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V A H K I T I 18-Feb-18 10:49 PM
THat's a texture?
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ShadowDraikana 18-Feb-18 10:49 PM
Oh, in L1A1, there should be a hammer
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V A H K I T I 18-Feb-18 10:50 PM
I thought they were UNtextured
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ShadowDraikana 18-Feb-18 10:50 PM
Apparently
Nope
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V A H K I T I 18-Feb-18 10:50 PM
We should maybe make it look better then
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ShadowDraikana 18-Feb-18 10:50 PM
We need to change the files that the models ask for
as in edit the .x files
In order to completely fix this.
@benji Any thoughts here?
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V A H K I T I 18-Feb-18 10:54 PM
Yeah he knows more about the format than anyone here I think
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Perp3tual 18-Feb-18 10:54 PM
My only thought is to replace them with the masks in characters but you said that didn't work? (edited)
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ShadowDraikana 18-Feb-18 10:55 PM
That doesn't fix the texture issues. It also introduces a new bug
Actually, it did
It showed up as a true untextured object, but the weird spinning stuff it does needs to be figured out
if we are to use the masks in the character's own folders
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Perp3tual 18-Feb-18 10:57 PM
They would ask for the appropriate files in theory.
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ShadowDraikana 18-Feb-18 10:57 PM
They do
I checked earlier
But the spinning bug makes using them a bit problematic
WAIT
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Perp3tual 18-Feb-18 11:00 PM
?
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ShadowDraikana 18-Feb-18 11:01 PM
We could try fixing this by editing the models
Yes! Because the weird spin disatance is the exact height of a toa!
@benji Can you load up the Huna in Onua's character folder and the one in SPCV in Lev1? There has to be a difference besides the weird texture references
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Perp3tual 18-Feb-18 11:04 PM
I'm loading up the Matoran version, Toa Version and Item version right now.
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ShadowDraikana 18-Feb-18 11:05 PM
Excellent!
Let's see if there's a difference
I bet there is
Probably something to do with the height of the object
If you can simply edit what the file uses for textures, then we can redo all the broken masks and point them in the right place.
@V A H K I T I I'm going to prep the list of missing mask textures from the level folders so you have it.
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Perp3tual 18-Feb-18 11:25 PM
Mskc and Msk2 loaded into Blender at the same time.
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ShadowDraikana 18-Feb-18 11:25 PM
what in the
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Perp3tual 18-Feb-18 11:26 PM
The masks are oriented differently in these files.
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ShadowDraikana 18-Feb-18 11:26 PM
Just like I thought
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Perp3tual 18-Feb-18 11:31 PM
Can you test something for me? Replace Mksc.x with mk7a.x from 1hat: the masks are closer to being oriented correctly. (edited)
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ShadowDraikana 18-Feb-18 11:32 PM
Will do.
Testing now
@Perp3tual You're right. The spin the mask is making is a lot smaller now. And it's usingn the right textures I stuffed into the level folder (edited)
So if you can get the mask to stay in place like the item version, then we've solved it.
I can give you a list of all the masks you have to find and the levels you find them on.
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Perp3tual 18-Feb-18 11:38 PM
That'll help thanks.
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ShadowDraikana 18-Feb-18 11:39 PM
The Ruru and Huna are the masks you get in Onua's level. Ruru is in PZZL. You know where the Huna is already.
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Perp3tual 18-Feb-18 11:41 PM
Matatu and Mahiki should properly texture. Miru is broken. Kaukau is a strange case since it reads there are two.
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ShadowDraikana 18-Feb-18 11:42 PM
The Hau renders right too
dunno about about the Vahi
Komau renders
kakama renders
^ I fixed the Komau earlier
Different problem there
Mahiki is in the CAVE of Lewa's (Lev5)
Matatu is in TELE of Kopaka's level
Wait, what textures is the one from 1hat calling?
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Perp3tual 18-Feb-18 11:48 PM
For the huna?
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ShadowDraikana 18-Feb-18 11:48 PM
Yes
Can't get the textures to show up with that one.
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Perp3tual 18-Feb-18 11:49 PM
Ns_cha_10xx_eyes and ns_cha_10xx_concealment
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ShadowDraikana 18-Feb-18 11:49 PM
well that explains it. had the wrong files.
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Perp3tual 18-Feb-18 11:50 PM
Yeah. It's from the Matoran models.
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ShadowDraikana 18-Feb-18 11:52 PM
Hmm. Tried shoving them into the level textures and no dice
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Perp3tual 18-Feb-18 11:57 PM
Did you copy the ones there or rename the files you had?
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ShadowDraikana 18-Feb-18 11:57 PM
Files for the Huna aren't even in there to begin with, so copied them over
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Perp3tual 18-Feb-18 11:58 PM
Try copying Lewa's textures from character.
It might because the colors they need them to be for the Matoran
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ShadowDraikana 18-Feb-18 11:59 PM
How does Lewa's files fit into this?
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Perp3tual 18-Feb-18 11:59 PM
Copy Lewa's and rename them
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ShadowDraikana 19-Feb-18 12:02 AM
Stand by.
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Perp3tual 19-Feb-18 12:02 AM
Houston, do we have lift off?
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ShadowDraikana 19-Feb-18 12:06 AM
So copy Lewa's concealment mask files? I'm in Onua's level so I don't know how that is even applicable here.
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Perp3tual 19-Feb-18 12:07 AM
Sorry, onua's. The Miru textures came to mind again.
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ShadowDraikana 19-Feb-18 12:09 AM
I already did this. Copied the on_cha_10xx_concealment dds, tga, and the the bumps of those along with the eye texture just to be on the safe side. Mask is not showing up textured.
^ from the Textures folder in Characters into the Lev1/Textures folder
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Perp3tual 19-Feb-18 12:13 AM
Hmm. I'm gonna try this out personally, but I think I might know what's going on.
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ShadowDraikana 19-Feb-18 12:18 AM
I wonder...
Trying something here
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Perp3tual 19-Feb-18 12:20 AM
It worked for me.
I copied the mask textures and renamed them appropriately
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ShadowDraikana 19-Feb-18 12:21 AM
Copied the textures from where and renamed to what?
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Perp3tual 19-Feb-18 12:22 AM
on_cha_10xx_concealment -> ns_cha_10xx_concealment .dds and .tga
I only tested that, but I assume it'll work for the eyes too.
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ShadowDraikana 19-Feb-18 12:23 AM
Yep. I forgot to rename it
Tried using the toa mask and the textures worked because the ones I have there are for that one.
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Perp3tual 19-Feb-18 12:24 AM
Nailed it.
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ShadowDraikana 19-Feb-18 12:24 AM
Let's use these files if possible
nm
Actually, yes, usng the toa files would be better so no renaming is needed. Just copy/paste in the mssimg textures. I mean, the items do use toa textures anyway (edited)
just fixing the positioning is the problem
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Perp3tual 19-Feb-18 12:30 AM
True. Until then, these are the closest replacements until we fix the masks.
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ShadowDraikana 19-Feb-18 12:32 AM
@benji We could really use your expertise here.
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benji 19-Feb-18 12:36 AM
I'm hanging with some relatives, I'll be back at my computer in an hour or less
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Perp3tual 19-Feb-18 12:36 AM
Alright.
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benji 19-Feb-18 12:36 AM
But I'm most of the way through obj to x conversion
And I can hex edit any x things you want
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Perp3tual 19-Feb-18 12:37 AM
Can you change what textures an object looks for through hex?
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benji 19-Feb-18 12:38 AM
Sure
Easy peasy
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ShadowDraikana 19-Feb-18 12:38 AM
YES
YES
Can I send you a list @benji
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benji 19-Feb-18 12:39 AM
Or I can show you how
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ShadowDraikana 19-Feb-18 12:39 AM
Either way works.
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benji 19-Feb-18 12:40 AM
And later you can export to .obj and change the texture filenames in the mtl and reconvert to x
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V A H K I T I 19-Feb-18 12:40 AM
Wait wait hold the phone
You figured out X importing and never told anyone? Pac
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benji 19-Feb-18 12:41 AM
I wanted to get it done first
Plus people already use existing software for it
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ShadowDraikana 19-Feb-18 12:41 AM
Dude, this is how we fix the masks!
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V A H K I T I 19-Feb-18 12:42 AM
I mean I tried the 3DS Max exporter and it just crashed
Have you tried it personally?
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ShadowDraikana 19-Feb-18 12:42 AM
Change what files get referenced, put the the textures into the respective level twxture folder, and voila!
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Perp3tual 19-Feb-18 12:43 AM
Can you get me the area names where the masks are found in the levels? (edited)
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V A H K I T I 19-Feb-18 12:43 AM
Well we still need @benji to explain how he got importing working. 😛
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benji 19-Feb-18 12:45 AM
it's not done yet
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V A H K I T I 19-Feb-18 12:45 AM
o
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ShadowDraikana 19-Feb-18 12:45 AM
@Perp3tual You got the ones for Onua already, and you should have the location of the ones in Kopaka's and Lewa's levels.
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V A H K I T I 19-Feb-18 12:46 AM
Well that's the end of the line for this project then.
We've just gotta wait I suppose. 😛
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ShadowDraikana 19-Feb-18 12:46 AM
@benji Please teach me the hex edit route when you have time
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benji 19-Feb-18 12:46 AM
But the format specification comes straight from Microsoft, I just need to line up the conversions
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Perp3tual 19-Feb-18 12:46 AM
Where's the Akaku in that stage? The masks are inconsistently named in folders.
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V A H K I T I 19-Feb-18 12:46 AM
When it works I can finally complete my dream of porting The Great Mighty Poo over Vatuka Nui. Pac (edited)
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ShadowDraikana 19-Feb-18 12:47 AM
The Akaku is missing a model and texture @Perp3tual
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V A H K I T I 19-Feb-18 12:47 AM
Well yes and no
The Akaku loads in stage VISN
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ShadowDraikana 19-Feb-18 12:48 AM
Well, model yes
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V A H K I T I 19-Feb-18 12:48 AM
But it loads as a Ruru until you put it on.
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ShadowDraikana 19-Feb-18 12:48 AM
whaaaaat?
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Perp3tual 19-Feb-18 12:48 AM
We can fix that then.
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ShadowDraikana 19-Feb-18 12:49 AM
So we need to swap the models
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Perp3tual 19-Feb-18 12:49 AM
It's even a properly textured version versus the one in Onu Koro
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V A H K I T I 19-Feb-18 12:49 AM
Unless it's actually CALLING the Ruru model
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Perp3tual 19-Feb-18 12:50 AM
It is.
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V A H K I T I 19-Feb-18 12:50 AM
Whelp
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ShadowDraikana 19-Feb-18 12:50 AM
Just rename the Akaku model in the Xs folder
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Perp3tual 19-Feb-18 12:50 AM
But it should be simple enough to swap out for the Akaku the Matoran wear.
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ShadowDraikana 19-Feb-18 12:50 AM
somit thinks it's the rur
keyboard...
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V A H K I T I 19-Feb-18 12:51 AM
Mskv.x
Swap it out, should work, yeah
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Perp3tual 19-Feb-18 12:51 AM
I have the full list for masks for the Matoran.
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V A H K I T I 19-Feb-18 12:51 AM
Noice
Tell me where to go and I'll test it now
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ShadowDraikana 19-Feb-18 12:52 AM
Again, I don't want to use the masks there because I don't want a different type of texture in the leve folder.
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V A H K I T I 19-Feb-18 12:52 AM
nvm found it
mkv3a under tnga
Oh?
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Perp3tual 19-Feb-18 12:53 AM
mk_a files 0 - Pakari 1 - Kaukau 2 - Kakama 3 - Akaku 4 - Miru 6 - Hau 7 - Huna 8 - Ruru 9 - Rau A - Komau B - Matatu C - Mahiki
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V A H K I T I 19-Feb-18 12:54 AM
Def loads in
But yeah, no tex
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ShadowDraikana 19-Feb-18 12:54 AM
The matoran masks require that the toa's textures be renamed to the matoran version to get them to work. Using the toa's files or simply changing the file references of the existing models is the best solution imo.
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V A H K I T I 19-Feb-18 12:54 AM
Also it's still flipping around in the floor
I'll do that then
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Perp3tual 19-Feb-18 12:55 AM
Benji said that the hex editor can change what textures it's looking for, so that can be corrected (edited)
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ShadowDraikana 19-Feb-18 12:55 AM
And is the best solution
By far
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V A H K I T I 19-Feb-18 12:55 AM
Fixing the mask flipping out however will be a challenge
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ShadowDraikana 19-Feb-18 12:56 AM
Not if you can determine what the difference is between the toa masks and the item pickup masks
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V A H K I T I 19-Feb-18 12:56 AM
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ShadowDraikana 19-Feb-18 12:56 AM
I think its height
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Alia of AGL 19-Feb-18 12:57 AM
Looks like an offset anchor point
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V A H K I T I 19-Feb-18 12:57 AM
That's not the issue here, just a guess. 😛
Yeah
@Alia of AGL
That sounds more along the right track
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ShadowDraikana 19-Feb-18 12:57 AM
Because when we used matoran files it didn't flip out as much
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Perp3tual 19-Feb-18 12:57 AM
It's an anchor point and rotation thing.
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V A H K I T I 19-Feb-18 12:57 AM
It did that with the Ruru model too, so it's definitely unrelated to the tohunga or toa model
SO yeah,
Probably anchor
Thing is
How fix
It's also way far off where it's supposed to sit.
IIRC it's supposed to be on that platform to the left
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Perp3tual 19-Feb-18 12:59 AM
The mask facing down is the original Huna, the one on top is the Toa version The Matoran version is oriented correctly, but it's further away from the anchor point.
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V A H K I T I 19-Feb-18 12:59 AM
Farther by maybe a few pixels
Not so far off it's practically ORBITING the other one. xD
They at least still overlap
If that specifically were the cause, the one we have would be offset by half the screen in your image
The orbit behaviour continues when kopaka holds up the mask too.
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Perp3tual 19-Feb-18 01:01 AM
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V A H K I T I 19-Feb-18 01:01 AM
In fact I'm going to experiment with a mask we know works just to see if the pattern changes
Okay
I'm wrong
I swapped the Akaku with Pohatu's Komau model from the Kane Ra area
It's still way far off from the pedestal, but it rotates correctly
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Perp3tual 19-Feb-18 01:05 AM
Check one of the masks that have proper models like the Matatu from this level.
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V A H K I T I 19-Feb-18 01:05 AM
The Matatu can be reached in normal gameplay
It's fine
It's just the Akaku that has this issue
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Perp3tual 19-Feb-18 01:06 AM
I'm saying by comparing it to something that does work right we might see what the issue is.
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V A H K I T I 19-Feb-18 01:06 AM
I mean... three different masks all render in the same place. From a rotational standpoint, this one works because it's actually an item model
Just from another stage.
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ShadowDraikana 19-Feb-18 01:07 AM
Yep
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V A H K I T I 19-Feb-18 01:07 AM
I don't think putting a fourth model in there is gonna magically change the position.
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ShadowDraikana 19-Feb-18 01:09 AM
Just copy the positioning of a working item model of a mask and see if it can be grafted onto the Akaku model. (edited)
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V A H K I T I 19-Feb-18 01:11 AM
You mean.. the positioning that would be relative to the level it's a part of? 😛
The masks aren't magnetized to other set pieces. xD
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Perp3tual 19-Feb-18 01:12 AM
Ruru, Miru, Kaukau? and Huna are early models and don't texture correctly. The Matatu and Mahiki look properly modeled and textured Akaku uses incorrect model and potential might be just the toa model by the animation Other masks I'm not informed about (edited)
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V A H K I T I 19-Feb-18 01:14 AM
Well once @ShadowDraikana realized the texture was empty, we confirmed the komau is just fine too
Which is what I used here
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Perp3tual 19-Feb-18 01:15 AM
Oh you meant Pohatu's Komau. I though you meant the Komau that fall off the Kane Ra. That makes more sense.
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V A H K I T I 19-Feb-18 01:16 AM
Nono. 😛
Those are Hunas anyway you butt. Pac (edited)
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ShadowDraikana 19-Feb-18 01:17 AM
Ok, I believe with benji's hlp I can fix the masks except for this one. Give me a few days, but it is going to happen.
Btw @V A H K I T I did I report the Komau fix too late for it to be in the last patch?
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Perp3tual 19-Feb-18 01:18 AM
I had a thought. What's an easy place to find faceless matoran?
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V A H K I T I 19-Feb-18 01:19 AM
@ShadowDraikana 0.005 came out yesterday. xD
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ShadowDraikana 19-Feb-18 01:19 AM
Uh, MBECH in Gali's level
and the one ridng the rahi in GLY1 of Pohatu's level
^ they're behind a waterfall
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V A H K I T I 19-Feb-18 01:20 AM
Ah the husi race
I wish I knew what the purpose of that was
😛
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ShadowDraikana 19-Feb-18 01:20 AM
Also, there is a textureless matoran in PTOS as well (Pohatu)
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Perp3tual 19-Feb-18 01:26 AM
Ah nope. I tried duplicating a mask to fill the mk5a slot to see if they were missing a mask (specifically in the case of the Ga-Koro Guard), but nothing happened.
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V A H K I T I 19-Feb-18 01:28 AM
IIRC most matoran loaded are somehow linked to the present Toa
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ShadowDraikana 19-Feb-18 01:28 AM
Can confirm that.
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V A H K I T I 19-Feb-18 01:28 AM
If the wrong Toa is loaded for a matoran in the area, they lose masks, and sometimes colour
What might be a good experiment actually to double confirm this would be to replace the Ga-Koro gatekeeper with a proper Ga-Matoran.
Best I can tell, it's currently a random Ta-Matoran.
And the only exception to this rule seems to be Kapura.
Who I'm guessing has his own programming entirely distinct from other Tohunga.
This is backed up by the fact that he does actually mode slower than the others.
It's just only noticeable in Ta-Koro when he's surrounded by others. (edited)
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Doctor U 19-Feb-18 01:30 AM
Do we see Takua in the game?
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V A H K I T I 19-Feb-18 01:30 AM
No
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Doctor U 19-Feb-18 01:30 AM
Okay
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ShadowDraikana 19-Feb-18 01:31 AM
Actually he moves noticeably slow either way
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V A H K I T I 19-Feb-18 01:32 AM
I never noticed outright until he had other matoran around him
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ShadowDraikana 19-Feb-18 01:34 AM
I picked up on it from mentally comparing the Onu-Matoran to him. I didn't consciously do it, but his movements seemed slower to me probably because I had the normal movements fresh in memory.
Digressing...
He has his own character folder I think?
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V A H K I T I 19-Feb-18 01:36 AM
Not sure
Probably (edited)
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ShadowDraikana 19-Feb-18 08:51 AM
I assume no progress on determining what the difference is between the toa mask model and the item mask model?
You know, the grapple claw in L1A1 of Onua's level is using that crhome texture as well. But, the missing pick in the same room is missing textures entirely, along with the ones seen up against the sides of huts in Onu-Koro. Will try fixing the pick today if I can pinpoint what texture it's asking for.
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ShadowDraikana 19-Feb-18 12:05 PM
@V A H K I T I @Perp3tual This makes fixing the masks more confusing. So apparently the textures for the item masks in the respective textures
folders are smaller than those used for the toa/matoran masks. As if this wasn't enough to give you a headache, the masks seem to be all over the place in which files they call. The Komau mask I fixed seems to use the .tga file for it if the dds is missing. So, removing the empty dds works as well. Then there's whether the mask uses one of te "bump" textures or not. To be honest, this makes linking up the masks a hell of a mess.
I think the best route is to use all the dds files for the masks from the characters/Textures files and replace ALL of the mask textures in each of the level folders. Either way, I did find that the KauKau's textures are blank as well; it doesn't show up because it's using a placeholder instead of what it would normally.
So far I haven't seen any difference by removing the bump textures, so I think it's safe to leave these alone if they aren't present for a particular mask model. Example: using the toa mask model to replace the Huna in Onua's level works with the dds file at a minimum.
So, what I'll do is create the list of textures that need to be put into respective folders, and which textures can be replaced entirely. This way it's easier to add to the patch once I get these .x files linked properly.
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ShadowDraikana 19-Feb-18 12:59 PM
@Hexadecimal Mantis Since we determined the sound.slb file in Le-Koro and the two Po-Wahi crashed, might it be possible to find out exactly what in the files is causing the issue?
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Perp3tual 19-Feb-18 03:12 PM
@ShadowDraikana I just woke up so bear with me. The item mask and the toa masks are oriented differently as models and with some of them they are made of less vertices and have less meshes. Toa masks and the matoran masks are similar in that they are the same model however they have different anchor points and orientations.
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V A H K I T I 19-Feb-18 03:15 PM
I mean
We can now import and export X files thanks to Benji (edited)
So
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Perp3tual 19-Feb-18 03:15 PM
^ The masks vary in terms of completeness too.
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V A H K I T I 19-Feb-18 03:16 PM
Just a heads up though that if any of them use vertex colours, (the levels seem to do that) it's gonna look weird in game for the time being
I fixed the Nui Jaga general cave crash on Win 10 by cycling main.x through the converter. It lost all lighting in the process which I assume is a lack of vertex colouring.
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Swordsworth 19-Feb-18 03:21 PM
Does this clear on win7 too
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benji 19-Feb-18 03:21 PM
@V A H K I T I I can manually edit a file or two and save the vertex colors if you know what the issue is
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V A H K I T I 19-Feb-18 03:22 PM
@benji All I know is that cycling SCRP's Main.x through the converter of yours fixed the DGVoodoo crash at the expense of stripping all vertex colours. (edited)
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omegalucas 19-Feb-18 03:39 PM
Wouldn't the different meshes for the masks be one for when the Toa are wearing it, one for Matoran and the third one would be the world model
As in the one you pick up
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Perp3tual 19-Feb-18 03:45 PM
It's inconsistent Some of the are one mesh and require a level texture like the Miru, Huna and Ruru Others are more comparable to the player model versions with proper eye meshes and request the correct textures (Matatu, Mahiki, Kopaka's misplaced Ruru) The Toa and Matoran models are Identical though. Same number faces and vertices. The only difference is the Matoran textures are different.
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ShadowDraikana 19-Feb-18 05:29 PM
@Perp3tual I know that already. I'm talking about the textures at this point; I did create the list of ones that should be replaced with ones from the character folder.
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Perp3tual 19-Feb-18 05:32 PM
I was just explaining it to omegalucas So whats the full list?
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ShadowDraikana 19-Feb-18 05:33 PM
Ok, here goes
Missing mask textures. The files missing/broken from/in each directory must be copied from the Data/characters/Textures folder. Data/Levels/Lev1/Textures is missing the following files: on_cha_10xx_concealment.dds on_cha_10xx_eyes.dds on_cha_10xx_nightvis.dds Data/Levels/Lev2/Textures the following texture files are empty/need to be replaced: ga_cha_10xx_eyes.dds ga_cha_10xx_translation.dds ga_cha_10xx_translation_bump.dds ga_cha_10xx_waterbreathing.dds ga_cha_10xx_waterbreathing_bump.dds Data/Levels/Lev3/Textures replace the following textures: po_cha_10xx_eyes.dds po_cha_10xx_eyes.TGA po_cha_10xx_mindcontrol.dds po_cha_10xx_mindcontrol.TGA po_cha_34xx_maskofspeed.dds po_cha_34xx_maskofspeed.TGA po_cha_34xx_maskofspeed_bump.dds po_cha_34xx_maskofspeed_bump.dds Data/Levels/Lev4/Textures add this texture: ko_cha_34xx_vision.dds Data/Levels/Lev5/Textures Replace/add these: le_cha_10xx_eyes.dds le_cha_10xx_illusion.dds le_cha_10xx_levitation.dds Data/Levels/Lev6/Textures Replace these: ta_cha_10xx_eyes.dds ta_cha_10xx_shielding.dds ta_cha_10xx_shielding_bump.dds ta_cha_34xx_maskoftime.dds
I think just the dds files can suffice since those were intended as the final files I think
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V A H K I T I 19-Feb-18 05:34 PM
Once you get that working, can you just send me a zip?
I legit can't be bothered copying all that manually (edited)
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ShadowDraikana 19-Feb-18 05:34 PM
Sure. I can send you the textures right now
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V A H K I T I 19-Feb-18 05:34 PM
Thanks. PM it to me cause I'm going out for a bit
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ShadowDraikana 19-Feb-18 05:34 PM
so that when the x file edits are done they shoulld work
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V A H K I T I 19-Feb-18 05:35 PM
Make sure they're already sorted into their proper directories in the zip.
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ShadowDraikana 19-Feb-18 05:35 PM
Of course
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V A H K I T I 19-Feb-18 05:35 PM
:3
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ShadowDraikana 19-Feb-18 05:53 PM
Any idea what purpose the "bump" files serve for the masks?
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2Tie 19-Feb-18 05:54 PM
bump map, presumably
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ShadowDraikana 19-Feb-18 05:55 PM
because removing them does not affect the masks as far as I can tell. Most don't have one in the textures folder, but the few that do (KauKau and Rau of Gali's level, and the Kakama of Pohatu's level) aren't affected by removing them.
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Perp3tual 19-Feb-18 05:56 PM
How about the Matoran?
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2Tie 19-Feb-18 05:56 PM
do they still look marbled when you obtain them?
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ShadowDraikana 19-Feb-18 05:57 PM
While they are floating around yes
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2Tie 19-Feb-18 05:57 PM
hmm, interesting
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ShadowDraikana 19-Feb-18 05:57 PM
because they reference a placeholder texture
I'm going to work on fixing the references tonight of ALL the masks.
ALready made the list of textures that need to be in specific folders.
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V A H K I T I 19-Feb-18 06:04 PM
I'd be amazed if a game from 2001 had bump maps
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ShadowDraikana 19-Feb-18 06:05 PM
To be honest removing these bump versions of the dds files has no effect on the masks that I've noticed.
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V A H K I T I 19-Feb-18 06:08 PM
Hm
I did not know Halo used that
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Perp3tual 19-Feb-18 06:09 PM
It might have done more in the final game. I don't think the lighting was finished for this alpha.
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benji 19-Feb-18 06:10 PM
yeah I don't know how .x files could contain bump maps, I haven't seen them referenced so far, so if they are bump maps, they probably are an extra system outside the .x files
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V A H K I T I 19-Feb-18 06:11 PM
Any progress on the vertex lighting?
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ShadowDraikana 19-Feb-18 06:12 PM
Do any of the masks reference something like ga_cha_10xx_waterbreathing.dds and then one with _bump in the name? That was an example, btw.
because if none are using the bump textures then it makes my life a hell of a lot easier
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2Tie 19-Feb-18 06:14 PM
like, i dunno, it looks like a bump map to me, but
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ShadowDraikana 19-Feb-18 06:18 PM
@Perp3tual If possible, load up the Kakama from the PTOS in Pohatu's level and see if it is using the bump textures present.
if not then I'm leaning towards removing them
since they're in the character texture folder anyway
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V A H K I T I 19-Feb-18 06:20 PM
I mean
We should keep them
Cause we'll wanna make them work layer if there is any code for them
*later
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ShadowDraikana 19-Feb-18 06:21 PM
There I go, derping again...
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V A H K I T I 19-Feb-18 06:21 PM
:p
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ShadowDraikana 19-Feb-18 06:22 PM
almost got the texture folder finalized
odd thing is most of the masks don't have a companion bump version in their folders
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benji 19-Feb-18 06:28 PM
@V A H K I T I Progress on vertex colors? I understand them fully, they just aren't representable in OBJ files. They will be supported with COLLADA support.
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V A H K I T I 19-Feb-18 06:28 PM
Hm
Any way you could fork the converter into just a reassembled?
*reassembler
Eg: just an X repair tool
Completely rebuilds the file, but keeps the original information
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benji 19-Feb-18 06:30 PM
there is a text format for .x files, but not many final products use it
Parsing it would be a nightmare, so I don't plan to do it
On the other hand, I could probably create a human-readable intermediate format that you could edit with Notepad...
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V A H K I T I 19-Feb-18 06:31 PM
All I'm suggesting tbh is just the same tool, but instead of outputting an object, it just outputs another x file
But stripped of the issues the input may have had
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benji 19-Feb-18 06:32 PM
yeah but you should have control of what it does, for manual recovery of files
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V A H K I T I 19-Feb-18 06:32 PM
Hmm
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benji 19-Feb-18 06:32 PM
although I could do an 'autofix' option like you suggest
but you really don't know what you will get
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V A H K I T I 19-Feb-18 06:33 PM
If it's anything like converting to obj and back, just rebuilding the file should be enough to fix it
I fixed the win 10 Nui jaga cave crash by doing that
That's the dgvoodoo related crash on entering the cave, not the dig crash
That still happens
Meaning that's definitely not a model issue btw.
Probably also OCL related
But I digress (edited)
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Omega12 19-Feb-18 06:39 PM
Did we figure out the osi (or whatever they are) files?
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benji 19-Feb-18 06:40 PM
Last I heard, JMMB had a bit of the bytecode figured out
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V A H K I T I 19-Feb-18 06:43 PM
OCL, and afaik no
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benji 19-Feb-18 06:43 PM
but no of the OSI as well
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V A H K I T I 19-Feb-18 06:44 PM
Oh the base.osi
Right
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Hexadecimal Mantis 19-Feb-18 06:46 PM
the bytecode is the complicated part of the osi
the other stuff is easy to intuit
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2Tie 19-Feb-18 06:46 PM
ohey, this guy looks familiar
the old interface is still in the files too
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Hexadecimal Mantis 19-Feb-18 06:47 PM
yea
the model works in-game too
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V A H K I T I 19-Feb-18 06:47 PM
Idea
Once x importing works a bit better, we can use Onuas high poly model to make the same for the other Toa who don't have one
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Hexadecimal Mantis 19-Feb-18 06:48 PM
It will be a pain to chop into pieces though
I don't think it has multiple meshes
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Alia of AGL 19-Feb-18 06:48 PM
Would Pohatu arms need to be remade in high-poly (because I think those are the only limbs missing)?
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V A H K I T I 19-Feb-18 06:48 PM
Not any more difficult than normal mesh editing
Pohatu has a high poly model
It just doesn't render right from file swapping
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Alia of AGL 19-Feb-18 06:49 PM
Okay. Just trying to figure out if there's any missing pieces that would have to be remodeled for a high-poly recreation.
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V A H K I T I 19-Feb-18 06:50 PM
Anyone here good at mesh editing?
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benji 19-Feb-18 06:51 PM
@V A H K I T I maybe me?
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Hexadecimal Mantis 19-Feb-18 06:51 PM
I'm decent at it, but i don't like it that much
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V A H K I T I 19-Feb-18 06:51 PM
Well if either of you could use Onua's high poly as a base for other Toa, that'd make a neat patch
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Hexadecimal Mantis 19-Feb-18 06:52 PM
Do you want each part in a separate file?
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V A H K I T I 19-Feb-18 06:52 PM
Might make it easier
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Xzocka 19-Feb-18 06:52 PM
I can model in maya somewhat but i dont know how that would translate here
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V A H K I T I 19-Feb-18 06:53 PM
Lewa or Kopaka might be a good one to start with
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ShadowDraikana 19-Feb-18 06:53 PM
In the meantime, maybe add the HP Onua into the patch and have it on the stand by pile for when the others are finished.
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V A H K I T I 19-Feb-18 06:53 PM
Just to see if it's feasible
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Hexadecimal Mantis 19-Feb-18 06:55 PM
We might need to re weight the models though
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Alia of AGL 19-Feb-18 06:55 PM
You know how there's stuff like Sonic 3 Complete and the SADX ModLoader where you can toggle on and off certain features to your liking? A future patch having the option to choose between the low-poly models or the high-poly remakes would be neat (probably a switch that just renames the models accordingly)
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V A H K I T I 19-Feb-18 06:55 PM
That's not even on the radar right now, but yeah, it's doable :p
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Alia of AGL 19-Feb-18 06:56 PM
Yeah, I just thought I'd bring up the prospect of some of these changes being optional in the event players just wanted to play the game in a more stable form as opposed to using the more sizable changes.
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V A H K I T I 19-Feb-18 06:56 PM
I mean
This wouldn't be unstable. :P
No less stable than the whole game anyways. Pac
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Alia of AGL 19-Feb-18 06:58 PM
I'm not referring to the models calling problems, I'm referring to the existing bugfixes Pac Sorry for the confusion...
I'd help with the modeling, but my expertise is in 2D game design. If there's any ways you think I could help, though, I can try.
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V A H K I T I 19-Feb-18 06:59 PM
Are you implying our patches are less stable than the actual game that didn't even work on Windows 10 until the last one? xD
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Alia of AGL 19-Feb-18 06:59 PM
No, I'm not.
I mean that your patches are making it more stable....
and in the case that a stability patch would be added to a model update...
That users would have an option.
You guys are doing amazing work.
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V A H K I T I 19-Feb-18 07:01 PM
I mean it would never completely replace the files. That was never our intent :p
Whenever I update a file that actually creates a visual change from something that just rendered but differently, I rename the original with the suffix of .old
Eg: the original game exe is included in the patches as LEGO BIONICLE.exe.old
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Alia of AGL 19-Feb-18 07:02 PM
I know, which is why I was suggesting a simple program that renames files accordingly.
A toggle option instead of having to do them individually.
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V A H K I T I 19-Feb-18 07:03 PM
True
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Deleted User 19-Feb-18 07:39 PM
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2Tie 19-Feb-18 07:39 PM
yup
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Aurora 19-Feb-18 07:40 PM
wOAH
THOSE ARE SWEET
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Deleted User 19-Feb-18 07:41 PM
wonder how much of it was intentional, seeing as the cutscenes (Lev7/Chmb/Xs/main.x) only ever feature one, that's not in a can (edited)
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2Tie 19-Feb-18 07:42 PM
i'd say there's a real chance, esp. considering the text in Lev6 that talks about the swarms
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Deleted User 19-Feb-18 07:43 PM
post it?
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V A H K I T I 19-Feb-18 07:43 PM
it does?
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2Tie 19-Feb-18 07:44 PM
oh i might have jumped the gun on that, it's about the toa purging the land of makuta
not the bohrok cleaning it all, it must be cleaned
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Deleted User 19-Feb-18 07:45 PM
i think up to that point, you'd only hear "release the swarm" or "if you wake one, you wake them all"
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2Tie 19-Feb-18 07:45 PM
a la MNOG, yeah?
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Deleted User 19-Feb-18 07:45 PM
and the comic
well, i guess the comic doesn't count if it's said in the same issue they're introduced
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ShadowDraikana 19-Feb-18 09:05 PM
Whoa, so that's what Chmbr is? I presume it's the area that is accessed through Man1?
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V A H K I T I 19-Feb-18 09:07 PM
?
No Chmbr is Man1
Wait
Rephrase
That image is Man1
Chmbr is Mana but better
Literally
Chmbr is just a more complete version of Mana
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ShadowDraikana 19-Feb-18 09:09 PM
How was this determined?
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V A H K I T I 19-Feb-18 09:09 PM
By viewing the models on the first day we had the game..? 😛
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ShadowDraikana 19-Feb-18 09:09 PM
Also, any idea where the exit leads? Or rather what it's trying to load?
That's news to me. Missed that memo...
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V A H K I T I 19-Feb-18 09:10 PM
😛
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ShadowDraikana 19-Feb-18 09:16 PM
Oh, I have a solution for the mask renders. Problem is, the issue stretches beyond the messed up masks. Need some time before I can definitively fix it completely, because I need to repair a lot of x files.
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ShadowDraikana 19-Feb-18 10:38 PM
Confirmed. I can fix the files, but it will take a bit of time. Once I finish I'll PM you the files to go with the textures I sent you @V A H K I T I
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ShadowDraikana 19-Feb-18 11:19 PM
HOLY SHIT I JUST FIXED THE MASK RENDERS FOR REAL. NOT A DRILL BOIS
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V A H K I T I 19-Feb-18 11:19 PM
Oh?
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ShadowDraikana 19-Feb-18 11:19 PM
Can't take screen shot on this piece of shit though
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2Tie 19-Feb-18 11:19 PM
ArthurChamp
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V A H K I T I 19-Feb-18 11:20 PM
Try a few times. It's finicky
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ShadowDraikana 19-Feb-18 11:20 PM
It's a complex fix, let me tell you
I feel like a million bucks right now
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V A H K I T I 19-Feb-18 11:24 PM
Does this replace the texture archive you sent me, or just go alongside it?
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ShadowDraikana 19-Feb-18 11:25 PM
Goes right along side it
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V A H K I T I 19-Feb-18 11:25 PM
Noice
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ShadowDraikana 19-Feb-18 11:25 PM
The textures were half of it
In fact, I confirmed half the textures like the tgas aren't even being uses, nor are the bumps.
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V A H K I T I 19-Feb-18 11:27 PM
Well again
Keep the bump maps in there
Cause we will eventually want to get that working
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ShadowDraikana 19-Feb-18 11:29 PM
Of course, but what I'm doing means the files will need to be redone at some point to reflect that. I tried utilizing the le_cha_10xx_levitation_bump alongside the normal file and it doesn't seem to have an effect.
Unless you want me to enable the file links now
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V A H K I T I 19-Feb-18 11:30 PM
I mean if you're capable of doing that, it would be better than putting a partial fix in a patch. 😛
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ShadowDraikana 19-Feb-18 11:31 PM
This will take me a few days though.
And some of the masks don't have bump maps at all in their textures
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V A H K I T I 19-Feb-18 11:31 PM
I mean I'm still waiting on @JrMasterModelBuilder to do the z-buffer patch so..
v0.006 won't release until then regardless
I kinda already started the hype machine for that. 😛
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ShadowDraikana 19-Feb-18 11:32 PM
But nothing is stopping me from adding in the file links now even though the files don't exist yet
So I'll probably do that
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V A H K I T I 19-Feb-18 11:32 PM
I mean I could probably just make bump maps for the ones that don't exist
SHould be simple enough
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ShadowDraikana 19-Feb-18 11:33 PM
Let me compile a list of missing ones and I'll get back with you tomorrow morning.
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V A H K I T I 19-Feb-18 11:34 PM
Oh okay. I was just gonna start now. xP
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ShadowDraikana 19-Feb-18 11:36 PM
In that case I'll look.
Right now
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V A H K I T I 19-Feb-18 11:36 PM
Aight
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ShadowDraikana 19-Feb-18 11:42 PM
Well. I think it actually has all the bumps
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V A H K I T I 19-Feb-18 11:44 PM
Oh?
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ShadowDraikana 19-Feb-18 11:45 PM
Apparently.
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V A H K I T I 19-Feb-18 11:46 PM
That's good I assume. 😛
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ShadowDraikana 19-Feb-18 11:49 PM
I have a lot of work to do on this, so I'm going to get some rest now. GN.
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V A H K I T I 19-Feb-18 11:49 PM
AIght. Night!
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ShadowDraikana 20-Feb-18 09:30 AM
I'm banging my head against a wall. Some masks now crash while others don't. I feel like I'm going insane over here.
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ShadowDraikana 20-Feb-18 12:12 PM
@V A H K I T I Bumps are a no-go. They actually screw up the masks so no way am I adding these. So e of the toa masks use the bumps and they are messed up slightly.
Also, the Miru doesn't have bumps, nor do I think they are even needed judging by the other bumps and what details they highlight.
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V A H K I T I 20-Feb-18 02:25 PM
Okay but again, we're NOT deleting the files
Because it is something that we'll need to fix eventually, and we're not in the business of REMOVING content from the game. 😛
The only reason I temporarily removed the FMVs is because as of right now they're fundamentally broken and cause a crash. Even then, they're still there, I just dummied them out.
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ShadowDraikana 20-Feb-18 03:08 PM
@V A H K I T I I'll update the texture list to include the bump maps that exist. But based on what I can see, some of these masks have a lot of detail in the models already, negating the need for a bump map imo. One that does need a redo is the Rau. It doesn't go on the face of a toa properly, nor does it seem to have details in its texture (unlike the Huna for example which has a lot of detail)
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V A H K I T I 20-Feb-18 03:15 PM
In that case, for the time being just dummy out the original texture and combine the bump map with it.
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ShadowDraikana 20-Feb-18 03:17 PM
Hehe, recolored bump map.
So do you want me to do this for all the mask textures?
Because it might actually work and solve some of the barfing I was getting
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V A H K I T I 20-Feb-18 03:20 PM
Well only for the ones that need it.
Remember to rename the ones you're replacing to such-and-such .tga/.dds.old and include them in whatever you send me (edited)
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ShadowDraikana 20-Feb-18 03:23 PM
I'll shove everything into a package similar to what I sent last night. In fact, I can probably improve that pack slightly.
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V A H K I T I 20-Feb-18 03:26 PM
Aight
Just make sure there's nothing from the last pack you would want removed in this one
Cause I'll have to manually clean out my assets folder
THat's the problem we ran into with the dancy bois, remember? 😛
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ShadowDraikana 20-Feb-18 03:29 PM
I don't think there's anything that needs to be removed.
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V A H K I T I 20-Feb-18 03:30 PM
FatMarioGoku
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ShadowDraikana 20-Feb-18 03:35 PM
Actually yes. If I combine the Rau textures, you can remove the one labeled bump.
Then again, keep it
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V A H K I T I 20-Feb-18 03:35 PM
Well still just rename the original and keep the bump. 😛
Not gonna say it again boi, we're not in the business of removing content that can potentially be fixed. xD
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2Tie 20-Feb-18 03:46 PM
oh, question
so, gali's shrine map stuff was buried an extra folder down; do we know what the map data that was in its intended place is for?
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V A H K I T I 20-Feb-18 03:47 PM
From what I gather it was somehow mixed up with Pohatu's shrine.
It even rendered Onewa into the scene before it crashed.
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ShadowDraikana 20-Feb-18 03:48 PM
Yep
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2Tie 20-Feb-18 03:49 PM
ahh, gotcha
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ShadowDraikana 20-Feb-18 03:49 PM
You can load it with anyone else if you warp to it
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ShadowDraikana 20-Feb-18 04:12 PM
@V A H K I T I Ok, the more I look at the masks renders of textures in game, the more I think combining the bumps would be a good idea
*texture with the bump
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V A H K I T I 20-Feb-18 04:13 PM
Do what you think looks good. Just don't overwrite the old files without including a .old copy
Rule of thumb when modding this game: Unless it's like the dancy boi animations which don't seem to have any logical purpose, nothing is to ever be overwritten. Simply renamed, and added to the patch alonside the changed files.
This makes it easier in the long run if we ever need to have access to those files again. We won't need to completely reinstall the game to get them.
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ShadowDraikana 20-Feb-18 04:17 PM
Most of the files I sent you would overwrite the originals, fyi. Those were from the characters textures folder, which has higher quality (and bigger) versions of the existing ones.
In the case of the Komau, there isn't an original texture
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V A H K I T I 20-Feb-18 04:17 PM
Right, but what I'm saying is, you need to rename the original before overwriting.
The Komau is an exception
If something is broken like that, then it's fine
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ShadowDraikana 20-Feb-18 04:18 PM
I know.
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V A H K I T I 20-Feb-18 04:18 PM
But in the case of the mask textures being combined with the bump maps for instance, the original textures are perfectly fine and functional. Overwriting them without backing them up first just makes things difficult in the future,
I don't know why you don't understand this. 😛
Either way, you don't have to understand it, just make sure you do it okay? xD
Otherwise I won't be able to put them in the patch.
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Deleted User 20-Feb-18 04:20 PM
tl;dr non-destructive editing is the way to go
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V A H K I T I 20-Feb-18 04:20 PM
^
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Deleted User 20-Feb-18 04:20 PM
biggest thing i learned in photoshop class
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V A H K I T I 20-Feb-18 04:21 PM
Btw, I'm not trying to give you orders or anything here. I'm just saying if you don't do this right, I won't put it in the patch. 😛
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ShadowDraikana 20-Feb-18 04:21 PM
I understand fully.
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Deleted User 20-Feb-18 04:21 PM
the whole point of non-destructive editing is to make it easier to undo your mistakes if you fuck up
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ShadowDraikana 20-Feb-18 04:21 PM
One thing I just realized: do you have plans to do HP masks?
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V A H K I T I 20-Feb-18 04:22 PM
Do the masks have high poly models?
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ShadowDraikana 20-Feb-18 04:22 PM
They seem pretty high quality atm. At the least some of them look like it
Others need a bump map which I can clearly see now
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benji 20-Feb-18 04:23 PM
Hey could someone post a picture of the side of Toa feet?
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V A H K I T I 20-Feb-18 04:25 PM
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Deleted User 20-Feb-18 04:27 PM
@V A H K I T I that's a 3/4 view, not a side view (edited)
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ShadowDraikana 20-Feb-18 04:27 PM
Ok, now that I have my head screwed on properly on this I'll try getting the Huna and Ruru done first off.
Also, the Miru does not have a bump map as far as I can tell, just to be clear.
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V A H K I T I 20-Feb-18 04:29 PM
Should be simple enough to make one when the time comes (edited)
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ShadowDraikana 20-Feb-18 04:31 PM
Again, don't think it needs one since it doesn't have any surface details like in some other masks.
but it would be very easy to add if one gets made
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V A H K I T I 20-Feb-18 04:32 PM
Isn't the whole point of a bump map to SIMULATE surface detail? (edited)
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ShadowDraikana 20-Feb-18 04:33 PM
Good point.
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V A H K I T I 20-Feb-18 04:33 PM
That's why I stand by that they're still useful if the code is implemented anywhere. 😛
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ShadowDraikana 20-Feb-18 04:50 PM
@V A H K I T I What would you suggest for the layering process for these? Don't want to screw this up.
I'm going to merge at least the Ruru and Rau right now.
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V A H K I T I 20-Feb-18 04:53 PM
For the Rau I just put the bump map on top of the original and set it to multiply
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ShadowDraikana 20-Feb-18 04:54 PM
I did that with the Ruru and it actually highlights the features very nicely.
it looks quite cool
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V A H K I T I 20-Feb-18 04:54 PM
😃
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ShadowDraikana 20-Feb-18 04:55 PM
The one that could be an issue is the Kakama. Tried it earlier by adding the texture reference into the mask x file and it actually removed the slits in the mask.
But at the same time it fixed something unrelated
The bull appears with blue parts in the cutscene in PTOS. For some reason messing with the Kakama made the bull render correctly.
So I might play with it further.
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V A H K I T I 20-Feb-18 04:57 PM
O_o
Wat
THat makes NO sense
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ShadowDraikana 20-Feb-18 04:57 PM
I was like, da fuq?
I had to play it 10 times before I could believe it.
Something weird is going on there
Back to the bump maps, I think I might do this with the normal toa textures so they get enhanced. I'm not just talking about the masks.
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V A H K I T I 20-Feb-18 04:59 PM
Ye
Just remember to rename! :3
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ShadowDraikana 20-Feb-18 05:00 PM
Obviously
Anyway I'll get started on this and see what I can put together.
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ShadowDraikana 20-Feb-18 07:18 PM
@V A H K I T I Use the textures I sent you. I'm going to merge the bump maps with literally every texture in the game so you have an archive of them. Unfortunately they make some masks and parts quite weird looking, so forget actually using these combined textures in-game. There are a few exceptions, which you'll be able to see eventually. I'll work on finishing the fix of the collectable masks first and then figure out which masks would benefit from the merged textures.
Then I'll get the bump map merges done for everything else.
Although I did finish Gali's texture set merge since there were only a few to deal with.
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ShadowDraikana 20-Feb-18 08:32 PM
Update: there is a weird issue that's come up with the Huna and Ruru, so I can't finish those atm. Got the Rau and KauKau in Gali's level to render correctly. Also got the Miru in Lewa's level functioning, and got the textures in place for the Akaku in Kopaka's level. The Akaku needs some height adjustment for it to stop spazzing out like it is, so I might try tackling that too.
Either way, we have working mask renders 🍾
I'm also going to screw with the working ones to see if I can get rid of useless texture references, since this somehow affected rendering of other objects that should be unrelated.
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V A H K I T I 20-Feb-18 08:51 PM
What awesome bugs this game has. Pac
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ShadowDraikana 20-Feb-18 08:55 PM
ikr
I should be done with this faster than I expected at this rate.
For the record, the Rau and Kaukau look better with the bumps merged into the normal textures, so I'll prob send those too.
Ok nm on the KauKau. Looks horrible now that I actually got the texture to render right. Damn, I might try screwing with the visor transparency to contrast it with the rest of the mask. Either way this one badly needs bump map texturing.
In the future if we ca add it
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ShadowDraikana 21-Feb-18 01:49 PM
@V A H K I T I Done. Fixed all masks outside outside of Onua's level
And, I decided to do something else in the process...
@Team Litestone
Does anyone know where the actual in-game character masks get their textures?
As in the ones that are worn
Because I can't get my retexture of several masks to show up on them.
It works for the collectable version and the ones in the cutscenes
------------------------------------ Also, I did a thing (edited)
How do you like dem apples bois?
Translucent Gali mask. Oh, and the model works now.
I'd like to do this for all of the KauKau textures for the toa, but I can't until I figure out where it's getting textures from. either way, does anyone have any feedback on the texture?
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Aurora 21-Feb-18 02:52 PM
I wish it was only partially transparent
Like just the visor
From my experience with BF2 textures says it can be done. But that is up to you
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ShadowDraikana 21-Feb-18 02:59 PM
The visor is a different texture, so absolutely it's possible. In fact I was toying with this earlier.
In the actual set it's quite transparent, so I'm trying to keep that in mind
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2Tie 21-Feb-18 03:00 PM
oh, was it just flat blue before?
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ShadowDraikana 21-Feb-18 03:00 PM
Yup
I messed with it and here we are
This actually renders in the cutscene at the start of Pohatu's level, but for some reason won't look this way when it is on her face during gameplay
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Aurora 21-Feb-18 03:10 PM
I get all my kaukaus painted, so....
Shrugs
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ShadowDraikana 21-Feb-18 03:10 PM
That's because the texture isn't edited
If I can get this right, it will be in the next patch with my mask render fixes
Which I've busted my ass on for the last few days
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Aurora 21-Feb-18 03:12 PM
Pleeeeeaaassse do the separate trans visor? Lips quiver
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ShadowDraikana 21-Feb-18 03:13 PM
You want just the visor transparent?
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Aurora 21-Feb-18 03:14 PM
Yesss
Yeeeessssss
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ShadowDraikana 21-Feb-18 03:14 PM
And the rest like it is right now?
(without my texture)
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Aurora 21-Feb-18 03:14 PM
Well
Maybe not the textureless flat color that it was
Because that just looks.. meh
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ShadowDraikana 21-Feb-18 03:15 PM
That's why I added tranparency to the whole thing.
I plan on backing off slightly so the visor looks clearer than the mask itself
So it stands out
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Aurora 21-Feb-18 03:16 PM
Or we could make textures similar to the textures on parts to make them not look flat. I could help if you gave me just png textures that you can convert.
I'm talking all masks now.
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ShadowDraikana 21-Feb-18 03:17 PM
Problem is that sort of texturing isn't implemented in the game
at least not yet
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Aurora 21-Feb-18 03:17 PM
"Not yet" ohoho
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ShadowDraikana 21-Feb-18 03:17 PM
We're hoping it's possible
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Aurora 21-Feb-18 03:18 PM
Please let it be possibe
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ShadowDraikana 21-Feb-18 03:18 PM
because the bump maps for everything are in there
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Aurora 21-Feb-18 03:18 PM
I would love to help with HDing textures and the like
That'd be fun, I think.
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ShadowDraikana 21-Feb-18 03:19 PM
Believe me, we could use all the help we can get
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ShadowDraikana 21-Feb-18 03:34 PM
Also, @V A H K I T I I can't fix the Huna and Ruru until benji updates his tool. There is an issue that the tool has that comes up with those masks for some reason, and the issue was resolved incorrectly according to benji. So, I can send you what I have now for the masks and update it with the other two when possible. (edited)
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ShadowDraikana 21-Feb-18 03:58 PM
Also, I got the Akaku into the VISN area of Kopaka's level, but I haven't been able to get the height right just yet. (edited)
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Deleted User 21-Feb-18 04:01 PM
VISN?
what could it possibly mean...? THONKING
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ShadowDraikana 21-Feb-18 04:02 PM
yeah, lol
I just replaced it with a working model and it renders halfway into te floor. So that's something else to add to the list of things that need fixing.
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Deleted User 21-Feb-18 04:07 PM
just dig it out
with a shovel
shouldn't be hard Pac
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ShadowDraikana 21-Feb-18 04:10 PM
We'll have to spawn a shovel model in there then (:
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ShadowDraikana 21-Feb-18 04:22 PM
BOIS
I might have found the Vahi
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JrMasterModelBuilder 21-Feb-18 04:25 PM
Where?
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ShadowDraikana 21-Feb-18 04:26 PM
I found a mask file buried in one of Tahu's areas. It's NOT the Hau
Still trying to verify
YES IT'S THE VAHI
NOT A DRILL
but it doesn't show up
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JrMasterModelBuilder 21-Feb-18 04:27 PM
Did you find it in-game?
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ShadowDraikana 21-Feb-18 04:28 PM
It's in TA11
It's utilizing the wrong textures like the others, including a lava one.
Yup, using the chrome texture again
References 100+ textures but only uses 1???
The fuck?
IT'S THERE
How the hell I missed it is beyond me but it's right there!
Looks like it's something else I gotta fix, lol.
I guess my next question is if you guys want me to retexture it to the proper color, instead of it being red
Fixed it!
Mask renders properly
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Aurora 21-Feb-18 04:39 PM
SHOW
US
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ShadowDraikana 21-Feb-18 04:39 PM
I CAN'T GET PRTSC TO WORK DAMMIT
Windowed mode aint't workin either
UGH
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joint-Dogg666 21-Feb-18 04:41 PM
Liam found it last night I think
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Aurora 21-Feb-18 04:41 PM
>_>
You shouldn't have told him
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ShadowDraikana 21-Feb-18 04:41 PM
Wait, he found it last night? 😦
Dude I'm getting something to be able to get a screenshot of this beauty
And I might screw with the texture too
Oh great.
It won't load the holes on it as being transparent
Here comes a screenie of it using my (crappy) texture
Let's try this again
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ShadowDraikana 21-Feb-18 05:03 PM
How's this bois?
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Aurora 21-Feb-18 05:03 PM
WOOP
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ShadowDraikana 21-Feb-18 05:03 PM
Fixed the hole texture
Any suggestions for the texture?
I HATE the red it was in before.
@V A H K I T I You're welcome ^
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The Shadow Emperor 21-Feb-18 05:04 PM
pretty sure it's red because Tahu wears it
it should function like all the other masks and match the color of the wearer
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Aurora 21-Feb-18 05:04 PM
NO
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ShadowDraikana 21-Feb-18 05:04 PM
It's the VAHI
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Aurora 21-Feb-18 05:05 PM
^^^^^
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ShadowDraikana 21-Feb-18 05:05 PM
THE MASK OF TIME
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The Shadow Emperor 21-Feb-18 05:05 PM
once upon a time it was a great mask, not a legendary one
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ShadowDraikana 21-Feb-18 05:05 PM
It deserves it's own texture and color.
Besides, I can't figure out how to get it show up as anything other than red when it's on Tahu's mug anyway
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Perp3tual 21-Feb-18 05:08 PM
I made it Orange and Gold before.
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2Tie 21-Feb-18 05:09 PM
originally it was gold, canonically and irl Thinkxel
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Perp3tual 21-Feb-18 05:10 PM
The mask as an object reads it's textures from the Level textures On Tahu it reads from the character Texture folder.
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ShadowDraikana 21-Feb-18 05:10 PM
This better?
@Perp3tual That's what I thought until I tried my transparent mask on Gali arlier
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V A H K I T I 21-Feb-18 05:12 PM
Guys
We've known about the vahi since the first day
Welcome to two weeks ago. 😛
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ShadowDraikana 21-Feb-18 05:13 PM
Oh
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Perp3tual 21-Feb-18 05:13 PM
I was the person to retexture the thing. I know where it's textures are.
ta_cha_34xx_maskoftime
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ShadowDraikana 21-Feb-18 05:16 PM
Already found it and changed it. This one works
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Perp3tual 21-Feb-18 05:16 PM
👍
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ShadowDraikana 21-Feb-18 05:16 PM
Gali's for some reason darkens the texture so it doesn't have the transparent effect anymore
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2Tie 21-Feb-18 05:17 PM
if only there was a knowledge repository somewhere
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ShadowDraikana 21-Feb-18 05:17 PM
Now there's an idea
So with that I have all the masks fixed with the exception of the Huna and Ruru.
Question is if my retexturing of the Vahi and KauKau are worthy enough for the patch. @Perp3tual Your Vahi is probably better than mine tbh.
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Perp3tual 21-Feb-18 05:25 PM
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Aurora 21-Feb-18 05:26 PM
:D
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Swordsworth 21-Feb-18 05:27 PM
W h e r e c a n I f i n d o n e o f t h e s e l a v a b o a r d s ?
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ShadowDraikana 21-Feb-18 05:27 PM
What is with those holes being filled?
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V A H K I T I 21-Feb-18 05:27 PM
Still probs gonna stick with the red for the main patch.
The gold or orange can be added to an optional graphical upgrade patch along with the high poly toa
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ShadowDraikana 21-Feb-18 05:28 PM
How about my transparent KauKau?
Prob add that as a side show
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V A H K I T I 21-Feb-18 05:28 PM
Same most likely. Though I am curious how you made that render.
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ShadowDraikana 21-Feb-18 05:28 PM
You mean where I got it to show up or how I got the transparency?
It was actually pretty easy
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Perp3tual 21-Feb-18 05:29 PM
Yes.
Did you drop the opacity of some textures?
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ShadowDraikana 21-Feb-18 05:29 PM
winks
Did that for the mask texture and the visor
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V A H K I T I 21-Feb-18 05:30 PM
See, I tried just changing the opacity on a thing before and it didn't render.
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ShadowDraikana 21-Feb-18 05:30 PM
That's weird
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V A H K I T I 21-Feb-18 05:30 PM
I tried it on the ocean on Onu-Wahi after seeing how nice @Deleted User's model rip looked.
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ShadowDraikana 21-Feb-18 05:30 PM
Well maybe I'll ry it on that too
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V A H K I T I 21-Feb-18 05:31 PM
One thing we DEFINITELY need btw
is water translucency and animations in Ga-Wahi
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ShadowDraikana 21-Feb-18 05:31 PM
Quick question: do you want me to PM the masks I fixed so far?
The Huna and Ruru are not gonna happen until the next tool update though.
Crashes either the tool or the game, lol
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V A H K I T I 21-Feb-18 05:33 PM
Weird
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ShadowDraikana 21-Feb-18 05:33 PM
It's bizarre tbh
Also I did add in a rendering Akaku, but it still spazzes out.
The model I have should be adjusted to fix this
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Deleted User 21-Feb-18 05:34 PM
it saw right through you
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Perp3tual 21-Feb-18 05:34 PM
Eyyyy
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Aurora 21-Feb-18 05:37 PM
I would really like a matoran posing and rendering external software once we get that done.
That'd be raaaad
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benji 21-Feb-18 05:41 PM
You want dedicated software or to import it into existing software?
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Aurora 21-Feb-18 05:43 PM
Dedicated
But a Toa builder in game would be cool (And unnecessary.)
If only I had any semblance of coding knowledge
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Deleted User 21-Feb-18 05:47 PM
well, you can either daydream or start learning the only drawback's that it'll take some time before you're at a point that you could do something like that effectively
👌 1
💯 1
DANCYBOI 1
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ShadowDraikana 21-Feb-18 05:50 PM
Mask render fix sent. Hopefully benji can find a fix for the issue so I can get the Huna and Ruru done.
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Perp3tual 21-Feb-18 05:51 PM
What s the issue with the Ruru and Huna?
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Deleted User 21-Feb-18 05:52 PM
well, the ruru's just a glorified set of night vision goggles and the huna doesn't hide your shadow
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ShadowDraikana 21-Feb-18 05:52 PM
They seem to be set up differently and can't be recompiled successfully without either crashing the latest version of benji's tool or by crashing the game.
Not to mention someone needs to fix that spazzing Akaku model...
Well, recompiled after actually fixing them
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Perp3tual 21-Feb-18 05:55 PM
Are you using the beta Ruru and Huna in the levels, or did you swap them out for the matoran masks?
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ShadowDraikana 21-Feb-18 05:57 PM
I'm not using those masks because of the height issue
So the beta Huna and Ruru
The thing that gets me is that these are the only two that have caused an issue
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Perp3tual 21-Feb-18 06:01 PM
Those are the ones that don't read for the correct texture and have incorrect meshes. They're trying to read for a tool's texture, and it might be that the tool cannot handle the texture size you're trying to load. (edited)
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ShadowDraikana 21-Feb-18 06:02 PM
Uh, I fixed what they were trying to read?
I gutted out their file references and replaced the obj materials accordingly.
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Perp3tual 21-Feb-18 06:04 PM
Did you force them to read for two textures? Those masks only read for one.
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ShadowDraikana 21-Feb-18 06:05 PM
Yep.
Did this with the others without incident
Weird thing is the mtl contains like 100 texture references but it only uses 1 as defined in the obj
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Perp3tual 21-Feb-18 06:06 PM
The others have an eye and mask mesh that requires both textures. The beta masks are just masks
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ShadowDraikana 21-Feb-18 06:08 PM
... So the plan was to make the rest of the masks use just a mask texture.
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Perp3tual 21-Feb-18 06:09 PM
It might have been. I thought the plan was to use the Matoran masks as a base for fixed item masks.
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ShadowDraikana 21-Feb-18 06:12 PM
Frankly I'd need to edit those too to reference the toa textures since I do not want to shove a bunch of other files into the textures folder. That's just me. But the big issue I have here is that they need to be edited to fix the spazzing before we go nuts. I'm perfectly fine using them as long as someone can fix these and the Akaku. (edited)
Because I can just edit the texture references to simplify things
@Perp3tual Where are the Huna and Ruru matoran masks again?
vlgr folder? (edited)
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Perp3tual 21-Feb-18 06:19 PM
1hat
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ShadowDraikana 21-Feb-18 06:19 PM
mk7a is the Huna
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Perp3tual 21-Feb-18 06:20 PM
mk_a files 0 - Pakari 1 - Kaukau 2 - Kakama 3 - Akaku 4 - Miru 6 - Hau 7 - Huna 8 - Ruru 9 - Rau A - Komau B - Matatu C - Mahiki
💯 4
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Deleted User 21-Feb-18 06:20 PM
also 5 - Vahi
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Perp3tual 21-Feb-18 06:20 PM
5 is absent from the directory for matoran
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ShadowDraikana 21-Feb-18 06:20 PM
Yeah since it's not a matoran mask
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Deleted User 21-Feb-18 06:20 PM
but that's the value, just in case
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ShadowDraikana 21-Feb-18 06:27 PM
I'm not completely convinced I can't get the beta masks to show up right, but I'll have these fill-ins on standby if @V A H K I T I wants them for now.
Anyway I gotta run.
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Perp3tual 21-Feb-18 06:40 PM
Seeya
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Omega12 21-Feb-18 09:20 PM
but what if
we made it a matoran mask...
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Aurora 21-Feb-18 09:20 PM
Pff no
Are you crazy
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Omega12 21-Feb-18 09:20 PM
I'm trying to help get this game running
you tell me
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Aurora 21-Feb-18 09:21 PM
Thinks for a moment Yes
Yes, you are
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ShadowDraikana 21-Feb-18 09:51 PM
@Perp3tual Yup, you're right. The masks are in fact broken. My bad completely.
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Perp3tual 21-Feb-18 09:56 PM
Called it. At least we know the process we need to do to fix the masks. I am curious though of one mask.
What part of Kopaka's level does the Akaku spawn?
Nevermind found the Level folder
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ShadowDraikana 21-Feb-18 10:02 PM
Like I said, if you can fix the height then wonderful. Use the Akaku model for it though (mk3a)
By the way, all the masks don't need fixing. Just those two (Huna and Ruru) need eye vertices added
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Perp3tual 21-Feb-18 10:03 PM
I'm curious if the Ruru in Kopaka's level is properly oriented.
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ShadowDraikana 21-Feb-18 10:03 PM
It's not
The mask was taken from the toa models, which as we've seen spazzes out.
Not entirely sure why they didn't put the Akaku in if they were going to use a toa model anyway
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Perp3tual 21-Feb-18 10:05 PM
The Ruru was probably faster to grab since a lot of their work probably was focused around making Onua's level
That's my speculation
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ShadowDraikana 21-Feb-18 10:06 PM
That sounds about right
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ShadowDraikana 21-Feb-18 10:29 PM
Could we take the vertices of the eyes from the Huna that Onua wears and add them to the Huna in the cave?
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JrMasterModelBuilder 22-Feb-18 01:44 AM
UnSetEvilPermanent ? How permanent can it be then? 😛
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V A H K I T I 22-Feb-18 01:50 AM
?????
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Deleted User 22-Feb-18 01:52 AM
so it's pure evil?
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Swordsworth 22-Feb-18 08:39 AM
GWnanamiWakeMeUpInside
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Deleted User 22-Feb-18 01:39 PM
looks like templar had access to saffire maps
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V A H K I T I 22-Feb-18 01:40 PM
Old news. 😛
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Deleted User 22-Feb-18 01:40 PM
was that posted already? 😮
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V A H K I T I 22-Feb-18 01:40 PM
Ye
I noted that there is at least one small difference between this map and the alpha
The Takara stage is above ground.
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ShadowDraikana 22-Feb-18 01:40 PM
Ayy guys
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joint-Dogg666 22-Feb-18 01:41 PM
lmao i was just about to post that image
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ShadowDraikana 22-Feb-18 01:41 PM
@V A H K I T I I think I know why Well crashes in Kopaka's level.
Or rather shutd down
So running ProcMon and comparing it with other areas revealed not much difference between which files are missing. As far I've been able to tell, it's missing just like Gali's shrine
I was able to get it to appear by swapping files out with another area. Except that I can't load it with Kopaka (just like how you could only see the fill-in Gali0 shrine by warping in with another toa)
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V A H K I T I 22-Feb-18 01:45 PM
Huh
So what's missing?
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ShadowDraikana 22-Feb-18 01:46 PM
My guess is something isn't working right in the slb -> they might be placeholders
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V A H K I T I 22-Feb-18 01:46 PM
How did you get Gali working?
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ShadowDraikana 22-Feb-18 01:47 PM
they simply stuffed here shrine files into a shrine subfolder. I gutted the main shrine folder and placed the subfolder contents into the main folder
that did it
What was there was Pohatu's shrine as a placeholder
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V A H K I T I 22-Feb-18 01:47 PM
So you don't know what file it was specifically that requested a specific toa?
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ShadowDraikana 22-Feb-18 01:48 PM
Not yet.
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V A H K I T I 22-Feb-18 01:48 PM
Well if you can figure that out, you should be able to just copy it from another of Kopaka's areas
ALSO
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ShadowDraikana 22-Feb-18 01:49 PM
I already tried replacing all of the slbs from working areas and even replaced the Bcls and Xs folders with no luck.
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V A H K I T I 22-Feb-18 01:49 PM
For future reference, please include the original files in your patch archives. (renamed to .old)
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ShadowDraikana 22-Feb-18 01:49 PM
Oh, the masks?
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V A H K I T I 22-Feb-18 01:49 PM
Cause in order to to add your shit, I now have to manually go all through my game and rename all the original files myself. >.>
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ShadowDraikana 22-Feb-18 01:49 PM
Dude I am so sorry
Will not happen again
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V A H K I T I 22-Feb-18 01:50 PM
It's okay, I'm just saying for the future, be sure to include those, yea. 😛
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ShadowDraikana 22-Feb-18 01:50 PM
The textures should be fine though
Most of those didn't overwrite anything
The ones that did overwrote blank textures
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V A H K I T I 22-Feb-18 01:50 PM
I take it the bumps are new bump maps?
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ShadowDraikana 22-Feb-18 01:51 PM
No, just the ones found in the character folder that weren't in the level folders already
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V A H K I T I 22-Feb-18 01:51 PM
Ah okay
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ShadowDraikana 22-Feb-18 01:51 PM
I made sure the ones for the collectable masks got in there so they are easier to find when the time comes
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V A H K I T I 22-Feb-18 01:52 PM
What did you do to the models anyways?
Just curious
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ShadowDraikana 22-Feb-18 01:52 PM
Simply gutted the texture references and pointed them to the right ones.
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V A H K I T I 22-Feb-18 01:52 PM
Noice
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ShadowDraikana 22-Feb-18 01:53 PM
Thx
I'm going to fix the Huna and Ruru today
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V A H K I T I 22-Feb-18 01:53 PM
In that case I might just replace them
The models
Cause they weren't working right in the first place
So there's no need to clone
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ShadowDraikana 22-Feb-18 01:53 PM
👍
I'm also working on transparent KauKaus for all the toa, in case you'd like to add that to the optional graphics patch
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V A H K I T I 22-Feb-18 01:54 PM
If you want, I can try and help with the ruru and huna so we can push 0.006 by this evening
Yeah definitely
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ShadowDraikana 22-Feb-18 01:55 PM
Yeah, if you'll be around for the next little bit I can try doing this
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benji 22-Feb-18 01:55 PM
I'm going to go to lunch but then I can work on it
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ShadowDraikana 22-Feb-18 01:55 PM
Cool.
I'm grabbing 3DS Max so I can try the mesh copying on my end
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V A H K I T I 22-Feb-18 01:57 PM
I need a break from the whole launcher bullshit cause technical garbage is burning me out hardcore.
So I wanna get back into something within the project, but more within my own element.
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【HAYABOSO】 22-Feb-18 01:57 PM
Try making it 0.007 goyim
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V A H K I T I 22-Feb-18 01:58 PM
Making what 0.007?
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ShadowDraikana 22-Feb-18 01:59 PM
I'm guessing he's talking about the launcher?
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benji 22-Feb-18 02:00 PM
ok so in Mskc.obj, I commented out the bad faces and this is what I get @ShadowDraikana
However instead of removing faces, it would be nice to add back in the missing vertices
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ShadowDraikana 22-Feb-18 02:01 PM
So could we remove the faces and then copy/paste them from a working model?
*vertices
I'll test drive that file out now
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benji 22-Feb-18 02:02 PM
is there another model (that works) with the same vertices?
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ShadowDraikana 22-Feb-18 02:02 PM
The Huna Onua's wears should
from his character models
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V A H K I T I 22-Feb-18 02:03 PM
Nice. 😎
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ShadowDraikana 22-Feb-18 02:04 PM
I'm going to try fixing the holes on that thing
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V A H K I T I 22-Feb-18 02:04 PM
WHat holes?
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ShadowDraikana 22-Feb-18 02:04 PM
the black spots should be transparent
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V A H K I T I 22-Feb-18 02:04 PM
Oh I was gonna say, if you meant the top part, that's normal
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ShadowDraikana 22-Feb-18 02:04 PM
When changing the texture color this happened
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V A H K I T I 22-Feb-18 02:04 PM
The prototype design had more holes like this
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ShadowDraikana 22-Feb-18 02:05 PM
So I'm thinking if I just tinker with the existing texture I can get it to show up right, like with Pohatu's Kakama
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V A H K I T I 22-Feb-18 02:05 PM
And yeah, there are other masks that should have transparency I think, but don't.
IIRC it's because they're using the TGA and not the DDS
But don't quote me on that
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ShadowDraikana 22-Feb-18 02:05 PM
No, they use only the dds
Confirmed this when looking through the file references
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V A H K I T I 22-Feb-18 02:06 PM
Well anyways, figure that out and we'll put that in 0.006 as well.
I mean it worked with the vahiu
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ShadowDraikana 22-Feb-18 02:06 PM
Sure. I'll keep the Vahi red for consistency
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V A H K I T I 22-Feb-18 02:06 PM
Speaking of, send me your orange tex too, I'll put it in the optional patch
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ShadowDraikana 22-Feb-18 02:06 PM
I have two oranges
Here's both:
Or rather the other
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V A H K I T I 22-Feb-18 02:07 PM
That one's more accurate
The other is a little desaturated
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ShadowDraikana 22-Feb-18 02:07 PM
Want the KauKau transparency too?
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V A H K I T I 22-Feb-18 02:07 PM
Ye
ACTUALLY
I have an idea for that
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ShadowDraikana 22-Feb-18 02:08 PM
The visor is a separate texture, btw
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V A H K I T I 22-Feb-18 02:08 PM
This game takes a lot of aesthetic cues from MNOG so here's another:
Just make the visor transparent (edited)
Like so
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ShadowDraikana 22-Feb-18 02:09 PM
And make the mask solid, or just slightly transparent
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V A H K I T I 22-Feb-18 02:09 PM
SOlid yea
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ShadowDraikana 22-Feb-18 02:09 PM
Ok, let me try this now.
Ok, the original is solid
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V A H K I T I 22-Feb-18 02:10 PM
I feel like this is how they would have handled the Kaukau given the rest of the design.
ACTUALLY....
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ShadowDraikana 22-Feb-18 02:10 PM
The visor I can make entirely transparent, or I can give it a tiny bit of transparency
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V A H K I T I 22-Feb-18 02:11 PM
Looks like this has a tiny bit so
do that
But I have a radical idea here (not related to your thing)
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ShadowDraikana 22-Feb-18 02:11 PM
I'll send you some screenies so I can get this right
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Deleted User 22-Feb-18 02:11 PM
i wouldn't say it's taking cues from mnog
rather the other way around
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V A H K I T I 22-Feb-18 02:11 PM
I WAS JUST GONNA SAY THAT
Which brings me to a mindblowing idea.
All the Koro designs in MNOG
WERE SAFFIRE'S WORK
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Deleted User 22-Feb-18 02:12 PM
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V A H K I T I 22-Feb-18 02:12 PM
Templar had no hand in their design.
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Deleted User 22-Feb-18 02:12 PM
this is the second map in level 3
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ShadowDraikana 22-Feb-18 02:12 PM
I did think the designs looked familiar
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V A H K I T I 22-Feb-18 02:12 PM
Yes, this is what I was referencing. 😛
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ShadowDraikana 22-Feb-18 02:13 PM
Guess I was right
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Deleted User 22-Feb-18 02:13 PM
the koli arenas are straight outta ToT, there's the busted hut nearby
you mentioned the takara stage wasn't in a building
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ShadowDraikana 22-Feb-18 02:13 PM
Here we go on the KauKau tes
t
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Deleted User 22-Feb-18 02:13 PM
the kaukau stops the timer
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V A H K I T I 22-Feb-18 02:14 PM
What I'm suggesting is that, at least up until Ko-Koro when I presume MNOG development surpassed that of LOMN, none of the designs were unique to Templar.
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Deleted User 22-Feb-18 02:14 PM
that path with the head sculptures seems to be templar's thing
according to the concept album they fleshed out a bunch of characters
among other things
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V A H K I T I 22-Feb-18 02:16 PM
Well obviously they added elements of their own, but the basic layouts and ideas seem to have originated from saffire
Just look at Ga-Koro
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ShadowDraikana 22-Feb-18 02:16 PM
That good?
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V A H K I T I 22-Feb-18 02:17 PM
NICE
Very
How does it look on gali?
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ShadowDraikana 22-Feb-18 02:17 PM
I dropped opacity from 255 down to 80 on the visor
Haven't tried it on her yet
Just a sec, let me grab a screenie
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Aurora 22-Feb-18 02:18 PM
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
vuri nise
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V A H K I T I 22-Feb-18 02:18 PM
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ShadowDraikana 22-Feb-18 02:20 PM
Now it's a reflective visor, hue hue hue
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V A H K I T I 22-Feb-18 02:21 PM
UM
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ShadowDraikana 22-Feb-18 02:21 PM
Yeah
dunno why that's happening
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V A H K I T I 22-Feb-18 02:21 PM
WHELP
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ShadowDraikana 22-Feb-18 02:21 PM
Hmm
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V A H K I T I 22-Feb-18 02:21 PM
It's probably a very early culling implementation (edited)
Her face is unrendered or simply replaced when there's a mask on it.
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ShadowDraikana 22-Feb-18 02:21 PM
WHOA
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joint-Dogg666 22-Feb-18 02:21 PM
well, now we know why the mask isn't transparent
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ShadowDraikana 22-Feb-18 02:21 PM
hold on, screenie incoming
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V A H K I T I 22-Feb-18 02:22 PM
?
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ShadowDraikana 22-Feb-18 02:23 PM
WHAT
It works there!
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V A H K I T I 22-Feb-18 02:24 PM
Huh
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2Tie 22-Feb-18 02:24 PM
PagChomp
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ShadowDraikana 22-Feb-18 02:25 PM
Something I should note: this mask gets taken from the level textures, not the character textures. Just tried using the old texture in the character folder and it shows up like this still.
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Deleted User 22-Feb-18 02:25 PM
i think i know why the toas' right eye clips more than their left
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ShadowDraikana 22-Feb-18 02:26 PM
btw, any way to make the back of their heads the same color as their eyes?
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Deleted User 22-Feb-18 02:26 PM
their left eyes are a bit further away from the head
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ShadowDraikana 22-Feb-18 02:26 PM
@V A H K I T I Do you have just the trial of 3DS Max?
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V A H K I T I 22-Feb-18 02:27 PM
All the toa have a different head texture despite the texture being the same image
No, I have the student version
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ShadowDraikana 22-Feb-18 02:27 PM
Lucky
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Deleted User 22-Feb-18 02:28 PM
he can't monetize anything he makes with it, basically
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V A H K I T I 22-Feb-18 02:28 PM
@ShadowDraikana Pre sure, all the toa's heads were supposed to be coloured at some point.
Cause all the turaga's already are
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Deleted User 22-Feb-18 02:28 PM
not that it ain't hard to export the models in a format that'll strip them of any references to the app
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ShadowDraikana 22-Feb-18 02:29 PM
If I can get SOMETHING to look at these models with I'd like to try my copy/paste mesh idea
Anyway, you want the exact visor texture I have now @V A H K I T I ? I can adjust it if needed
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V A H K I T I 22-Feb-18 02:31 PM
Does it work? 😛
On Gali that is
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benji 22-Feb-18 02:32 PM
How did that mesh I uploaded go? @ShadowDraikana
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ShadowDraikana 22-Feb-18 02:32 PM
I got tied up with the texure for Gali's mask. Adding this file now...
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V A H K I T I 22-Feb-18 02:33 PM
Hey I got a bold idea.
You know those objects that have no textures?
Let's GIVE them textures
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ShadowDraikana 22-Feb-18 02:33 PM
Yeah I've been already trying to
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V A H K I T I 22-Feb-18 02:33 PM
Same process
Or it should be
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ShadowDraikana 22-Feb-18 02:33 PM
Like the pick in the first cave
Are there any items that you know of that are missing textures?
A list would be quite helpful
@benji Loading the SPCV now
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V A H K I T I 22-Feb-18 02:35 PM
Hmm.. actually other than front end now, not that much
Speaking of, I think I can make frontend easier to texture
Since the head, bleachers, and amaja circle are different objects, I can just TELL them to use different textures
Instead of all three trying to cram one
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ShadowDraikana 22-Feb-18 02:36 PM
@benji Yep. We need to redo the meshes entirely. This happened:
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Aurora 22-Feb-18 02:37 PM
Neat
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ShadowDraikana 22-Feb-18 02:37 PM
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Deleted User 22-Feb-18 02:37 PM
this is why the toas' right eyes clip
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ShadowDraikana 22-Feb-18 02:37 PM
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V A H K I T I 22-Feb-18 02:37 PM
Well it almost worked. Pac
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Deleted User 22-Feb-18 02:37 PM
besides the lack of z-depth precision
huh?
is that...
a huna?
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ShadowDraikana 22-Feb-18 02:39 PM
What's left of it
Damn I need an account just to get the 3DS Max trial?
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benji 22-Feb-18 02:39 PM
@ShadowDraikana Can you view the original .x in another tool? Maybe mine doesn't make the .obj corectly
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ShadowDraikana 22-Feb-18 02:40 PM
I don't have anything to view it in right now.
Trying to get 3DS Max, but...
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V A H K I T I 22-Feb-18 02:40 PM
Open3mod
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benji 22-Feb-18 02:40 PM
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ShadowDraikana 22-Feb-18 02:41 PM
Can this thing at least export stuff?
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V A H K I T I 22-Feb-18 02:41 PM
No but TLOMN Tool can
Speaking of, @benji, any progress on vertex colours or skinning?
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ShadowDraikana 22-Feb-18 02:42 PM
All I want is to try copying the meshes from a working Huna onto the broken one and then see if I can get the textures to apply right
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Deleted User 22-Feb-18 02:42 PM
is 3ds max really necessary to look through the models?
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benji 22-Feb-18 02:42 PM
Nope, I should be working on school work @V A H K I T I (edited)
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ShadowDraikana 22-Feb-18 02:45 PM
@V A H K I T I I'll try getting these files fixed, but I probably won't be able to do much with them until Saturday. I don't have internet access on devices that can download/upload stuff unless I go out somewhere. It's a pain in the ass, I know.
Anyway, I'll be back here later sometime after 7.
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V A H K I T I 22-Feb-18 02:52 PM
UH
UM
OKAY
WHAT?
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【HAYABOSO】 22-Feb-18 02:54 PM
WAIT WHAT
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V A H K I T I 22-Feb-18 02:54 PM
I... HOW DID THE UV MAPS JUST FIX THEMSELVES?
I DID LITERALLY NOTHING
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【HAYABOSO】 22-Feb-18 02:55 PM
MY BRAIN
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V A H K I T I 22-Feb-18 02:55 PM
DAFUQ
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Perp3tual 22-Feb-18 02:55 PM
Do you believe in magic? In a young girls heart?
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【HAYABOSO】 22-Feb-18 02:55 PM
HOW THE HELL
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V A H K I T I 22-Feb-18 02:55 PM
Well... less work for @benji I guess?
I'M NOT GONNA QUESTION IT
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【HAYABOSO】 22-Feb-18 02:56 PM
SAME
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V A H K I T I 22-Feb-18 02:56 PM
Even the parts I did stupidly map okay
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benji 22-Feb-18 02:56 PM
👌
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【HAYABOSO】 22-Feb-18 02:57 PM
You sure your computer ain’t haunted
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benji 22-Feb-18 02:57 PM
I still kinda want to retexture everything tho...
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V A H K I T I 22-Feb-18 02:57 PM
I'm going to assume 3DS Max had a conniption when doing drag and drop with textures. WHen I copied everything to a nearby folder for archival, I guess it loaded them normally?
At first I thought Onua's textures may just be structured differently than Gali's but nope.
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【HAYABOSO】 22-Feb-18 02:58 PM
Gives me conniptions
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Roy8012 22-Feb-18 02:59 PM
W O A H
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V A H K I T I 22-Feb-18 03:01 PM
Literally the only reason I opened the project was I was just thinking "maybe it was the way I chopped up the polygons. I'll do it again"
And then I opened it and it was fine
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ShadowDraikana 22-Feb-18 10:07 PM
@V A H K I T I You available right now?
Also, I've discovered something beyond bizarre: the ice bridge in Kopaka's shrine crashes in ONE spot only. The rest is usable.
Additionally, I've honed in on the obj.slb files as the ones responsible for determining what toa gets loaded into a map. Used the Makuta level areas to figure this out, and by using several file swapa
Unfortunately I'm no closer to fixing the Well. There must be something missing that causes an exit when Kopaka loads. This is basically the same thing that happened when loading Gali's missing shrine. Further testing revealed the Well is calling for the same slbs that are missing from virtually every other level. Replacing them with fill-ins did nothing.
While I'm at it, I know why the exit of Man1 in Makuta's level crashes: It's callinv for Man2 which doesn't exist.
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V A H K I T I 22-Feb-18 10:16 PM
I might be able to fix that actually.
Stand by...
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ShadowDraikana 22-Feb-18 10:16 PM
fix what?
Oh the Well? It calls for missing bat textures and anims as well, but I doubt that does anything
In case you're wondering, the well exits into BRD3 (edited)
GLY1 connects to BRD2 and from there to the village
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V A H K I T I 22-Feb-18 10:20 PM
Not that. I thought of replacing Man2 with Chmb, but it still crashed
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ShadowDraikana 22-Feb-18 10:21 PM
Yeah I loged what it was looking for if you'd like to have it
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V A H K I T I 22-Feb-18 10:21 PM
I really wanna see chmb cause
Das a Bohrok
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ShadowDraikana 22-Feb-18 10:22 PM
!!!!!!
Round Boi
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Deleted User 22-Feb-18 10:22 PM
straight from the cutscene
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V A H K I T I 22-Feb-18 10:22 PM
Ye
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Deleted User 22-Feb-18 10:22 PM
this goes underneath the title screen
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ShadowDraikana 22-Feb-18 10:22 PM
I tried getting it working but it's missng too many files right now
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V A H K I T I 22-Feb-18 10:22 PM
Cool view. 😛
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ShadowDraikana 22-Feb-18 10:23 PM
We to get the ocl files open if we want to have any hopes of seeing this room
in-game
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V A H K I T I 22-Feb-18 10:24 PM
WHat all is it missing?
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ShadowDraikana 22-Feb-18 10:24 PM
Let me look real quick...
An ocl to start
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Deleted User 22-Feb-18 10:24 PM
@V A H K I T I try putting chmb under the front end map
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ShadowDraikana 22-Feb-18 10:25 PM
What room dumps into it?
Do we know?
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V A H K I T I 22-Feb-18 10:25 PM
Not anymore it's not. THought the hitbox is off wildly
It vertically lines up
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Deleted User 22-Feb-18 10:25 PM
the top part should align with the amaja nui
because of that elevator sequence
in the cutscene
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V A H K I T I 22-Feb-18 10:26 PM
Some roundboi. Pac
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Deleted User 22-Feb-18 10:26 PM
it's a larva Pac
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V A H K I T I 22-Feb-18 10:26 PM
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ShadowDraikana 22-Feb-18 10:26 PM
Cool
So all it needs is an ocl
I got it mixed up with Kuta, which is missing practically everything...
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Deleted User 22-Feb-18 10:27 PM
well
he is nothing
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ShadowDraikana 22-Feb-18 10:27 PM
It only has a Main.x and an obj.slb in that folder
This is the least developed level after all
Going back to Kopaka: any idea why the start of the left side of the ice bridge at the shrine causes a game freeze then a crash?
The rest of the bridge works
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V A H K I T I 22-Feb-18 10:30 PM
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Deleted User 22-Feb-18 10:30 PM
wake one
you wake them all
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ShadowDraikana 22-Feb-18 10:31 PM
Spits out drink Holy shit
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V A H K I T I 22-Feb-18 10:31 PM
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ShadowDraikana 22-Feb-18 10:31 PM
No way
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V A H K I T I 22-Feb-18 10:31 PM
THey're literally just missing OCLs
THat's it
THat's all they need to function
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Deleted User 22-Feb-18 10:31 PM
wake one YOU WAKE THEM ALL
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V A H K I T I 22-Feb-18 10:32 PM
This is Kuta btw (edited)
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ShadowDraikana 22-Feb-18 10:32 PM
Obviously
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V A H K I T I 22-Feb-18 10:32 PM
An odd shape for a boss room
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Deleted User 22-Feb-18 10:32 PM
oh, that map? (edited)
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V A H K I T I 22-Feb-18 10:32 PM
Especially if it was planned to be the vortex fight
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Deleted User 22-Feb-18 10:32 PM
doesn't look like it has much space for that
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V A H K I T I 22-Feb-18 10:33 PM
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ShadowDraikana 22-Feb-18 10:33 PM
I remember that
Omega posted that a while ago. Now it fits
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V A H K I T I 22-Feb-18 10:34 PM
The corners without the spheres have two doors each.
Not sure where they would have gone given the context of the level..
One of the spheres also has two more
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ShadowDraikana 22-Feb-18 10:34 PM
6
One for each toa?
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V A H K I T I 22-Feb-18 10:35 PM
It's possible, but where would they have come from?
Unles
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ShadowDraikana 22-Feb-18 10:35 PM
Those other rooms?
As in all 6 areas
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V A H K I T I 22-Feb-18 10:36 PM
THose rooms are only ordered like that because the rest of the level is unfinished.
To line up with this and the prerendered cutscene from the beta, it would only make sense if you become the Kaita IMMEDIATELY on entry and then go through Whairua and Akamai's areas, culminating in the Manas fight.
AFTER THAT you play the Toa levels individually to reach this point through one of those six doors
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Deleted User 22-Feb-18 10:37 PM
maybe they cut down the level size
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V A H K I T I 22-Feb-18 10:37 PM
To that end, I also theorize that the prerendered cutscene is actually two spliced together.
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ShadowDraikana 22-Feb-18 10:37 PM
Makes sense considering Akamai loads briefly on starting the level (edited)
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V A H K I T I 22-Feb-18 10:38 PM
One half plays until the Kaita transform.
Then you play the Kaita levels.
The next half plays when the Kaita meet in the Manas boss room.
And defeat them.
It does have a sharp cut after all between Akamai turning around, and then jumping to the Manas encounter. (edited)
It would also make the timer make a bit more sense, and why the Kaita lvels don't have one
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ShadowDraikana 22-Feb-18 10:40 PM
OH I found something strange earlier
So one area in Makuta's leve attempts to load the slb files in the Lev7 folder
that aren't there
Which is weird considering it should be loading stuff within a specific area folder
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Omega12 22-Feb-18 10:42 PM
owo wuts this?
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V A H K I T I 22-Feb-18 10:42 PM
??
The hitbox of onua's works?
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Omega12 22-Feb-18 10:43 PM
i just moved the main.x from chmb to onua's level
it doesnt really work
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V A H K I T I 22-Feb-18 10:43 PM
ooh
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ShadowDraikana 22-Feb-18 10:44 PM
I tried stuf like this earlier when I was trying to fix Kopaka's Well
Only came out more confused then when I started
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Deleted User 22-Feb-18 10:44 PM
the end of that cutscene makes a bit more sense if they ended up in those individual rooms after the kaitas were dismantled and they were teleported (edited)
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V A H K I T I 22-Feb-18 10:44 PM
ye
it's all falling into place now
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ShadowDraikana 22-Feb-18 10:47 PM
Either way I honestly don't know why the hell Well shuts down with Kopaka. I didn't notice anything out of the ordinary that was missing, other than the usual garbage.
Maybe the missing bat anims could SOMEHOW be related
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V A H K I T I 22-Feb-18 10:48 PM
that was fixed in today's patch
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ShadowDraikana 22-Feb-18 10:48 PM
Did it fix Well?
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V A H K I T I 22-Feb-18 10:48 PM
idk
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ShadowDraikana 22-Feb-18 10:50 PM
I think there's something going on with the obj.slb. That's what I've gotten out of it today. Maybe there is some missing file I missed, but who knows...
Trying to replace the files results in the same thing happening. I even tried replacing Well entirely, with no luck getting it to load with Kopaka.
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Omega12 22-Feb-18 10:53 PM
so the .ocl handles collision data. and without it the level crashes
presumably because it has no where to put you
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ShadowDraikana 22-Feb-18 10:53 PM
Yeah
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V A H K I T I 22-Feb-18 10:53 PM
We uh..
We knew that for like a week now
xD
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Omega12 22-Feb-18 10:54 PM
then fix it!
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V A H K I T I 22-Feb-18 10:54 PM
Oh yeah
Why didn't I ever think of that before?
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ShadowDraikana 22-Feb-18 10:54 PM
obj seems to regulate the objects of the level. Those and the ocls are the bare minimum required to run a map, meaning everything in a map is controlled by the slb file.
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V A H K I T I 22-Feb-18 10:54 PM
Pac
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ShadowDraikana 22-Feb-18 10:54 PM
They get loaded first too
the obj gets loaded before the ocl does
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V A H K I T I 22-Feb-18 10:55 PM
Gee Omega, you sure are a swell guy giving us solid advice like that. xP
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ShadowDraikana 22-Feb-18 10:55 PM
Hey I didn't know about the Vahi until yesterday XD
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V A H K I T I 22-Feb-18 10:55 PM
What would we ever do without such divine wisdom?
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ShadowDraikana 22-Feb-18 10:57 PM
Oh, the patch creates a shadow burn-in
Like, shadows get bured into the screen in-game and stay there until the game is exited
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Omega12 22-Feb-18 10:59 PM
yeah dog
glad i could help
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ShadowDraikana 22-Feb-18 11:00 PM
Levels don't crash with missng textures usually, right?
Or animations.
(thinking aloud)
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Omega12 22-Feb-18 11:02 PM
you can load a level with no textures
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ShadowDraikana 22-Feb-18 11:04 PM
You know, I'm going to undo my Gali fix and try finding out if it is loading components the same way Well is. Could the fact that the Pohatu shrine was used mean that it was exiting because the character was wrong, and the game didn't know wtf was going on? If so then then Well might be screwed up specifically in the obj.slb.
Keep in mind there files from VISN in the Well folder
So I'm thinking there's something similar going on here as with Gali's shrine but in a different form
Gonna do some tests and report back tomorrow. @V A H K I T I Also, I figured out how to fix the problem of mask holes not being rendered right. Will send you a new texture pack when I finish.
Anyway I gotta get some shuteye. GN guys.
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Omega12 22-Feb-18 11:13 PM
night
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Omega12 22-Feb-18 11:49 PM
.slbs might be related to .slks
"Um.. 2 strings found that insensitively match %s Let someone know that you saw this." will do devs! (edited)
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JrMasterModelBuilder 23-Feb-18 12:11 AM
.slk and .slb files are almost-certainly related:
.data:00629574 0000001B C slkrip %s.slk %s.slb -l -q
(edited)
But I don't see any .slk files.
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Omega12 23-Feb-18 12:17 AM
i was thinking that maybe the .slbs were renamed .slks
after looking through the .,exe some more it looks like the .slb files may actually be .slib files
slibs a portable library for scheme
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V A H K I T I 23-Feb-18 04:24 AM
Oh?
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ShadowDraikana 23-Feb-18 08:26 AM
@V A H K I T I Something really strange is going on. Unlike Gali's shrine that is fine once you place the right files in, Kopaka's Well will not work unless you enter with a different toa. It gets better. Replaced the entire Well folder with other areas (renamed the obl.slb files of course) on several different tries. Still, Kopaka will cause a shutdown in tht area. I think this means the problem is elsewhere.
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V A H K I T I 23-Feb-18 08:26 AM
😐
ANy useful info from procmon?
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ShadowDraikana 23-Feb-18 08:27 AM
Unfortunately no.
Compared the log with what happens when Gali's placeholder shrine gets loaded, and no dice
Well is missing files like every other area, but they shouldn't be an issue considering that the files seem to be missing from every other area
Oh, I did find something useful that isn't related
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ShadowDraikana 23-Feb-18 08:36 AM
Apparently the game DOES load some of the tga files (but they aren't referenced in the actual mtls) and some of their dds files are missing, To fix this, I'm going to go through and copy the tga files and rename them to the dds extension. Don't know if this will affect anything but it might do something.
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V A H K I T I 23-Feb-18 08:37 AM
No don't do that, actually covert them if they don't exist. 😛
A TGA is not a DDS (edited)
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ShadowDraikana 23-Feb-18 08:38 AM
That's what I meant.
Poor wording
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V A H K I T I 23-Feb-18 08:38 AM
😛
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ShadowDraikana 23-Feb-18 08:38 AM
Oh, I did figure out what the vine slb files are
Not sure if this is known already
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V A H K I T I 23-Feb-18 08:38 AM
Oh?
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ShadowDraikana 23-Feb-18 08:40 AM
So I noticed that areas in Lewa's level load vine.slb files. Sure enough these files seem to regulate the vines in an area. Trying to copy one into a level (say the Nui-Jaga cave) causes graphical glitching lime what happens when you load Lewa's part of the Makuta level with someone other than Lewa.
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V A H K I T I 23-Feb-18 08:41 AM
So that was the vines flipping out in response to a different toa
Interesting
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ShadowDraikana 23-Feb-18 08:41 AM
Going to try using Lewa in th Nui-Jaga cave today to see if the glitching ceases
I'm starting to wonder if the osi regulates what toa gets loaded where
The obj.slb files do play a role, but I'm not seeing enough in ProcMon logs to say this is ceetain
Speaking of the Nui-Jaga cave, I used the debug camera to get past the first diggable wall... only to run into more of those walls. It's a twisting and turning honeycomb of tunnels with those walls. So far each one I've tested causes a shutdown though that's not surprising. Considering this is similar to to TTUN, which loads but shuts down if you grab one of the air bubbles, makes me wonder if the game is missing something in refards to handling the diggable walls. Maybe if we can find a difference between CLF1 and SCRP when they handle digging we could fix this.
I mean there must be something CLF1 has in some file that SCRP doesn't.
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V A H K I T I 23-Feb-18 08:54 AM
I don't think it's the walls specifically honestly, because when I tried using the debug cam to clip just through the wall and walk the rest of the way, it crashed regardless (edited)
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ShadowDraikana 23-Feb-18 08:54 AM
Weird. Hasn't crashed for me when walking in there
Crashes or shuts down?
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V A H K I T I 23-Feb-18 08:54 AM
SHut down
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ShadowDraikana 23-Feb-18 08:55 AM
Could the models be corrupted or broken?
At this point I'm just throwing stuff at the wall
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V A H K I T I 23-Feb-18 08:56 AM
Tried swapping the models with clf2
No dice
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ShadowDraikana 23-Feb-18 08:56 AM
Hmm.
If we can figure out why CLF1's digging wall works then it might be possible to apply it here, unless the problem is something else entirely
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V A H K I T I 23-Feb-18 08:57 AM
clf1 actually, my bad
Ye
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ShadowDraikana 23-Feb-18 08:58 AM
Maybe it's the ocl?
Never thought about trying to monkey with that
Alright, gonna load this up and hopefully I have more luck than with Well.
While I'm at it, is there anything in particular you want me to check out next?
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V A H K I T I 23-Feb-18 09:02 AM
Nah I think we're good for now
I'm gonna tinker with something too
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ShadowDraikana 23-Feb-18 09:02 AM
Cool. I'll continue with my experimenting.
Let me know how your tinkering goes.
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V A H K I T I 23-Feb-18 09:14 AM
Still no dice. Replaced all the DS models, (the diggable walls in SCRP, it apparently uses 40 copies instead of one. O_o) with the ones from Clf1, still crashes.
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ShadowDraikana 23-Feb-18 09:17 AM
Ok so we can rule out a model issue I think
Wait a sec, does that area have models for each part of the digging process?
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V A H K I T I 23-Feb-18 09:23 AM
ye
both do
Four for each wall totalling to 40 models
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ShadowDraikana 23-Feb-18 09:25 AM
Hmm
It's something area specific causing a problem then.
This might not be related, but quitting from that cave causes a crash.
I'll be back in a litle while with (hopefully) some progress
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V A H K I T I 23-Feb-18 09:28 AM
AIght
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Omega12 23-Feb-18 09:46 AM
I couldn't find anyway to open a slib file
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V A H K I T I 23-Feb-18 09:46 AM
Rip
@JrMasterModelBuilder, thoughts?
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ShadowDraikana 23-Feb-18 10:51 AM
Ok so the ocl has something to do with object placement too
Tried this in SCRP and ll the items disappeares
including the rahi
But the walls stayed put
So the isue might be in the obj.slb
I'm thinking that maybe it's not correctly calling the next wall model and thus kicks out similarly to what was going on with Gali.
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ShadowDraikana 23-Feb-18 11:05 AM
If we can get these damn files open we can fix so much
@Omega12 Which programs have you tried on the ocls and slbs thus far? Don't want to use something you've tried already.
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Omega12 23-Feb-18 11:21 AM
Eclipse, and netbeans
Those are the ones I remembet
And an autocad slide viewer
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ShadowDraikana 23-Feb-18 11:25 AM
Autocad didn't work?
Man we could really use that dev that was supposedly interested in coming. Maybe he could tell use what they used
Otherwise we're practically screwed
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ShadowDraikana 23-Feb-18 12:33 PM
@V A H K I T I This is interesting: if a dds file is missing, the game searches for and tries loading its companion tga file. Not really sure if you still want me to convert the tgas to replace missing dds files since it replaces them anyway. Though I haven't finished checking to see if the game is using blank dds files, like what was going on with the Komau
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Omega12 23-Feb-18 01:29 PM
Do we know how to make transparent textures yet?
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ShadowDraikana 23-Feb-18 01:30 PM
yep
I did
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Omega12 23-Feb-18 01:30 PM
Noice
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ShadowDraikana 23-Feb-18 01:30 PM
Just drop opacity
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Omega12 23-Feb-18 01:30 PM
Which program you using? Photoshop?
Fffffffffff
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ShadowDraikana 23-Feb-18 01:30 PM
Paint.net
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Omega12 23-Feb-18 01:30 PM
That's the only thing I didn't try for it
I thought that wouldn't possibly work
derp
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ShadowDraikana 23-Feb-18 01:31 PM
Let me grab a screenie
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Omega12 23-Feb-18 01:31 PM
Lol
Do you have the newest patch installed?
If you do could you verify that the takaras aren't working?
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ShadowDraikana 23-Feb-18 01:32 PM
Don't have the latest patch yet
Won't be able to try it until tomorrow
Can't download anything here unless I go out somewhere. I know, it's sad.
@V A H K I T I AHA! Some of the hammers and picks in Onu-Koro are using incorrect/placeholder textures
Fixing them right now
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ShadowDraikana 23-Feb-18 01:48 PM
Oh boy.
The one in L1A1 is screwed. It's using the right texture, but the obj file probably has the placement wrong.
Cause it looks like a solid color.
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ShadowDraikana 23-Feb-18 02:06 PM
@Omega12 I think I might be able to fix Nuju's rainbow ice pick
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Deleted User 23-Feb-18 02:19 PM
does it involve electroshock therapy? Pac
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ShadowDraikana 23-Feb-18 02:20 PM
I was going to try using a pick from Onu-Koro, because the model is the same I think.
Working on prepping my fix package atm
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2Tie 23-Feb-18 02:31 PM
i'm not home to check, so: since you can access every level's debug warp list from anywhere, are the strings for the lists in the exe?
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ShadowDraikana 23-Feb-18 02:31 PM
@Hexadecimal Mantis ^
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Hexadecimal Mantis 23-Feb-18 02:32 PM
its in base.osi iirc
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ShadowDraikana 23-Feb-18 02:35 PM
Quick question: does the base.osi regulate what toa is spawned in what area?
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Hexadecimal Mantis 23-Feb-18 02:35 PM
yes
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ShadowDraikana 23-Feb-18 02:35 PM
!
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Hexadecimal Mantis 23-Feb-18 02:35 PM
i'm sure you can control it in other places though
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ShadowDraikana 23-Feb-18 02:38 PM
Do you know specifically where the actual area spawn triggers are in there? Because something is causing a shutdown whenever you enter the Well as Kopaka, but not as anyone else. This is just like how Gali's shrine shut down if you entered the placeholder verion with her.
Based on file swaps the issue is likely in the osi
I tried experimenting with copying certain areas into that folder and renaming everythin. Same shutdown occurs. (edited)
So it's not the level files apparently
Let me be clear: Gali's shrine was a level issue. Kopaka's appears to be something else
Although trying to replace certain areas with those from another level causes shut downs if you don't use the native toa for that room. So it may have something to do with the osi+obj.slb
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Hexadecimal Mantis 23-Feb-18 02:45 PM
This replaces onua with kopaka. I did this to see if the weird sound was character specific, and it is. You can use this to figure out how I edited it
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ShadowDraikana 23-Feb-18 02:46 PM
Thanks!
Here's another thought: is there a difference between how the Clf1 and Scrp handle diggable walls in that file?
I'm wondering if the models for digging aren't being called
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Orikume (Space Waifu) 23-Feb-18 02:54 PM
Does anyone have the sounds that the Matoran make? They're adorable and I want to listen to them.
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Deleted User 23-Feb-18 02:55 PM
they're under Data/Sounds
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ShadowDraikana 23-Feb-18 02:57 PM
YES! Got the two picks in Onu-Koro fixed!
Now for the hammers
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Orikume (Space Waifu) 23-Feb-18 02:59 PM
Thank you @Deleted User You made this girl really pleased.
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ShadowDraikana 23-Feb-18 03:02 PM
Good Lord these models are screwed up.
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Deleted User 23-Feb-18 03:03 PM
huh, this is oddly convenient ⚒
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ShadowDraikana 23-Feb-18 03:03 PM
?
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Deleted User 23-Feb-18 03:03 PM
🔨 ⛏
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ShadowDraikana 23-Feb-18 03:03 PM
oh
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Deleted User 23-Feb-18 03:04 PM
there's an emote called :hammer_pick:
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ShadowDraikana 23-Feb-18 03:04 PM
LOL
Perfect with what I'm working on, lol
What in the hell? The pick in L1A1 of Onua's level uses a hammer texture, not a pick texture. No wonder itmlooks barfed.
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Deleted User 23-Feb-18 03:11 PM
time to break out the hammer
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ShadowDraikana 23-Feb-18 03:11 PM
Easy fix though
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Deleted User 23-Feb-18 03:11 PM
to fix this hammer
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ShadowDraikana 23-Feb-18 03:11 PM
hehe
Unless it's using the wrong model.
I say this because there are two hammer textures, one white the other black. Now I don't know which one to use Pac
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Deleted User 23-Feb-18 03:14 PM
here Gun
shoot the fake one
problem solved
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ShadowDraikana 23-Feb-18 03:16 PM
😱 🔫
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Deleted User 23-Feb-18 03:23 PM
what
don't point it at yourself
shoot the fake hammer
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ShadowDraikana 23-Feb-18 03:23 PM
It's a self-made meme I created a while back.
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Deleted User 23-Feb-18 03:24 PM
don't you know gun safety- ah
it's not quite a meme if it's not spreading the idea you encoded (edited)
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ShadowDraikana 23-Feb-18 03:25 PM
It's a work-in-progress
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ShadowDraikana 23-Feb-18 03:42 PM
@V A H K I T I I might need some input on this. So apparently the pick in L1A1 (Onua's level) is referencing a hammer texture, not a pick texture. No wonder it looks barfed. Now, that should be an easy fix, but that's not the issue. What is the problem is that there are three hammers in the koro, and two hammer textures; one white the other dark grey. Not sure which ones I should use. The picks are white, btw. I'm thinking white mainly fr that reason since they used a white placeholder texture on the hammers.
Either way I've fixed all the picks in the koro
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ShadowDraikana 23-Feb-18 03:51 PM
Ok the pick in L1A1 is broken. Will not accept the pick texture and gets garbled if you try messing with it.
I'll fix this, the Huna, and the Ruru tomorrow.
WELL. Swapping the model with a working one from the village worked. Spin and everything works fine.
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ShadowDraikana 23-Feb-18 04:59 PM
Just gotta get these hammers working.
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Omega12 23-Feb-18 05:08 PM
Found a program that might open the. Slbs
Will report back later
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ShadowDraikana 23-Feb-18 05:08 PM
Dude, if this works I will kiss you
Not literally, but you get the idea of how happy I'll be
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Hexadecimal Mantis 23-Feb-18 05:10 PM
i doubt it. but you can try
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ShadowDraikana 23-Feb-18 05:11 PM
Keep me posted; will send you the pick/hammer fix tomorrow morning @V A H K I T I
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Deleted User 23-Feb-18 05:13 PM
do they have blacksmiths in ta-koro/ta-metru? (edited)
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emily (peri) 23-Feb-18 05:16 PM
they never showed any kind of metal industry on mata nui but ta-metru was aaallll forges n stuff. they make masks! and other things!
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Deleted User 23-Feb-18 05:26 PM
i wonder how much a powerless mask cost
...assuming they had currency before the great cataclysm
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2Tie 23-Feb-18 05:26 PM
pretty sure there was? lemme check
"Widgets were based on the Protodermic currency that was used on Metru Nui prior to the Great Cataclysm." -BS01
so yeah they did
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Deleted User 23-Feb-18 05:39 PM
wouldn't be surprised if it cost hundreds of those
level 7+ probably were a grand or more
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Omega12 23-Feb-18 07:20 PM
File AreaViewer.txt Doesn't Exist: Loading Lev1 bech if you want to change this Edit the AreaViewer.txt
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Omega12 23-Feb-18 08:07 PM
\c:\projects\lego\slib\sageparts\scripting\vbo\ssbase/ss_BaseSound.vbo
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V A H K I T I 23-Feb-18 08:08 PM
slib again
Hm
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Omega12 23-Feb-18 08:08 PM
and .vbo
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V A H K I T I 23-Feb-18 08:08 PM
Which doesn't exist. Pac
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Hexadecimal Mantis 23-Feb-18 08:08 PM
its probably part of a compiler or source code
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benji 23-Feb-18 08:23 PM
SAGE looks like their game engine
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V A H K I T I 23-Feb-18 08:23 PM
Oooh
THat's a big info drop
Wait
We knew that
Or assumed anyways
SAGE (Strategy Action Game Engine) is a game engine used by Westwood Studios and Electronic Arts for real-time strategy games.
Might be a red herring though
BINOIG
Er
BINGO
NOT A RED HERRING
NOT a red herring
Saffire announced today that it will be previewing its highly advance…
"Saffire announced today that it will be previewing its highly advance game engine code named SAGE (Saffire Advanced Game Engine) at the upcoming Game Developers Conference in San Jose."
Nvm it was a red herring
But that IS in fact the engine
Just a different name for the acronym
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Omega12 23-Feb-18 08:34 PM
WOAH WAIT
shit
westwood is the file path in the .exe
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V A H K I T I 23-Feb-18 08:35 PM
Wait really?
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Omega12 23-Feb-18 08:35 PM
yeah
timmie a tick
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V A H K I T I 23-Feb-18 08:35 PM
So they are related..
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ShadowDraikana 23-Feb-18 08:36 PM
Not a red herring? 😛
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Omega12 23-Feb-18 08:37 PM
i assumed westwood was like an old name of saffire or soemthing
or a branch office
wait shit
it was northworks
FFFFFFF
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V A H K I T I 23-Feb-18 08:37 PM
Rip
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Omega12 23-Feb-18 08:37 PM
YC:\Projects\lego\Sage\NorthWorks\script\osi\extensions\SfOSIExtAnalogControllerAction.cpp
East? i thought you said weast
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V A H K I T I 23-Feb-18 08:38 PM
Well we know Sage is the engine and it uses slib.
That's a start.
I wish I could find other games made on SAGE, but the link on that IGN article is dead, and Wayback has no archives. (edited)
However
Saffire only released three 3D games between 2001 and 2003, so it wouldn't take too much effort to manually investigate.
Barbarian, Hot Wheels Velocity X, and The Hobbit.
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Omega12 23-Feb-18 08:40 PM
none on the PC though
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V A H K I T I 23-Feb-18 08:41 PM
Shouldn't matter.
The engine was made to be multi-platform.
Apparently they only made the GBA ersion of Hot Wheels
But they also made a Van Helsing game in 2004
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joint-Dogg666 23-Feb-18 08:43 PM
Van Helsing is GBA I think
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V A H K I T I 23-Feb-18 08:43 PM
It says they did the PS2 and xbox veriosn
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joint-Dogg666 23-Feb-18 08:44 PM
Oh, I never knew
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ShadowDraikana 23-Feb-18 09:02 PM
@V A H K I T I I'm beginning to think the Nui-Jaga cave digging walls are causing an issue due to missing file references. Point being the area might not have the proper insteuctions to handle the digging process, as the wall models change. This makes sense considering air bubbles cause shut downs in Gali's level and don't have any system set up for them yet.
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V A H K I T I 23-Feb-18 09:03 PM
SO how fix
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ShadowDraikana 23-Feb-18 09:04 PM
Get into the obj.slb and/or Base.osi then figure out why Clf1 works and this dosn't
I've exhausted every avenue I can think of outside of these files
This is likely going to be the key to fixing Kopaka's Well, and possibly the ice bridge.
Could account for the shut down caused by the third horn in Gali's level too (edited)
If the sound or event assiciated with it was missing
Or broken
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Omega12 23-Feb-18 09:17 PM
confirmed
.ocl does not open with visual studio or the open cl addon for visiual studio
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Orikume (Space Waifu) 23-Feb-18 09:45 PM
So, does the game's files contain renders/layouts of the level maps? Don't need a link; just curious. (edited)
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ShadowDraikana 23-Feb-18 09:50 PM
@V A H K I T I @Omega12 BOIS. Whenua's idle animation is wrong!
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V A H K I T I 23-Feb-18 09:50 PM
?
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Excellionus11 (Samuel) 23-Feb-18 09:50 PM
It is?
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ShadowDraikana 23-Feb-18 09:50 PM
Fixed it though
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V A H K I T I 23-Feb-18 09:50 PM
???
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ShadowDraikana 23-Feb-18 09:50 PM
So when he's idle, he start poundng his staff
into the ground, like when he talks
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Omega12 23-Feb-18 09:51 PM
nice catch
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ShadowDraikana 23-Feb-18 09:51 PM
So I swapped out wh00 with wh02 and it works
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V A H K I T I 23-Feb-18 09:51 PM
Can I just headcanon that Whenua is schizophrenic? 😛
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ShadowDraikana 23-Feb-18 09:51 PM
Idle anim2 is the right one apparently
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V A H K I T I 23-Feb-18 09:52 PM
Huh
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Excellionus11 (Samuel) 23-Feb-18 09:53 PM
He became schizophrenic when he became a Turaga
he was scarred by being a Hordika so badly he became schizophrenic
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ShadowDraikana 23-Feb-18 09:54 PM
I figured this out by noticing Whenua stamp his drill after I was done chatting with him. Looked weird considering the idle animation for others has them standing to and glancing around
Need to test this further, but wh02.bkd seems to be the correct idle animation
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V A H K I T I 23-Feb-18 09:55 PM
Well good eye!
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Excellionus11 (Samuel) 23-Feb-18 09:56 PM
Vahkiti, I like the idea of Whenua being schizophrenic
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DarkTakanuva 23-Feb-18 09:56 PM
^
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Excellionus11 (Samuel) 23-Feb-18 09:56 PM
I love how twisted it makes everything
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DarkTakanuva 23-Feb-18 09:56 PM
T H E P A S T
I T H A S S C A R R E D M E
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ShadowDraikana 23-Feb-18 09:57 PM
@V A H K I T I Thanks!
I'll check the other turaga while I'm at it. Well, except for Nuju.
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Excellionus11 (Samuel) 23-Feb-18 09:59 PM
Now I just have this idea that all the Turaga have bad conditions
Whenua has Schizophrenia, Vakama has PTSD, Nokama has Alzheimer's, Matau has Arthritis, Onewa has Parkinsons, and Nuju has tourettes
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ShadowDraikana 23-Feb-18 10:01 PM
I'd laugh but I don't think it'd be polite to make fun of the elders
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Excellionus11 (Samuel) 23-Feb-18 10:01 PM
true
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ShadowDraikana 23-Feb-18 10:05 PM
But I do agree with your assessment 😏
Anyway I gotta hit the sack. GN
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Excellionus11 (Samuel) 23-Feb-18 10:12 PM
gn
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ShadowDraikana 23-Feb-18 10:59 PM
@V A H K I T I @Omega12 Oh fuck. Turns out Whenua's wh02 files is used for everything other than walking. So he's basically broken unless we find a fix elsewhere, likely the osi file.
In other words, only wh02 is read besides wh01
What a fucking mess
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Deleted User 23-Feb-18 11:02 PM
@Excellionus11 (Samuel) i'll ignore all of that except nuju's
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Excellionus11 (Samuel) 23-Feb-18 11:03 PM
ok
I like how the pic turned out!
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Deleted User 24-Feb-18 12:21 AM
thanks man
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Excellionus11 (Samuel) 24-Feb-18 12:21 AM
no prob!
If possible, could I get one for my desktop?
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Deleted User 24-Feb-18 12:22 AM
what do you mean?
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Excellionus11 (Samuel) 24-Feb-18 12:23 AM
the one i have in res is 963x542. can one be made in 1920x1080?
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Deleted User 24-Feb-18 12:23 AM
yeah
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Excellionus11 (Samuel) 24-Feb-18 12:23 AM
cool
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Deleted User 24-Feb-18 12:23 AM
just send it over and i'll get it done
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Excellionus11 (Samuel) 24-Feb-18 12:24 AM
which one, the pic without the logo?
or with?
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Deleted User 24-Feb-18 12:25 AM
without
i'm adding the logo, right?
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Excellionus11 (Samuel) 24-Feb-18 12:25 AM
yes
just had to make sure
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Deleted User 24-Feb-18 12:26 AM
to clarify, i need a render at 1080p, unless you're fine with an upscaled image
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Excellionus11 (Samuel) 24-Feb-18 12:27 AM
its in original res, nothing changed about it
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2Tie 24-Feb-18 12:29 AM
hot damn i'm using that too
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Excellionus11 (Samuel) 24-Feb-18 12:30 AM
glad you like it
I made it in around an hour in garry's mod
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Kaytorahk 24-Feb-18 01:04 AM
can the models from lomn be exported into garrys mod?
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Aurora 24-Feb-18 01:06 AM
Eventually, probs
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Kaytorahk 24-Feb-18 01:06 AM
nice
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Excellionus11 (Samuel) 24-Feb-18 01:07 AM
awesome. I hope Dancy Boi gets ported
along with pervy boi
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Kaytorahk 24-Feb-18 01:07 AM
I really want the fikou nui
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Excellionus11 (Samuel) 24-Feb-18 01:07 AM
yeah
I think the Turaga and Tohunga, along with the Rahi could be useful
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Deleted User 24-Feb-18 01:08 AM
hmm, that's odd, the pic i already had was 1080p...
maybe discord lowers the resolution
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Excellionus11 (Samuel) 24-Feb-18 01:09 AM
maybe
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Deleted User 24-Feb-18 01:09 AM
gonna try imgur
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Excellionus11 (Samuel) 24-Feb-18 01:09 AM
ok
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Deleted User 24-Feb-18 01:11 AM
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Excellionus11 (Samuel) 24-Feb-18 01:13 AM
works perfectly! thanks
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Lehvak Nuva 24-Feb-18 01:16 AM
Why not using official pictures of Toa Mata from PrinterPics?
2394x1396
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Excellionus11 (Samuel) 24-Feb-18 01:19 AM
I made mine with a somewhat different interpretation of the pose. they are all in the same lineup, just slightly different poses
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Lehvak Nuva 24-Feb-18 01:25 AM
Your picture is good, but I personally think it should not be used for Legend of Mata Nui game. Because it is official game, and not fan-created mod. Also, official rendering is much better quality, then source engine rendering in gmod.
Do not take this for insult, I'm only for the best quality for such a legendary game.
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Excellionus11 (Samuel) 24-Feb-18 01:27 AM
I know and understand
And I can see where you're coming from. I offered to make one, and I did.
So it's all cool, I understand it Lehvak
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ShadowDraikana 24-Feb-18 07:45 AM
@Hexadecimal Mantis The animations of characters are tied into the osi, correct? Because Whenua reads only wh01 and wh02 ad none of the others. wh01 is his walking animation, but wh02 is labeled as idle2 anim. In reality it's his talk animation. The issue here is that whatever file is listed as wh02 gets used for every animation other than walking. Any way to fix this?
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ShadowDraikana 24-Feb-18 01:36 PM
@V A H K I T I Friend of mine took a look at the Base.osi file and thinks it's a combination of data and possibly ASM code. Probably known already though. He suggested loading the file through the command line and running it with debug on
Use debug to look for what parts seem like data then unassemble those sections to see if it is in fact code
Dunno if this useful; just thought I'd tell you guys. He's an ASM coder, btw.
Also, the first fruits of my texture labor on fixing some masks:
Notice the mask slits (:
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ShadowDraikana 24-Feb-18 02:00 PM
Also I submitted my fix for the picks/hammers in Onu-Koro along with the fix for the Thali-Wali.
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benji 24-Feb-18 02:31 PM
@ShadowDraikana .osi is bytecode for their custom scripting language. JMMB already posted this and the symbols in the exe confirm this, iirc
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Hexadecimal Mantis 24-Feb-18 02:52 PM
^
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ShadowDraikana 24-Feb-18 02:53 PM
Whoops
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Omega12 24-Feb-18 03:21 PM
yo hex, you got any idea what the garbled mess in the .slbs are for?
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Hexadecimal Mantis 24-Feb-18 06:25 PM
it seems specific to each slb. I haven't looked into it that much yet
soundtable.slb Doesn't have anything like that either (edited)
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ShadowDraikana 24-Feb-18 06:33 PM
@V A H K I T I I am such a moron. Turns out the claw texture for Onua's grapple is named differently. Thank you, Gali's hook's mtl file for giving me the clue.
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Hexadecimal Mantis 24-Feb-18 06:33 PM
rip
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ShadowDraikana 24-Feb-18 06:34 PM
It's an easy fix like what I've been doing.
The Huna and Ruru? I am not enjoying this.
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V A H K I T I 24-Feb-18 06:35 PM
WHat's up with them again?
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ShadowDraikana 24-Feb-18 06:36 PM
They are missing vertices for the eyes. In other words they were made without an eye texture in mind. My idea is to copy the meshes of the Huna that he wears and replace them.
Same thing for the Ruru
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Omega12 24-Feb-18 06:36 PM
Gali's dance is on indefinite hold until we can figure out the .slbs
i cannot figure out how to change wher charecters spawn with a hex editor
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ShadowDraikana 24-Feb-18 06:36 PM
Same with figuring out how to get Kopaka to load in his well
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V A H K I T I 24-Feb-18 06:37 PM
No he fixed that
And Lewa
Anyways.
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ShadowDraikana 24-Feb-18 06:37 PM
WELL
Not mosh
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V A H K I T I 24-Feb-18 06:37 PM
That's doable. I mean, if I can import the high poly generic Toa I made, (and I did) then adding some stuff to the Huna and Ruru should be easy enough
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ShadowDraikana 24-Feb-18 06:38 PM
Do you know why the masks worn by the toa flip out when used in place of the collectable ones? I mean like their orbits are a bit off.
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V A H K I T I 24-Feb-18 06:38 PM
No clue
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ShadowDraikana 24-Feb-18 06:39 PM
Dude wtf. Ladybug is crawling across my screen
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V A H K I T I 24-Feb-18 06:39 PM
I'll fix the ruru and huna tonight tho
Awh. 😛
I like Ladybugs.
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ShadowDraikana 24-Feb-18 06:39 PM
It startled me
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V A H K I T I 24-Feb-18 06:39 PM
Though that invasion of the Chinese ones years ago was hell (edited)
They actually completely obliterated our original population through interbreeding.
But at least that made them docile again.
The first pure Chinese invaders tried to feed on people
And they came in swarms
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känser 24-Feb-18 06:41 PM
death by ladybird
i dont want to go to canada mommy
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V A H K I T I 24-Feb-18 06:41 PM
That didn't happen anywhere else? (edited)
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känser 24-Feb-18 06:41 PM
Maybe hell
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Excellionus11 (Samuel) 24-Feb-18 06:41 PM
Honestly, I do want to go visit Canada one of these days
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V A H K I T I 24-Feb-18 06:41 PM
It was about 2003 that this happened IIRC
Took a few years for the swarms to die off and interbreed into a new docile population. (edited)
They can still be pests now though.
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känser 24-Feb-18 06:42 PM
i just wanted to buy lehvak kal
but the chinese ladybugs whisked me away
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Hexadecimal Mantis 24-Feb-18 06:42 PM
How much?
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V A H K I T I 24-Feb-18 06:42 PM
Cause they retain the genetic traits of their original ancestors.
One of which is the habit of finding mountains and caves to live in.
Which in a suburban environment equals inside walls.
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ShadowDraikana 24-Feb-18 06:44 PM
By the way, make sure you nuke the mtl so it references only the eye and mask textures. Or else I'll clean that up myself later if you want. Either way I will try fixing the masks myself just for the hell of it. Ladybug is hanging out on my leg now. In fact, there seem to be more... all over my jeans. Almost like a horror movie, except not.
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V A H K I T I 24-Feb-18 06:45 PM
Kek
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Excellionus11 (Samuel) 24-Feb-18 06:45 PM
you are now shadowknight, Uniter of Ladybug
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ShadowDraikana 24-Feb-18 06:46 PM
My sister is deathly afraid of them, for some reason.
Maybe she read about the Chinese ones
@V A H K I T I Look what Mantis posted in #fabioposting , lol. Notice the times of your post here and his there, LOL.
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V A H K I T I 24-Feb-18 06:49 PM
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Omega12 24-Feb-18 06:53 PM
ummm
so i dont think we can ever get well to load
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V A H K I T I 24-Feb-18 06:55 PM
?
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Omega12 24-Feb-18 06:55 PM
actually maybe
well contains all the fucking files from the VISN level
plus or minus a few
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ShadowDraikana 24-Feb-18 06:56 PM
Just why it doesn't load with Kopaka is the issue
If you replace the area entirely, and rename everything, it still shuts down with Kopaka but not with anyone else.
:broken:
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Omega12 24-Feb-18 07:06 PM
so other toa can access the level? (edited)
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ShadowDraikana 24-Feb-18 07:07 PM
Yes
Like other toa can access Gali's placeholder shrine
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Omega12 24-Feb-18 07:11 PM
i see
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ShadowDraikana 24-Feb-18 07:11 PM
But replacing her area works, but not with his
btw, any idea why whenua's idle and talk animations are shared?
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Omega12 24-Feb-18 07:12 PM
lazyness probably
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ShadowDraikana 24-Feb-18 07:13 PM
Like literally the file wh02 is the only one read besides wh01
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Omega12 24-Feb-18 07:24 PM
that's weird
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V A H K I T I 24-Feb-18 09:58 PM
Did anyone else notice that Onua has facial expressions? At least programmed.
In the Gali cutscene he uses the angry eyes variant.
But there are others.
IIRC none of the other Toa have this programmed
A N G E R Y
Actually surprised these weren't just animations
They're entirely different mask renders (edited)
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Perp3tual 24-Feb-18 10:00 PM
It was probably easier to render out the faces. Super Mario Galaxy even did that.
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V A H K I T I 24-Feb-18 10:01 PM
Really?
Even the Huna has different expressions!
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Kaytorahk 24-Feb-18 10:03 PM
I really wanna see an angry miru
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Perp3tual 24-Feb-18 10:07 PM
I miss remembered the details of it. It wasn't his face in Galaxy, but it does apply to his hands. This series goes into it better. https://youtu.be/A2gXyEyy_2U
In 1996, Nintendo blew gamers minds and released the latest iteration of the Super Mario franchise, featuring a fully 3D world that would set the tone for ev...
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V A H K I T I 24-Feb-18 10:08 PM
Huh. Neat
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ShadowDraikana 24-Feb-18 10:37 PM
@V A H K I T I @Omega12 This is interesting. So a lot of the collectable items in Onua'a level seen in the beta gameplay vid use that chrome placeholder texture. Additionally, Whenua'a animations are broken in that one too. As in the talk animation is being used for everything except the walking animation.
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V A H K I T I 24-Feb-18 10:37 PM
So we're actually fixing this beyond what Saffire did
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ShadowDraikana 24-Feb-18 10:37 PM
Yeah
Additionally, the Thali-Wali used a different placeholder texture
Which seemed weird
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Omega12 24-Feb-18 10:38 PM
wonder how far off from the beta we actually were
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ShadowDraikana 24-Feb-18 10:39 PM
I don't think it's that far off. A lot of it doesn't look too different, but some things look like clear regressions compared to what's in ours
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V A H K I T I 24-Feb-18 10:46 PM
Well it's ALMOST fixed
The eyes are transparent from behind, so I guess I have to add back faces.
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ShadowDraikana 24-Feb-18 10:47 PM
No, that'a normal
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V A H K I T I 24-Feb-18 10:47 PM
Oh. 😐
Well whatever I guess
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ShadowDraikana 24-Feb-18 10:47 PM
All of them are transparent from behind for whatever reason
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V A H K I T I 24-Feb-18 10:47 PM
The texture mapping was borked on the original, so this is actually using a modified version of Onua's toa model
I just redid the eyes, and repositioned the model to make it work right
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ShadowDraikana 24-Feb-18 10:48 PM
Btw, the grapple claw in L1A1 is barfing the texture. Any way to adjust a texture once it gets applied to a model?
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ShadowDraikana 24-Feb-18 10:49 PM
It's literally screwed no matter what model or texture I try.
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V A H K I T I 24-Feb-18 10:49 PM
Yes, but it probably has the same problem as the Ruru. My suggestion would be to replace the model entirely with a cut off Onua claw from his own model, which I can also help with
For the record, what I did here was I took the eye faces from the Toa version of the Huna and pasted them into the model for the item. Though judging by what I did with the Ruru, simply repositioning the Toa model and reexporting would have been sufficient. (edited)
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ShadowDraikana 24-Feb-18 10:51 PM
Only problem with using one of Onua's claws is that the tip that connects into his arm will be gone
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V A H K I T I 24-Feb-18 10:52 PM
That's easy enough to redo.
Which model does it load for the item? Hook or Claw?
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ShadowDraikana 24-Feb-18 10:53 PM
Claw
The right texture is on_cha_10xx_toa_claw which you'll need to grab from the characters/Textures folder
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V A H K I T I 24-Feb-18 10:57 PM
HMM
HMMST
THAT MAP LOOKS FAMILIAR
(That's the hook model btw)
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ShadowDraikana 24-Feb-18 10:58 PM
in Onua's folder?
or in L1A1?
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V A H K I T I 24-Feb-18 10:58 PM
L1A1
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ShadowDraikana 24-Feb-18 10:59 PM
I opened the mtl of the hook and assumed it was something else based on what texture was being loaded
Does it load the texture right?
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V A H K I T I 24-Feb-18 11:00 PM
Well the UV map is identically made for on_cha_10xx_claws.dds
And yes
I'll just reposition this to the placement of claw and replace it
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ShadowDraikana 24-Feb-18 11:01 PM
I'm completely confused why I couldn't get it to load the texture properly
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V A H K I T I 24-Feb-18 11:02 PM
Well for one, you were using the claw model rather than hook
and two, the hook model is looking for a different texture. 😛
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ShadowDraikana 24-Feb-18 11:02 PM
Yeah but the hook model shouldn't be using the claws texture.
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V A H K I T I 24-Feb-18 11:03 PM
It's not. At least not by default
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ShadowDraikana 24-Feb-18 11:03 PM
Should be using the toa_claw texture like Gali's grapple uses the toa_hook
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V A H K I T I 24-Feb-18 11:03 PM
It's looking for blue crystal or something by default.
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ShadowDraikana 24-Feb-18 11:03 PM
Yep
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V A H K I T I 24-Feb-18 11:03 PM
But the UV map matches one of the claws textures
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ShadowDraikana 24-Feb-18 11:03 PM
And I was so close...
bangs head into keyboard
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V A H K I T I 24-Feb-18 11:04 PM
Don't feel too bad. 😛 After all, you just booted up max today
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ShadowDraikana 24-Feb-18 11:05 PM
True
At least I got the picks and hammers taken care of
btw that pick in L1A1 I replaced with one from the village and it for some reason worked right. Old one was screwed like the claw (edited)
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V A H K I T I 24-Feb-18 11:06 PM
Had to move the texture into the level too to make it load that but whatevs
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ShadowDraikana 24-Feb-18 11:08 PM
👍
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V A H K I T I 24-Feb-18 11:09 PM
So that's it then btw? All masks now render properly?
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ShadowDraikana 24-Feb-18 11:09 PM
Actually, no
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V A H K I T I 24-Feb-18 11:10 PM
Aside froo transparency (edited)
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ShadowDraikana 24-Feb-18 11:10 PM
The Akaku still neds adjustment
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V A H K I T I 24-Feb-18 11:10 PM
Oh yeah
I'll take a look at that now.
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ShadowDraikana 24-Feb-18 11:10 PM
The model I sent you should have a tidy mtl file for it
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V A H K I T I 24-Feb-18 11:11 PM
?
When did you send me the akaku?
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ShadowDraikana 24-Feb-18 11:11 PM
In that mask package
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V A H K I T I 24-Feb-18 11:11 PM
Oh
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ShadowDraikana 24-Feb-18 11:12 PM
I used the toa version which flips out but with a cleaned up mtl
It's labeled as Mskv since they stuffed the Ruru in there
Once we can change what modela get referenced we can fix that
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V A H K I T I 24-Feb-18 11:14 PM
I see why it flips out now.
It's WAAAY off center, and I guess OBJ saves that positioning info.
I can fix that the same way I used the Toa model for the Ruru in Lv1
Just flip it, recenter it, export
Done
STand by
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ShadowDraikana 24-Feb-18 11:15 PM
Flip it?
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V A H K I T I 24-Feb-18 11:16 PM
All the toa mask models render sideways
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ShadowDraikana 24-Feb-18 11:17 PM
Oh
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V A H K I T I 24-Feb-18 11:20 PM
Yep.
Still way off from where it belongs in the level, but it rotates correctly now
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ShadowDraikana 24-Feb-18 11:21 PM
Uh, that pedestal? It's a switch actually, so I don't think the mask be,ongs on it.
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V A H K I T I 24-Feb-18 11:22 PM
So it's supposed to just be IN the floor?
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ShadowDraikana 24-Feb-18 11:22 PM
Nope.
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V A H K I T I 24-Feb-18 11:22 PM
I don't think that's a switch
Cause it doesn't do anything
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ShadowDraikana 24-Feb-18 11:22 PM
Yeah it is
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V A H K I T I 24-Feb-18 11:22 PM
And the one to open the door is activated by the cube on the other side (edited)
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ShadowDraikana 24-Feb-18 11:23 PM
Not so sure of that
How do you get in the Akaku room to begin with?
When stood on that switch in the Akaku room, it opened the exit door on the oposite end of the room.
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V A H K I T I 24-Feb-18 11:24 PM
Huh
I mean... if anything it's probably both then
Cause where the mask is, is not where it belongs
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ShadowDraikana 24-Feb-18 11:24 PM
Yeah that's certain
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V A H K I T I 24-Feb-18 11:24 PM
At any rate, the model works right now
So NOW all the masks are fixed. 😛
Good job my dude
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ShadowDraikana 24-Feb-18 11:25 PM
Thanks!
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V A H K I T I 24-Feb-18 11:25 PM
Send me your hammer and pick fix btw
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ShadowDraikana 24-Feb-18 11:25 PM
It's in your inbox
Remove the characters folder in there though
that should go in the optional graphics stuff
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Fobo 24-Feb-18 11:26 PM
So, if I may ask, have there been any particular oddities found within the code/models/textures?
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ShadowDraikana 24-Feb-18 11:26 PM
Plenty. And I mean plenty
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Fobo 24-Feb-18 11:29 PM
oh my, any worthwhile mentioning?
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ShadowDraikana 24-Feb-18 11:33 PM
Yeah. Most models in the game list out textures they don't use in their material files. Some also had barfed/incorrect/placeholder textures.
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Kaylie Vinchenstein 24-Feb-18 11:38 PM
I assumed pickups were shiny to make them more obvious in the world....
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ShadowDraikana 24-Feb-18 11:40 PM
That falls apart when you see that some masks actually were textured
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2Tie 24-Feb-18 11:51 PM
also all the earlier prototype gui stuff is still kicking around the textures folder (edited)
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2Tie 25-Feb-18 02:06 AM
so there IS a gear.x in the vllg folder and no other area's folder, so i'm assuming it's collectable in the village somewhere.
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V A H K I T I 25-Feb-18 02:06 AM
HMM
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2Tie 25-Feb-18 02:06 AM
though, there's a texture for it in the shrn folder
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V A H K I T I 25-Feb-18 02:07 AM
I assume you mean Ga-Koro
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2Tie 25-Feb-18 02:07 AM
yeah
is there a way to check if a texture is being failed to load when vllg starts?
i recall one of you being able to see file load fails
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V A H K I T I 25-Feb-18 02:08 AM
Procmon
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2Tie 25-Feb-18 02:08 AM
would make sense if the reason we can't find it is because it's untextured or invisible or something
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V A H K I T I 25-Feb-18 02:09 AM
well untextured objects aren't invisible
they're jsut white
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2Tie 25-Feb-18 02:09 AM
hmm
i had a look around with the debug camera and couldn't find it - i'll try again though
oh wait, the lev2 textures folder does have the gear file, my b
misread the search results
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V A H K I T I 25-Feb-18 02:15 AM
Pac
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2Tie 25-Feb-18 02:23 AM
checked the ocean floor, checked inside the mask sculpture, checked the tunnel under its waterfall, even checked in the suva, no dice
hmmmmmm
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V A H K I T I 25-Feb-18 02:29 AM
I mean if the other levels are anything to go on, it's probably not in the koro
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2Tie 25-Feb-18 02:29 AM
the koro is the only level that has gear.x though
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V A H K I T I 25-Feb-18 02:29 AM
hmm
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2Tie 25-Feb-18 02:30 AM
i have an idea i'm gonna try
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V A H K I T I 25-Feb-18 02:43 AM
A
I FOUND THE TURELES
AAAAA
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2Tie 25-Feb-18 03:07 AM
guys i found the gear Kappa
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V A H K I T I 25-Feb-18 03:08 AM
Pac
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2Tie 25-Feb-18 03:08 AM
in actuality i cycled gear.x through LOMNTool, but still no luck
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V A H K I T I 25-Feb-18 03:09 AM
/tp @e[name=Gear] Pac
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2Tie 25-Feb-18 03:09 AM
the matoran who lost it is also the one who talks about the mysterious noises from the waterfall, though... maybe that needs to be done before the gear will spawn in?
completely spitballing
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V A H K I T I 25-Feb-18 03:10 AM
Buuuut the horns crash. xP
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2Tie 25-Feb-18 03:10 AM
but whyyyy
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V A H K I T I 25-Feb-18 03:10 AM
Or the third one does anyways
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2Tie 25-Feb-18 03:17 AM
shifting focus... there doesn't seem to be a way out of WMSK
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V A H K I T I 25-Feb-18 03:18 AM
Well not in the current state
I found the Kaukau warps from tube to tube when you go for it. I assume once you actually pick it up it warps you out or a door opens.
But the bubbles surrounding the tubes crash so...
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2Tie 25-Feb-18 03:22 AM
there's no tunnels or anything in the map geometry, so no doors
though picking up the kaukau does sometimes outright crash for me
oh i see, if you're not fast enough it jumps around
if you just go straight for it though you can get it pretty easily (and then drown in your item pickup animation)
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V A H K I T I 25-Feb-18 03:26 AM
Kek
So if there was any doubt before that Templar basically converted LOMN models to 2D SVGs, I'm convinced of it now. I decided to do a little bit of digging and comparing. Loaded up the old tnga model found in the Ta-Koro files
Look at Taipu's arm here:
And the TNGA arm here:
They're identical right down to the "polygons"
My best guess is they did what I did with The Beaverhouse logo and exported each frame individually with a toon shader.
In fact, if I wanted to reboot MNOG CE, I could probably do the EXACT SAME THING.
Which would entirely eliminate the need for a dedicated vector artist. At least for characters.
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The Shadow Emperor 25-Feb-18 03:32 AM
Neat!
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2Tie 25-Feb-18 03:32 AM
didn't shadow imperator literally link that info last week
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V A H K I T I 25-Feb-18 03:33 AM
Well we knew they used them for reference, but I wasn't sure it was outright copied.
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2Tie 25-Feb-18 03:33 AM
:P
"vector output from 3DS Max to Flash" and it says they used Illustrator for the vector conversion
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V A H K I T I 25-Feb-18 03:34 AM
Hm
Well whatever the case, this makes potentially getting work done on CE a lot more possible.
Once Benji's tool supports rigging, I can just keyframe the Tohunga animations like Jala's in Max rather than having to redraw.
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benji 25-Feb-18 03:37 AM
That's once it supports rigging and whatever weird animation format SAGE uses.
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V A H K I T I 25-Feb-18 03:38 AM
Well no, I'm not trying to copy animations from LOMN. I'm trying to redo vectors in MNOG
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benji 25-Feb-18 03:38 AM
Oh ok then
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V A H K I T I 25-Feb-18 03:38 AM
Which means redoing those animations by hand
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2Tie 25-Feb-18 03:38 AM
oh haha, don't like Jala's hand drawn look?
or vakama for that matter?
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V A H K I T I 25-Feb-18 03:39 AM
It's not that, it's that the quality of the art changed as the game went on\
The point of the CE project was to bring the first two areas up to par with the rest.
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2Tie 25-Feb-18 03:40 AM
ahh
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2Tie 25-Feb-18 04:02 AM
oh!!!!
mbch's path behind the closed door leads to a cliff that crumbles, dropping gali into a whirlpool... that warps you into WMSK
mbch is a really odd zone though
touching the matoran or tarakava causes them to disappear.. though touching the boulder hanging above the deep pit causes it to move just a little (edited)
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benji 25-Feb-18 04:05 AM
I think I have vertex colors in export, any suggested files for me to test with?
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V A H K I T I 25-Feb-18 04:08 AM
The nui jaga cave
😛
Main.x
SCRP
Also
I took the mask off the Tnga model and I'M FUCKING SCREAMING
Nui 3
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2Tie 25-Feb-18 04:08 AM
oofing
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V A H K I T I 25-Feb-18 04:08 AM
I THINK THIS IS WHY MNOG USED MATA HEADS
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benji 25-Feb-18 04:09 AM
Main.x in which level?
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2Tie 25-Feb-18 04:09 AM
SCRP
level2 (edited)
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benji 25-Feb-18 04:15 AM
drops mic
(those shadows in the canyon are all vertex colors) (edited)
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V A H K I T I 25-Feb-18 04:15 AM
Noice.
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2Tie 25-Feb-18 04:16 AM
PagChomp
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benji 25-Feb-18 04:16 AM
This is pure vertex color
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G-Bond 25-Feb-18 04:16 AM
why is there a wall of water at the beach
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2Tie 25-Feb-18 04:17 AM
to stop you from wandering off into the endless ocean?
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V A H K I T I 25-Feb-18 04:17 AM
It's too early to go to Voya Nui. Pac
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G-Bond 25-Feb-18 04:17 AM
gota wait 5 years
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2Tie 25-Feb-18 04:18 AM
would they have made it there before the piraka? 2001-2003 is just a couple months iirc
don't have that lego mag centrefold timeline handy atm
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V A H K I T I 25-Feb-18 04:18 AM
The Piraka didn't go to Voya Nui until Teridax was defeated y Takanuva, so probably.
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benji 25-Feb-18 04:19 AM
SCRP's vertex colors
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V A H K I T I 25-Feb-18 04:19 AM
By the time they got to Mata Nui on their way there, everyone was already gone.
Ayy
THat'll fix the Win 10 crash there
Release when? Pac
I can also fix the rainbow texture fuckery in places. 😛
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benji 25-Feb-18 04:21 AM
lit
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2Tie 25-Feb-18 04:21 AM
ah, the boulder that covers that hole is an object then?
i thought it was hasty level editing :P
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benji 25-Feb-18 04:23 AM
@V A H K I T I No release planned yet, export is an order of magnitude easier than import.
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V A H K I T I 25-Feb-18 04:23 AM
Rip
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benji 25-Feb-18 04:25 AM
However, I could release what I have now, so you can fix the color issues in Max before the import code exists
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V A H K I T I 25-Feb-18 04:25 AM
Eh. May as well wait and do it all at once. 😛
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benji 25-Feb-18 04:26 AM
wow, that's patience for ya
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V A H K I T I 25-Feb-18 04:26 AM
Speaking of, I should try and get back to work on the launcher at some point.
Last I heard @Snowcone was having issues
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2Tie 25-Feb-18 04:41 AM
so, that big peak next to the whirlpool in ISLD?
there's a ravine to the side of it, and a tunnel in that that leads inward towards the peak
...it doesn't have a warp.
HOWEVER, warping to shrine and then backtracking puts you into ISLD but in a bad spot below the map... below the peak
thonkang
the disk is in MBCH, which is a couple maps past ISLD, so there must be a way back to VLLG from it...
(note that you can't get to the ravine tunnel without first going the other way through ISLD, TTUN, and MBCH to get the kaukau)
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2Tie 25-Feb-18 05:03 AM
MAZE is an early version of GLY2
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2Tie 25-Feb-18 05:15 AM
GIZR is a room with a geyser, GL4S is GL3S without the pits or sliding, GLY4 is early GLY3. MAZE, GIZR, GL4S, and GLY4 all don't have a Bcls folder.
WMSK has two whirlpool objects. the room itself plays rushing water at either end of the room, but no whirlpools have been seen so far.
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ShadowDraikana 25-Feb-18 09:49 AM
@V A H K I T I Well I took yet another look at the RQ vids and noticed that the SCRP room was cut from CLF2, along with the long grapple. They also redid the ordering and shoved SCRP after the SPCV, and from there put the dggable cave network into a separate area, which in turn connected to the shrine.
@2Tie Isn't it MWAT not WMSK?
Oh I've seen the whirpools
Warp in with a different toa
Speaking of that, we need to figure out how to get those matoran fixed along with the Tarakava in MBCH
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2Tie 25-Feb-18 12:20 PM
yeah, i was half asleep when i typed that up
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ShadowDraikana 25-Feb-18 01:44 PM
@Hexadecimal Mantis I figured out that the vine.slb file of LEP3 in Lewa's level is broken, which is why the vines are blue and are frozen in swinging positions. Changing certain parts of the slb using a hex editor caused a crash while some parts changed nothing that I could see. Removing a part at or near the top makes the vines disappear altogether.
@Omega12 This is almost silly: so in the beta videos it looks like Whenua still shares the same animation for idle and talk1, but talk2 seems to work in that one. I think you're right on suggesting laziness as the factor here.
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Omega12 25-Feb-18 01:50 PM
:p
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ShadowDraikana 25-Feb-18 01:52 PM
As far as I can tell, Onewa, Matau, and Vakama worked right to begin with. Can't test the talk animations for obvious reasons.
Actually we can
Just swap the idle for the talk
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2Tie 25-Feb-18 02:01 PM
hum hum.
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Omega12 25-Feb-18 02:09 PM
with the way the bones work, it's possible that trhe animations wouldw ork right with whenua
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2Tie 25-Feb-18 02:09 PM
what is it with everything in this game being flipped??
the models are mirrored when loaded, text and numbers in slbs are backwards despite being read start to end, agh
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Omega12 25-Feb-18 02:10 PM
this game is actually from a developer from the mirror universe
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Hexadecimal Mantis 25-Feb-18 02:12 PM
slbs are little endian. Thats why some stuff is reversed
The stuff that is being read as uint32s is reversed (edited)
I think]
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2Tie 25-Feb-18 02:13 PM
yeah, the xyz object coords are flipped and are four bytes each
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emily (peri) 25-Feb-18 02:18 PM
I figured out that the vine.slb file of LEP3 in Lewa's level is broken, which is why the vines are blue and are frozen in swinging positions. Changing certain parts of the slb using a hex editor caused a crash while some parts changed nothing that I could see. Removing a part at or near the top makes the vines disappear altogether.
wait, are you sure? I thought that was supposed to be a puzzle, considering the ledge that allows you to walk along and see all the vines + the excessive amounts of mask energy. If you try to use the matatu on the vines the game crashes, so something is broken, but I thought it was the mask's fault
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2Tie 25-Feb-18 02:49 PM
there's also a whirlpool X file in the village folder, hum
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2Tie 25-Feb-18 04:23 PM
moved the gear to where the net in the village center is, still not showing up. it's probably triggered by an event then
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Omega12 25-Feb-18 05:08 PM
how did you move an object? (edited)
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2Tie 25-Feb-18 05:10 PM
by messing with the _obj.slb?
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Omega12 25-Feb-18 05:10 PM
but like how did you figure out coordinates and how it would end up there? (edited)
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2Tie 25-Feb-18 05:11 PM
by copy+pasting coordinates from the net to the gear
ooooh i could do it the other way around and see where the gear should spawn
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Omega12 25-Feb-18 05:12 PM
ok then, next question
how'd you know what the gear and net were?
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2Tie 25-Feb-18 05:13 PM
by their names
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Omega12 25-Feb-18 05:13 PM
i was looking for the net and didnt see it
it's there
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2Tie 25-Feb-18 05:13 PM
"net1"
uses the name of the .X file
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Omega12 25-Feb-18 05:14 PM
yeah, i see that now
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2Tie 25-Feb-18 05:14 PM
cool beans
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Omega12 25-Feb-18 05:14 PM
and editing that didnt crash the game?
everytime i try to change any values the game crashes
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2Tie 25-Feb-18 05:15 PM
okay so, any given .X can only be used once
the byte four before the name always seems to crash when i edit it, so that's probably linked to some other file's data
but the three sets of four bytes after the name are the coordinates
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Omega12 25-Feb-18 05:16 PM
ahhhhh
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Hexadecimal Mantis 25-Feb-18 05:16 PM
the byte before the names is important iirc. For example, pointers in soundtable.slb point to the byte right before the name
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Omega12 25-Feb-18 05:16 PM
so, the underlined would be the coordinates in this case? (edited)
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2Tie 25-Feb-18 05:16 PM
the number of objects is at the start (twice) and the slb's always end with EE FF C0 00
that would be the X coordinate, yeah
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Omega12 25-Feb-18 05:17 PM
nice, that helps a lot
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2Tie 25-Feb-18 05:17 PM
followed by height, and then y/z/whatever it is in this engine (edited)
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Omega12 25-Feb-18 05:18 PM
how many bytes dictate the height and xyz?
do you know
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2Tie 25-Feb-18 05:18 PM
"three sets of four bytes"
four bytes for X, four bytes for Y, four bytes for Z
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Hexadecimal Mantis 25-Feb-18 05:19 PM
think we can use this to fix the tohunga in lewa's dance?
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Omega12 25-Feb-18 05:19 PM
that's what I'm hoping
so these would be what we would need to edit so move the main.x coords around? (edited)
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2Tie 25-Feb-18 05:20 PM
villagers aren't in this slb, VLLG has a seperate CHAR slb with all the villagers that talk (all of them)
though i don't know if lewa's mosh is set up different since they wouldn't talk in the dance
@Omega12 no green, just the red, blue, and black
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Omega12 25-Feb-18 05:22 PM
ah ok
so just xyz
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2Tie 25-Feb-18 05:22 PM
yep
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Omega12 25-Feb-18 05:22 PM
i gotcha
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2Tie 25-Feb-18 05:22 PM
i used height interchangeably for y
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Omega12 25-Feb-18 05:22 PM
and then aqua would be how many times it gets spawned? (edited)
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2Tie 25-Feb-18 05:24 PM
the aqua is how many things are in this map - in this case, 01 for just the main.X
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Hexadecimal Mantis 25-Feb-18 05:25 PM
Good job with the slb research.
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Omega12 25-Feb-18 05:26 PM
yeah
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2Tie 25-Feb-18 05:26 PM
i have a feeling the 16 after the aqua is the type of file it is
all _obj have 16 there, all _pos have 0C
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Hexadecimal Mantis 25-Feb-18 05:27 PM
Have you tried changing the value?
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2Tie 25-Feb-18 05:27 PM
not yet, i've been mainly focused on the dang gear lol
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Hexadecimal Mantis 25-Feb-18 05:27 PM
We should probably make some binary templates for the different slb files
I started one for the sound table but I never finished it (edited)
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Omega12 25-Feb-18 05:28 PM
ok, im gonna make a quick infographic on what 2Tie's figured out so far
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2Tie 25-Feb-18 05:28 PM
i've been typing out the rough formats as i understand them in a notepad++ tab, heh
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Hexadecimal Mantis 25-Feb-18 05:30 PM
something else to note: the soundtable slb has 01 at 0xc (edited)
Also, the barbarian slbs appear to lack the supposed identifier byte, but it ends with 00 0C FF EE like lomn (edited)
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benji 25-Feb-18 05:35 PM
I'd love to make a 3D scene editor once you get the format down
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Hexadecimal Mantis 25-Feb-18 05:35 PM
That would be rad.
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V A H K I T I 25-Feb-18 05:35 PM
THat would definitely make fixing and completing the game easier
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2Tie 25-Feb-18 05:36 PM
eyyy found the gear, kinda
it's under the tablet hut, and out to sea a little
aka not somewhere we can naturally go
(i copied the gear's coordinates over the net's coordinates)
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V A H K I T I 25-Feb-18 05:38 PM
HEYO
I have a lead on the SLB files that we all missed
I know @JrMasterModelBuilder noticed it at one point but thought nothing of it. Pac
The files for the Kane-Ra leave ONE piece of source code intact, that just so happens to be a raw form of the bull_names.slb
Go nuts bois.
😎
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Hexadecimal Mantis 25-Feb-18 05:39 PM
owo
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V A H K I T I 25-Feb-18 05:40 PM
//-------------------------------------------------------------------------- // File: bull_names.h // Source: Generated by SlkRip // Copyright: Copyright Nov 21 2000 - Saffire Corporation. // All Rights Reserved. //-------------------------------------------------------------------------- // bull_names.h //-------------------------------------------------------------------------- #ifndef _BULL_NAMES_H_ #define _BULL_NAMES_H_ 1 #define CHARACTER_BULL 1651862636 #define BULL_IDLE 1651257392 #define BULL_WALK 1651257393 #define BULL_RUN 1651257394 #define BULL_JUMP_TAKEOFF 1651257395 #define BULL_JUMP_STALL 1651257396 #define BULL_JUMP_LAND 1651257397 #define BULL_IDLE_2 1651257398 #define BULL_CHARGE 1651257399 #define BULL_START_CHARGE 1651257400 #define BULL_REAR_UP 1651257401 #endif _BULL_NAMES_H_
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benji 25-Feb-18 05:40 PM
If anyone wants to write some code, I'd appreciate contributions to LOMNTool
Even if it's not C#
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2Tie 25-Feb-18 05:41 PM
what folder is that?
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V A H K I T I 25-Feb-18 05:41 PM
Characters/Bull
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Hexadecimal Mantis 25-Feb-18 05:41 PM
I wish we had a little more source code leftover. It looks like its only the header file
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V A H K I T I 25-Feb-18 05:42 PM
Still a lead
For one we can confirm that Slkrip was involved
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2Tie 25-Feb-18 05:43 PM
the numbers don't match up
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V A H K I T I 25-Feb-18 05:43 PM
So we know what the files ARE now
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Omega12 25-Feb-18 05:43 PM
how's this look 2Tie?
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2Tie 25-Feb-18 05:43 PM
there's eight in the slb and eleven in the H
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Hexadecimal Mantis 25-Feb-18 05:43 PM
Maybe the header file is outdated
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V A H K I T I 25-Feb-18 05:43 PM
Missing files are VERY common in this game
That should be obvious by now. 😛
Also yeah, it could be outdated
The last modified date of the file is 3/12/2001
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2Tie 25-Feb-18 05:45 PM
@Omega12 blue part of XYZ is up/down
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V A H K I T I 25-Feb-18 05:45 PM
The actual bull_names.slb was created 7/17/2001
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2Tie 25-Feb-18 05:45 PM
i just don't know if red is left/right or if green is, i don't have a frame of reference
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Omega12 25-Feb-18 05:46 PM
how do you mean upside down?
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2Tie 25-Feb-18 05:46 PM
i mean, it's how far up or down the object is
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Omega12 25-Feb-18 05:47 PM
oh
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2Tie 25-Feb-18 05:48 PM
yellow's 80 BF is in every entry, changing it has no visible effect
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Omega12 25-Feb-18 05:50 PM
so with all 0's for coordinates, it should spawn the map at 0,0,0 correct?
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2Tie 25-Feb-18 05:50 PM
what comes after it in some objects is interesting, though. these look like another set of coordinates, which are then repeated again just after with the biggest bytes of each having 0x80 subtracted from them
@Omega12 i believe so
thing is with these repeated numbers is.... they're not always exactly the same
@Omega12 another thing you can add is, the four bytes before the red coordinates is the name of the object to spawn
changing these repeated numbers, again, doesn't seem to have a visible difference though. i was hoping they'd be rotation or scale or something.
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Omega12 25-Feb-18 05:53 PM
i didnt add that
whooops, i thought that was obvious :V (edited)
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2Tie 25-Feb-18 05:54 PM
well, if you're making an infographic might as well include everything you can :U
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Omega12 25-Feb-18 05:55 PM
yep
you are correct
ok let me try this shit out
YES
IT DIDNT DO WHWAT I WANTED BUT IT MOVED THE MAP
and that's my fault, but still
test 2 electric boogaloo
BOI
you deserve a gold medal
coords were still off, but i could see the map in Gali's mosh
which means it can be fixed!
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2Tie 25-Feb-18 06:03 PM
..is that gali's mosh obj.slb in your hxd screenshots?
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Omega12 25-Feb-18 06:03 PM
yes...
:V
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2Tie 25-Feb-18 06:04 PM
mine looks like this
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Omega12 25-Feb-18 06:04 PM
the coordinates are off though
try to load it
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2Tie 25-Feb-18 06:04 PM
i've been in it lots of times
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Omega12 25-Feb-18 06:04 PM
it's actually onua's mosh
but you can't see the matoran right
it's because it spawns everyone outside of the map
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2Tie 25-Feb-18 06:06 PM
ah, that makes sense
yeah completely empty
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Omega12 25-Feb-18 06:06 PM
oh
during dance scene is what im trying to fix
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2Tie 25-Feb-18 06:06 PM
ahhhh
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Omega12 25-Feb-18 06:08 PM
hmmm, moving the map leads to a new problem
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2Tie 25-Feb-18 06:08 PM
just remember, the four bytes are in reverse order
the last byte moves it the most
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Omega12 25-Feb-18 06:08 PM
oh, i copied them from another .slb
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2Tie 25-Feb-18 06:08 PM
ahh
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Omega12 25-Feb-18 06:09 PM
from mosh.pos
fuck, yeah the .ocl isnt going to match up!
maybe im going about this backwars
maybe i should try moving the dancers
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2Tie 25-Feb-18 06:12 PM
hmmmm
if we know for a fact that .ocl is a collision map
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Omega12 25-Feb-18 06:12 PM
it is
you can swap the .ocls and they will have each other's hitboxes
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2Tie 25-Feb-18 06:13 PM
then polygon data must be in it
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Omega12 25-Feb-18 06:13 PM
now, if it contains other data is a different question
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2Tie 25-Feb-18 06:20 PM
i'm gonna start poring over the .ocl, meanwhile if any of you want to poke at, say, vllg_SOUND.slb that would be cool
i wager position data and possibly volume are in there
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Omega12 25-Feb-18 06:21 PM
i know hex mantis was messing with the sound tables (edited)
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Omega12 25-Feb-18 07:04 PM
Thanks 2Tie, figured out how to change camera coords now
thats in the cinematics\lev-\cin-_cam.slb
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V A H K I T I 25-Feb-18 07:07 PM
Ooh
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Omega12 25-Feb-18 07:12 PM
cant figure out how to move the dancers though
but it's something
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V A H K I T I 25-Feb-18 07:15 PM
I just got done recording a no-warp, light debug longplay for the channel. I'm actually going to be so cheesed if @2Tie comes out of nowhere with the OCL format decompiled just as I get that uploaded. xP
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Excellionus11 (Samuel) 25-Feb-18 07:21 PM
What mask does Nobua wear again? a Hau
right?
I am planning on making a custom Nobua
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Omega12 25-Feb-18 07:28 PM
yep, a hau
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Excellionus11 (Samuel) 25-Feb-18 07:28 PM
thanks Omega
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liquidelectricity 25-Feb-18 08:15 PM
perhaps the reason the Pakari doesn't work anywhere else is because it triggers cutscenes (the Komau as well). Are there cutscenes for these masks in the files that can't be currently viewed in game?
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2Tie 25-Feb-18 08:16 PM
pakari's supposed to be used in pzzl, there's two pushable blocks in it
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liquidelectricity 25-Feb-18 08:18 PM
wait-- PZZL works now? i still can't warp there
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2Tie 25-Feb-18 08:18 PM
not quite yet
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liquidelectricity 25-Feb-18 08:20 PM
does the game crashing cave in ATRM lead there? how do we know what's in there?
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V A H K I T I 25-Feb-18 08:20 PM
It does, and it's complicated. 😛
Oh, so I think I figured out why the platform challenge in Onu-Wahi results in ear rape.
It's a similar bug to Kopaka's landing sound. If you listen closely, it seems to be constantly repeating the Kaita conversation clips.
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Omega12 25-Feb-18 08:34 PM
Something similar might be causing the horn crash in ga-koro. Last file procmon shows accessed is the horn in an loop until it crashes
Other horns only seem to call the sound like 3 times
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V A H K I T I 25-Feb-18 08:35 PM
Huh
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liquidelectricity 25-Feb-18 08:42 PM
did the Beta Onua animations have climbing in there? for the spider web in SPCV, or is that just a dead end?
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JrMasterModelBuilder 25-Feb-18 08:44 PM
I spent more time on this than I intended, but here's a SAGE UFS file extractor supporting Barbarian PS2 and Xbox archives (including the compression found in the PS2 version): https://github.com/JrMasterModelBuilder/sage-ufsfile
sage-ufsfile - Python module and CLI utility for the UFS files use by the SAGE engine.
@V A H K I T I @Hexadecimal Mantis ^
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Hexadecimal Mantis 25-Feb-18 08:45 PM
ayyy
is that a binary template!?
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JrMasterModelBuilder 25-Feb-18 08:45 PM
There's also a 010 Editor template I made.
Yep
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Hexadecimal Mantis 25-Feb-18 08:45 PM
niiiice
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V A H K I T I 25-Feb-18 08:47 PM
WHat does that mean for this though?
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Hexadecimal Mantis 25-Feb-18 08:47 PM
Glad we have something usable for those archives. My C program is pretty bare bones
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JrMasterModelBuilder 25-Feb-18 08:47 PM
We can look at other examples of SAGE file formats.
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V A H K I T I 25-Feb-18 08:47 PM
True
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JrMasterModelBuilder 25-Feb-18 08:47 PM
Not a whole lot, but it can be helpful to have a bigger sample bed.
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Hexadecimal Mantis 25-Feb-18 08:48 PM
So there is compression. I guess not all of them use it. That explains the size being stored in two places
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JrMasterModelBuilder 25-Feb-18 08:49 PM
None of the Xbox file entries have compression. Some of the PS2 entries use some variant of RNC ProPack compression. (edited)
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Hexadecimal Mantis 25-Feb-18 08:49 PM
ok cool
that seems to be a common theme with xbox ports. For example, xbox BIGB archives have no RLE while ps2 ones do (edited)
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V A H K I T I 25-Feb-18 08:51 PM
IIRC og Xbox is basically just an old gaming PC in a fancy box. Games installed to the HDD when modded are all unpacked.
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Omega12 25-Feb-18 08:53 PM
maybe some of the file types are the same
and we can rename them and look at them
iunno
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Excellionus11 (Samuel) 25-Feb-18 08:56 PM
but how likely would that be
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JrMasterModelBuilder 25-Feb-18 09:01 PM
I'm working on uploading all the extracted files.
Make it easier for others to investigate.
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Excellionus11 (Samuel) 25-Feb-18 09:02 PM
good idea
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JrMasterModelBuilder 25-Feb-18 09:05 PM
Here we go, Barbarian SAGE file samples, all extracted (some directories are empty, that means the archive had no entries): https://drive.google.com/open?id=1IroCuxpoug8tYL5Ss7gp92PJ1lFsqiqd
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ShadowDraikana 25-Feb-18 09:16 PM
@V A H K I T I Uh, what did I miss?
Also I made exactly one fix today
So I looked at the Hammer in GLY1 of Pohatu's level, and sure enough it's identical to the ones I fixed in Onu-Koro. In fact, the texture name is identical but it is different for obvious reasons. Swapping out this hammer for one from Onu-Koro fixes the rainbow glitching entirely. All you need to do is copy Ham1.x from the Vllg Xs in Onua's level and then put it into Gly1 Xs n Pohatu's level. Rename to Hamm.x, discard or move the old file. Should render correctly now.
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V A H K I T I 25-Feb-18 09:25 PM
Will do
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ShadowDraikana 25-Feb-18 09:25 PM
And I did figure out the vine.slb file of Lep3 in Lewa's leve is broken
Explains why the vines are stuck in swinging positions and are colored blue
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Hexadecimal Mantis 25-Feb-18 09:29 PM
I thought they were blue because their vertex colors were messed up
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ShadowDraikana 25-Feb-18 09:30 PM
Well they might be.
Don't think blue vines frozen in mid-swing positions are normal (edited)
Kind of funny actually
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V A H K I T I 25-Feb-18 09:37 PM
I'm missing some animations here still for the beta fix
Seems like the list doesn't match up with some.
I'm missing Gali's two strafe animations, and Pohatu's backwards run.
@ShadowDraikana Wanna have a look?
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ShadowDraikana 25-Feb-18 09:37 PM
In the beta files?
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V A H K I T I 25-Feb-18 09:38 PM
No in the actual game
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ShadowDraikana 25-Feb-18 09:38 PM
Yeah I'll look at it
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V A H K I T I 25-Feb-18 09:38 PM
Thank
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ShadowDraikana 25-Feb-18 09:38 PM
Hey, I noticed something odd that maybe should be looked at
The turaga's eyes don't show up with textures exacept for Whenua and Nuju I think
And the eye texture color for Onewa is wrong. It's neon green when it should be orange
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V A H K I T I 25-Feb-18 09:40 PM
Kopaka's backstep is missing too
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ShadowDraikana 25-Feb-18 09:41 PM
It might take me a while to go through these since I don't know if any are broken or reused like with the turaga
Let me start with Gali.
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V A H K I T I 25-Feb-18 09:42 PM
AIght
Lewa's backstep is also borked
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ShadowDraikana 25-Feb-18 09:44 PM
And let me guess: Tahu's too
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V A H K I T I 25-Feb-18 09:45 PM
Haven't checked yet. Going through them in sequence
Yep. 😛
So just to summarize:
Gali: Strafe x2 Pohatu: Backstep Kopaka: Backstep Lewa: Backstep Tahu: Backstep
There are the animations taken from the beta BLK renamed to what they are.
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ShadowDraikana 25-Feb-18 09:50 PM
Are there any animations that are not used by Gali?
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V A H K I T I 25-Feb-18 09:50 PM
?
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ShadowDraikana 25-Feb-18 09:50 PM
As in files not used in-game
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V A H K I T I 25-Feb-18 09:51 PM
No clue
Shouldn't apply to this though (edited)
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ShadowDraikana 25-Feb-18 09:56 PM
Oh dear
I'm hoping the walk animation isn't somehow being shared as the strafe
Because this could be similar to what's wrong with Whenua
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V A H K I T I 25-Feb-18 09:58 PM
Hm
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ShadowDraikana 25-Feb-18 09:58 PM
Let me try a file swap amd see what happens
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V A H K I T I 25-Feb-18 09:58 PM
Doesn't explain why the backstep is broken on the others though
I even replaced both run backwards and walk backwards, cause apparently there's a difference
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ShadowDraikana 25-Feb-18 09:59 PM
Not to mention Pohatu has a broken jump animation
(he performs a skip)
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Omega12 25-Feb-18 10:00 PM
what's the difference between alpha and beta animations?
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Hexadecimal Mantis 25-Feb-18 10:00 PM
beta animations look better
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V A H K I T I 25-Feb-18 10:00 PM
Yeah I was gonna say, they don't look like ass. Pac
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Omega12 25-Feb-18 10:01 PM
I see
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ShadowDraikana 25-Feb-18 10:02 PM
Oh boi.
Fuck. She's broken alrigt. Her wak animation is being used for the strafing left and right. The animations do work, but they aren't being read.
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V A H K I T I 25-Feb-18 10:04 PM
Huh
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ShadowDraikana 25-Feb-18 10:04 PM
Just like Whenua
Lovely.
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V A H K I T I 25-Feb-18 10:04 PM
@Hexadecimal Mantis Any suggestions? YOu got the cameras changed in the SLBs
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Hexadecimal Mantis 25-Feb-18 10:05 PM
I got the camera movements changed in the front end slb.
different structure
changing the camera position in normal levels is done differently
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ShadowDraikana 25-Feb-18 10:06 PM
Shouldn't Movelist regulate the animations?
Wonder if we can fix these animation references this way
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Hexadecimal Mantis 25-Feb-18 10:07 PM
looks like it could
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ShadowDraikana 25-Feb-18 10:07 PM
YES
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Hexadecimal Mantis 25-Feb-18 10:07 PM
idk for sure though
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ShadowDraikana 25-Feb-18 10:07 PM
Just messed with it and I got Kopaka's walk animation to stop working
No clue what I'm doing though 😛
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V A H K I T I 25-Feb-18 10:08 PM
I'll take a crack at it in a sec
Just gotta post this new video
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ShadowDraikana 25-Feb-18 10:08 PM
Let me check out Pohatu's backstep animation next
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Hexadecimal Mantis 25-Feb-18 10:09 PM
just noticed something. back stepping and holding forward makes you backstep forwards
probably old news, but it looks ridiculous
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V A H K I T I 25-Feb-18 10:12 PM
Yeah.. I have no idea with these movelist files either. .-.
The names are all there plain to see, but no reference as to what they're assigned to
It would be all trial and error to edit them.
@Hexadecimal Mantis Unless I'm missing something?
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ShadowDraikana 25-Feb-18 10:13 PM
Let's try Whenua's Movelist for starters
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V A H K I T I 25-Feb-18 10:13 PM
Far simpler, yeah
Okay, so it's little endian, so the file is in reverse
What's the name of his idle animation?
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ShadowDraikana 25-Feb-18 10:14 PM
wh00 is the idle, wh01 is walk, wh02 is talk
wh02 is used for idle and talk 1 & 2
wh03 should be idle2 I think??
wh04 is talk 2 (might have mixed up 3 and 4)
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V A H K I T I 25-Feb-18 10:16 PM
Well seting the first instance of 02 to 00 crashed
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ShadowDraikana 25-Feb-18 10:17 PM
It's interesting that it lists all the files but lists wh01 and wh02 at the end (or start since it's in reverse)
Any way to try adding one in?
Not sure how we'd tell it that the idle and talk animations are separate
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Hexadecimal Mantis 25-Feb-18 10:20 PM
I think it requires a little more editing than just changing the names in the file
animevents would behave similarly with slight edits like that
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ShadowDraikana 25-Feb-18 10:23 PM
Anyhow I'll look at Pohatu now
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V A H K I T I 25-Feb-18 10:29 PM
Well I almost got it working!
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ShadowDraikana 25-Feb-18 10:30 PM
Oh great. Same thing here. His run animation is shared with the walk backwards animation
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V A H K I T I 25-Feb-18 10:30 PM
I replaced ALL animations with 00 and it works. Except.. you know.. he's stuck in place. xP
So I have to figure out which one it's actually wanting me to replace here
Yaaaay trial and error
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ShadowDraikana 25-Feb-18 10:31 PM
Anything you want me to try?
I think it's safe to assume the walk backwards animations are shared with the walk/run animations
Now to actually fix that
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V A H K I T I 25-Feb-18 10:32 PM
It's definitely possible, but we have to index these files
And HOPE that each Toa shares generally the same order
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ShadowDraikana 25-Feb-18 10:33 PM
So much for fixing these easily
@V A H K I T I As in frozen, or using the idle animation for everything
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V A H K I T I 25-Feb-18 10:55 PM
It's hard to explain.
Also
I give up
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Hexadecimal Mantis 25-Feb-18 10:56 PM
rip
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V A H K I T I 25-Feb-18 10:56 PM
I can change ALL the talk1 animations to idle in the SLB, and it works just fine, at the expense of actually using talk1 anywhere.
But if I change any less than all of them, it will crash
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ShadowDraikana 25-Feb-18 11:02 PM
Oh the joys of modding sarcasm
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V A H K I T I 25-Feb-18 11:02 PM
Pac
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JrMasterModelBuilder 25-Feb-18 11:03 PM
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OldCrow 25-Feb-18 11:03 PM
I hope we can get out hands on the beta files one day
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JrMasterModelBuilder 25-Feb-18 11:03 PM
Hmm, might be a Haka dance editor in here? (edited)
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V A H K I T I 25-Feb-18 11:03 PM
?????
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ShadowDraikana 25-Feb-18 11:03 PM
@Omega12 ^
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V A H K I T I 25-Feb-18 11:04 PM
I mean, the game DOES have references to a level editor in the textures
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Omega12 25-Feb-18 11:04 PM
But how could we access it
That's the real question
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JrMasterModelBuilder 25-Feb-18 11:04 PM
Don't know yet,
OSI file maybe.
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V A H K I T I 25-Feb-18 11:05 PM
I would actually shit myself if all the tools for editing the files are buried in the game here somewhere.
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ShadowDraikana 25-Feb-18 11:06 PM
Well, if Jakeoff has any luck with his contacts we might end up knowing that soon
That dev said he honestly never dealt with the actual data files
Said that was done by their "data wranglers"
btw did my hammer fix work @V A H K I T I ?
The one for Pohatu's level, that is
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V A H K I T I 25-Feb-18 11:09 PM
Haven't tested yet
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JrMasterModelBuilder 25-Feb-18 11:10 PM
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ShadowDraikana 25-Feb-18 11:12 PM
!
The Matatu
Anyway to make it actually usable?
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Omega12 25-Feb-18 11:14 PM
If it's the osi we may not have the right one
There's references in the exe to swapping out the osi with another one
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ShadowDraikana 25-Feb-18 11:16 PM
I think the collective air just got sucked out of the room
Welp I think I'm going to get outta here. Won't be back until tomorrow night, so if there is a major discovery or ou need to point something out, tag me so I can find it faster. GN guys
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Omega12 25-Feb-18 11:21 PM
Night
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benji 26-Feb-18 01:30 AM
So IDK exactly what you guys have figured out about .slb files, I have the Lev SLBs structure down, not sure what it all means though
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V A H K I T I 26-Feb-18 01:31 AM
Oh?
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benji 26-Feb-18 01:32 AM
Sorry if I'm repeating what people already know, I've been focused on models so far
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V A H K I T I 26-Feb-18 01:32 AM
I mean.. we don't really know much other than that the movelist ones can be edited easily enough
and animevents
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JrMasterModelBuilder 26-Feb-18 01:32 AM
Aren't there multiple SLB formats?
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benji 26-Feb-18 01:33 AM
I think so but I haven't looked into the others so far
there might be some common structure
Specifically looking at lev1_eng.slb, we have the string count (0x48), the start offset (which is just after itself), then 0x48 instances of (unknown 4 bytes, the ID (?), an unknown integer, and the offset of the offset of the string data). Then, we have all the pointed string pointers, and then the length-prefixed strings. I'm still figuring out the data at the end, it looks like offsets. (edited)
I'm going to add import / export to CSV for quick Excel editing. I would add a WinForms GUI but I've already started LOMNTool as a batch console program so might as well keep with that style.
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V A H K I T I 26-Feb-18 01:38 AM
Could add a debug toolset into the launcher? 😛
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benji 26-Feb-18 01:39 AM
nah, LOMNTool isn't about launching
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V A H K I T I 26-Feb-18 01:41 AM
😛
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benji 26-Feb-18 01:58 AM
OK, the ints at the end of .SLB files are offsets of the instances in the front bit.
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V A H K I T I 26-Feb-18 01:58 AM
I have no idea what that means. 😛
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benji 26-Feb-18 02:01 AM
Well, it means I'm on my way to understanding the format
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V A H K I T I 26-Feb-18 02:04 AM
Ah
Say @JrMasterModelBuilder, think you can make heads or tails of this?
This is where the game crashes when the bull charges from idle.
My best guess is it's looking for, or misreferencing an animation that's not there.
But pinpointing that is info this doesn't seem to tell me.
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JrMasterModelBuilder 26-Feb-18 02:06 AM
Probably. You have a null-pointer exception.
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V A H K I T I 26-Feb-18 02:07 AM
Any ideas on how to pinpoint what it's screwing up on?
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JrMasterModelBuilder 26-Feb-18 02:11 AM
Not at present, it's kinda a jumbled mess.
I'll have to work out the structures in the area.
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2Tie 26-Feb-18 02:25 AM
@benji i've been looking at the _obj.slb files earlier and figured out some of it
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benji 26-Feb-18 02:26 AM
cool
I've figured out more too
what have you figured out so far?
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2Tie 26-Feb-18 02:27 AM
this has what was for sure figured out
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benji 26-Feb-18 02:28 AM
noice, thanks
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2Tie 26-Feb-18 02:28 AM
there was an interesting pattern regarding the bytes between the yellow-underlined pair and the start of the next blocks
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benji 26-Feb-18 02:29 AM
(0x0080BF is -1 in float) (edited)
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2Tie 26-Feb-18 02:29 AM
for example, these repeat immediately after, but with the highest bit flipped off. changing any of them had no noticable effect ingame
but some objects just fill that space with 00s, and further some have differences in the lower bytes
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benji 26-Feb-18 02:30 AM
cool, thanks
I think I'm getting the hang of some of the larger-scale structure
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2Tie 26-Feb-18 02:31 AM
and in every case that i changed the 32 bits before the object name, it crashes on load (edited)
possibly because it's an identifyer linked to another file?
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benji 26-Feb-18 02:36 AM
Here's what I've noticed to far: The whole file is read back-to-front. The last int is the signature, as you noticed. The previous int is how many pointers follow. Then there is an array that long of pointers to inside the file. The _eng.slb files have many entries, so they have high item counts, while other types of files only have one pointer, to almost the beginning of the file. Theory: This could mean that the format was originally for strings but other data was shoehorned into the format. Then, once you follow the pointers in the array, you do different things based on the kind of SLB, and this is where I'm still working. I can parse the _eng.slb files fine, but I'm still holding out for more constant structure between all SLB files.
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JrMasterModelBuilder 26-Feb-18 02:38 AM
I've got a good portion of the OSI format worked out. I'll see if I can work out the rest tomorrow.
👌 1
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V A H K I T I 26-Feb-18 02:46 AM
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benji 26-Feb-18 02:52 AM
Oh, the SLB magic is coffee. 0x00C0FFEE.
(should have seen that a lot earlier)
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JrMasterModelBuilder 26-Feb-18 02:55 AM
Nice
Better than 0xDEADBEEF
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benji 26-Feb-18 02:57 AM
yep, exactly
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V A H K I T I 26-Feb-18 02:57 AM
I HAVE AN ANNOUNCEMENT. I HAVE STARTED SETTING UP DYNO OR DUPE BUG REPORT AUTO RESPONDING
OBSERVE AND MARVEL AT MY AMAZING WORK
butts
Wait why did it stop wirking
FUCK
xD
butts
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Dyno BOT 26-Feb-18 02:58 AM
Penis
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benji 26-Feb-18 02:58 AM
👌
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V A H K I T I 26-Feb-18 02:58 AM
There we are. Pac
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benji 26-Feb-18 02:59 AM
Might not want it in all channels, so we can talk about butts without invoking it
?
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V A H K I T I 26-Feb-18 02:59 AM
🅱erhaps
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Gatanui 26-Feb-18 06:33 AM
@V A H K I T I
Oh, so I think I figured out why the platform challenge in Onu-Wahi results in ear rape. It's a similar bug to Kopaka's landing sound. If you listen closely, it seems to be constantly repeating the Kaita conversation clips.
Now that's incredibly interesting.
Why would that sound play in the first place?
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V A H K I T I 26-Feb-18 06:35 AM
For whatever the reason Kopaka's landing sound is crossed with his sword hit I suppose.
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Gatanui 26-Feb-18 06:39 AM
No, I mean the Onu-Wahi and Kaita thing.
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V A H K I T I 26-Feb-18 06:40 AM
I know, and I just said likely for the same reason. 😛
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Gatanui 26-Feb-18 06:40 AM
Oops, I misread you, sorry.
Seems to be a common problem for me today. 😛
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V A H K I T I 26-Feb-18 06:41 AM
It's k. xP
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2Tie 26-Feb-18 10:37 AM
psst
i kinda didn't want to say anything yesterday because i wasn't sure, and i totally wanted to show up with a viewer for the ocl's but i just haven't had time to poke too much at it
but uh it doesn't look too hard of a format to figure out
first number is possibly the bit-depth of numbers, and then there's a block of nine floats that become three points which is a tri? and then a block of bytes that i don't know about, and then another tri, and then etc?
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2Tie 26-Feb-18 11:14 AM
though i wager that there's normals data in that block, because if you load up, say, WMSK, teleport out of bounds, then swim towards the room, the game will pop you back in bounds
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V A H K I T I 26-Feb-18 02:57 PM
Well I've always theorized judging by what happens when you swap them that the OCLs are to do with object collision.
Furthermore, due to 99% of current stage crashes being due to missing them entirely, a viewer is a good start, but ultimately we need an editor, as there is a necessity to rebuild these files from scratch.
Good work though! We may be able to keep our bounty yet. 😛
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2Tie 26-Feb-18 03:12 PM
well yeah, i was working on a viewer just so i could verify i had the format figured out lol
kinda hard to check an invisible model P:
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V A H K I T I 26-Feb-18 03:14 PM
Tru
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V A H K I T I 26-Feb-18 03:25 PM
So I just rewatched the credits out of curiosity. Turns out ALL the sound was David Madden. Not just the music.
He did fuckin EVERYTHING.
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【HAYABOSO】 26-Feb-18 03:30 PM
HOLY SHITE
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V A H K I T I 26-Feb-18 03:31 PM
Trying to find more info on the guy. Maybe contact him for an interview
Finally found a full lead and a definitive link to Saffire (edited)
"David Michael Madden"
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【HAYABOSO】 26-Feb-18 03:31 PM
Goddamn
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V A H K I T I 26-Feb-18 03:31 PM
I know how to find people. 😛
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【HAYABOSO】 26-Feb-18 03:32 PM
Yet I can’t find my fucking spoon
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V A H K I T I 26-Feb-18 03:32 PM
I managed to track Wayne Lytle after he vanished off the Animusic 3 kickstarter
I managed to track down Jonathan Kaplan as well
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【HAYABOSO】 26-Feb-18 03:32 PM
Are part of the fuck mothering fbi
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V A H K I T I 26-Feb-18 03:33 PM
Pff. I just know how to follow leads. 😛
Lytle is a slippery one. He's had like.. 5 different phone numbers since the incident, and all of them are now dead.
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【HAYABOSO】 26-Feb-18 03:33 PM
What incident
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V A H K I T I 26-Feb-18 03:34 PM
Skipping out on the quarter of a million dollar Kickstarter for Animusic 3
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【HAYABOSO】 26-Feb-18 03:34 PM
Oh
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V A H K I T I 26-Feb-18 03:35 PM
Kaplan was pretty easy to find by comparison. He goes by Cap'n Neon now, and works as a professional Jack Sparrow impersonator. I talked to him a bit afterwards and I have him on Steam now. 😛
I also briefly managed to find Templar's current location.
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【HAYABOSO】 26-Feb-18 03:35 PM
And who’s he?
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V A H K I T I 26-Feb-18 03:35 PM
Head of the ill-fated BIONICLE Quest of the Toa fan movie project.
Also known as Lewa11. (edited)
Well formerly now.
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【HAYABOSO】 26-Feb-18 03:36 PM
Oh damn
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V A H K I T I 26-Feb-18 03:38 PM
Found a contact source for madden.
Sent him a message.
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känser 26-Feb-18 03:42 PM
tell him i think his football games r cool
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V A H K I T I 26-Feb-18 03:42 PM
Pac
I basically just asked him if he'd like to conduct something of an informal interview about the game's history from his prospective and let him know his compositions are finally being enjoyed by thousands.
I might try and contact some of the other design leads as well later on.
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V A H K I T I 26-Feb-18 04:04 PM
In related news, the more I listen to "Kopaka's theme", the more I feel it's supposed to be boss music as well.
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Omega12 26-Feb-18 05:25 PM
(runs voice through a text to speech program) ASK HIM IF HE HAS ANY BETA ASSETS
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joint-Dogg666 26-Feb-18 05:25 PM
/tts
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känser 26-Feb-18 05:27 PM
i would hope we're not allowed to do that
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2Tie 26-Feb-18 05:34 PM
is the ga-koro guard fixed already or no
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V A H K I T I 26-Feb-18 05:35 PM
No
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2Tie 26-Feb-18 05:36 PM
alrighty
i might look into that after work then, if i still have trouble with openGL
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V A H K I T I 26-Feb-18 05:37 PM
If I may suggest a task actually?
Perhaps look into the shared animations but with the move list SLB files
*bug
For instance Whenua shares his talk animation with his idle
But an idle animation does exist it's just not used
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2Tie 26-Feb-18 05:38 PM
ah, alright
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V A H K I T I 26-Feb-18 05:39 PM
The same bug applies to the Toa. In Galis case the strafe animation is shared with her walk. And with the rest the back step animation is shared with their walk
If I recall correctly whenua would be the easiest to start with since it has very few animations to be called in the first place so it's a very simple file.
There might be other factors however, since when I started making changes it would always crash if I changed anything less than all of the talk animations to his idle (edited)
A similar problem seems to be the cause of the Kane Ra crash
When I ran it through a debugger it crashed with a null pointer exception at the animation Handler
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ShadowDraikana 26-Feb-18 07:27 PM
@V A H K I T I Tried fiddling with this today with no luck whatsoever...
Also, there's something weird going on with TA14 in Tahu's level. Warping to it spawns you out of the map, same thing with entering normally and dying
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V A H K I T I 26-Feb-18 07:30 PM
Possibly incorrect main.ocl?
IIRC some or all of them control spawn locations as well
COuld be misremembering however
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ShadowDraikana 26-Feb-18 07:31 PM
No it works fine if you enter the room normally
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V A H K I T I 26-Feb-18 07:31 PM
Hm
Perhaps it's registering a checkpoint out there then
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ShadowDraikana 26-Feb-18 07:31 PM
Also most of the exits/entrances surrounding the shrine are extremely crash prone if you exit then head back
Additionally, TA06 looks like the correct version of TA02 since it has areas to jump on in the lava pool
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V A H K I T I 26-Feb-18 07:32 PM
Oooooh that explains a lot.
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ShadowDraikana 26-Feb-18 07:33 PM
Saw you guys in there on the stream
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V A H K I T I 26-Feb-18 07:33 PM
They're both correct versions, but I was under the impression TA02 was just being altered (edited)
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ShadowDraikana 26-Feb-18 07:33 PM
Wait, so it gets altered?
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V A H K I T I 26-Feb-18 07:33 PM
Nono, TA02 and I guess TA06 are the same stage with different set pieces.
If you watched the stream from TA02, you'll understand what I'm getting at. 😛
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ShadowDraikana 26-Feb-18 07:34 PM
I probably missed that part (edited)
btw, I need an invite link if possible
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V A H K I T I 26-Feb-18 07:35 PM
TA02 and TA06 are both accessible. TA05 is the lava surf area with the giant ball at the start.
It's implied that when you remove the surfboard propping up the ball, it follows you down that path.
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ShadowDraikana 26-Feb-18 07:35 PM
Ok I need to watch that again
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V A H K I T I 26-Feb-18 07:36 PM
TA06 is then a redux of TA02 with a lowered lava level and the ball from TA05 plugging up the lava falls.
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ShadowDraikana 26-Feb-18 07:36 PM
Now that makes a lot of sense
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V A H K I T I 26-Feb-18 07:36 PM
It gives the illusion of going in a circle without actually doing it
This playthrough details as much of the game that can be accessed without warping barring crash recovery, and Makuta's level, which kind of needs it to show ...
And another timestamp: https://youtu.be/N2yjG0F7FvA?t=7674
This playthrough details as much of the game that can be accessed without warping barring crash recovery, and Makuta's level, which kind of needs it to show ...
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ShadowDraikana 26-Feb-18 07:39 PM
How did you get the surfboard working?
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V A H K I T I 26-Feb-18 07:39 PM
It was always working. Pereki discovered that i was just hidden without the Akaku (edited)
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ShadowDraikana 26-Feb-18 07:40 PM
Wow (edited)
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V A H K I T I 26-Feb-18 07:40 PM
THere's clearly a lot about this game we still don't know.
Remember the swimming? 😛
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ShadowDraikana 26-Feb-18 07:40 PM
Lol yeqh
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V A H K I T I 26-Feb-18 07:40 PM
And apparently double tapping W while on a vine will swing you around 180 degrees
We just found that out yesterday
In retrospect, it's easy to see why the beta had big neon arrows pointing to objectives.
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ShadowDraikana 26-Feb-18 07:42 PM
Yep.
btw, that brings up something I wanted to ask: what will the game plan be for handling things if the beta gets dropped?
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V A H K I T I 26-Feb-18 07:44 PM
Well... I figure whatever the beta is missing we port from the alpha and continue our work there.
Alpha is left in its current state as of that point.
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ShadowDraikana 26-Feb-18 07:44 PM
Agreed
My worry is that platform section...
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V A H K I T I 26-Feb-18 07:44 PM
If we figure out the OCLs before then, it's an easy fix (edited)
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ShadowDraikana 26-Feb-18 07:45 PM
Hopefully
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Omega12 26-Feb-18 07:45 PM
heh, someone actually read my vine comment
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V A H K I T I 26-Feb-18 07:45 PM
Worst case scenario, we port the alpha version of the level.
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Omega12 26-Feb-18 07:45 PM
thought that was small news
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ShadowDraikana 26-Feb-18 07:45 PM
Maybe just import the ocl from what we have
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V A H K I T I 26-Feb-18 07:45 PM
We've established that the beta files are backwards compatible, so the same should apply in reverse.
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ShadowDraikana 26-Feb-18 07:53 PM
For starters I think we should import our item fixes IF the models aren't better. If they are, then I'll do what I did for this version and fix them.
@Omega12 You said the 3rd horn in Gali's level called the sound a bunch of time before it crashed?
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Omega12 26-Feb-18 07:55 PM
yeah
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ShadowDraikana 26-Feb-18 07:56 PM
Because in my ProcMon testing, the game never called galiconch3
Not once
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Omega12 26-Feb-18 07:56 PM
lemme grab a screenshot
i tested it a few times
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ShadowDraikana 26-Feb-18 07:56 PM
It called each one a bunch of times when I played them
But this one never loads
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Omega12 26-Feb-18 07:58 PM
oh shit
that wasnt the third horn, that was other other ones
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ShadowDraikana 26-Feb-18 07:58 PM
Yeah I was kind of wondering when I tested it earlier
Haven't determined why it shuts down on that on though
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Omega12 26-Feb-18 07:59 PM
but there's the crash
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ShadowDraikana 26-Feb-18 07:59 PM
As in exception? Because it shuts down for me.
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Omega12 26-Feb-18 07:59 PM
right at the buffer overflow
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ShadowDraikana 26-Feb-18 08:00 PM
By the way, something bizarre is going on with Tahu's Mosh. It shuts down at random with other toa as well and shuts down if you try leaving after warping in.
Probably should make a list of the unsolved shut downs
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Omega12 26-Feb-18 08:02 PM
then it starts closing files
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ShadowDraikana 26-Feb-18 08:02 PM
Back to the horn, I'm wondering if the files aren't properly asking for the sound
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Omega12 26-Feb-18 08:02 PM
dont think it's the sound
i can faintly hear the conch sounds being played on the other 3 (edited)
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ShadowDraikana 26-Feb-18 08:03 PM
Yeah
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Deleted User 26-Feb-18 08:03 PM
>legocine
these from the promo trailers?
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Omega12 26-Feb-18 08:03 PM
no
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ShadowDraikana 26-Feb-18 08:03 PM
No, those are for the cinematics
in-game
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Omega12 26-Feb-18 08:03 PM
which is odd
that might be a lead, because the cinematic for gali diving isnt being called (edited)
which is lev2 cin2
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ShadowDraikana 26-Feb-18 08:05 PM
Hmmm
Might be connected
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Omega12 26-Feb-18 08:05 PM
it it looks like horn 3 might be trying to trigger the scene
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V A H K I T I 26-Feb-18 08:05 PM
Huh
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ShadowDraikana 26-Feb-18 08:06 PM
That makes sense
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Omega12 26-Feb-18 08:06 PM
and i did try using the horn with the kaukau on, that didnt fix it
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ShadowDraikana 26-Feb-18 08:07 PM
Anything you want me to try? I have to get out of here for a bit, so I can work on it while I'm out.
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Omega12 26-Feb-18 08:07 PM
let me try something completely stupid
that didnt work
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Excellionus11 (Samuel) 26-Feb-18 08:10 PM
what did you try omega?
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Omega12 26-Feb-18 08:11 PM
tried camking sure CAM and CHAR were in caps on the filenames
and also copied the files but named them 4 insted of 2
just in case
does onua have a scene where he meets gali?
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V A H K I T I 26-Feb-18 08:12 PM
Ye
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Omega12 26-Feb-18 08:13 PM
just making sure
galidiving frommask is a long sound file
wonder what's supposed to be happening
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2Tie 26-Feb-18 08:14 PM
i think gali
is supposed to dive
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Omega12 26-Feb-18 08:15 PM
lol
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2Tie 26-Feb-18 08:15 PM
from the mask..?
thanking
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Omega12 26-Feb-18 08:15 PM
but a diving scene shouldn't be almost aminute long
unless... she's diving into that fucking cave (edited)
that would take about a minute to do
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Excellionus11 (Samuel) 26-Feb-18 08:16 PM
2 words:
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2Tie 26-Feb-18 08:16 PM
air bubbles
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Excellionus11 (Samuel) 26-Feb-18 08:16 PM
DBZ LOGIC
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2Tie 26-Feb-18 08:16 PM
oh
PEGGLE TWO
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Omega12 26-Feb-18 08:16 PM
fuck how did i not see that
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Omega12 26-Feb-18 08:26 PM
this is from a trigger.slb
im no scientists, but the red underline is which level is triggered to load
double underline is the level name
blue looks like the start position, so str1
yellow looks like lokation 1 maybe?
not sure on that
and i think green is the teleport ID, so in this case 03 (edited)
from what i can see, no 2 tps share the same id, so that would make sense
so with that check this out
06, 07, and 08 are broken it looks like, filled in with 3F
but 09 isn't
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Aurora 26-Feb-18 08:35 PM
brain breaks
Fries
I collapse and catch on fire
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Omega12 26-Feb-18 08:41 PM
it's fine, we got a waterfall to put you out
ruled out that it's the trigger slb
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Aurora 26-Feb-18 08:47 PM
heartlight pops a fuse, exploding after shattering. Protoblood splatters everywhere, pouring out of the gaping hole in my chest.
Gets transported to the red star
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Omega12 26-Feb-18 08:49 PM
the fuck is this?
it's a another version of the map
WTF
and i just realized that that's the map i ran through the map tool
>=/
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Omega12 26-Feb-18 09:20 PM
wew
look where searching for that brough me back to
Image Alchemy is a 1990s-era command-line utility for image processing and image format conversion.
Softlib was a compression/archiving program used by Softdisk Publishing in the 1990s as a container format for their programs and data
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Omega12 26-Feb-18 09:34 PM
found this is shoefitter and brightened it up, cant make out the first word
--- Luck MArket
Removing the .osi file generates a new .osi
it's blank but it's something
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2Tie 26-Feb-18 09:39 PM
are you sure it's not "The Stock Market"?
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Omega12 26-Feb-18 09:41 PM
nope im not sure
could aslo be the fuck market
son of a bitch
i just realised
base.osi has a fucking checklist in it
aat least i think it is
oh shit
tried editing the OSI to change the menu music, the game edited to look like this
THAT TIME IT WORKED
Edited the .osi successfully
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2Tie 26-Feb-18 09:54 PM
toot
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Omega12 26-Feb-18 09:54 PM
main menu plays onua's theme now (edited)
hey man, it's something
and now the main menu plays move along by the all american rejects
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Aurora 26-Feb-18 09:59 PM
Yessssssssss
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Omega12 26-Feb-18 09:59 PM
I'm doing all the important work here!
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Aurora 26-Feb-18 09:59 PM
Can it play dream on?
👍 1
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Omega12 26-Feb-18 10:00 PM
any .mp3
😃
main menu text is fully editable through the .osi
👌 1
👍 1
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Aurora 26-Feb-18 10:09 PM
Of course that's what you change it to (edited)
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Omega12 26-Feb-18 10:11 PM
and if i changed it to takuaaaaaaaaaaa people would complain too
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2Tie 26-Feb-18 10:11 PM
you kolhiihead
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Omega12 26-Feb-18 10:14 PM
so uhh
i dont think the high poly model was stricktly a "beta" model
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V A H K I T I 26-Feb-18 10:14 PM
It wasn't.
The high poly was pre-alpha
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Omega12 26-Feb-18 10:14 PM
graphics setting
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V A H K I T I 26-Feb-18 10:14 PM
Oh
Well that would explain all the various different models
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Omega12 26-Feb-18 10:15 PM
you're forcing high graphics on people!
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V A H K I T I 26-Feb-18 10:15 PM
By Beta there would have been at least three
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Omega12 26-Feb-18 10:15 PM
probably
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V A H K I T I 26-Feb-18 10:15 PM
ANy idea if we can restore the menu options in frontend?
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Omega12 26-Feb-18 10:16 PM
I'm checking
so far I've only figured out how to edit text
however, disabled settings could be an option int he "check boxes" i was talking about
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benji 26-Feb-18 10:17 PM
We won't have access to the full power though until JMMB releases the full opcode list / spec.
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Omega12 26-Feb-18 10:17 PM
no clue why some have b, 1 or 0 in them
always int he midle
dev tools may not be tied to the osi, they might be gone completely
folder doesn't exsist
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Hexadecimal Mantis 26-Feb-18 10:23 PM
Editing text in the osi has already been documented
That folder does not exist because it was probably used for source code or the engine
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Omega12 26-Feb-18 10:24 PM
oh
;_;
if you would just give me warp drive i wouldn't have to invent it again!
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Hexadecimal Mantis 26-Feb-18 10:26 PM
as for editing the osi itself, Most of the simple stuff is straightforward; edit the id or text. But we cant do the good stuff until we understand the bytecode (edited)
thats how I was able to change what level the toa load into.
and replace areas in the warp list
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Omega12 26-Feb-18 10:44 PM
welp, now i feel like i accomplished nothing
gonna go cry myself to sleep
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YaBoiDriftKing 26-Feb-18 10:50 PM
@Omega12 What program are you using to edit the files?
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Omega12 26-Feb-18 10:50 PM
hxd
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ShadowDraikana 26-Feb-18 11:26 PM
Did I miss somthing?
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Hexadecimal Mantis 26-Feb-18 11:26 PM
I don't think so
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ShadowDraikana 26-Feb-18 11:27 PM
I left off wndering why the third horn in G-Koro crashes
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YaBoiDriftKing 26-Feb-18 11:29 PM
Fun Fact: I found a reference to Dave Madden using Sonic Foundry Sound Forge in making one of the sound effects.
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ShadowDraikana 26-Feb-18 11:32 PM
Based on what I'm seeing in ProcMon the game isn't even calling the galiconch3 sound at all when it shuts down. @Hexadecimal Mantis Any idea if that file is even referenced at all? Haven't looked myself yet. Could be that the game expects the sound plus some cinematic that's missing.
Or not called correctly
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Hexadecimal Mantis 26-Feb-18 11:33 PM
I haven't checked
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YaBoiDriftKing 26-Feb-18 11:34 PM
What level is it in? Maybe I can try dicking around in the file.
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ShadowDraikana 26-Feb-18 11:35 PM
Also, something weird is going on with Whenua's animations @Omega12 @V A H K I T I . Figured out that there are 3 talk animations, and doing something with wh03 and wh04 causes the talk animation used in the hut discussion to not work. @YaBoiDriftKing Data/Levels/Lev2/Vllg
I'm thinking that the sound slb might be borked but idk. Looked weird when I looked at it earlier.
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benji 26-Feb-18 11:51 PM
There are a few .SLB files that don't even end with the proper magic (0x00C0FFEE)
I'm not sure whether they are still valid and mean something, or they aren't considered valid
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ShadowDraikana 26-Feb-18 11:52 PM
which slbs specifically?
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V A H K I T I 26-Feb-18 11:53 PM
ANyone here wanna beta test the launcher?
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benji 26-Feb-18 11:53 PM
@ShadowDraikana I'll check, I just saw exceptions in my code because of them and gave up last night Pac
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ShadowDraikana 26-Feb-18 11:54 PM
Thanks
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YaBoiDriftKing 26-Feb-18 11:55 PM
@V A H K I T I I'll do it, since I'm currently not useful in any other way. 😛
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ShadowDraikana 26-Feb-18 11:55 PM
@V A H K I T I Can you confirm if my pick/hammer fixes worked?
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V A H K I T I 26-Feb-18 11:56 PM
ye
@YaBoiDriftKing For the time being, drop the launcher folder in this into the LEGO BIonicle folder https://www.dropbox.com/s/o2avltxecyylpw7/Launcher.zip?dl=0
Shared with Dropbox
I'd appreciate it if you could test also with the game uninstalled.
But do that after
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ShadowDraikana 26-Feb-18 11:57 PM
Awesome. As long as you used a hammer I already fixed the one in Pohatu's level should be fine now
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V A H K I T I 26-Feb-18 11:57 PM
Test it just as is now, test it again after you get the latest patch, and then once more with the game uninstalled
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YaBoiDriftKing 26-Feb-18 11:58 PM
Error.
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V A H K I T I 26-Feb-18 11:58 PM
?
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YaBoiDriftKing 26-Feb-18 11:59 PM
Wait.
I might have done this wrong.
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YaBoiDriftKing 26-Feb-18 11:59 PM
As you were.
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V A H K I T I 26-Feb-18 11:59 PM
Okay? 😛
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Hexadecimal Mantis 27-Feb-18 12:00 AM
C0FFEE magic
kek
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YaBoiDriftKing 27-Feb-18 12:00 AM
So do you want me to put the Launcher folder into the game install folder, or its contents only?
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V A H K I T I 27-Feb-18 12:00 AM
FOlder
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ShadowDraikana 27-Feb-18 12:01 AM
Any other items that have texture rendering issues that I should look at? @benji Whoa that's actually useful to me. Two of the slbs are in areas that have a shutdown problem
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benji 27-Feb-18 12:01 AM
@ShadowDraikana note the EndOfStreamException ones, those are blank files
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YaBoiDriftKing 27-Feb-18 12:02 AM
@V A H K I T I Yeah, it gives me an error message saying a file called version.txt cannot be found within the main game folder.
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V A H K I T I 27-Feb-18 12:02 AM
WHat patch are you running? That should be there by default. 😐
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ShadowDraikana 27-Feb-18 12:02 AM
Visn.slb is not called by the game at all. Not sure what it's for
@benji
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YaBoiDriftKing 27-Feb-18 12:02 AM
@V A H K I T I I'm running the latest patch.
I'll delete the game, reinstall it using the launcher, and I'll see what happens. k?
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V A H K I T I 27-Feb-18 12:03 AM
Nono,
For now just make a blank text file there and call it that
I may have only started the version.txt thing when I started the launcher and am just having a brainfart. 😛
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YaBoiDriftKing 27-Feb-18 12:04 AM
Okay.
New patch installing!
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V A H K I T I 27-Feb-18 12:04 AM
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YaBoiDriftKing 27-Feb-18 12:04 AM
Main (debug) menu loaded.
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Hexadecimal Mantis 27-Feb-18 12:04 AM
@benji iirc those allinfo files are valid, they are just missing the magic number
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V A H K I T I 27-Feb-18 12:05 AM
ANd the launcher closed itself when the game startred?
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benji 27-Feb-18 12:05 AM
@Hexadecimal Mantis well dangit then, I was hoping the SLB files had at least some semblance of structure
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YaBoiDriftKing 27-Feb-18 12:05 AM
@V A H K I T I It did.
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Hexadecimal Mantis 27-Feb-18 12:05 AM
they mostly do (edited)
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V A H K I T I 27-Feb-18 12:05 AM
Now close the game, and try to launch it again.
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benji 27-Feb-18 12:06 AM
@Hexadecimal Mantis yeah, but the mostly part is what I won't settle for
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V A H K I T I 27-Feb-18 12:06 AM
It should boot the game right up and skip the patch dialogue
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benji 27-Feb-18 12:06 AM
I have part of a structure that works on almost all files...
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Hexadecimal Mantis 27-Feb-18 12:06 AM
soundtable, and frnt_cam are pointer based
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YaBoiDriftKing 27-Feb-18 12:06 AM
@V A H K I T I Yeah, that worked.
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V A H K I T I 27-Feb-18 12:06 AM
OKAY
FINAL TEST
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ShadowDraikana 27-Feb-18 12:07 AM
Visn.slb is a weird file; my guess is they copied files from VISN and were using them to finish Well.
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V A H K I T I 27-Feb-18 12:07 AM
Uninstall the game, and have it download the game for you
Leave the Launcher folder and version.txt in that dir.
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YaBoiDriftKing 27-Feb-18 12:07 AM
Sure thing.
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V A H K I T I 27-Feb-18 12:08 AM
DOn't worry if the game crashes when you do that. The version.txt will make it think you're on the latest patch. In light of that, it might also be a good idea after that to do another clean install but blank out the versioin.txt so it also attempts to download the patch.
If both those work, then I can bundle it up and release it with 0.007
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ShadowDraikana 27-Feb-18 12:09 AM
What's in 0.007 so far?
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V A H K I T I 27-Feb-18 12:09 AM
AFter some graphical polish that is
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YaBoiDriftKing 27-Feb-18 12:10 AM
Would it be possible to squeeze in a fix for the Win key not doing anything? That's my biggest gripe with the game at the moment.
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V A H K I T I 27-Feb-18 12:10 AM
@ShadowDraikana
v0.007: • Updated various Toa animations with those from the onua.blk included with Deep Brick's old videos (Vahkiti) • Fixed the Kanohi Ruru and Huna from rendering incorrectly (Vahkiti) • Fixed Nui Rama lacking animations (Vahkiti) • Fixed Ice Bats lacking animations (For real this time!) (Vahkiti) • Fixed various objects in Onu-Wahi and Po-Wahi from rendering incorrectly (shadowknight)
@YaBoiDriftKing I don't know what would cause that issue. YOu're the first one to report it..
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YaBoiDriftKing 27-Feb-18 12:10 AM
Really?
Huh.
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ShadowDraikana 27-Feb-18 12:11 AM
@V A H K I T I Forgot the Akaku
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V A H K I T I 27-Feb-18 12:11 AM
AH
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YaBoiDriftKing 27-Feb-18 12:11 AM
Well, I was running the latest patch in Win 10 Home, if that means anything to you.
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ShadowDraikana 27-Feb-18 12:12 AM
Also, can you confirm that Onua's backstep works?
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V A H K I T I 27-Feb-18 12:12 AM
ye
works with gali too
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ShadowDraikana 27-Feb-18 12:12 AM
How did you get it to work? It's linked into the walk/run animation on what I have here
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V A H K I T I 27-Feb-18 12:13 AM
In Onua or gali?
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ShadowDraikana 27-Feb-18 12:13 AM
Onua
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V A H K I T I 27-Feb-18 12:13 AM
And I just replaced the animation listed in the list file.
Not to be confused with backwards walk
Backwards RUN is what I replaced
There's apparently a differnece
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ShadowDraikana 27-Feb-18 12:13 AM
Yeah
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V A H K I T I 27-Feb-18 12:13 AM
I assume analog controller support would show that
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ShadowDraikana 27-Feb-18 12:14 AM
But does it actually work or does it use his run animation still?
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V A H K I T I 27-Feb-18 12:14 AM
no it works
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ShadowDraikana 27-Feb-18 12:14 AM
HMM
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YaBoiDriftKing 27-Feb-18 12:14 AM
@V A H K I T I Game uninstalled, will attempt reinstall with the launcher.
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ShadowDraikana 27-Feb-18 12:14 AM
Something feels wrong here
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V A H K I T I 27-Feb-18 12:15 AM
@YaBoiDriftKing I'll go ahead and do the blanked out version.txt test just to save you time.
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YaBoiDriftKing 27-Feb-18 12:15 AM
Prompt came up and is downloading the setup.exe. So far, so good...
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ShadowDraikana 27-Feb-18 12:15 AM
Unless I'm brainfarting and the animation works it just was a copy of the run animation
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V A H K I T I 27-Feb-18 12:15 AM
So when you're done, just blank it out yourself and let the patch install.
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YaBoiDriftKing 27-Feb-18 12:15 AM
I blanked it before the install.
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V A H K I T I 27-Feb-18 12:15 AM
Oh okay.
In that case I'll do the opposite test. 😛
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YaBoiDriftKing 27-Feb-18 12:16 AM
Also, can you change the icon to match the game's .exe?
Just a nitpicky thing, I know.
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V A H K I T I 27-Feb-18 12:16 AM
I mean.. graphically this isn't done at all
As I said before, I just wanted to get it functional
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YaBoiDriftKing 27-Feb-18 12:17 AM
That's fair.
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V A H K I T I 27-Feb-18 12:17 AM
Graphical polish will come after testing
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YaBoiDriftKing 27-Feb-18 12:17 AM
Okay, game's setup started without a hitch.
Although I do like the addition of the Dancy Boi.
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V A H K I T I 27-Feb-18 12:18 AM
Ye
That's all web based, so I can update that remotely with current patch notes
Basically the old Minecraft launcher
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YaBoiDriftKing 27-Feb-18 12:19 AM
Makes sense.
I mean, if it works, why not?
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ShadowDraikana 27-Feb-18 12:21 AM
@Omega12 Any idea if we can fix the two textureless/maskless matoran in Po-Wahi? Would like to try tackling this
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YaBoiDriftKing 27-Feb-18 12:21 AM
So running the game via the launcher somehow fixed the Win key not working for me.
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V A H K I T I 27-Feb-18 12:21 AM
.-.
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YaBoiDriftKing 27-Feb-18 12:21 AM
But yeah.
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V A H K I T I 27-Feb-18 12:21 AM
So it worked?
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YaBoiDriftKing 27-Feb-18 12:21 AM
Works fine.
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V A H K I T I 27-Feb-18 12:21 AM
It prompted you to download the patch after the game finished installing?
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YaBoiDriftKing 27-Feb-18 12:21 AM
Indeed it did.
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V A H K I T I 27-Feb-18 12:21 AM
Magnificent
A little polish and we're good to go
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Omega12 27-Feb-18 12:21 AM
I didn't know po wahi had broken matoran
I can see what I can do tomorrow
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V A H K I T I 27-Feb-18 12:21 AM
Oh one more question
When the game launched, the launcher closed again I hope?
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YaBoiDriftKing 27-Feb-18 12:22 AM
It did.
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V A H K I T I 27-Feb-18 12:22 AM
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YaBoiDriftKing 27-Feb-18 12:22 AM
However, the game launched without the skipintro command.
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V A H K I T I 27-Feb-18 12:22 AM
Right, I forgot I need to make it dummy out the intro videos again.
I changed the patch format
THanks for the heads up on that
ALTHOUGH
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YaBoiDriftKing 27-Feb-18 12:23 AM
Also, would it be possible to sneak in a blank version.txt into the launcher itself?
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ShadowDraikana 27-Feb-18 12:23 AM
@Omega12 The start of GLY1 features one riding a rahi. The one also in PTOS is broken.
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V A H K I T I 27-Feb-18 12:23 AM
We should probably figure out why the upres patch borked the FMVs. 😛
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YaBoiDriftKing 27-Feb-18 12:23 AM
Save an extra step for those downlaoding in the future.
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V A H K I T I 27-Feb-18 12:23 AM
@JrMasterModelBuilder
@YaBoiDriftKing That was the plan!
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JrMasterModelBuilder 27-Feb-18 12:23 AM
?
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YaBoiDriftKing 27-Feb-18 12:23 AM
@V A H K I T I 👌
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V A H K I T I 27-Feb-18 12:24 AM
@JrMasterModelBuilder THe upres patch broke rendering of the intro videos.
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JrMasterModelBuilder 27-Feb-18 12:24 AM
Oh, yes
Will get back to that
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V A H K I T I 27-Feb-18 12:24 AM
As a result I've had them dummied out for three patches now. 😛
AIght
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ShadowDraikana 27-Feb-18 12:26 AM
@Omega12 Also, what is the deal with the Ta-matoran at the Ga-Koro gate (that has no dialogue either)? Not sure if you've looked at him yet because he's maskless
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Omega12 27-Feb-18 12:26 AM
I'm pretty sure he has a mask in my game
I'll double check that tomorrow as well.
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ShadowDraikana 27-Feb-18 12:27 AM
That must have been something you did, because he's definitely maskless here. Staring at him right now.
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Omega12 27-Feb-18 12:27 AM
Hmmm
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ShadowDraikana 27-Feb-18 12:28 AM
Any idea where those files are?
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Omega12 27-Feb-18 12:28 AM
No clue, I didn't document it since I didn't know he was broken
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YaBoiDriftKing 27-Feb-18 12:28 AM
@V A H K I T I @JrMasterModelBuilder @ShadowDraikana Hey guys. I know you guys have a lot on your plate as it is, but would it be possible to give a brief tutorial of how you're going about making fixes and changes here and there? As I stated previously, I want to help out and I'm sure others here do as well, but I simply don't know how.
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Omega12 27-Feb-18 12:28 AM
The two by gate, pretty sure one has a blue mask and one has a green on if I recall
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ShadowDraikana 27-Feb-18 12:29 AM
I'm talking about the one in the area before the village
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Omega12 27-Feb-18 12:29 AM
Yeah
To the right of the gate? (edited)
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ShadowDraikana 27-Feb-18 12:30 AM
Yeah one Ga-matoran is there, along with Kapura.
and the Ta-Matoran
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Omega12 27-Feb-18 12:30 AM
Wait
Take a pic
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benji 27-Feb-18 12:30 AM
@YaBoiDriftKing It's a lot of hex-editing, and trial and error
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Omega12 27-Feb-18 12:30 AM
I thought that was a typo. I ain't seen no fire boy (edited)
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JrMasterModelBuilder 27-Feb-18 12:31 AM
I haven't been doing much fixes except for binary patching, which is way too complex to give a short overview of. (edited)
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ShadowDraikana 27-Feb-18 12:31 AM
@YaBoiDriftKing My fixes were trial and error plus some educated guessing when it came to the broken mask renders I fixed up.
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Omega12 27-Feb-18 12:31 AM
I just found missing animations through trial
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2Tie 27-Feb-18 12:31 AM
my current thing hs been poking at files with a hex editor nd seeing if it changes anything :P
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V A H K I T I 27-Feb-18 12:32 AM
Ooh, I should add a configure DGVoodoo button to the launcher too
THat'd be helpful
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Omega12 27-Feb-18 12:33 AM
Because if it's a ta Matoran, I think I know what the problem is but not how to fix it (edited)
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Hexadecimal Mantis 27-Feb-18 12:33 AM
I have been looking at files here and there. Mainly using my reversing skills @ Swanka#5826 (edited)
which still need work/practice
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ShadowDraikana 27-Feb-18 12:33 AM
Weird thing is that one matoran is maskless, not textureless
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Omega12 27-Feb-18 12:34 AM
Gimme a Pic so I know where he is
Because I sure haven't seen him
Unless... Those aren't GA Matoran, and for some reason are blue in my game...
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ShadowDraikana 27-Feb-18 12:36 AM
He's literally walking around in front of the gate that opens automatically when you find the stone in the surrouding area
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YaBoiDriftKing 27-Feb-18 12:36 AM
@V A H K I T I Make sure to open the Voodoo bit as administrator! I had trouble getting changes to save without it.
(Although you probably already know this.)
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ShadowDraikana 27-Feb-18 12:36 AM
BMTN I think?
Second area in Gali's level (edited)
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Omega12 27-Feb-18 12:37 AM
Ohhh
I haven't messed around in that map
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ShadowDraikana 27-Feb-18 12:37 AM
There IS a Ga-matoran nearby though
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Omega12 27-Feb-18 12:37 AM
That explains why I'm confused
I'm gonna hit the sack. I'll look into those tomorrow then
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ShadowDraikana 27-Feb-18 12:38 AM
GN man
I'll do the same thing here, though you'l probably have better luck
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YaBoiDriftKing 27-Feb-18 12:39 AM
Has anyone figured out how to add in more sound effects? Like, adding background music to a level that doesn't have it?
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Hexadecimal Mantis 27-Feb-18 12:39 AM
yes
edit the sound table
You could replace the ambiance id with the music id (edited)
or edit a pointer and point it to a dummy id
Not a perfect solution, but it works
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YaBoiDriftKing 27-Feb-18 12:42 AM
What's a pointer and how do I edit it?
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Hexadecimal Mantis 27-Feb-18 12:42 AM
It's a bit difficult to explain, but you'll need a hex editor and some basic file knowledge
pointer basically points to something
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YaBoiDriftKing 27-Feb-18 12:43 AM
I get that. But how do I know what it's pointing to?
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Hexadecimal Mantis 27-Feb-18 12:44 AM
Say we have a pointer that points to 0x1c2e it would be 2e 1c 00 00
in this case, because its a little endian file
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YaBoiDriftKing 27-Feb-18 12:45 AM
Okay.
I'm looking at the SoundTable, and I don't see any reference to sound effects that aren't character-related.
I can see it in the SOUNDS.slb file for each level, though.
Let's try sneaking in an extra reference!
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ShadowDraikana 27-Feb-18 12:47 AM
Crash city
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Hexadecimal Mantis 27-Feb-18 12:47 AM
you could try editing sounds.slb
but those ones are finicky
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ShadowDraikana 27-Feb-18 12:48 AM
btw, any idea why the ones that caused crashes are broken?
Sound.slbs
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Hexadecimal Mantis 27-Feb-18 12:49 AM
He's right about no music references in the sound table
I could have sworn it had some
weird
You probably could replace some ambient audio with a music id
but you would need to add it in
Anyways, I should probably get some rest before I spew out more incorrect information
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ShadowDraikana 27-Feb-18 12:56 AM
@V A H K I T I Are there certain things you'd like to me to try working on next? Not sure if there are any other broken textures on objects besides matoran left for me to fix.
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Hexadecimal Mantis 27-Feb-18 12:57 AM
Work on OCL
I'm such a hypocrite
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ShadowDraikana 27-Feb-18 12:58 AM
I don't know much about hex editing, so I'm extremely limited with that. Although I did figure out how to break a woeking ocl the other day. As in make the character fall through the floor.
Now if I had documented what I did....
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YaBoiDriftKing 27-Feb-18 01:01 AM
So in Onua's level, l1a3 has the music playing in the background. However, it the level's SOUNDS file, the sound file isn't mentioned; the ambience sounds are, though.
Any ideas where it could be?
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YaBoiDriftKing 27-Feb-18 01:09 AM
Hey, I found shitloads of music references in Base.ois
*Base.osi
Looks like a lot of pure code instead of hexes.
Lots of comments, too.
What programming language you know off uses asterisks to leave comments?
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ShadowDraikana 27-Feb-18 01:14 AM
@JrMasterModelBuilder ^
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JrMasterModelBuilder 27-Feb-18 01:15 AM
I doubt there are actual comments in that file, more-likely there are debug log statements. (edited)
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YaBoiDriftKing 27-Feb-18 01:15 AM
Maybe.
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JrMasterModelBuilder 27-Feb-18 01:16 AM
I don't know what the original language is.
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YaBoiDriftKing 27-Feb-18 01:16 AM
How would one go about guessing which language it is?
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JrMasterModelBuilder 27-Feb-18 01:16 AM
I do know it has runtime typing though.
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ShadowDraikana 27-Feb-18 01:16 AM
@V A H K I T I Again, anything specific you'd like me to check out/investigate/attempt to fix tomorrow? Won't be online until late tomorrow night, so it's now or never if you need something.
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JrMasterModelBuilder 27-Feb-18 01:17 AM
Unless it become obvious what the language is, I'm going to assume it's custom.
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YaBoiDriftKing 27-Feb-18 01:17 AM
That's fair, but why use a custom language?
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JrMasterModelBuilder 27-Feb-18 01:18 AM
It may not be custom, or maybe just the bytecode is custom.
Once I get the opcode spec worked out, I'll see if I can find a match.
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ShadowDraikana 27-Feb-18 01:18 AM
Much like how DDI used a C++ based custom language to write script files for Rock Raiders (custom language) among other things
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V A H K I T I 27-Feb-18 01:18 AM
@ShadowDraikana Hmm... not sure.
Also
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JrMasterModelBuilder 27-Feb-18 01:18 AM
The VM code looks custom though, so I assume the compiled code is too. (edited)
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V A H K I T I 27-Feb-18 01:18 AM
Added that DGVoodoo button. 😛
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ShadowDraikana 27-Feb-18 01:18 AM
Noice
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V A H K I T I 27-Feb-18 01:19 AM
NOW I can start making it look good
Also I have to ask..
@benji, @Snowcone, why'd y'all have to make this so complicated? 😛
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ShadowDraikana 27-Feb-18 01:20 AM
Actually I just realized I might be able to fix the blue vines in Lewa's level. Unsure of how to make them actually function though...
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V A H K I T I 27-Feb-18 01:20 AM
When I finally decided to go back to the project solo, I finished it in half the time, with half the code. xP
Not sure if this project is a lesson in "just because you can, doesn't mean you should" or, "if it ain't broke, don't fix it"
My personal motto for it would be "why write ten lines of code when one and an installer will do?"
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ShadowDraikana 27-Feb-18 01:23 AM
Pin worthy?
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V A H K I T I 27-Feb-18 01:23 AM
Pff, nah.
Just saying. Complicated code makes for a complicated project. (edited)
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ShadowDraikana 27-Feb-18 01:24 AM
Object lesson in KISS: Keep It Simple Stupid
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V A H K I T I 27-Feb-18 01:25 AM
I mean.. I wouldn't say it like THAT. xD
Benji and Snowcone are obviously far better at this than I am to have coded any of what they did
But a good 75% of it turned out to be unnecessary
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ShadowDraikana 27-Feb-18 01:27 AM
I was merely saying what a Java coder told me once. Sorry if that came out sounding lime I was taking shots...
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V A H K I T I 27-Feb-18 01:27 AM
And they both seemed to have reached an impasse on their ends, so I went back to my previous solo code
Nah, fair enough. 😛
I understand
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ShadowDraikana 27-Feb-18 01:28 AM
Hey, I thought of something I could try fixing. There are rahi in Kopaka's level that wander arlund in T-poses unless they are moving at you to attack
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V A H K I T I 27-Feb-18 01:29 AM
Good idea!
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ShadowDraikana 27-Feb-18 01:29 AM
I completely forgot about them
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V A H K I T I 27-Feb-18 01:29 AM
Kopaka's level needs a lot of work. 😛
I fixed the ice bats there though!
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ShadowDraikana 27-Feb-18 01:29 AM
Nice
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V A H K I T I 27-Feb-18 01:29 AM
For some reason only the fire bats had animations
Since they shared the same model, I just copied those
Same goes for the Nui Rama in Le Wahi
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ShadowDraikana 27-Feb-18 01:30 AM
Yeah I found the Nui-Rama fix today when I was tinkering with the animations
Kind of weird some of the animatins are broken though
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V A H K I T I 27-Feb-18 01:31 AM
Now if only we could get them to take damage. 😛
Cause the ones in Ta-Wahi are part of a gauntlet room.
So the door won't open until they're pacified.
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ShadowDraikana 27-Feb-18 01:31 AM
Does the door actually work?
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V A H K I T I 27-Feb-18 01:32 AM
No way of knowing really since the Nui Rama can't be killed. 😛
That's a project you could take a look at too if you like. (edited)
As a side effect, if you figure that out, you might be able to figure out some of the bosses too.
Speaking of, as far as I can tell, Gali's tsunami glyph does absolutely jack shit.
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ShadowDraikana 27-Feb-18 01:33 AM
Maybe add that to the bug list
Kopaka's boss has another issue though
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V A H K I T I 27-Feb-18 01:34 AM
Not really a bug as much as it is a probably missing function
I know
the crush game close
THat's a funny one tbh
TFW you get punched so hard the entire universe ends. Pac
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ShadowDraikana 27-Feb-18 01:34 AM
Not that getting hit causes a crash, but him just hitting one of those pillars does it too.
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V A H K I T I 27-Feb-18 01:35 AM
Really?
Huh
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ShadowDraikana 27-Feb-18 01:35 AM
Yeah
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V A H K I T I 27-Feb-18 01:35 AM
So you're saying this elemental is actually Nocturn? Pac
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Aurora 27-Feb-18 01:37 AM
My element is also glow in the dark idiocy (edited)
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ShadowDraikana 27-Feb-18 01:37 AM
I figured this out when I fell off, but looked up to watch the fist come down on the pillar just prior to the shut down. My guess is some event takes place such as the pillar rocking around or falling, but the game pulls a Gali-horn-blast style shut down
Also that boss's door is missing textures
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benji 27-Feb-18 01:39 AM
@ShadowDraikana any definite conclusions on the signature-less SLB list? If we can figure out exactly what is legal and what isn't, that would be a massive step forward
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ShadowDraikana 27-Feb-18 01:40 AM
Since I parked on Kopaka's level, does anyone have any clue why ONE spot on the ice bridg in the shrine cuases a freeze and a crash?
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benji 27-Feb-18 01:40 AM
I was hoping the int at 0x04 was the datatype, but I see a weak correlation in my Excel analysis (Similar files have a similar int at 0x04, but not exact)
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ShadowDraikana 27-Feb-18 01:41 AM
@benji Well for starters the visn slb file isn't called at all by the game; haven't checked to,see if the other stream exception ones aren't called either
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benji 27-Feb-18 01:42 AM
well I wouldn't be surprised if zero-length files aren't valid Pac
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Aurora 27-Feb-18 01:43 AM
I hope I at least made someone chuckle
👍 1
knux_thot 1
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ShadowDraikana 27-Feb-18 01:44 AM
Hmm, so the AIInfo, Identifiers, and Canister slbs are not valid.
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benji 27-Feb-18 01:45 AM
How so?
I know they don't have the signature, that's why my code threw the exception
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ShadowDraikana 27-Feb-18 01:45 AM
Oh
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benji 27-Feb-18 01:45 AM
I'm wondering if the game cares at all
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ShadowDraikana 27-Feb-18 01:45 AM
Try adding the signature to one?
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benji 27-Feb-18 01:46 AM
no u
Have you noticed any of the signature-less files crashing the game?
That's more what I was asking
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ShadowDraikana 27-Feb-18 01:48 AM
Not that I can tell. I'll use ProcMon tomorrow and see if I notice anything. If they were crashing then we wouldn't be able to load anything (edited)
Anyway I have to get some shuteye. I'll try working on the rahi animations and bosses tomorrow @V A H K I T I . One last note: why the fuck does Gali's level area ask for Pohatu's boss door textures?
Makes zero sense to me
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Perp3tual 27-Feb-18 04:27 AM
Textures are recycled all over the place
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JrMasterModelBuilder 27-Feb-18 04:34 AM
I've painstakingly worked out the opcode function table (still need to document what each does exactly): https://pastebin.com/Rkp4QgXk In the mean time, can anyone suggest a higher-level language that would support these features? Ideally one with good libraries for creating a decompiler/compiler.
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2Tie 27-Feb-18 11:07 AM
the last few points in the gali mosh OCL, not sure why so little of these repeat (edited)
if these were triangles, then each point would be used at least three times - that said i haven't parsed the whole file
if these are just points and triangles are assembled from them elsewhere, i'm not sure why some are even repeated at all
another point against triangles, these points are stored in pairs - and having the same point twice in a sequence of three makes for a bad triangle heh (edited)
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2Tie 27-Feb-18 11:23 AM
oh, the grouping is different at either end of the file, hmmmm
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2Tie 27-Feb-18 11:34 AM
i'll have a look at those after work
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Omega12 27-Feb-18 06:51 PM
let me throw this out there
kopaka's dance has an error with the shield
cant fix till we can edit dem bones
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Omega12 27-Feb-18 07:19 PM
fog effects change based on the toa
not normally tinted red
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2Tie 27-Feb-18 07:20 PM
interesting
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Omega12 27-Feb-18 07:20 PM
i confirmed in ga-koro as well
fog is very red there
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Omega12 27-Feb-18 07:28 PM
underlined are the values that are the same
working with trying to edit some villagers
ok then
those are the villagers xyz coords
working in the _char.slb btw
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Deleted User 27-Feb-18 07:42 PM
@Omega12 all that means... (edited)
🕶
is things are heating up
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Omega12 27-Feb-18 07:45 PM
magic number 52 bby
they line up with that shit
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ShadowDraikana 27-Feb-18 07:51 PM
@V A H K I T I @JrMasterModelBuilder Uhh, this is bizarre. So I left ProcMon running by accident when I was testing some changes in my Rock Raiders mod, and then things got interesting. This game, created 2 years prior to this one, is calling a texture for LOMN. Specifically Data/Levels/Lev3/Textures/Po_lev_20xx_Rckmnstrdoor0013.dds I mean, what in the hell is going on here?
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Omega12 27-Feb-18 07:53 PM
does that texture even exsist?
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ShadowDraikana 27-Feb-18 07:53 PM
Yes
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Deleted User 27-Feb-18 07:53 PM
wouldn't be the first crossover with rock raiders
see also, legoland
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ShadowDraikana 27-Feb-18 07:53 PM
And it loads that one specifically. No idea why
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Deleted User 27-Feb-18 07:56 PM
it's a game about rocks, and po-wahi is the region of stone...
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ShadowDraikana 27-Feb-18 07:57 PM
I'm thinking there's some correlation there, considering the Rock Monster references, but why load just that one specific texture only?
It might be loading others that I missed though
On another note, does anyone know what makes a rahi "killable"?
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Deleted User 27-Feb-18 07:59 PM
take off their mask(s)
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ShadowDraikana 27-Feb-18 08:00 PM
Haven't been able to locate an slb that affects this; probably an osi function
Until we determine what does this we can't make the Nui-Rama in Lewa's and Tahu's levels hittable
Not to mention make bosses killable
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2Tie 27-Feb-18 08:03 PM
and the tarakava in gali's
er, i think?
where was gali's elemental orb again anyway
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ShadowDraikana 27-Feb-18 08:05 PM
@Omega12 I also noticed a glitch with the wrat rahi in Kopaka's level. For some reason the attack run animation doesn't trigger properly, resulting in them moving toward you in a T-pose until they attack. Then it seems to work right. @2Tie That Tarakava doesn't even work
The one is Lewa's level doesn't have a collision mesh so it can't harm you
@2Tie It's in that one underwater maze; trying to remember the name exactly
The elemental glyph, that is
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2Tie 27-Feb-18 08:11 PM
ttun?
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ShadowDraikana 27-Feb-18 08:11 PM
No
I think GLY1 or WTHK
Something late in the level
Oh, the vertex colors of the Nui-Rama masks are broken too
They show up as black when they should be blue
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2Tie 27-Feb-18 08:19 PM
nothing's in wthk
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ShadowDraikana 27-Feb-18 08:19 PM
GLY1 has a waterfall in it at the start, right?
It's either that or GLY2
In that same room where you fall from the waterfall there is a grate in the floor. Doesn't seem to trigger a load of another area, and there isn't a way to open that I've seen.
I also determined how you're supposed to get to the shrine in Gali's level. To the left of the spawn point in ISLD is an underwater fissure. In that fissure is a tunnel without air bubbles that doesn't trigger the shrine loading like it should. Loading the shrine and then backtracking puts you near the tunnel but still outside the map.
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2Tie 27-Feb-18 08:42 PM
i posted about that a couple days ago :P
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ShadowDraikana 27-Feb-18 08:44 PM
Apparently I missed that one too
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ShadowDraikana 27-Feb-18 09:12 PM
@benji Those other slbs all cause a crash if they aren't read byt the game. The identifiers slbs I didn't test yet though.
The common thread is that the slbs that don't have the signature are all in the characters folder
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Omega12 27-Feb-18 09:15 PM
where the heck are the textures for the green rau that the lilly pad man wears
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ShadowDraikana 27-Feb-18 09:15 PM
Should be in the textures folder within the characters directory
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Omega12 27-Feb-18 09:15 PM
not finding green
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ShadowDraikana 27-Feb-18 09:16 PM
Wait a sec
He might be using the lilypad texture
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Omega12 27-Feb-18 09:16 PM
unless it's this
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ShadowDraikana 27-Feb-18 09:16 PM
Seen stuff like this when fiddling with the other masks
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Omega12 27-Feb-18 09:16 PM
but that's too dark, and it's lewas
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ShadowDraikana 27-Feb-18 09:16 PM
Did you search in the Lev2 textures?
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Omega12 27-Feb-18 09:17 PM
yes...
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Perp3tual 27-Feb-18 09:17 PM
Can you do multiplicity with textures?
Multiply a texture down to something that has the color on the polygon.
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Omega12 27-Feb-18 09:17 PM
not int his case
because all the detail is int he texture
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ShadowDraikana 27-Feb-18 09:18 PM
It can't be the lilypad texture since the mask has details
Try runnin a search of the entire Data directory
ns_cha_blablah
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Omega12 27-Feb-18 09:20 PM
unless it's using another texture as a base
and putting the detail texture on top
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UTTER_BODGE 27-Feb-18 09:21 PM
In that fissure is a tunnel without air bubbles that doesn't trigger the shrine loading like it should. Loading the shrine and then backtracking puts you near the tunnel but still outside the map. perhaps the tunnel changed shape/position but they didn't update the entry and exit points yet?
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ShadowDraikana 27-Feb-18 09:21 PM
@UTTER_BODGE Likely
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Perp3tual 27-Feb-18 09:22 PM
I think the Tohunga use vertex colors as a base and add the ns_cha files as necessary on top of them.
That's my speculation. I don't know if that's how that works. (edited)
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ShadowDraikana 27-Feb-18 09:22 PM
If we can find his files we can determine what's going on
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Omega12 27-Feb-18 09:24 PM
that could very well be
would explain how they change colors when a new toa comes to town
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2Tie 27-Feb-18 09:25 PM
you could always change the texture and see P:
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UTTER_BODGE 27-Feb-18 09:26 PM
materials can also be tinted RGB colors themselves, without vertex colors, though I don't know how this particular game works in that regard
like, rocket racer's helmet in lego racers 2 uses a plain white texture (aside from the stripes in the middle and visor) but it's tinted grey by the material
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ShadowDraikana 27-Feb-18 09:28 PM
@Omega12 Here's an idea: remove all the villager textures and see what happens
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Omega12 27-Feb-18 09:29 PM
they're white then
wait
are they?
ill try it
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ShadowDraikana 27-Feb-18 09:29 PM
That's my point. Are they actually white
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Omega12 27-Feb-18 09:32 PM
ok
so something else is breaking the mask in BMTN
replaced a turtle with kapura, and still no mask rendering
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ShadowDraikana 27-Feb-18 09:33 PM
@UTTER_BODGE The models here use ambient, diffuse and specular color defined in their material libraries along with the texture reference.
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Omega12 27-Feb-18 09:33 PM
both lines, kapura and turtle boy are 100% the same now
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UTTER_BODGE 27-Feb-18 09:34 PM
ok so things could definitely be tinted by those
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ShadowDraikana 27-Feb-18 09:34 PM
I'd need to see his files to know for sure
@Omega12 So it's area specific then
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Omega12 27-Feb-18 09:34 PM
yeah, something else is causing it
and something else is causing these matoran to be "red" only for gali
when i tested with tahu they were white
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ShadowDraikana 27-Feb-18 09:35 PM
Still doesn't explain why there's aworking Ga-matoran in the same area
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Omega12 27-Feb-18 09:36 PM
not textures
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ShadowDraikana 27-Feb-18 09:39 PM
So this is something model/area specific
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Omega12 27-Feb-18 09:39 PM
yep
doesn't look like material.slb or textures.slb control it
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ShadowDraikana 27-Feb-18 09:40 PM
Might the osi
*be
Or the level slb files
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Omega12 27-Feb-18 09:41 PM
i've been playing witht he level's SLBs
with crab boy
it's the OSI i'm not gonna be able to figure it out
or ocl
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ShadowDraikana 27-Feb-18 09:43 PM
@UTTER_BODGE I need to experiment more with the values to know what effect they have, although I've used different values on things and seen no difference in the texture rendering.
@Omega12 Anything you want me to try fiddling with in this department?
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Omega12 27-Feb-18 09:44 PM
i'm not sure
i mean if can look and see anything that dictates what mask someone wears
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ShadowDraikana 27-Feb-18 09:45 PM
Yeah I'll look. I'll be back later on. Gotta run for now
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2Tie 27-Feb-18 09:46 PM
checked the char slb yet? or no
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Omega12 27-Feb-18 09:49 PM
yes
that's how i managed to create Mr. Krabs
and turn the crab into a matoran (edited)
but nothing i've changed has changed the mask (edited)
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2Tie 27-Feb-18 09:52 PM
hmmmm
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Omega12 27-Feb-18 09:57 PM
gonna take extreme fucking measures
and attempt to bend space and tim as we know it
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V A H K I T I 27-Feb-18 10:02 PM
Aight. I'm done streaming. What'd I miss?
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Omega12 27-Feb-18 10:02 PM
the fuck
that's an exact copy of kapura's data from the other .slb
into the village .slb
and i know this because maku here thought she could fly
so, that should have spawned a boy with a pakari
in theory
i wonder...
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Omega12 27-Feb-18 10:23 PM
long story short, no mask data in the CHAR.slb
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V A H K I T I 27-Feb-18 10:24 PM
Hm
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Omega12 27-Feb-18 10:24 PM
you can edit charecters to be other charecters in the same level
so BMTN i can make all the rahi matoran
but i cant make all rahi, say, vakama
but i could do that if there was a map where vakama was around other characters
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V A H K I T I 27-Feb-18 10:26 PM
So theoretically, to fix the one broken nui rama in Ta-wahi you could just swap it with another?
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Omega12 27-Feb-18 10:26 PM
maybe
which map is ta wahi?
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V A H K I T I 27-Feb-18 10:30 PM
Uh
TA07 I think?
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Deleted User 27-Feb-18 10:32 PM
Level 6
Every map in that folder that isn't Ta-Koro is Ta-Wahi
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Omega12 27-Feb-18 10:38 PM
ok, no not really vahkiti
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ShadowDraikana 27-Feb-18 11:35 PM
@V A H K I T I No. The Nui-Ramas are both un-killable
Haven't determined what files make a rahi hittable
The one in Lewa's level can't be hit; tried point blank shots today to be sure
Also the rahi in Kopaka's level have some other issue. They seem to move in T-poses when switching from walk to run as soon as they see you, but the animations work right after one actually performs the attack animation
@Omega12 Ok, the textures for matoran are all blank, meaning colors must be being determined by the ocl, or osi files
In addition, the colorless matoran in PTOS of Pohatu's level is called from the tnga folder in characters, not vlgr.
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ShadowDraikana 28-Feb-18 12:10 AM
So much for actually fixing something Pac
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Omega12 28-Feb-18 12:11 AM
Lol
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ShadowDraikana 28-Feb-18 12:25 AM
OH @JrMasterModelBuilder @Hexadecimal Mantis I found some more header files today, in case you are interested.
Found one in the dfly folder
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JrMasterModelBuilder 28-Feb-18 12:29 AM
@ShadowDraikana dfly_names.h ?
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ShadowDraikana 28-Feb-18 12:30 AM
yep
All of the headers I found were in the character folder
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JrMasterModelBuilder 28-Feb-18 12:31 AM
Yeah, there's a few of them. They only have a few constants though.
It's not much, it's a little, but not much.
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ShadowDraikana 28-Feb-18 12:32 AM
Any idea what SlkRip is?
that's apparently what was used to create the files
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JrMasterModelBuilder 28-Feb-18 12:38 AM
I couldn't find anything about it. I assume it's custom.
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ShadowDraikana 28-Feb-18 12:38 AM
Oh speaking of the dfly (Nui-Rama) its vertex colors are messed up on the masks, which makes them render as black. Just throwing that in there. Ah ok. Gives me an idea though
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YaBoiDriftKing 28-Feb-18 01:58 AM
So it seems that the levels aren't triggering music within their SOUNDS.slb file.
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V A H K I T I 28-Feb-18 02:48 AM
I mean..
I coulda told you that when we found out that corrupted SOUNDS.slb files were causing a number of crashes, (including Le-Koro) and that removing them resulted in otherwise no noticeable difference in the way the level operated.
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2Tie 28-Feb-18 02:50 AM
still think we need a big ol' google docs file or something where findings can be put P:
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JrMasterModelBuilder 28-Feb-18 03:36 AM
That's kinda what the GitHub issues was for.
👍 1
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2Tie 28-Feb-18 03:38 AM
hmmm
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V A H K I T I 28-Feb-18 05:59 AM
Well sort of.
The GitHub is for bug tracking. We don't really have a compendium of data mining discoveries to pool our knowledge.
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ShadowDraikana 28-Feb-18 09:17 AM
So I played around with the slbs again, and I am now convinced the matoran textures are being handled in either the ocls or the osi.
Matoran textures are basically blank and have colors placed onto them by unknown means. Apparently removing the blank textures does not affect the matoran whatsoever. (edited)
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ShadowDraikana 28-Feb-18 02:47 PM
@V A H K I T I I fixed something this time around.
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V A H K I T I 28-Feb-18 02:47 PM
Ayy
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ShadowDraikana 28-Feb-18 02:49 PM
Nobody picked up on it since you can't get to it normally, but the texture for the throwing disc in Onua's level was wrong. For some reason it was using a red color for the rim instead of black, so I simply copied the texture it was using, changed it to black, reset the mtl link, and boom.
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V A H K I T I 28-Feb-18 02:49 PM
Neat!
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ShadowDraikana 28-Feb-18 02:49 PM
I'll send you the model and the texture as soon as I can.
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2Tie 28-Feb-18 02:50 PM
yeah, wasn't it white and red or something
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ShadowDraikana 28-Feb-18 02:55 PM
Yep.
Checked the other discs as well and they seem to be fine.
By the way, does the missing blue spider and the volo lutu launcher actually show up in Lewa's level?
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V A H K I T I 28-Feb-18 02:57 PM
The spider does
But it shares the normal Fikou texture
So it's green
ALSO
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ShadowDraikana 28-Feb-18 02:58 PM
Ok I'll try fixing it
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V A H K I T I 28-Feb-18 02:58 PM
The game tells you you picked up the stone hammer
And to return it to the ice skater
In Po-Koro
xD
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ShadowDraikana 28-Feb-18 02:58 PM
Where is the spider?
I'm hoping it has a dedicated texture that I can get it to use
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V A H K I T I 28-Feb-18 03:01 PM
In a cave at the end of the last Vine section before Le-Koro
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ShadowDraikana 28-Feb-18 03:01 PM
Got it.
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ShadowDraikana 28-Feb-18 03:09 PM
Hmm. This could be a lot harder to fix
Question: would you want me to use the Thali Wali's color blue? I'm going to recolor the textures
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V A H K I T I 28-Feb-18 03:15 PM
Probably, yea
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ShadowDraikana 28-Feb-18 03:15 PM
👍
Oh great. There's so many different areas to try shading correctly that I might have to just fiddle with the hue and hope I get as close as possible.
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V A H K I T I 28-Feb-18 03:19 PM
Here's a possible easier way
Take the original Fikou texture, make it grayscale, then add an overlay layer in the colour you want.
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ShadowDraikana 28-Feb-18 03:20 PM
That could work.
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2Tie 28-Feb-18 03:38 PM
so, from what i can tell from looking at a single .ocl, here's how it's laid out:
loop: { peek at next value, if not 01 or E4 read six values (these six-group items reuse values all the time, but except for 0000, never reuses in the same group.) following 01/E4, there is another value. tends to be 92 or 0B (93 or 0C if E4 instead of 01?) three floats of value 1 fourteen more floats. unknown what these are. } changes at some point maybe? might just transition entirely to six-groups, haven't really looked into yet. if next is FFFF, read next six? then expect 64 to end?
(edited)
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ShadowDraikana 28-Feb-18 03:56 PM
@V A H K I T I It looks good doing it with an overlay, but it look a tad bit darker thanks to the greyscale
Should be ok though
Now to test it in-game
PERFECT
Shows up exactly how I hoped it would!
I'll send these textures along with the disc fix
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ShadowDraikana 28-Feb-18 04:07 PM
These textures are edited version of the ones used in the character folder, so they are larger then the oeiginal ones in the level 5 textures.
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benji 28-Feb-18 04:13 PM
@2Tie sweet, I'll try to have a look at that soon
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ShadowDraikana 28-Feb-18 04:15 PM
@V A H K I T I I'm making the eyes black since the Fikou normally has black eyes
Whoa. Apparently the eye texture is black but it's blank like what was going on with the Komau
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2Tie 28-Feb-18 04:20 PM
@JrMasterModelBuilder maybe instead of having informational posts as closed issues, we could give the github a wiki, and have a page for each format type/important file?
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JrMasterModelBuilder 28-Feb-18 04:21 PM
That's probably a good idea.
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ShadowDraikana 28-Feb-18 04:21 PM
Agreed
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ShadowDraikana 28-Feb-18 04:30 PM
Yay, the spider looks like it is supposed to now
The Volo Lutu launcher doesn't show up, correct?
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emily (peri) 28-Feb-18 04:34 PM
the model for it is in le01, at least
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ShadowDraikana 28-Feb-18 04:34 PM
I'll check that out next
Also, I've found evidence that some but not all the masks actually had slits/holes in the textures. They don't render right in-game, but simply opening then saving them seemed to fix it. The Vahi is a good example of this
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JrMasterModelBuilder 28-Feb-18 04:45 PM
Anyone know how to create subfolders of pages for GitHub wikis? (edited)
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ShadowDraikana 28-Feb-18 04:46 PM
Hey I found the Volo Lutu
It does render in-game, and I think the texturing is correct
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V A H K I T I 28-Feb-18 04:48 PM
Oh? WHere was it?
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ShadowDraikana 28-Feb-18 04:48 PM
Literally to the right of the door in LE01 up on the elevated area
It blends in with the forest backdrop
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liquidelectricity 28-Feb-18 04:53 PM
last night I was running the camera all around Lewa's levels looking for places to use the Akaku. I must have walked past that launcher about 10 times-- great find!
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ShadowDraikana 28-Feb-18 04:54 PM
Thanks!
No wonder we missed it for so long
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2Tie 28-Feb-18 05:03 PM
is that person with the debugger around
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ShadowDraikana 28-Feb-18 05:04 PM
@emily (peri) Not sure how I missed the Volo.x file in LE01, so thanks for pointing tht out
👍 1
Debugger?
Oh
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2Tie 28-Feb-18 05:05 PM
there was someone who was figuring out why some crashes were happening, i don't remember who
was gonna ask if they could look into why air bubbles crash
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ShadowDraikana 28-Feb-18 05:06 PM
Yeah, that and why the digging walls in the Nui-Jaga cave crash, the third horn crashes, Well in Kopaka'a leve crashes with just him, and why Tahu's Mosh is screwed up
Think that covers the shut downs
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V A H K I T I 28-Feb-18 05:06 PM
The Ice Elemental
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ShadowDraikana 28-Feb-18 05:07 PM
OH and why the end of TA10 freezes and why the one spot in the ice bridge in Kopaka'a shrine crashes. That too ^ (edited)
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V A H K I T I 28-Feb-18 05:07 PM
The problem with pinpointing the shutdowns is they're just that, shutdowns.
The debugger reads that as the process just exiting normally.
Ergo: no error code
ALSO
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ShadowDraikana 28-Feb-18 05:08 PM
I'm willing to bet the digging walls are due to broken model calls
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V A H K I T I 28-Feb-18 05:08 PM
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ShadowDraikana 28-Feb-18 05:08 PM
the air bubbles because there isn't a system in place to handle them
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2Tie 28-Feb-18 05:09 PM
horns was looked into with inconclusive results
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ShadowDraikana 28-Feb-18 05:09 PM
Yeah I think that'a due to a cinematic
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JrMasterModelBuilder 28-Feb-18 05:09 PM
If you have a memory address, I can lookup the symbol name.
It gives some clue why it crashed, sometimes.
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ShadowDraikana 28-Feb-18 05:10 PM
Well these aren't crashes per se
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Deleted User 28-Feb-18 05:11 PM
they're trainwrecks
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DarkTakanuva 28-Feb-18 05:11 PM
so the launcher has all the patches built into it? (cuz I haven't done anything with the game yet at all) (edited)
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ShadowDraikana 28-Feb-18 05:12 PM
Welp I gotta run for now.
@DarkTakanuva Yes
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DarkTakanuva 28-Feb-18 05:12 PM
cool
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V A H K I T I 28-Feb-18 05:19 PM
@DarkTakanuva Well no. The launcher is just a launcher. It will however automatically check for updates for itself, patches, and whether or not the game itself is installed, and prompt to download them accordingly.
Gonna push another update soon. This time if you have the current version, you'll get prompted on startup.
It's a minor one depending, but I added a crash handler for being offline
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liquidelectricity 28-Feb-18 05:30 PM
Norton hates the launcher. I've tried downloading it 4 times and it removes it even after I allowed it 😕
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JrMasterModelBuilder 28-Feb-18 05:33 PM
I literally once had to tell Norton to stop flagging all files with part of the C++ standard library in them. (edited)
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Perp3tual 28-Feb-18 05:35 PM
Norton Hears a Potential Virus Please Standby
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Deleted User 28-Feb-18 05:39 PM
@JrMasterModelBuilder @liquidelectricity question - why do you still have norton? (edited)
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LilDreamer32 28-Feb-18 05:41 PM
norton is a virus that old people keep
unfortunate;y, my dad is one of them
he thinks it works
it doesnt
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V A H K I T I 28-Feb-18 05:42 PM
And it's also practically a virus in itself.
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liquidelectricity 28-Feb-18 05:42 PM
i'm old, the computer's old lol
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V A H K I T I 28-Feb-18 05:42 PM
Ever tried UNinstalling Norton?
😂 3
It's hell
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LilDreamer32 28-Feb-18 05:42 PM
y
never did
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V A H K I T I 28-Feb-18 05:42 PM
Because it refuses to remove its own registry keys
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LilDreamer32 28-Feb-18 05:42 PM
ah
well norton never got in the way of anything unless you dont know how to brainwash it
its more of a minor annoyance
norton wouldnt let me install undertale
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JrMasterModelBuilder 28-Feb-18 05:46 PM
I don't still use Norton
Haven't for many years
XProtect, Little Snitch, RansomWhere?, and Oversight is more than enough.
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Deleted User 28-Feb-18 05:47 PM
uninstalled it as soon as i got my laptop
now i wonder if that wasn't enough
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JrMasterModelBuilder 28-Feb-18 05:48 PM
Nah, to get rid of it, you need Ubuntu. :P (edited)
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Deleted User 28-Feb-18 05:48 PM
what temperature does norton combust at?
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Omega12 28-Feb-18 07:00 PM
Anti-virus is not enough!
You need protogent
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TheTokytot 28-Feb-18 07:12 PM
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ShadowDraikana 28-Feb-18 08:48 PM
@V A H K I T I I bring gift
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V A H K I T I 28-Feb-18 08:49 PM
Nani?
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ShadowDraikana 28-Feb-18 08:49 PM
?
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Aurora 28-Feb-18 08:50 PM
N A N I ? !
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ShadowDraikana 28-Feb-18 08:50 PM
Well I fixed the disc in Kopaka's level and got the Element of Melting working right
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V A H K I T I 28-Feb-18 08:50 PM
Working?
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ShadowDraikana 28-Feb-18 08:50 PM
As in textured
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V A H K I T I 28-Feb-18 08:50 PM
Oh
😛
NeAt!
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ShadowDraikana 28-Feb-18 08:50 PM
It's supposed to be green
As stated by the villager
Apparently it calling for a texture that wan't even created yet.
Same thing for the disc and the ice skates
The skates are not fixable unless we magically find the texture, get DB's copy, or find something suitable
I found a green crystal texture elsewhere in the game, and it happens to work perfectly. It literally looks like a glove fit of a texture
for the melting element (edited)
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ShadowDraikana 28-Feb-18 09:15 PM
@V A H K I T I Anything specific you want me to focus on next?
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V A H K I T I 28-Feb-18 09:16 PM
Maybe the kane ra crach?
*crash
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ShadowDraikana 28-Feb-18 09:16 PM
Didn't @JrMasterModelBuilder figure out what was causing it?
I think it was something goofy going on with the animations and different states
of the objects
Let me try ProcMon on it and see if that reveals anything
Hey this is odd. You can't bring the player to the debug camera while riding the Kane-Ra
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Deleted User 28-Feb-18 09:24 PM
kane-ra was the camera all along
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Aurora 28-Feb-18 09:26 PM
You get to ride one?!
:D
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Deleted User 28-Feb-18 09:27 PM
level 3
gotta punch kick it in the snout first, to establish dominance Pac (edited)
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ShadowDraikana 28-Feb-18 09:32 PM
@JrMasterModelBuilder Unhandled exception at 0043fac6 is what I get on the kane-ra charge crash
I'm guessing this is an osi issue, though some screw might be loose in an slb
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JrMasterModelBuilder 28-Feb-18 09:32 PM
GcLegoGepetto::ActivateAnimation
Probably a missing animation
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Deleted User 28-Feb-18 09:32 PM
you're doing it wrong; gotta boop the snoot Pac
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ShadowDraikana 28-Feb-18 09:33 PM
@JrMasterModelBuilder Weird thing is the bull charges from the idle position without crashing if you move it even slightly
but not moving it at the start results in a crash
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ShadowDraikana 28-Feb-18 09:42 PM
@JrMasterModelBuilder Is it possible to know what animation it's trying to call?
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JrMasterModelBuilder 28-Feb-18 09:43 PM
Maybe. Haven't reversed it yet though.
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ShadowDraikana 28-Feb-18 09:50 PM
Hmm, there are animations in the folder that are never called
The list file only references the cinematic animations, so this will be a while before I can find the charge animation.
I'll be back in a little while once I'm done with the animations.
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Hexadecimal Mantis 28-Feb-18 09:53 PM
I have returned from the dead
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ShadowDraikana 28-Feb-18 09:54 PM
Any ideas on the current subject?
Also, welcome back
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Hexadecimal Mantis 28-Feb-18 09:55 PM
I would need to look into it
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ShadowDraikana 28-Feb-18 09:56 PM
I honestly doubt it's missing an animation, since these typically don't cause crashes
and it charges fine after you jump or are moving the bull. Just starting the charge animation from idle seems to cause a flip out
@Hexadecimal Mantis Do you know what file(s) control the animation transitions? Because the wrats in Kopaka's level glitch out when going from walk to run sometimes.
Could be related to this crash
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Hexadecimal Mantis 28-Feb-18 10:00 PM
Not sure. Might be controlled by the osi?
I haven't looked at the osi documentation yet, so I'm not really sure
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ShadowDraikana 28-Feb-18 10:01 PM
I'm almost convinced the osi is the aswer to this crash and some of our other shut down issues
Because these slb files don't seem to do shit in regards as to what we're looking at
Anyway I'll work on the animation side of it to see if I can eliminate this as the issue
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Omega12 28-Feb-18 10:32 PM
What if like the bytes in the. Slbs, the file name is reversed
And it's actually an iso file?
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2Tie 28-Feb-18 10:41 PM
HyperBlonk
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2Tie 28-Feb-18 11:18 PM
what if
the kane-ra crash happens because it needs an animation that's named in the .h file but absent in the game
wouldn't that be funny
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Aurora 28-Feb-18 11:40 PM
Lemme guess
The Kane-ra crashes because of a missing animation listed in the .h file but nonexistent in any other part of the game.
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V A H K I T I 28-Feb-18 11:50 PM
Doubtful. The .h file is just a source header for bull_names.slb, which both only contain the cinematic animation titles.
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Hexadecimal Mantis 28-Feb-18 11:51 PM
^
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V A H K I T I 28-Feb-18 11:52 PM
Wait
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2Tie 28-Feb-18 11:52 PM
both of which are a little different
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V A H K I T I 28-Feb-18 11:52 PM
I think I'm mixing it up with the Nui Rama .h file
Cause the Kane-Ra's does have more
//-------------------------------------------------------------------------- // File: bull_names.h // Source: Generated by SlkRip // Copyright: Copyright Nov 21 2000 - Saffire Corporation. // All Rights Reserved. //-------------------------------------------------------------------------- // bull_names.h //-------------------------------------------------------------------------- #ifndef _BULL_NAMES_H_ #define _BULL_NAMES_H_ 1 #define CHARACTER_BULL 1651862636 #define BULL_IDLE 1651257392 #define BULL_WALK 1651257393 #define BULL_RUN 1651257394 #define BULL_JUMP_TAKEOFF 1651257395 #define BULL_JUMP_STALL 1651257396 #define BULL_JUMP_LAND 1651257397 #define BULL_IDLE_2 1651257398 #define BULL_CHARGE 1651257399 #define BULL_START_CHARGE 1651257400 #define BULL_REAR_UP 1651257401 #endif _BULL_NAMES_H_
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Hexadecimal Mantis 28-Feb-18 11:53 PM
I still don't think it's anything major
I want to get my hands on SlkRip. Probably NDA'd though
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V A H K I T I 28-Feb-18 11:57 PM
I tried googling it a while ago. Not a single result
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Hexadecimal Mantis 28-Feb-18 11:57 PM
Yea, I did too. I meant contacting former employees about it
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V A H K I T I 01-Mar-18 12:03 AM
AH
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JrMasterModelBuilder 01-Mar-18 12:42 AM
Here's a large text file which contains an overview of what the OSI file contains.
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V A H K I T I 01-Mar-18 12:43 AM
Hoo boy let's see here..
FPS, that's one thing we could eventually use this to cap and get rid of dgvoodoo
The XXX for missing text is hard coded I see
"TOA HANDLE DOESN'T EQUAL ANYTHING DUHHH!!!!" (edited)
Kek
"setting up mask of time"
???????
"you have died. Ha!"
Ah cool, now we get into the debug menu lsitings
"[][][] Hide all crack parts. Pronto!"
Damn Saffire, got some of dat prophecy going on there, that's seven years of foresight on those lime joints, goddamn. Pac (edited)
[ 1509]: "*****TOHUNGAS ARE NOTHING" [ 1510]: "*****LEDGE IS NOTHING"
Well ain't that some existential shit (edited)
Yeah this looks like it has a lot of shit we could change if we knew how.
@JrMasterModelBuilder By any chance might it be a good idea to get back in contact with the guy who sent us this? There are a lot of files missing and I'm curious if maybe he forgot to zip some up somewhere.
For instance the scripts that are supposedly stored in C:\Projects\Lego
Rather than the game's actual directory.
Chances are he might have missed those files not realizing they were even part of the game because they're stored entirely apart from it.
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JrMasterModelBuilder 01-Mar-18 01:01 AM
C:\Projects\Lego would be Saffire's local files.
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UTTER_BODGE 01-Mar-18 01:01 AM
the game comes as an installer anyway
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JrMasterModelBuilder 01-Mar-18 01:01 AM
Everything was in an installer.
They said this was all they had. (edited)
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V A H K I T I 01-Mar-18 01:01 AM
Hm.. true. I'd still be curious if they were ent anything else supplementary to the base project though
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UTTER_BODGE 01-Mar-18 01:01 AM
it's extremely common for there to be scraps in games referencing developer's working directories
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V A H K I T I 01-Mar-18 01:02 AM
Fair enough
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UTTER_BODGE 01-Mar-18 01:02 AM
I can't think of many games that don't, off the top of my head
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JrMasterModelBuilder 01-Mar-18 01:03 AM
Yeah, those directories wouldn't have been sent to LEGO. There wouldn't be any point.
Anyhow, I gotta find a language to target for decompiling.
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V A H K I T I 01-Mar-18 01:04 AM
Yeah, the OSI is looking almost as important as the OCLs now from what I'm seeing here
This is THE file that tells the game what to do and where (edited)
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JrMasterModelBuilder 01-Mar-18 01:05 AM
Yeah, it has a bunch of code.
Mainly in classes, so it's an OOP language.
I wonder if I could reasonably use JavaScript as my target language. (edited)
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V A H K I T I 01-Mar-18 01:06 AM
That would be hilarious if that worked.
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benji 01-Mar-18 01:07 AM
Or, you could be lazy and throw the whole thing into a TreeView.
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V A H K I T I 01-Mar-18 01:08 AM
I mean.. whatever lets us edit the thing?
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JrMasterModelBuilder 01-Mar-18 01:08 AM
First pass will be a disassembler, then optionally a decompiler.
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V A H K I T I 01-Mar-18 01:09 AM
YOu know what ocurred to me just now
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JrMasterModelBuilder 01-Mar-18 01:09 AM
I'm trying to decide what language would be good for decompiling though.
?
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V A H K I T I 01-Mar-18 01:09 AM
Once we figure out the format of this, the SLBs, and the OCLs, we basically have a full game disassembly right there
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JrMasterModelBuilder 01-Mar-18 01:09 AM
Everything outside the EXE, yes.
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V A H K I T I 01-Mar-18 01:09 AM
Cause there aren't a lot of other formats that are integral to the game's functonality
This will be INFINITELY USEFUL for getting the game into a stable state for public consumption.
And passing the project onto othgers who may want to build on it within the original engine
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UTTER_BODGE 01-Mar-18 01:13 AM
so the exe contains core functionality/engine stuff and the osi is more of/all of the gameplay-specific logic, from what we know so far?
or is there also more level specific scripting elsewhere?
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JrMasterModelBuilder 01-Mar-18 01:18 AM
Oddly no
Just data files
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UTTER_BODGE 01-Mar-18 01:19 AM
well at least it's not as hardcoded to hell as lego island 2 haha
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V A H K I T I 01-Mar-18 01:19 AM
So we'll basically have complete control over the game once we get this.
Something doesn't work? Dummy it out or replace it
So on an unrelated note
Guess who's tinkering again???
xD
Bab Manas
Now UNCORRUPTED bab manas! 😄
I basically just replaced the default crab's model and renamed all the Manas animations to match the ones given to the crab
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Fobo 01-Mar-18 01:30 AM
will the manas fight be a thing eventually (edited)
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V A H K I T I 01-Mar-18 01:31 AM
They're actually pretty accurately scaled honestly. The FOV just makes them look smaller
@Fobo I mean if we can crack the OSI and spawn them into Man1, yeah
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Fobo 01-Mar-18 01:32 AM
👀
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V A H K I T I 01-Mar-18 01:39 AM
SWEET JEESOOS GET AWAY FROM ME
Haha pinchyboi
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Deleted User 01-Mar-18 01:53 AM
make it dance
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2Tie 01-Mar-18 01:55 AM
🆑🆎
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V A H K I T I 01-Mar-18 02:06 AM
@Deleted User THIS IS WHAT YOU WANTED, RIGHT??
👌 1
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JrMasterModelBuilder 01-Mar-18 02:06 AM
Wha?
I'm surprised that worked.
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V A H K I T I 01-Mar-18 02:06 AM
WHat bullshit model swapping without animations or all of this? :p
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V A H K I T I 01-Mar-18 02:34 AM
HAS SICENCE GONE TOO FAR?
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Perp3tual 01-Mar-18 02:41 AM
Who's being sucked into the void?
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V A H K I T I 01-Mar-18 02:43 AM
S U C C
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Deleted User 01-Mar-18 03:08 AM
@V A H K I T I WE HAVE TO GO DEEPER
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V A H K I T I 01-Mar-18 03:11 AM
Ya know, if you told me this time last month that a month from then, I'd be turning Tohunga into corrupted Mana Kos in the lost 01 game, I'd say you've been snorting drywall.
Which by the way is actually a thing one of my friends did by accident. xP
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Perp3tual 01-Mar-18 04:06 AM
The Mana Ko's or the Drywall?
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V A H K I T I 01-Mar-18 04:06 AM
Yes
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ShadowDraikana 01-Mar-18 08:29 AM
@V A H K I T I @JrMasterModelBuilder I think I know what's causing the Kane-Ra crash, but fixing it is a different story.
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ShadowDraikana 01-Mar-18 08:36 AM
Turns out it is missing an animation, but it's not in the way you'd think. There is a galloping animation after all, and it is used in BLR5 and BLR6. Seems that certain areas are activating specific animations; we need to figure out how to edit this to see if we can add it to BLR2. It's missing otherwise, and is clearly seen when you stop manually running (bull continues moving forward in a T-pose). My guess as to why the bull doesn't crash when you sidestep or move forward/backward is that the game sees that animation and thinks the proper one is running. It seems like there could als be an issues with how the rear up to gallop animation is triggered, but idk. That animation used in BLR5 and 6 is bl11.bkd.
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ShadowDraikana 01-Mar-18 09:00 AM
@2Tie @Aurora ^ there's your answer
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ShadowDraikana 01-Mar-18 11:06 AM
Can someone with 3ds max tell me how you get "Realistic" perspective as a viewport?
This is driving me mad right now
Like how Vahkiti did this...
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2Tie 01-Mar-18 11:10 AM
isn't there a perspective viewport by default?
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ShadowDraikana 01-Mar-18 11:11 AM
yeah it gives you four
But I want just one and this one specifically.
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2Tie 01-Mar-18 11:12 AM
it's in one of the menus
there's also a keybord shortcut iirc?
it's been almost a decade since i used 3ds max lol
Alt + W
thanks google
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ShadowDraikana 01-Mar-18 11:14 AM
That gives me one window
Thx
I've tried using the show realistic materials option but it will not turn on
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2Tie 01-Mar-18 11:17 AM
you've assigned a material to your model, right? P:
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ShadowDraikana 01-Mar-18 11:18 AM
I'm using the exact same claw model as the one above, and it has the texture applied to it
Just can't get it to show up in realistic detail so I can actually see if the texture is being overlayed correctly
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2Tie 01-Mar-18 11:21 AM
This control lets you switch between displaying maps as shaded (Phong) or realistic (full detail) in viewports. (Material Editor): Compact > Show Shaded/Realistic Material in Viewport flyout Compact Material Editor menu bar > Material menu > Show Materials in Viewport As Main 3ds Max menu > Views menu > Show Materials in Viewport As (Slate Material Editor: Toolbar > Show Shaded/Realistic Material in Viewport flyout
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ShadowDraikana 01-Mar-18 11:21 AM
I literally just looked at that
oh
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2Tie 01-Mar-18 11:22 AM
then it should show up ¯\_(ツ)_/¯
is the viewport set to not show textures?
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ShadowDraikana 01-Mar-18 11:23 AM
it's working, but I can't get the same efect as in Vahkiti's screenie
Need to get the viewport into realistic mode
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2Tie 01-Mar-18 11:23 AM
what effect
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ShadowDraikana 01-Mar-18 11:23 AM
Mine shows up with a solid shaded color similar to the background, with a few texture details that you can barely make out
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2Tie 01-Mar-18 11:25 AM
sounds like the texture isn't being applied right? (edited)
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ShadowDraikana 01-Mar-18 11:25 AM
No it's being applied
I verified that
The black coloring is the issue since it blends in
Viewport says I'm in Standard User Defined (??) Default Shading
but I want realistic view like in that screenshot
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ShadowDraikana 01-Mar-18 11:50 AM
Hey hey hey I just figured out how to recenter an object and its pivot points. the pokemon has evolved (edited)
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ShadowDraikana 01-Mar-18 12:02 PM
@2Tie Well then. Apparently this is realistic view. Just loaded up Onua's model and it looks rather realistic.
Boi I'm an idiot. @V A H K I T I Well I got the claw to work right, if you haven't used your version yet.
Damn, all we needed to do for the Huna ad Ruru was recenter the toa or matoran version instead of pasting in eye vertices.
Whatevs, it renders right; not gonna complain how we got there
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V A H K I T I 01-Mar-18 01:30 PM
Yeah I already used mine so.. 😛
Why did you bother redoing it? xD
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ShadowDraikana 01-Mar-18 01:50 PM
Because I wanted to at least do it myself
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V A H K I T I 01-Mar-18 01:50 PM
Ah so a personal challenge.
Well good job! 😃
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ShadowDraikana 01-Mar-18 01:50 PM
Thx
Btw, your model is centered, and you used the on_cha_10xx_claws.dds texture, right?
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V A H K I T I 01-Mar-18 01:51 PM
Ye
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Excellionus11 (Samuel) 01-Mar-18 01:53 PM
Works on mine Teridax
yep
just installed normal
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ShadowDraikana 01-Mar-18 01:55 PM
@V A H K I T I I also confirmed that pressing any directional arrom key during the Kane-Ra's rear up animation in BLR2 prevents the game from crashing as well as moving before the animation starts
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Excellionus11 (Samuel) 01-Mar-18 01:57 PM
try downloading the new launcher that was made
check biomediaproject
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ShadowDraikana 01-Mar-18 01:58 PM
@2Tie I think I know why the gear isn't showing up. Need to do some quick testing to be sure.
*in Gali's level
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Excellionus11 (Samuel) 01-Mar-18 02:00 PM
hmm.
let me see if I can find a link for you Makuta
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Excellionus11 (Samuel) 01-Mar-18 02:00 PM
thanks shadowknight
he's got ya covered Makuta!
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V A H K I T I 01-Mar-18 02:01 PM
Alternatively
bit.ly/LegendNoLonger
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2Tie 01-Mar-18 02:03 PM
i don't think it's pickupable either
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ShadowDraikana 01-Mar-18 02:03 PM
Yep found it
It's showing up as a token
and can't be picked up
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2Tie 01-Mar-18 02:03 PM
i mean, even when moved inbounds
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ShadowDraikana 01-Mar-18 02:04 PM
Wait, so it's outside of the map?
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Excellionus11 (Samuel) 01-Mar-18 02:04 PM
apparently it is
Time to fight HAKANN
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2Tie 01-Mar-18 02:05 PM
yeah it's like, under the shore near the tablet and off towards the ocean a little
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ShadowDraikana 01-Mar-18 02:06 PM
Well then.
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ShadowDraikana 01-Mar-18 02:07 PM
Then I guess I found somethin else that's messed up
Can the position be changed via the slbs? (edited)
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2Tie 01-Mar-18 02:08 PM
possibly
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ShadowDraikana 01-Mar-18 02:08 PM
I'm also guessing it's using the wrong texture
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2Tie 01-Mar-18 02:09 PM
i was thinking it gets moved/activated if the horns are done
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ShadowDraikana 01-Mar-18 02:10 PM
?
It's not there
Run the exe in compatibility mode for WinXP SP2
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2Tie 01-Mar-18 02:11 PM
rightclick the exe, properties
one of the tabs should have compat settings
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ShadowDraikana 01-Mar-18 02:13 PM
To get to the exe, either find C:/Program Files/Lego Media/Lego Bionicle/LegoBionice.exe, or right click the desktop shortcut and hit open file location
@2Tie That net isn't there on my end
Just got to the exact spot
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2Tie 01-Mar-18 02:14 PM
i moved the net to the gear's location in order to find the gear :P
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ShadowDraikana 01-Mar-18 02:14 PM
Oh
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2Tie 01-Mar-18 02:16 PM
or at least to the object called "gear" in the obj.slb
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ShadowDraikana 01-Mar-18 02:17 PM
I'm also wondering if that cutscene is supposed to trigger it, but idk.
Right click on Bionicle.exe
then click properties
find the compatibility tab, check the box "run in compatibility mode", then select Windows XP SP2 from that list
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Excellionus11 (Samuel) 01-Mar-18 02:21 PM
try run as admin
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ShadowDraikana 01-Mar-18 02:22 PM
Ok, let's try this: Right click on the exe again and find the shortcut path box. At the very end after the end " mark, put -nointro in there.
(I hope that'a the right parameter)
I have to run; let me know what happens
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2Tie 01-Mar-18 02:23 PM
make sure there's a space between the quote mark and the hyphen
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ShadowDraikana 01-Mar-18 02:23 PM
^
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2Tie 01-Mar-18 02:28 PM
oh, you have to rightclick -> properties on the shortcut, not the exe
@ShadowDraikana can you test somethin for me
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Excellionus11 (Samuel) 01-Mar-18 02:29 PM
shadowknight had to go
what needs tested?
hmm. Ask Vahkiti then
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2Tie 01-Mar-18 02:32 PM
can you walk back and forth between MOSH and VLLG in gali a bunch of times and tell me if at any point you lose walking control??
i was messing with the ocl this morning and sometimes when entering (not loading game into) mosh i wouldn't be able to walk around (though i could look around)
was usually third or fourth time
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2Tie 01-Mar-18 04:00 PM
nah, it's the patcher installer
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ShadowDraikana 01-Mar-18 05:08 PM
@2Tie I've had it happen to me at random
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2Tie 01-Mar-18 05:09 PM
ahh
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ShadowDraikana 01-Mar-18 05:12 PM
@JrMasterModelBuilder Can we edit what paths a level searches for once an entrance/exit is triggered?
Found some bogus path references that obviously are typos
inverted letters
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2Tie 01-Mar-18 05:15 PM
inverted?
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JrMasterModelBuilder 01-Mar-18 05:15 PM
Don't know yet
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2Tie 01-Mar-18 05:15 PM
like backwards?
cuz these files are read back-to-front
well except for convo data
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ShadowDraikana 01-Mar-18 05:17 PM
Inverted as in the area name having two letters switched apparently by accident. (edited)
What I'm saying @V A H K I T I @JrMasterModelBuilder is that the end of BRD3 in Kopaka's level crashes because it's searching for BDR4, not BRD4.
Obviously a typo
So that crash is solved at least
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ShadowDraikana 01-Mar-18 05:29 PM
@2Tie I went ahead and fixed the gear in Gali's level just because I could. It's using a grass texture for whatever reason. Not a useful fix, but maybe worth something when we figure out why the gear is outside the map.
the gear texture was already present in the level textures, btw.
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2Tie 01-Mar-18 06:06 PM
it was also present in the old shrn textures folder :P
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ShadowDraikana 01-Mar-18 06:06 PM
da fuq
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2Tie 01-Mar-18 06:11 PM
(because it was a copy of the base textures folder
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Deleted User 01-Mar-18 06:12 PM
what constitutes the base textures folder?
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2Tie 01-Mar-18 06:13 PM
er
the level textures folder
i think
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Deleted User 01-Mar-18 06:13 PM
ahh
figured you meant a base folder every other level built upon
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Excellionus11 (Samuel) 01-Mar-18 06:16 PM
happy vezon
meant to post it in the house bonkles chat
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ShadowDraikana 01-Mar-18 06:30 PM
@JrMasterModelBuilder address of the exception is 00457a84
I know it's calling the wrong path, but idk if that helps at all
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JrMasterModelBuilder 01-Mar-18 06:30 PM
GcSurfaceOctree::GetLeaf
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ShadowDraikana 01-Mar-18 06:31 PM
Is that used more than once?
As in is it set up so individual areas call that
for the exits/entrances
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JrMasterModelBuilder 01-Mar-18 06:31 PM
Not sure. It looks like it's use for ray casting.
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ShadowDraikana 01-Mar-18 06:32 PM
Hmm. Well at least I know why this area crashes. Just fixing it is a different story.
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ShadowDraikana 01-Mar-18 10:25 PM
@JrMasterModelBuilder Try this one at 004e6cf5 (the crash at the end of Tahu's TA10 area)
@Hexadecimal Mantis How much have you tinkered with the cam.slb files?
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JrMasterModelBuilder 01-Mar-18 10:25 PM
ScDrawableModel::DrawX
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Hexadecimal Mantis 01-Mar-18 10:25 PM
I only worked with the front end one
Which appears to be different from the rest
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JrMasterModelBuilder 01-Mar-18 10:26 PM
Lot of DirectX stuff going on around it.
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ShadowDraikana 01-Mar-18 10:26 PM
Any idea why this is causing a crash?
ProcMon shows is using the loading screen files but it never calls a new area. The loading bar never appears on screen either
@Makuta This is starting to sound like the game does not like your hardware at all.
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JrMasterModelBuilder 01-Mar-18 10:29 PM
Not readibly
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Hexadecimal Mantis 01-Mar-18 10:30 PM
@ShadowDraikana Nevermind, the others are the same. Mixed it up with another file.
Any camera stuff that needs editing?
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ShadowDraikana 01-Mar-18 10:31 PM
Yes, look at Tele_cam.slb in TELE in Kopaka's level. I'm thinking it's supposed to point to the block, then to the switch (as in telekinetically move it). This is the one that triggers a cutscene softlock when you grab the Matatu
Figured out that using the debug camera and then exiting debug camera actually "fixes" it by kicking you out of the cutscene lock
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Hexadecimal Mantis 01-Mar-18 10:33 PM
It doesn't look like it will be too hard to edit. There are only a few pointers at the top (edited)
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ShadowDraikana 01-Mar-18 10:34 PM
Any idea why it puts you into a softlock to begin with?
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Hexadecimal Mantis 01-Mar-18 10:34 PM
Not sure
editing the camera movements and angles is doable though
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ShadowDraikana 01-Mar-18 10:34 PM
Cool
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ShadowDraikana 01-Mar-18 10:43 PM
@Hexadecimal Mantis I tried removing the slb earlier just to see what would happen and I got a shutdown as a result. I'm beginning to wonder if an slb issue is to blame for the Well shutting down with Kopaka
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Hexadecimal Mantis 01-Mar-18 10:49 PM
Messed with the camera a bit, and made it zoom out so you can see the whole map. Still does not fix the softlock
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ShadowDraikana 01-Mar-18 10:51 PM
Could we prevent the file from being called in the first place?
Not by the rename/delete method as it got me nowhere
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Hexadecimal Mantis 01-Mar-18 10:51 PM
possibly
but like you said, renaming/removing will not work
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ShadowDraikana 01-Mar-18 10:53 PM
If we can change this we could also fix the problem with Brd3
problem being that the exit tries calling Bdr4 not Brd4
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Hexadecimal Mantis 01-Mar-18 10:55 PM
I've also been poking around ocl recently
Not as intimidating as I thought
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ShadowDraikana 01-Mar-18 10:56 PM
That's a relief
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Hexadecimal Mantis 01-Mar-18 10:56 PM
Still complicated though
Found a few pointers
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ShadowDraikana 01-Mar-18 10:56 PM
@Makuta Are you on Win10?
Try DGVoodo 2.53
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ShadowDraikana 01-Mar-18 11:29 PM
See if this helps @Makuta https://www.youtube.com/watch?v=gppbG1nJ5cg (edited)
http://dege.fw.hu/temp/dgVoodooWIP35.zip keep in mind that every instance of XI will use w/e vram you have set so if you dual box and have a 2gb card you wil...
@V A H K I T I Might want to add this to to the info page: turning on the debug camera then turning it right back off kicks you out of the cutscene that soft locks you when you pick up the Matatu in Kopaka's level.
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ShadowDraikana 01-Mar-18 11:50 PM
@JrMasterModelBuilder Is it possible to know if the other areas in the Kane-Ra track use that same animation activate call?
Because I narrowed down what's going on I think
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JrMasterModelBuilder 01-Mar-18 11:50 PM
Maybe, but I don't know how ATM
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ShadowDraikana 01-Mar-18 11:52 PM
From what I can tell, BLR2 is missing the animation it's trying to call, but this same animation is used later on in BLR5 and BLR6
So we need to know how this works in order to fix the crash
Could also have something to do with the fact that the bull starts moving forward on its own
Which also occurs in BLR5 with the same missing animation
except there the animation isn't missing
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ShadowDraikana 02-Mar-18 12:04 AM
This almost feels like playing Battleship. You seem to always hit every empty square around ships; always so close to just nailing it, but so far away in the end.
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JrMasterModelBuilder 02-Mar-18 01:58 AM
I wonder if this copy-pasta failure every confused one of the devs with the wrong error message.
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ShadowDraikana 02-Mar-18 09:53 AM
Lol, they actually put something like that in there?
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ShadowDraikana 02-Mar-18 10:50 AM
@2Tie Am I hallucinating, or are the hooks those fish are hanging on in Ga-Koro using a water texture?
the hooks are identical to those that Gali has
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ShadowDraikana 02-Mar-18 11:03 AM
@benji @V A H K I T I Found two more items with broken vertex colors. In Gali's starting area, underwater in te channel close to where the Rau is, two plants are showing up in rainbow colors.
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benji 03-Mar-18 02:17 AM
So when .OCL files don't load, the game is supposed to load the .BCL instead, which is a super simple format. It looks like .BCL was what they initially used for prototyping or something. Here's a screenshot of Bech's Becw.bcl (edited)
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2Tie 03-Mar-18 02:17 AM
don't .bcl's only exist in maps with water?
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benji 03-Mar-18 02:18 AM
Ah, maybe that's it
Would make sense
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benji 03-Mar-18 02:58 AM
BCL export complete (including the material number)
@Omega12 worthy of doge yet?
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2Tie 03-Mar-18 03:02 AM
toot
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V A H K I T I 03-Mar-18 03:35 AM
So question
Does this mean we can add animations to the water in Ga-Wahi?
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benji 03-Mar-18 03:35 AM
Nope, .BCL files only store position, no normal / texcoord / material info.
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V A H K I T I 03-Mar-18 03:35 AM
IIRC it's the only area that doesn't have them for water.
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benji 03-Mar-18 03:35 AM
well
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V A H K I T I 03-Mar-18 03:35 AM
Which is incredibly ironic
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benji 03-Mar-18 03:36 AM
actually
there's a material number
so maybe check the material number of flowing water and change it to match?
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V A H K I T I 03-Mar-18 03:36 AM
Problem is, I don't think any of the other areas use the BCLs.
Ta-Wahi sure doesn't
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benji 03-Mar-18 03:37 AM
there are 43 of them
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V A H K I T I 03-Mar-18 03:37 AM
Yeah my bad I just noticed that. xP
I just woke up
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benji 03-Mar-18 03:37 AM
(partial list)
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V A H K I T I 03-Mar-18 03:37 AM
So theoretically swapping the mat ID of lava.bcl with water will work?
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benji 03-Mar-18 03:38 AM
No clue, but you want to edit a water bcl, not the lava one
look at the lava one, put into water one
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V A H K I T I 03-Mar-18 03:38 AM
Ye
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benji 03-Mar-18 03:40 AM
Anyways I'm not sure how to test the import, so here's the build. First, drag and drop .BCL files onto LOMNTool. Then, edit the .OBJ files in your favorite 3D modeling software. The name of the material assigned to each face determines the material numbers that is stored for each face in the file, no other material properties matter besides the name. Also, make sure your 3D modeling software doesn't add junk to the beginning of the material name. (edited)
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V A H K I T I 03-Mar-18 03:41 AM
I mean if you really wanna do a quick test, I'd just export then reimport the same model.
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benji 03-Mar-18 03:41 AM
Then drag the .bcl.obj files onto LOMNTool to build the .bcl again.
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V A H K I T I 03-Mar-18 03:41 AM
If it works great, if not, something's beefed. 😛
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benji 03-Mar-18 03:41 AM
well the binary matches up (almost, Maya likes to round position numbers)
so that's why I think it should work
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V A H K I T I 03-Mar-18 03:41 AM
Aight.
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benji 03-Mar-18 03:42 AM
but I'm more concerned with making modifications
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V A H K I T I 03-Mar-18 03:42 AM
I'll give it a shot then
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benji 03-Mar-18 03:42 AM
and I'm going to play Overwatch and head to bed, JMMB and I made some good progress on .OCL files today.
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V A H K I T I 03-Mar-18 03:42 AM
Noice.
Oh god, ALL the water in Ga-Koro levels is one bcl. xD
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V A H K I T I 03-Mar-18 03:53 AM
Whelp
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benji 03-Mar-18 03:58 AM
nice
I'll have a look
can you post your .obj file it generated?
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V A H K I T I 03-Mar-18 03:59 AM
Oh wait
The one IT generated or the one I did?
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benji 03-Mar-18 04:00 AM
which one is the modded one?
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V A H K I T I 03-Mar-18 04:00 AM
Watr2
When exporting from the original bcl, it also said Material Anomaly a bunch
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Deleted User 03-Mar-18 04:02 AM
that just means it's fourth dimensional
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benji 03-Mar-18 04:02 AM
yeah it's fine, that was me testing whether all bcls had 1 everywhere
turns out they don't all
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Deleted User 03-Mar-18 04:03 AM
not lomn related, but i found this while digging around in bonkle gyros:
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benji 03-Mar-18 04:04 AM
argh it's 3DS Max and it's double spacing thing
one sec
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V A H K I T I 03-Mar-18 04:04 AM
AIght. 😛
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V A H K I T I 03-Mar-18 04:06 AM
This normal?
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benji 03-Mar-18 04:07 AM
Nope
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V A H K I T I 03-Mar-18 04:07 AM
Rip
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benji 03-Mar-18 04:07 AM
Quote from above: Also, make sure your 3D modeling software doesn't add junk to the beginning of the material name.
You have an extra underscore before the material names
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V A H K I T I 03-Mar-18 04:08 AM
Well I didn't know what constitutes junk so. 😛
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benji 03-Mar-18 04:08 AM
actually _lava
It should import as Material_0_Mat, etc (edited)
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V A H K I T I 03-Mar-18 04:09 AM
Still nothing.
Unless ALL the underscores are junk?
Oh wait
You're saying I should remove lava too?
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benji 03-Mar-18 04:10 AM
Yeah
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V A H K I T I 03-Mar-18 04:10 AM
Aight
Ay, there we go
Now lwt's test this..
Whelp
As far as I can tell, that made no change at all in game
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benji 03-Mar-18 04:40 AM
Well IDK, but that's another format off the checklist
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Deleted User 03-Mar-18 04:45 AM
another?
where we at so far?
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Omega12 03-Mar-18 10:18 AM
@benji so you can export. BCL? Do they work?
Will test in a bit
If it works then hell yeah its worthy of doge
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ShadowDraikana 03-Mar-18 11:43 AM
Did this in the osi to blank out the Spider King title that appears in that sub-boss cutscene. So, only the title/subtitle will show up
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JrMasterModelBuilder 03-Mar-18 12:09 PM
@benji Can you document the file format?
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benji 03-Mar-18 12:55 PM
Yeah
Uint vertexcount, vector3[vertexCount], ushort triangleCount, Triangle[triangle count] triangles where Triangle is ushort3 indices, ushort materialindex
@JrMasterModelBuilder
Also the source of LOMNTool is public, check the ocl investigation branch
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benji 03-Mar-18 01:16 PM
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Omega12 03-Mar-18 03:31 PM
so benji, how do i get a .bcl with tool V2?
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Hexadecimal Mantis 03-Mar-18 03:33 PM
compile it
if it's public
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Omega12 03-Mar-18 03:34 PM
he released it
but it's putting out .dae files
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benji 03-Mar-18 03:43 PM
Get the build I posted above
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Omega12 03-Mar-18 04:11 PM
i did
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benji 03-Mar-18 04:11 PM
Does it work?
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Omega12 03-Mar-18 04:11 PM
only outputs the .dea file
renamed it to main.bcl.obj and converted it, which didnt work as a bcl (edited)
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benji 03-Mar-18 04:12 PM
You're sure you're dropping a .bcl file?
Which file are you using?>
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Omega12 03-Mar-18 04:12 PM
so the tool only works with exsisting .bcls?
ir can't make new .bcls?
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benji 03-Mar-18 04:12 PM
oh yeah .bcl.obj is the right thing
I thought you wanted to get an obj out of it
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Omega12 03-Mar-18 04:13 PM
nope
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benji 03-Mar-18 04:13 PM
so you're saying that .bcl.obj is giving you a dae?
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Omega12 03-Mar-18 04:13 PM
yes
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benji 03-Mar-18 04:14 PM
Drop the .bcl.obj file here?
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Omega12 03-Mar-18 04:14 PM
that's it
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benji 03-Mar-18 04:15 PM
that's the .dae
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Omega12 03-Mar-18 04:15 PM
i don't get a .bcl.obj
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benji 03-Mar-18 04:15 PM
dragging .bcl onto LOMNTool should give you .bcl.obj
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Omega12 03-Mar-18 04:15 PM
i've been dropping .x files in there
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benji 03-Mar-18 04:16 PM
So you're trying to make a new .bcl from scratch?
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Omega12 03-Mar-18 04:16 PM
yes
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benji 03-Mar-18 04:16 PM
oh
ok so export a .obj file
then rename it .bcl.obj
drag and win
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Omega12 03-Mar-18 04:16 PM
ill give it a shot here in a minute
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benji 03-Mar-18 04:21 PM
Pls post obj
Many tools export slightly different obj filess
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Omega12 03-Mar-18 04:21 PM
so tried .x > .obj
.obj renamed to .bcl.obj
all through the LOMN tool
using version 1 for the x to obj
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benji 03-Mar-18 04:24 PM
No don't use version 1
It's buggy
Here
make a file called LOMNTool.ini in the LOMNTool folder
open it up with Notepad or whatever
Go ahead and past in
[Models] Format=OBJ
Now you will get .obj output from the current builds of the tool
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Omega12 03-Mar-18 04:28 PM
oh
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benji 03-Mar-18 04:30 PM
You want to go .x -> .obj, then rename the obj, then go .bcl.obj -> .bcl
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Omega12 03-Mar-18 04:31 PM
nop
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benji 03-Mar-18 04:31 PM
Are you getting .obj from the .x now?
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Omega12 03-Mar-18 04:31 PM
ye
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benji 03-Mar-18 04:31 PM
good
so what's the issue
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Omega12 03-Mar-18 04:31 PM
renamed the .obj to .bcl.obj and get that
after switching the ini back to normal
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benji 03-Mar-18 04:32 PM
(you don't need to switch the .ini back to normal)
alright, please post the .bcl.obj
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Omega12 03-Mar-18 04:33 PM
there you go captain
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benji 03-Mar-18 04:36 PM
ah, nice bug caught
one minute
Also, FYI, you're going to want to assign materials named Material_###_Mat to the materials you use, which (AFAIK) don't correspond to the materials from the .x / .obj
where ### is the material number
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Omega12 03-Mar-18 04:39 PM
kk
i'll worry about that if we can get a working file lol
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benji 03-Mar-18 04:40 PM
Your file parses for me, except the materials aren't named correctly
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ShadowDraikana 03-Mar-18 04:45 PM
@benji How close are you to getting this finished on importing an obj and converting it to an ocl?
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benji 03-Mar-18 04:45 PM
pretty far away, I'm almost done *understanding the format (edited)
So for a preview, this is what I'm working with atm:
Min: X:-242.8331 Y:-35.38999 Z:-275.6941, Max: X:308.5551 Y:515.9982 Z:275.6941 Index: 0000FFFF, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00000000, Node Type: Branch Min: X:32.86096 Y:240.3041 Z:0, Max: X:308.5551 Y:515.9982 Z:275.6941 Index: 00000000, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00020FA8, Node Type: Leaf Min: X:-242.8331 Y:240.3041 Z:0, Max: X:32.86096 Y:515.9982 Z:275.6941 Index: 00000001, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00020FC0, Node Type: Leaf Min: X:32.86096 Y:240.3041 Z:-275.6941, Max: X:308.5551 Y:515.9982 Z:0 Index: 00000002, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00020FD8, Node Type: Leaf Min: X:-242.8331 Y:240.3041 Z:-275.6941, Max: X:32.86096 Y:515.9982 Z:0 Index: 00000003, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00020FF0, Node Type: Leaf Min: X:32.86096 Y:-35.38999 Z:0, Max: X:308.5551 Y:240.3041 Z:275.6941 Index: 00000004, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00000000, Node Type: Branch Min: X:170.708 Y:102.4571 Z:137.847, Max: X:308.5551 Y:240.3041 Z:275.6941 Index: 00000000, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00021008, Node Type: Leaf Min: X:32.86096 Y:102.4571 Z:137.847, Max: X:170.708 Y:240.3041 Z:275.6941 Index: 00000001, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00021020, Node Type: Leaf Min: X:170.708 Y:102.4571 Z:0, Max: X:308.5551 Y:240.3041 Z:137.847 Index: 00000002, pUnk02: 00000000, pPolyList: 00000000, pUnk03: 00021038, Node Type: Leaf
pUnk03 is the offset of 6 pointers, though I don't know what they are for
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JrMasterModelBuilder 03-Mar-18 08:12 PM
@benji Did you work out what the data in the GcSurfaceOctNode's point to, besides other children of themselves? (edited)
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benji 03-Mar-18 08:41 PM
Kinda
I have more info
I'm at dinner, let me see what I can rember
0x02 word TriangleCount was totally overlooked (edited)
After that is the pointer to triangle data
I can't find where the triangle data is used in IDA but it matches ScPoly iirc (edited)
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JrMasterModelBuilder 03-Mar-18 08:45 PM
Ok
Where is the triangle pointer?
The pointer after it is a pointer to 6 other pointers.
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benji 03-Mar-18 08:47 PM
ScPoly is float3 normal, float that is dot product of normal and pos1 but the y term is negative, float that I can't figure out what the calculations mean (ScPoly:: like calc stuff or something), floa3 pos1, pos2, pos3, float3 1,1,1 (why?), Two uints (edited)
And the pointers to adjacent cells
That's what the adjacency functions are for
Byte_44 is whether leaf or parent node
I need help with what the ScPoly members mean though
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JrMasterModelBuilder 03-Mar-18 08:53 PM
This is my current structure (for 010 Editor), OFFSET is a ulong:
typedef struct { short word_0 <bgcolor=cBlue>; short triangle_count <bgcolor=cBlue>; OFFSET ptr_4; OFFSET polylist; GcSurfaceOctNode_Ptr children[8]; OFFSET ptrs_array_6; uchar byte_44 <bgcolor=cLtBlue>; char _padding_1[3] <bgcolor=cBlack>; ScPoint3d point_1; ScPoint3d point_2; } GcSurfaceOctNode;
What should I update?
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benji 03-Mar-18 08:56 PM
Ptrs_array_6 could be, like, pAdjacencyData
Point 1 is min, point 2 is max
Byte_44 is parent or leaf (forgot which is which)
I thought I knew ptr_4, I'll check when I get back
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JrMasterModelBuilder 03-Mar-18 08:58 PM
Ok, no rush. What does pAdjacencyData's 6 pointers point to?
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benji 03-Mar-18 09:00 PM
Should be the nodes spatially above, below, in front, behind, and to each side of this node (edited)
Haven't looked into it yet
The algorithms look painful and I was working on the ScPoly
Also the ParseOCL or somewhere directly skips the first 0x1C bytes, does that mean they can be anything?
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JrMasterModelBuilder 03-Mar-18 09:26 PM
Probably, unless something else reads them.
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JrMasterModelBuilder 03-Mar-18 10:04 PM
ptr_4 looks like it points to an array of size-76-structs, with triangle_count entries
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V A H K I T I 03-Mar-18 10:23 PM
Here's an odd find:
Replacing Kopaka's movelist.slb with the dcMovelist.slb has no visible change on his animations other than making him run at about half his normal speed. I don't mean like Gali either, where the water bug effects her animation speed, but she moves otherwise the same. It actually makes Kopaka MOVE slower.
So these files could have more of an effect on the characters' physics than their actual animations.
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ShadowDraikana 03-Mar-18 10:24 PM
Actually Gali moves slower for me during the animation slowdown
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V A H K I T I 03-Mar-18 10:25 PM
Depends what you're doing I find.
If you're pulling up from a ledge grab, it takes longer to complete the animation, during which you're locked into it. Otherwise, I've found running to be the same. (edited)
I just found this interesting since it indicates the movelist files may be more than just a simple collection of pointers.
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ShadowDraikana 03-Mar-18 10:32 PM
@JrMasterModelBuilder Do you know if the warp list can be safely expanded or can safely have entries removed?
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JrMasterModelBuilder 03-Mar-18 10:32 PM
Not yet
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ShadowDraikana 03-Mar-18 10:33 PM
Ok. All I've done is change the names of existing ones so far
I can type .... and the game will search for an area path named ....
So that's thankfully not hardcoded
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benji 03-Mar-18 10:40 PM
@JrMasterModelBuilder yeah the 76-size structs are the ScPoly or whatever (edited)
public class Triangle { public Vector3 Normal; public float OddThing; // Normal.X * Position1.X - Normal.Y * Position1.Y + Normal.Z * Position1.Z public float Unk05; // Some obscure formula I can't discern public Vector3 Position1; public Vector3 Position2; public Vector3 Position3; public Vector3 One; // Always 1.0f, 1.0f, 1.0f public uint Unk09; // 0x48 public uint Unk10; // 0x4C }
rather, GcPolyNC
GcPolyNC::CalculatePlane() is where the normal vector, OddThing and Unk05 are set up.
One is always assigned a literal 1.0f, 1.0f, 1.0f
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UTTER_BODGE 03-Mar-18 10:53 PM
Here's an odd find: Replacing Kopaka's movelist.slb with the dcMovelist.slb has no visible change on his animations other than making him run at about half his normal speed. I don't mean like Gali either, where the water bug effects her animation speed, but she moves otherwise the same. It actually makes Kopaka MOVE slower. So these files could have more of an effect on the characters' physics than their actual animations.
some games have movement driven by the animations - like, the animation actually has the character moving forward, and the game applies that (lego racers 2, for example... not for the cars of course, but for walking around as a minifigure and other creatures/mechs)
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benji 03-Mar-18 10:53 PM
@JrMasterModelBuilder The Octree Node class I have so far:
public class OctreeNode { public enum NodeType : byte { Branch = 0, Leaf = 1 } public ushort Index; public List<Triangle> Triangles = new List<Triangle>(); // in the file this is just the ushort count public uint TriangleDataOffset; public uint pPolyList = 0; // Always 0x00000000, it is presumably set at runtime public OctreeNode[] Children = new OctreeNode[8]; // In the file this is just the 8 pointers public uint pAdjacencyData; // dword_40 // When Type == Leaf, has a value, otherwise, null. Offset of 6 pointers. // TODO: Investigate, create struct. public NodeType Type; public Vector3 Min; public Vector3 Max; }
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JrMasterModelBuilder 04-Mar-18 12:48 AM
Does anyone know which axis the game considers up? Y or Z? (edited)
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JrMasterModelBuilder 04-Mar-18 01:02 AM
@benji Any clues what word_0 is for? (edited)
Oh, it appears to be the index the node is in the parent, with -1 as the root node's index. (edited)
It looks like your template has it down as 2 different bytes though, can you clarify your NodeType enum? (edited)
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benji 04-Mar-18 01:38 AM
I also found the same, nodetype is either 1 or 0 based on whether the node has children.
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JrMasterModelBuilder 04-Mar-18 01:38 AM
Oh, is that byte_44?
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benji 04-Mar-18 01:38 AM
The .x files were z-up, and I believe I saw rotation code in bcl or ocl parsing
And yeah
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JrMasterModelBuilder 04-Mar-18 01:41 AM
Do we know if ScPoint3d is X, Y, Z and not some other order?
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benji 04-Mar-18 01:43 AM
Not particularly, we could name them alpha beta gamma for all we care. The bech .bcl that I opened was y-up, but some other .bcl were clearly on their side, so IDK what that was about
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JrMasterModelBuilder 04-Mar-18 02:10 AM
BTW, SAGE creates Position1, Position2, Position3 as an array or 3. (edited)
uint Unk10 is also a byte by the look of things.
Looks like the file may have data in the 3 extra bytes after Unk10 sometimes though, but that could just be junk memory. (edited)
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benji 04-Mar-18 02:23 AM
Yeah I saw the array init function, but I prefer to store 3 vectors as opposed to an array pointer, just a personal preference thing
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benji 04-Mar-18 02:56 AM
Here's a dump of the first bit of bech's main.ocl. I left out some of the fields that we already know. https://pastebin.com/N5zpNVJB
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JrMasterModelBuilder 04-Mar-18 03:48 AM
Don't know if you know this, but adjacent data is only set on leaves.
Still not sure what it is.
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benji 04-Mar-18 04:06 AM
Yeah
Should point to the nodes spatially next to this node
So you can traverse from a leaf to the node in the +/- X, Y, and Z axes
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V A H K I T I 04-Mar-18 12:15 PM
@JrMasterModelBuilder I think it considers Z up actually. I say this because any model ripped from the game is always tilted 90 degrees on the Z axis.
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benji 04-Mar-18 04:03 PM
@V A H K I T I using what tool? LOMNTool rotates .x files to Y-up from the game's Z-up, and .obj files back again, but doesn't rotate .bcl at all because the ones that I tried were Y-up.
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JrMasterModelBuilder 04-Mar-18 04:28 PM
@benji BTW, I'm guessing the unread OCL header is like this:
typedef struct { ulong magic <bgcolor=cWhite>; // 0x64 float unknown[6] <bgcolor=cRed>; } HEADER <comment="File header">;
(edited)
Mainly because reading those values as floats is the only thing not huge.
They might actually be 2 ScPoint3d's
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benji 04-Mar-18 04:32 PM
yeah I originally thought that the header was one uint and the first record started with the Position, but that couldn't be it.
Because this is an octree, maybe it's the AABB
aka another min/max
easy enough to tell by the values
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JrMasterModelBuilder 04-Mar-18 04:33 PM
Actually, I think it's 2 ScPoint3d
That define a box perhaps.
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benji 04-Mar-18 04:33 PM
yeah that's what I mean
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JrMasterModelBuilder 04-Mar-18 04:34 PM
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benji 04-Mar-18 04:34 PM
Check the root node's bounding box
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JrMasterModelBuilder 04-Mar-18 04:34 PM
The fact that X & Z are the same, suggests there is a centered box.
How does one check that?
Oh, by min and max? (edited)
Yep, they match.
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benji 04-Mar-18 04:37 PM
so it's the bounds of the whole octree
because the nodes are axis aligned bounding boxes, it matches.
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JrMasterModelBuilder 04-Mar-18 04:42 PM
Probably used to create: ScBoundingCube::ScBoundingCube (it's reference counted though or something, so different size) (edited)
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ShadowDraikana 04-Mar-18 08:27 PM
@benji I just noticed that the sky models are asking for ocls and then trying for the bcls. Have you fiddled with this at all? All areas are missing these files, but they (areas) still run. (edited)
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benji 04-Mar-18 11:00 PM
I haven't fiddled with the files, but the code clearly tries to load the .bcl when the .ocl can't be loaded.
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Omega12 05-Mar-18 06:24 PM
So I'm giving the ocl bcl bounty to benji
Which means only 2 bounties left to claim, the slb bounty and the other one that I forget
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Hexadecimal Mantis 05-Mar-18 06:25 PM
What does the slb bounty entail?
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Omega12 05-Mar-18 06:26 PM
500 doge for each format cracked
Ocl and bcl got lumped together
So 500 doge for slb, and 500 for osi
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Hexadecimal Mantis 05-Mar-18 06:26 PM
I mean what is required to get the bounty?
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Omega12 05-Mar-18 06:27 PM
Find either a reliable way to edit them, so that others can do it, or make a tool that allows us to edit them.
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Hexadecimal Mantis 05-Mar-18 06:27 PM
I mean, technically hex editing them is reliable
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Omega12 05-Mar-18 06:27 PM
Yeah but it's still iffy
And some guesswork
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benji 05-Mar-18 06:33 PM
.OCL is big and should still be open
But I'll have it in awhile
.BCL and .OCL are very different
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V A H K I T I 05-Mar-18 06:34 PM
What does OCL handle that bcl doesn't?
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Omega12 05-Mar-18 06:36 PM
That's what I'm wondering
Cuz I ain't made of doge
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JrMasterModelBuilder 05-Mar-18 06:36 PM
I have the SBL formats in progress.
There are many variants.
And have almost nothing in common.
I also have the OSI practically broken. (edited)
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benji 05-Mar-18 06:43 PM
OCL is everything that isn't liquid? It's an octree with triangles and adjecency info. BCL is a straight up simple mesh with materials. Easiest thing there is. Keep the .BCL doge for .OCL.
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Omega12 05-Mar-18 06:47 PM
Hmm, we got levels working with the bcls though
That's why I was ready to give you the pot
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benji 05-Mar-18 06:55 PM
@JrMasterModelBuilder what are you planning as far as SLB editors go? Anything I can help with?
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JrMasterModelBuilder 05-Mar-18 06:55 PM
Maybe a JSON converter.
I'm starting with 010 Editor templates.
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benji 05-Mar-18 06:55 PM
So you're not doing a UI?
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JrMasterModelBuilder 05-Mar-18 06:55 PM
Which also works for a lot of stuff.
I'm not planing on making a GUI. (edited)
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benji 05-Mar-18 06:57 PM
Once you have a variant completely finished, let me know and I'll start work on an editor
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JrMasterModelBuilder 05-Mar-18 06:58 PM
I'm going to start a GitHub repo for file formats.
One I finish this one off, I'll upload a few binary templates.
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benji 05-Mar-18 06:58 PM
...or... contribute to my GitLab repo?
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ShadowDraikana 05-Mar-18 07:09 PM
So the question I have @benji is it even worth replacing missing ocl/bcl files with bcls? Is there any definite effect using one over the other has?
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benji 05-Mar-18 07:10 PM
I have no idea what the effects of the .bcl are, that's for you guys to figure out
I'm just working with the file format
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Omega12 05-Mar-18 07:11 PM
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ShadowDraikana 05-Mar-18 07:11 PM
I'm not convinced the bcls are for just liquid considering that we fixed crash areas with them with no apparent difference in effect
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benji 05-Mar-18 07:16 PM
So what exactly did you do and what effect did it have?
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Omega12 05-Mar-18 07:16 PM
@ShadowDraikana was it the nui-jaga who's text showed up wrong after th spider fix?
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ShadowDraikana 05-Mar-18 07:16 PM
Apparently
I'm guessing this is osi stupidity again
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Omega12 05-Mar-18 07:17 PM
is it the SCRP map?
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ShadowDraikana 05-Mar-18 07:17 PM
@benji Well I seemed to give some objects hitboxes whe they didn't have them before
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Omega12 05-Mar-18 07:17 PM
that crashes when i try to load it
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ShadowDraikana 05-Mar-18 07:17 PM
Thanks to the Win10 patch
Let use my vanilla copy to test our fix
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ShadowDraikana 05-Mar-18 07:25 PM
@Omega12 Yep it's using the Fikou-Nui text. So I think the original file isn't broken, but likely an osi reference
*is
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Omega12 05-Mar-18 07:26 PM
hmmm ok
could probably fix that, but it aint working on my machine
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V A H K I T I 05-Mar-18 07:26 PM
Here's a temp fix to make Nui Jaga render in win 10
Run main.x through the object version of tlomntool and back again
It'll strip all lighting, but it'll load at least
A permanent fix can be done when tlomntool supports vertex colour inport
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Omega12 05-Mar-18 07:28 PM
cool
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V A H K I T I 05-Mar-18 07:30 PM
Afaik the issue in win 10 is specifically a model issue
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ShadowDraikana 05-Mar-18 07:30 PM
@V A H K I T I Might want to replace the Lev1_eng.slb with the original for now. My osi fix to remove the text at the top of the screen works like it's supposed to, so no need to revert that.
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V A H K I T I 05-Mar-18 07:31 PM
Pm me a reminder, I'm out at dinner rn
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ShadowDraikana 05-Mar-18 07:31 PM
👌
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V A H K I T I 05-Mar-18 07:31 PM
vakamathink
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ShadowDraikana 05-Mar-18 07:32 PM
done
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V A H K I T I 05-Mar-18 07:33 PM
gg
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ShadowDraikana 05-Mar-18 07:33 PM
Still working on the ocl replacements for everything, so I'll try poking at this text issue when I finish. Unless Omega solves it in the meantime.
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V A H K I T I 05-Mar-18 07:39 PM
@benji It occurred to me that the ocls may be a little bit more difficult to replicate. We can make the bcls because we know what the game is looking for and how to make it. If the ocls contain more data, it's likely contextual per level, and we won't know exactly what's supposed to be there.
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benji 05-Mar-18 07:40 PM
I'm pretty sure JMMB and I have the format down
well, pretty much
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V A H K I T I 05-Mar-18 07:41 PM
Well that's what I'm saying. The format is one thing, the container data is another
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benji 05-Mar-18 07:41 PM
It's probably going to require me to build a 3D viewer for it
Which will be fun but take awhile
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V A H K I T I 05-Mar-18 07:41 PM
How do we edit it then?
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benji 05-Mar-18 07:42 PM
By importing obj models
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V A H K I T I 05-Mar-18 07:42 PM
Can it not just be converted to something standard with companion data files?
Oh
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benji 05-Mar-18 07:42 PM
The octree (grey cubes) has to be generated by us from the input mesh
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V A H K I T I 05-Mar-18 07:43 PM
What does the game use this for that it doesn't get from the bcls?
I can't imagine it's just a higher precision collision mesh
Since the bcls seem pretty accurate
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benji 05-Mar-18 07:45 PM
Octrees are widely used because they speed up collision stuff (edited)
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V A H K I T I 05-Mar-18 07:46 PM
So in other words, it's about as useful to us as a 500mb ram stick. :P @benji (edited)
If the purpose of the ocls was to speed up collision processing on 2001 computers, then it's all but pointless 17 years later. (edited)
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JrMasterModelBuilder 05-Mar-18 07:48 PM
Here's the repo for SAGE file formats: https://github.com/TheLegendOfMataNui/sage-file-formats
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
First 3 SLB variants are here: https://github.com/TheLegendOfMataNui/sage-file-formats/tree/master/SLB (more to come) (edited)
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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V A H K I T I 05-Mar-18 07:51 PM
@JrMasterModelBuilder so does this mean we can edit the osi now,?
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JrMasterModelBuilder 05-Mar-18 07:51 PM
The OSI is a very complex format, a disassembler and assembler needs to be written, for anything more than simple string edits. (edited)
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V A H K I T I 05-Mar-18 07:52 PM
So who's pallning on doing that? :P
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JrMasterModelBuilder 05-Mar-18 07:52 PM
I'm planning on doing it
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V A H K I T I 05-Mar-18 07:52 PM
Ayy
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JrMasterModelBuilder 05-Mar-18 07:53 PM
There's a very crude disassembler built into the 010 Editor template, but it's very slow (so disabled by default), and not smart enough to follow jumps. (edited)
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V A H K I T I 05-Mar-18 07:53 PM
Hmm
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Hexadecimal Mantis 05-Mar-18 07:55 PM
Those slb bts are good
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JrMasterModelBuilder 05-Mar-18 08:08 PM
@benji Let me know if you need help reading the templates
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benji 05-Mar-18 08:12 PM
I think I've got it, shame I can't contribute without 010
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Hexadecimal Mantis 05-Mar-18 08:18 PM
010 is a good investment. Not to pricey Like a certain decompiler
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Omega12 05-Mar-18 08:59 PM
you're kidding me
so the nui jaga and the the Fikou do infact use the same fucking link of code in the SLB to call their names
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V A H K I T I 05-Mar-18 09:00 PM
.-.
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Omega12 05-Mar-18 09:02 PM
so fixing the fikou only fixed the fikou and brok ehte nui jaga because of that
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V A H K I T I 05-Mar-18 09:02 PM
Whelp. Any suggestions @Hexadecimal Mantis ?
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Omega12 05-Mar-18 09:05 PM
underlined one is for the fikou and the jaga
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Hexadecimal Mantis 05-Mar-18 09:05 PM
Oh wait
They share that id right?
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Omega12 05-Mar-18 09:06 PM
yes
vatuka nui still works
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Hexadecimal Mantis 05-Mar-18 09:06 PM
Does Vatuka use that id too?
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Omega12 05-Mar-18 09:06 PM
nop
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Hexadecimal Mantis 05-Mar-18 09:06 PM
good
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Omega12 05-Mar-18 09:07 PM
he's using the first i think
let me check
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Hexadecimal Mantis 05-Mar-18 09:07 PM
Maybe we can just add another id, and point everything where it needs to go (edited)
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Omega12 05-Mar-18 09:09 PM
you're shitting me
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V A H K I T I 05-Mar-18 09:09 PM
?
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Omega12 05-Mar-18 09:09 PM
blanked out all 3
vatuka still works
so that makes sense
why when i grabbed boss 3's bytes they worked
because boss 3 is the fikou nui
2 is the nui jaga
and 1 is maybe the mudmad'
unless
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V A H K I T I 05-Mar-18 09:15 PM
??
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Omega12 05-Mar-18 09:15 PM
FUCKING AAAAA
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V A H K I T I 05-Mar-18 09:15 PM
???????
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Omega12 05-Mar-18 09:15 PM
THE VATUKA PULLS HIS NAME FROM A DIFFERENT SLB
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V A H K I T I 05-Mar-18 09:15 PM
😐
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Omega12 05-Mar-18 09:16 PM
IT'S PULLING FROM _STR
maybe that will fix missing names for other bosses
didn't put any text for kopaka's boss
renamed the lev1_str.slb to lev1_eng.slb
works fine
so str looks like a fall back?
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V A H K I T I 05-Mar-18 09:26 PM
Sure. :V
Does it have any differences?
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Omega12 05-Mar-18 09:27 PM
yeah
all the pointers are different
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V A H K I T I 05-Mar-18 09:28 PM
.-.
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Omega12 05-Mar-18 09:31 PM
and same problem
both bosses use the second boss row
doesn't look like i can actually fix the text
never thought there would be that big of an oversight
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JrMasterModelBuilder 05-Mar-18 09:50 PM
Does Onua or the other Toa not have eye textures? (edited)
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Deleted User 05-Mar-18 09:51 PM
they do
it's a solid color
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JrMasterModelBuilder 05-Mar-18 09:51 PM
Hmm
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Deleted User 05-Mar-18 09:55 PM
here's gali's C:\Program Files (x86)\LEGO Media\LEGO Bionicle\Data\characters\Textures\ga_cha_10xx_eyes.dds
the rest should follow a similar format
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ShadowDraikana 05-Mar-18 10:53 PM
@JrMasterModelBuilder All toa have eye textures. Some turaga don't actually have eye vertices though
@Omega12 Like I thought; osi shenanigans probably.
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V A H K I T I 05-Mar-18 10:55 PM
@The Shadow Emperor just transcribed the glossary from the RQ videos which got me to thinking, how hard might it be to get the Frontend options working?
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ShadowDraikana 05-Mar-18 10:56 PM
Probably not very if there's enough already there to work with.
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V A H K I T I 05-Mar-18 10:56 PM
Well what do we have to work with? 😛
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ShadowDraikana 05-Mar-18 10:56 PM
Frankly I haven't touched the Front End so I'm not the one to ask that question right now
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V A H K I T I 05-Mar-18 10:57 PM
Pac
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Omega12 05-Mar-18 11:01 PM
Yep looks like osi shenanigans
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ShadowDraikana 05-Mar-18 11:02 PM
I'll break from this bcl madness and poke around at it.
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Omega12 05-Mar-18 11:02 PM
Anything it's referencing would be in the pointers at the bottom
Already checked what I can read
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ShadowDraikana 05-Mar-18 11:03 PM
Has @Hexadecimal Mantis looked at this yet by chance?
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Omega12 05-Mar-18 11:03 PM
Dunno
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JrMasterModelBuilder 06-Mar-18 01:55 AM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
👌 1
👍 1
onua, kopa, bugz, bspd all have some unused section, which I documented to my best guess. (edited)
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JrMasterModelBuilder 06-Mar-18 04:41 AM
Added one for *_names.slb (although I haven't seen the game actually load them, they have useful name mappings, and were simple enough to decipher): https://github.com/TheLegendOfMataNui/sage-file-formats/tree/master/SLB/SLB_names
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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ShadowDraikana 06-Mar-18 09:39 AM
@V A H K I T I @benji Just read your convo from yesterday. So if the ocls in the long run aren't going to be more useful, should we bother trying to replace them? The bcls seem to work quite well.
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Omega12 06-Mar-18 10:31 AM
So names. Slb is what calls their color?
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JrMasterModelBuilder 06-Mar-18 01:03 PM
I don't know. I think the _names file is for mapping nice names to 4-bye ID's, possibly used in development or debugging.
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V A H K I T I 06-Mar-18 01:11 PM
It helps us figure out animation IDs too. 😛
Since the list file tends to be wrong
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benji 06-Mar-18 03:14 PM
Which SLB format should I start with?
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ShadowDraikana 06-Mar-18 03:15 PM
I'd say the .obj since it's the first that gets loaded
obj.slb, whoops
And seems to be the most important for levels
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V A H K I T I 06-Mar-18 03:16 PM
Hold up
Are you talking about for fixinf Matau's hut exit?
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benji 06-Mar-18 03:16 PM
well... that's not documented by JMMB yet Pac
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V A H K I T I 06-Mar-18 03:16 PM
Cause that's ALL handled between pos.slb and trigger.slb
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ShadowDraikana 06-Mar-18 03:16 PM
No I'm talking about something different
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benji 06-Mar-18 03:17 PM
Which one should I start with?
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V A H K I T I 06-Mar-18 03:17 PM
targets seems useful.
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ShadowDraikana 06-Mar-18 03:17 PM
Try the targets
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V A H K I T I 06-Mar-18 03:17 PM
Or soundtable
Soundtable could help us fix Kopaka's jump sound
As well as the squish terrain
Pac
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ShadowDraikana 06-Mar-18 03:18 PM
There are a lot of target slbs missing from characters that need to be replaced
Soundtable would probably be more useful to us right now though
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benji 06-Mar-18 04:15 PM
alright here's what I'm thinking so far
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V A H K I T I 06-Mar-18 04:15 PM
Noice
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ShadowDraikana 06-Mar-18 04:23 PM
👌
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ShadowDraikana 06-Mar-18 04:48 PM
@2Tie So the float points after the model name in the obj slb are the actual positions of the models. Ok, mind translating this:
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V A H K I T I 06-Mar-18 04:49 PM
I would say just tinker. Find out what measurement system the game is using, and then apply that in Max.
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UTTER_BODGE 06-Mar-18 04:50 PM
ideally there isn't a measurement system per se, just numbers, but a lot of 3D software likes to try to toss in scaling weirdness with real life measurements and stuff
never done anything but provide a headache for me
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V A H K I T I 06-Mar-18 04:51 PM
Ye
Though it IS helpful for 3d printing
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UTTER_BODGE 06-Mar-18 04:51 PM
oh yeah for sure
I'll take a poke at it myself
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2Tie 06-Mar-18 04:51 PM
what am i translating?
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UTTER_BODGE 06-Mar-18 04:52 PM
(or if someone could just toss the position of Tre1.x in gali's beach area in here, that'd be handy)
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ShadowDraikana 06-Mar-18 04:53 PM
I hope this is the relevant portion
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2Tie 06-Mar-18 04:53 PM
i spy 1ert
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V A H K I T I 06-Mar-18 04:54 PM
I love how SLB editing at this point is just a really shitty game of Where's Waldo. Pac (edited)
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ShadowDraikana 06-Mar-18 04:54 PM
lol
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2Tie 06-Mar-18 04:55 PM
so, the four bytes after? pop it into https://gregstoll.dyndns.org/~gregstoll/floattohex/ and make sure flip endianness is checked
and do that with the next two sets of four bytes, and that's the three coords
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UTTER_BODGE 06-Mar-18 04:55 PM
I love that image
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2Tie 06-Mar-18 04:56 PM
outdated, but has the relevant info for this
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V A H K I T I 06-Mar-18 04:57 PM
Pinned a message.
Pinning that. Pac
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2Tie 06-Mar-18 04:58 PM
the two pins go so well together
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Omega12 06-Mar-18 04:58 PM
Because I drew them both lel
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2Tie 06-Mar-18 04:59 PM
omega best infographic artist n/a
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Omega12 06-Mar-18 04:59 PM
Back in the old days when fixing the dancing animations was the hot new fix
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UTTER_BODGE 06-Mar-18 05:00 PM
(apparently I haven't installed a hex editor on this laptop I'm temporarily using yet, sooooo, grabbing one)
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ShadowDraikana 06-Mar-18 05:00 PM
This it?
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2Tie 06-Mar-18 05:01 PM
"9C 2C 01 C4", "79 51 37 44", "F4 75 27 C4" is the position, yeah (edited)
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ShadowDraikana 06-Mar-18 05:01 PM
Ok I'm on the right page
What sort of values should I be seeing using that website?
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2Tie 06-Mar-18 05:04 PM
first one gave me -516.697
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ShadowDraikana 06-Mar-18 05:06 PM
-5.69123e-22 is what I got
Clearly something is not right
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UTTER_BODGE 06-Mar-18 05:07 PM
is the order x y z or also backwards like the name?
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ShadowDraikana 06-Mar-18 05:08 PM
Likely backwards
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Omega12 06-Mar-18 05:09 PM
It's saffire, so it's y, trash, z, trash and x probably
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UTTER_BODGE 06-Mar-18 05:09 PM
-516.697 733.273 -669.843
those are the numbers but they seem a bit... odd, not lining up
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2Tie 06-Mar-18 05:09 PM
shadow did you tick swap endianness (edited)
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ShadowDraikana 06-Mar-18 05:10 PM
Aparently it got reset
working now
-539.052 646.129 -453.278
values for Main.x
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UTTER_BODGE 06-Mar-18 05:14 PM
aaah they're both offset
that'd do it
magic
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ShadowDraikana 06-Mar-18 05:15 PM
Just made a very.... interesting bcl from this
Let me guess, put those values in for x,y,z in the modeling software and boom
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UTTER_BODGE 06-Mar-18 05:17 PM
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ShadowDraikana 06-Mar-18 05:17 PM
Thanks, let me make a bcl
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UTTER_BODGE 06-Mar-18 05:18 PM
wait dang it... that's gonna have the
asdf
now the collision for the main level geometry is gonna be offset
oooone sec.......
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ShadowDraikana 06-Mar-18 05:20 PM
Oh fix the main.x? Easy. Just rename that to Main.x
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UTTER_BODGE 06-Mar-18 05:20 PM
nnno, not what I'm talking about
(and the .x shouldn't even be put in the game at all)
ok
ACTUAL amount to move Tre1 by:
22.35498 87.14398 -216.565
one sec while I do that
generate a bcl from that, and that's your new collision, the merged .x has no purpose beyond that (edited)
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ShadowDraikana 06-Mar-18 05:27 PM
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UTTER_BODGE 06-Mar-18 05:27 PM
woohoo
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ShadowDraikana 06-Mar-18 05:27 PM
Done
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UTTER_BODGE 06-Mar-18 05:27 PM
hopefully that'll work
let's find out
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ShadowDraikana 06-Mar-18 05:27 PM
how did you even get the coordinates worked out?
Trying that bcl btw
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UTTER_BODGE 06-Mar-18 05:28 PM
success
works perfectly
how did you even get the coordinates worked out?
the game offsets main.x by whatever amount, and tre1.x by another amount
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ShadowDraikana 06-Mar-18 05:29 PM
Yep works
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UTTER_BODGE 06-Mar-18 05:29 PM
needed to move tre1 by the difference between them
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ShadowDraikana 06-Mar-18 05:29 PM
Now it makes sense
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UTTER_BODGE 06-Mar-18 05:29 PM
like, if main.x was moved by the amount the game already moves it by
it essentially doubles up
so it'll be floating way off from where the visible geometry appears
so I just tossed both models into unity, put them at the positions the game loads them, then parented tre1 to main
could have done the math manually but I'm lazy
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ShadowDraikana 06-Mar-18 05:31 PM
There are other objects that you can pass through elsewhere; might try working on those next
OH this is weird
like, really weird
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UTTER_BODGE 06-Mar-18 05:32 PM
hmm?
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ShadowDraikana 06-Mar-18 05:32 PM
The Tre1.x was calling for an ocl/bcl
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UTTER_BODGE 06-Mar-18 05:32 PM
ah, could have just generated a bcl for it then (edited)
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ShadowDraikana 06-Mar-18 05:32 PM
but I replaced it already
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UTTER_BODGE 06-Mar-18 05:32 PM
oh
well then
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ShadowDraikana 06-Mar-18 05:33 PM
this is really strange
Made this one yesterday
Try it with the original Main.ocl
You can leave the bcl there unnamed since it loads the ocl if it's there
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UTTER_BODGE 06-Mar-18 05:35 PM
walking right through them
hrm
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ShadowDraikana 06-Mar-18 05:35 PM
That's... weird
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UTTER_BODGE 06-Mar-18 05:35 PM
yeah
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ShadowDraikana 06-Mar-18 05:36 PM
Unless
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UTTER_BODGE 06-Mar-18 05:36 PM
is there anything that determines which bcls actually get used?
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ShadowDraikana 06-Mar-18 05:36 PM
The osi likely.
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UTTER_BODGE 06-Mar-18 05:36 PM
or a way they had to disable collision for objects besides just leaving them without files (edited)
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ShadowDraikana 06-Mar-18 05:37 PM
Actually I'm wondering if the ocl is off like the one in Ptv2 from last night
and is somehow not compatible with the bcls
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UTTER_BODGE 06-Mar-18 05:37 PM
well we have this "just stuff it into an existing object with collision" method, at least
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ShadowDraikana 06-Mar-18 05:37 PM
^
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V A H K I T I 06-Mar-18 05:37 PM
Yay band-aid fixes. 😛
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ShadowDraikana 06-Mar-18 05:37 PM
hehe
This doesn't make sense unless for some reason these objects aren't compatible with the bcl format.
But if that's the case how did we get the Main models to work fine?
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V A H K I T I 06-Mar-18 05:40 PM
Maybe the bcl is corrupted or offset incorrectly in the level?
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UTTER_BODGE 06-Mar-18 05:41 PM
or it has to be specified which objects have collision, somewhere?
and for tre1 it's disabled/not there for whatever reason?
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ShadowDraikana 06-Mar-18 05:42 PM
The models load the ocl/bcls by themselves. A lot of the objects in the maps seem to have collision but no corresponding ocl/bcl is being called. This is one of the cases where the model doesn't have collision
But IS calling a ocl/bcl
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UTTER_BODGE 06-Mar-18 05:43 PM
well I gotta head out for now, won't be here much the next couple days
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ShadowDraikana 06-Mar-18 05:43 PM
Just thought of an area to compare with
Ah ok
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UTTER_BODGE 06-Mar-18 05:43 PM
this discord account is only logged in on a laptop web browser, I could join from my main account but I wouldn't be able to do much on a phone anyway
you've got an idea of how to merge models and make collision work that way, at least
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ShadowDraikana 06-Mar-18 05:44 PM
Yep
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UTTER_BODGE 06-Mar-18 05:45 PM
just remember that you'll want to move the new geometry by the distance between the two object's positions, not move the geometry for both by the amounts specified in the slb or whatever
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ShadowDraikana 06-Mar-18 05:46 PM
👍
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UTTER_BODGE 06-Mar-18 05:46 PM
I might pop back on later, depends on how the day goes, in the middle of a road trip
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ShadowDraikana 06-Mar-18 05:47 PM
@V A H K I T I I'm wondering if I should halt my bcl replacement until we determine why the collisions on certain objects don't work
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V A H K I T I 06-Mar-18 05:47 PM
Maybe. Also I think the pos files use the same format at the obj
Some byte locations seem to match up
Particularly the coordinates
Feel like getting me the coordinates of the ground in front of a random door? 😛
(In Kuta)
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ShadowDraikana 06-Mar-18 05:50 PM
Oh boy.
So you want the x,y,z coordinates of x spot in Kuta's main?
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V A H K I T I 06-Mar-18 05:51 PM
ye
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ShadowDraikana 06-Mar-18 05:52 PM
k
I'm getting the offset positions, hold on
So the order of the x,y,z values are in that order, correct?
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V A H K I T I 06-Mar-18 06:00 PM
Idk. xD
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ShadowDraikana 06-Mar-18 06:02 PM
You know it would be nice if I could move something in max into the right view without changing the x,y,z values
Which door do you even want?
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V A H K I T I 06-Mar-18 06:03 PM
Any one for now will do.
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ShadowDraikana 06-Mar-18 06:07 PM
@2Tie In what order are the values?
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2Tie 06-Mar-18 06:08 PM
dunno
the middle one moves up and down (edited)
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ShadowDraikana 06-Mar-18 06:09 PM
z axis probably
or y, depending on how you look at it
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2Tie 06-Mar-18 06:10 PM
i don't really have a good x/y directional reference cuz i was just checking ingame for changes
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V A H K I T I 06-Mar-18 06:10 PM
Another thing that would help too: Do we know yet how to change what level is loaded from what selection in the main menu?
I want to reorder Makuta based on my theory about its function.
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2Tie 06-Mar-18 06:11 PM
i think the first number after the name moved things (mostly) left/right relative to the mask waterfall in gali village, and the third one forward/back?
it's been a few days though
gali's village was the map i was testing this stuff in :P
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ShadowDraikana 06-Mar-18 06:12 PM
I'm getting a weird value for the third axis in Kuta's obj.slb
-1.08053e-14
@2Tie A7 A6 42 A8 is coming out as that above
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Deleted User 06-Mar-18 06:18 PM
that's a very precise number
wait
does e-14 make it a decimal?
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UTTER_BODGE 06-Mar-18 06:18 PM
So the order of the x,y,z values are in that order, correct? as far as I know yes
well
I was moving models that'd been converted with benji's tool
which auto rotated them...
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benji 06-Mar-18 06:21 PM
yeah so probably x, z, -y or x, -z, y (not sure which off the top of my head
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ShadowDraikana 06-Mar-18 06:21 PM
Same here
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V A H K I T I 06-Mar-18 06:22 PM
302.0 -214.0 are the X and Y I can get from one door (edited)
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UTTER_BODGE 06-Mar-18 06:22 PM
man I wish there was just a standard for which axis should be up and such, lol
so many headaches
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V A H K I T I 06-Mar-18 06:23 PM
IIRC there's no change in the Z axis of the platforms in this level, so whatever @ShadowDraikana got for Z should work fine
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ShadowDraikana 06-Mar-18 06:23 PM
I used the weird -1.081 value
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V A H K I T I 06-Mar-18 06:24 PM
How did you go about getting the z axis?
Ah nvm
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ShadowDraikana 06-Mar-18 06:24 PM
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V A H K I T I 06-Mar-18 06:24 PM
I got it from selecting a face
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UTTER_BODGE 06-Mar-18 06:25 PM
I wonder if the devs ever had trouble with models getting flipped 90 degrees and such
since the game seems kinda inconsistent about it
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V A H K I T I 06-Mar-18 06:25 PM
Here's the coordinates for one door I found.
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2Tie 06-Mar-18 06:25 PM
oh hum
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V A H K I T I 06-Mar-18 06:25 PM
366.72 -226.249 -17.368
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UTTER_BODGE 06-Mar-18 06:25 PM
https://youtu.be/OLlH364a9XY?t=376 it can be pretty funny sometimes
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V A H K I T I 06-Mar-18 06:26 PM
Might need to round those to center it
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ShadowDraikana 06-Mar-18 06:26 PM
I'm repositioning the model first because I'm assuming the coordinates in the pos.slb are using the offset
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V A H K I T I 06-Mar-18 06:26 PM
Wot
No, Main.x is ALWAYS at 0.0 on all points
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2Tie 06-Mar-18 06:26 PM
people that were working on the ocls: you said the pair of coords at the start/end was possibly some sort of bounds?
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UTTER_BODGE 06-Mar-18 06:26 PM
main.x is offset in gali's beach
so it's not always
though it should be tbh
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ShadowDraikana 06-Mar-18 06:26 PM
This one isn't centered either according to that obj
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V A H K I T I 06-Mar-18 06:26 PM
Well it is with Kuta anyways.
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ShadowDraikana 06-Mar-18 06:27 PM
No
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V A H K I T I 06-Mar-18 06:27 PM
Then why did my centered BCL work?
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ShadowDraikana 06-Mar-18 06:27 PM
Good question.
Fine I'll put this thing back at 0,0,0 and give you coordinates for a door
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V A H K I T I 06-Mar-18 06:30 PM
Also if my understanding is correct, the full coordinates set has to fit into a 4 byte space
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2Tie 06-Mar-18 06:30 PM
some of the objects in the obj.slb have another pair of coordinates but with one being (usually) the same as the other except with flipped signs
i'm thinking those might be some collision or interaction bounds, i'll look into it later
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V A H K I T I 06-Mar-18 06:31 PM
Am I right in my assumption about the four byte limit @2Tie?
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ShadowDraikana 06-Mar-18 06:31 PM
No each coordinate is 4 bytes
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ShadowDraikana 06-Mar-18 06:33 PM
No, that means one is a single x, y, or z value
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2Tie 06-Mar-18 06:33 PM
four byte per number
three number for coord
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V A H K I T I 06-Mar-18 06:34 PM
So where are the rest of the coordinates in the file then?
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ShadowDraikana 06-Mar-18 06:35 PM
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V A H K I T I 06-Mar-18 06:35 PM
Derp
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ShadowDraikana 06-Mar-18 06:35 PM
Should be Kuta's three coordinates, but the third one comes out weird
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V A H K I T I 06-Mar-18 06:35 PM
I can't read apparently. Pac
Doesn't come out weird for me
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ShadowDraikana 06-Mar-18 06:36 PM
I'm talking about the conversion
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UTTER_BODGE 06-Mar-18 06:37 PM
(ok fuck it I'm just gonna join from my main account, won't have much to do on the next few days of this road trip and I'm too curious to just catch up when we stop)
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V A H K I T I 06-Mar-18 06:39 PM
Conversion to what?
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ShadowDraikana 06-Mar-18 06:39 PM
I'm trying to get the offset values from the obj.slb
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V A H K I T I 06-Mar-18 06:39 PM
Does it not just use straight coordinates?
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ShadowDraikana 06-Mar-18 06:39 PM
to reorient the model so I can give you the adjusted door coordinates
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Terrev 06-Mar-18 06:39 PM
(congrats this server has been upgraded from Old Lego Account to Actually Active Account)
anyway
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ShadowDraikana 06-Mar-18 06:40 PM
Thought that was you Terrev
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Terrev 06-Mar-18 06:40 PM
I said so when I joined lol
I'm just in way too many servers and don't care for 99% of the lego ones most of the time so they stay there
aaanyway I know for sure tossing the models in unity doesn't give any weird scale shenanigans
if you've got it on hand, and want coordinates, try that
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2Tie 06-Mar-18 06:42 PM
jamesster's the name i recognized :P
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ShadowDraikana 06-Mar-18 06:42 PM
747.262 41.861 -1.08053e-14 Is what I get
Using that site 2Tie linked to
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Terrev 06-Mar-18 06:42 PM
oh and unity can accept floats with values like that last one without throwing a fit
¯\_(ツ)_/¯
like I'd expect most 3D software could
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V A H K I T I 06-Mar-18 06:42 PM
Link me to this site?
@ShadowDraikana
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ShadowDraikana 06-Mar-18 06:42 PM
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Terrev 06-Mar-18 06:43 PM
but I mean, if 3ds max or whatever you're using is giving trouble for unknown reasons...
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ShadowDraikana 06-Mar-18 06:43 PM
I'm not using max to get these values
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V A H K I T I 06-Mar-18 06:43 PM
THe fuck are you using then? O_o
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ShadowDraikana 06-Mar-18 06:44 PM
I meant using the site for the values in the obj.slb and using max for the coordinates in the offset model
Because I
'm pretty sure the pos.slb will use offset coordinates unless I'm derping
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benji 06-Mar-18 06:45 PM
@2Tie You had a question about .ocl files? Yeah JMMB and I are assuming that the first 2 float3 values are the bounding box min/max, although I couldn't find where the game reads them.
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2Tie 06-Mar-18 06:46 PM
whenever i changed them there was no noticible difference - changing them all to 0 still left a perfectly collidable level
in the ocl, i mean
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V A H K I T I 06-Mar-18 06:46 PM
43 B7 5C 29 C3 62 3F BE C1 8A F1 AA
(edited)
Converted from 366.72 -226.249 -17.368
Unless I'm doing it wrong
Forgot to swap endinanness, I know that much
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ShadowDraikana 06-Mar-18 06:49 PM
Did you get those values from a non-offset model in Max?
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V A H K I T I 06-Mar-18 06:49 PM
Ye
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ShadowDraikana 06-Mar-18 06:50 PM
Which door are you looking at setting as the start?
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V A H K I T I 06-Mar-18 06:50 PM
A different one. I can't really describe it. 😛
Just go to those coordinates and you'll know.
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ShadowDraikana 06-Mar-18 06:52 PM
I can't get that z value. In fact I can't get it to change on anything I select
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V A H K I T I 06-Mar-18 06:55 PM
Well don't worry about the z value then cause I confirmed it works in came, and there's no change throughout this level
Just get the X and Y values, cause I apparently screwed those up somehow?
Unless the level IS offset which raises questions
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ShadowDraikana 06-Mar-18 06:58 PM
I'm ready to chuck Max out the window here.
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benji 06-Mar-18 07:01 PM
Do it, welcome to the Maya side Pac
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Terrev 06-Mar-18 07:01 PM
Well as said, gali's beach has main.x offset so this one could too
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ShadowDraikana 06-Mar-18 07:01 PM
Because if I move this thing to be able to look at it I have to change the damn coordinates
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V A H K I T I 06-Mar-18 07:02 PM
Why do you have to move it to look at it?
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ShadowDraikana 06-Mar-18 07:02 PM
@benji I'm that close to joining you
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V A H K I T I 06-Mar-18 07:02 PM
???
Sense make that does not
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ShadowDraikana 06-Mar-18 07:04 PM
So just worry about x and y values for now?
In an offset main?
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V A H K I T I 06-Mar-18 07:04 PM
Yes, but no seriously, why do you have to move the model to look at it.
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ShadowDraikana 06-Mar-18 07:05 PM
Because for some reason I can't figure out how to go to the position I want to
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V A H K I T I 06-Mar-18 07:05 PM
Just move the camera around..?
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benji 06-Mar-18 07:08 PM
1. Open Maya 2. Select the object you want to look at. 3. Press F. Boom.
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V A H K I T I 06-Mar-18 07:09 PM
I don't think he understands how to pan and zoom though. 😛
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benji 06-Mar-18 07:09 PM
1. Open Maya 2. Hold the Alt key 3. Left-mouse-drag to orbit, Middle-mouse-drag to pan, Right-mouse-drag to zoom.
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Terrev 06-Mar-18 07:10 PM
I have sketchup will that work Pac
Pac 2
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V A H K I T I 06-Mar-18 07:10 PM
In Max it's similar. Alt+Middle click rotates, or you can just click and drag the box in the upper right.
Scroll wheel zooms
Middle mouse drag also pans.
If you have trouble actually seeing inside the model either delete the faces on top, or place a light inside.
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2Tie 06-Mar-18 07:11 PM
inb4 mouse with no wheel
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ShadowDraikana 06-Mar-18 07:11 PM
THAT'S FUCKING IT
PAN
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V A H K I T I 06-Mar-18 07:12 PM
You really have NEVER used any kind of 3D modeling software before, have you? 😛
These are pretty standard controls.
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benji 06-Mar-18 07:12 PM
I couldn't figure out how to pan in Max without switching to the tool though
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V A H K I T I 06-Mar-18 07:13 PM
Always middle click as far as I can tell (edited)
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ShadowDraikana 06-Mar-18 07:13 PM
Well that makes me feel a hell of a lot better
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V A H K I T I 06-Mar-18 07:13 PM
Pac
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benji 06-Mar-18 07:13 PM
Step 1 is still Open Maya IMHO
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V A H K I T I 06-Mar-18 07:13 PM
H E C C
For the record btw, I'm still using Max 2015
Because the student license back then was indefinite.
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2Tie 06-Mar-18 07:14 PM
last max i used was... 9?
first was 4 :U
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ShadowDraikana 06-Mar-18 07:14 PM
@V A H K I T I wow
indefinite
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JrMasterModelBuilder 06-Mar-18 07:15 PM
AFAIK, offsets.slb is unused (feel free to prove me wrong), but I made a quick best-guess template for it anyhow: https://github.com/TheLegendOfMataNui/sage-file-formats/tree/master/SLB/SLB_offsets (edited)
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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ShadowDraikana 06-Mar-18 07:15 PM
now that I've gotten that clusterfuck out of the way...
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V A H K I T I 06-Mar-18 07:15 PM
@JrMasterModelBuilder Did you get my message in #litestone-dev-archived about what the files do?
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JrMasterModelBuilder 06-Mar-18 07:15 PM
Yep
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V A H K I T I 06-Mar-18 07:15 PM
Gud
Also, the one piece of otherwise expensive af editing software I own is Vegas.
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ShadowDraikana 06-Mar-18 07:16 PM
My sister owns that actually
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V A H K I T I 06-Mar-18 07:16 PM
And that's EXCLUSIVELY because a few months ago, it was included in a Humble Bundle of all places.
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2Tie 06-Mar-18 07:16 PM
same
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ShadowDraikana 06-Mar-18 07:16 PM
In fact I could try roping her into helping with this stuff if need be
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2Tie 06-Mar-18 07:16 PM
twas a pleasant surprise
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V A H K I T I 06-Mar-18 07:17 PM
I bet you it never would have happened if Sony still owned it.
I was quite surprised when MAGIX bought the rights. (edited)
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2Tie 06-Mar-18 07:17 PM
i've used it for one whole video so far !!!
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ShadowDraikana 06-Mar-18 07:17 PM
ANYWAY I'll get those coordinates
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V A H K I T I 06-Mar-18 07:17 PM
DancyBoi
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2Tie 06-Mar-18 07:17 PM
DancyBoi
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V A H K I T I 06-Mar-18 07:17 PM
Hello to you fellow Nitro elite. Pac
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2Tie 06-Mar-18 07:18 PM
over a year into my nitro P:
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V A H K I T I 06-Mar-18 07:18 PM
I just got it this month cause I wanted to use the dancy boi. xP
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ShadowDraikana 06-Mar-18 07:18 PM
lol
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2Tie 06-Mar-18 07:18 PM
(though are you saying you haven't noticed my animated avatar before?? :P)
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V A H K I T I 06-Mar-18 07:19 PM
I did, but I forgot about it after you removed it
Oh wait
Okay, it doesn't animate unless I hover over your messages (edited)
So there's that.
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ShadowDraikana 06-Mar-18 07:19 PM
^
@V A H K I T I I'm just going to grab some random door
One of those work?
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V A H K I T I 06-Mar-18 07:23 PM
Ye
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ShadowDraikana 06-Mar-18 07:23 PM
I'm using offset x and y values for the model
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V A H K I T I 06-Mar-18 07:23 PM
WHat are the values anyways?
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ShadowDraikana 06-Mar-18 07:25 PM
747.262 41.861 -1.08053e-14 Last one is weird, so idk
Just using the first two
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JrMasterModelBuilder 06-Mar-18 07:26 PM
e means exponent.
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ShadowDraikana 06-Mar-18 07:27 PM
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JrMasterModelBuilder 06-Mar-18 07:27 PM
In your case, it's very close to -0.000000 (edited)
-0.0000000000000108053000000000006689601004427200553928531574776616963617925648577511310577392578125 (edited)
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ShadowDraikana 06-Mar-18 07:28 PM
So a negligible z value basically
@V A H K I T I Coordinates there are 1032.192 and -164.984
Hopefully I did this right
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V A H K I T I 06-Mar-18 07:30 PM
Still spawns outside the map. :/
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ShadowDraikana 06-Mar-18 07:30 PM
Fuck
It did it with the values you used too?
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V A H K I T I 06-Mar-18 07:31 PM
Ye
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ShadowDraikana 06-Mar-18 07:31 PM
Could be that we need to know more about the pos.slb before we can actually get it to work like we want
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V A H K I T I 06-Mar-18 07:33 PM
Yeah, AFAIK none of the changes are making any difference. I just tried increasing the Z value a bunch to no effect
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ShadowDraikana 06-Mar-18 07:33 PM
:/
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V A H K I T I 06-Mar-18 07:35 PM
@2Tie Any suggestions?
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2Tie 06-Mar-18 07:39 PM
what are you changing?
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V A H K I T I 06-Mar-18 07:39 PM
The same values outlined for the obj.slb
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ShadowDraikana 06-Mar-18 07:47 PM
@V A H K I T I Anything you want to try messing with after I finish making bcls?
I'll be back in a little bit.
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Omega12 06-Mar-18 08:51 PM
can someone send me the fix for kopaka's hutt
gonna look at nuju not rendering
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V A H K I T I 06-Mar-18 08:54 PM
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Omega12 06-Mar-18 08:54 PM
can't get benji's tool to output bcls for me
thanks!
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benji 06-Mar-18 09:17 PM
the .bcl build isn't a full release, but I posted it somewhere in here
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Omega12 06-Mar-18 09:19 PM
Guess who's back
back again
Nuju's back
Tell a friend
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V A H K I T I 06-Mar-18 09:20 PM
Noice
Now do Vakama! 😄
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Omega12 06-Mar-18 09:20 PM
aight diggy dogg
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😺 ChibiErica97 06-Mar-18 09:24 PM
It him
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Omega12 06-Mar-18 09:24 PM
how do i load up vakamas hutt
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2Tie 06-Mar-18 09:30 PM
misread as butt
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Aurora 06-Mar-18 09:31 PM
How do I load it up Vakama's butt
ohoho
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2Tie 06-Mar-18 09:31 PM
gdqSmoothSigma
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Omega12 06-Mar-18 09:32 PM
>=/
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Aurora 06-Mar-18 09:32 PM
derpghid
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Omega12 06-Mar-18 09:35 PM
gonna shove vakama's fire staff right up ur butt
now that he renders
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JrMasterModelBuilder 06-Mar-18 10:37 PM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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benji 06-Mar-18 10:50 PM
niiiiiice
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Hexadecimal Mantis 06-Mar-18 10:53 PM
I give up. You're too good lol
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V A H K I T I 06-Mar-18 10:53 PM
HEX
HEP
Hep me change the menu's level destinations! Pac
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Hexadecimal Mantis 06-Mar-18 10:55 PM
I have homework that I need to finish. Also, those binary templates should help (edited)
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V A H K I T I 06-Mar-18 10:55 PM
I mean... that lets us VIEW the OSI, not edit it. 😛
At least that's what I'm told.
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Hexadecimal Mantis 06-Mar-18 10:55 PM
O wait
You mean the destinations used for the menu when you open the game
?
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V A H K I T I 06-Mar-18 10:56 PM
Ye
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Hexadecimal Mantis 06-Mar-18 10:56 PM
You can just change the string iirc
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V A H K I T I 06-Mar-18 10:56 PM
Like I want to make the Makuta option load Pst1 instead of Onua
Doing what you said results in an exit.
So I think it's more complicated than that.
This applies to any level too.
I tried making Onua load Vllg first.
Same result.
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Hexadecimal Mantis 06-Mar-18 11:00 PM
It must have some underlying cause. String edits work fine with swapping toa
I would look at the osi documentation
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V A H K I T I 06-Mar-18 11:01 PM
Hence why I need hep. Pac
Well I wouldn't even know where to start. xD
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Hexadecimal Mantis 06-Mar-18 11:06 PM
I would need to time to sift through everything. I'm not sure how complete the documentation is
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V A H K I T I 06-Mar-18 11:07 PM
Rip
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Hexadecimal Mantis 06-Mar-18 11:09 PM
What offset was the Onua id at?
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V A H K I T I 06-Mar-18 11:10 PM
00000605
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Hexadecimal Mantis 06-Mar-18 11:10 PM
I believe that id actually controls the toa that is used
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V A H K I T I 06-Mar-18 11:10 PM
Nah
Prior to that is all the other level starting areas
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Hexadecimal Mantis 06-Mar-18 11:11 PM
hold on
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V A H K I T I 06-Mar-18 11:11 PM
onua is the area name
Level-3 Pohatu..mtup..Level-4 Kopaka..strt..Level-5 Lewa..Level-6 Tahu..fvil..Level-7 Makuta..onua..
Etc.
Curious that Lewa's is different (edited)
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Hexadecimal Mantis 06-Mar-18 11:12 PM
it does control the toa
set it to kopa
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V A H K I T I 06-Mar-18 11:12 PM
The fuck
But Onua's is listed as bech. O_o
Level-1 Onua..bech..
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Hexadecimal Mantis 06-Mar-18 11:13 PM
level-1 Onua is what is displayed in the menu
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V A H K I T I 06-Mar-18 11:13 PM
Okay?
That doesn't change that it references the starting area..
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Hexadecimal Mantis 06-Mar-18 11:14 PM
It does reference the starting area, yes. But the Makuta level might be handled differently.
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V A H K I T I 06-Mar-18 11:15 PM
Well they ALL crash if that string is changed.
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Hexadecimal Mantis 06-Mar-18 11:15 PM
Maybe the id for onua and the level are linked somehow
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V A H K I T I 06-Mar-18 11:15 PM
If that were the case, it would crash outright
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Hexadecimal Mantis 06-Mar-18 11:15 PM
Cause it does crash when you enter the makuta level
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V A H K I T I 06-Mar-18 11:15 PM
Since it loads Akamai for one fraome before switching to Onua
No I mean by default
Since it loads Akamai for one frame before switching to Onua (edited)
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Hexadecimal Mantis 06-Mar-18 11:16 PM
ah yes. forgot about that
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V A H K I T I 06-Mar-18 11:17 PM
😛
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Hexadecimal Mantis 06-Mar-18 11:20 PM
I'm not really sure why the toa swap happens with the string edit at this point
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V A H K I T I 06-Mar-18 11:21 PM
Do we know what file calls what Toa for a given level?
It's not ALL handled by that part of the OSI since the Makuta level loads everyone for each segment.
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Hexadecimal Mantis 06-Mar-18 11:22 PM
I don't remember exactly what controls them, but I do remember searching for Kopaka's id and replacing it with Lewa. It worked fine iirc
It was far away from the part we've been messing with
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V A H K I T I 06-Mar-18 11:23 PM
Hm
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ShadowDraikana 06-Mar-18 11:23 PM
@Omega12 How did you pull that off?
Couldn't get the char slbs to do what I wanted
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Omega12 06-Mar-18 11:24 PM
edited the SLB
and modified the turaga's position to spawn in front of the TOA
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V A H K I T I 06-Mar-18 11:25 PM
How did you get them to spawn to begin with though?
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ShadowDraikana 06-Mar-18 11:25 PM
Can this be done for Nokama as well so she doesn't spawn in the doorway
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Omega12 06-Mar-18 11:25 PM
added the hutt_char.slb
those files i sent you
they were missing
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ShadowDraikana 06-Mar-18 11:25 PM
They shouldn't have worked outright
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Omega12 06-Mar-18 11:25 PM
i copied one from another level and edited it
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ShadowDraikana 06-Mar-18 11:26 PM
And edting them caused a crash every time
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Hexadecimal Mantis 06-Mar-18 11:26 PM
@V A H K I T I Think i found it
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Omega12 06-Mar-18 11:26 PM
so made it spawn the right turaga, and edited the position
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V A H K I T I 06-Mar-18 11:26 PM
Never crashed me, it just didn't work.
Oh, you had to edit the position AND the name
That makes sense (edited)
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Omega12 06-Mar-18 11:26 PM
i copied the spawn position from thae hutt_pos.slb
:V
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V A H K I T I 06-Mar-18 11:27 PM
We're idiots apparently. @ShadowDraikana Pac
@Hexadecimal Mantis Cool. Now we need to figure it out for Makuta. 😛
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Hexadecimal Mantis 06-Mar-18 11:27 PM
the layout is weird. It's missing Onua
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V A H K I T I 06-Mar-18 11:27 PM
😐
Wot
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Hexadecimal Mantis 06-Mar-18 11:29 PM
i mean, editing the string for Tahu and replacing it with Lewa will also replace Tahu with Lewa in the makuta section. If that makes sense (edited)
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ShadowDraikana 06-Mar-18 11:29 PM
brb
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Omega12 06-Mar-18 11:35 PM
Any place that would normally have tahu
Now has lewa (edited)
Is not a per level thing
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2Tie 07-Mar-18 12:38 AM
okay guys, the bounding box size thing i postulated about earlier is right
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Aurora 07-Mar-18 12:38 AM
LOL
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Terrev 07-Mar-18 12:38 AM
hahaha
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V A H K I T I 07-Mar-18 12:40 AM
????????????
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Ibbie 07-Mar-18 12:42 AM
Did you make the hitbox for the glyph so big that Onua picks it up instantly from a mile away?
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2Tie 07-Mar-18 12:42 AM
yeah lol\
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V A H K I T I 07-Mar-18 12:42 AM
😐
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2Tie 07-Mar-18 12:42 AM
a little tamer
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V A H K I T I 07-Mar-18 12:42 AM
WAIT
FIX
THE
VINES
Pac
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Ibbie 07-Mar-18 12:42 AM
BETTER YET
FIX
THE
THING IN THE NUI JAGA CAVE
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V A H K I T I 07-Mar-18 12:43 AM
Not the same issue. 😛
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Ibbie 07-Mar-18 12:43 AM
WHATEVER YOU'D NEED TO DIG TO GET
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2Tie 07-Mar-18 12:43 AM
i still haven't played lewa's level
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Ibbie 07-Mar-18 12:43 AM
YOU CAN JUST PICK IT UP
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V A H K I T I 07-Mar-18 12:43 AM
You have to talk to a Tohunga you EGG
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2Tie 07-Mar-18 12:43 AM
about that
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V A H K I T I 07-Mar-18 12:43 AM
Pac
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Ibbie 07-Mar-18 12:43 AM
o
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2Tie 07-Mar-18 12:43 AM
yea
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V A H K I T I 07-Mar-18 12:43 AM
Seriously tho
Vines
hitboxes
bigger
do
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Ibbie 07-Mar-18 12:43 AM
I thought it was a thing you get
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V A H K I T I 07-Mar-18 12:44 AM
Make Le-Wahi great again
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Ibbie 07-Mar-18 12:44 AM
You can't use it to talk to tohunga remotely?
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V A H K I T I 07-Mar-18 12:44 AM
MAKE LE-WAHI GREAT AGAIN
Angery
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2Tie 07-Mar-18 12:44 AM
lemme mess around with this some more
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V A H K I T I 07-Mar-18 12:45 AM
shenangry
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Ibbie 07-Mar-18 12:45 AM
Can you remove the collisions on diggable terrain without removing it?
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2Tie 07-Mar-18 12:45 AM
you can just move them
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V A H K I T I 07-Mar-18 12:45 AM
Move it out of the playable area then.
That'll band-aid fix the issue until we find the real cause (edited)
And make Onua's level 100% playable
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Ibbie 07-Mar-18 12:46 AM
So you guys know how to move collisions for objects, but not the objects themselves or spawn points?
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Aurora 07-Mar-18 12:46 AM
Budderflis ohinded
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V A H K I T I 07-Mar-18 12:47 AM
Actually that does give me an idea
STand by
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Ibbie 07-Mar-18 12:47 AM
thinkbrows
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2Tie 07-Mar-18 12:47 AM
no we can move objects
not pickups yet (i think), but general objects in the scene yes
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ShadowDraikana 07-Mar-18 12:48 AM
I'm telling you Scrp isn't handling the digging models correctly. If we determine why it works in Clf1, we can fix this in Scrp.
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2Tie 07-Mar-18 12:49 AM
it's one of the things on my todo list
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ShadowDraikana 07-Mar-18 12:49 AM
Speaking of vines, how about the broken ones in Lep3?
The ones stuck in a swinging position and colored blue?
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V A H K I T I 07-Mar-18 12:56 AM
Okay so
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Aurora 07-Mar-18 12:57 AM
so?
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Ibbie 07-Mar-18 12:57 AM
so
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Aurora 07-Mar-18 12:57 AM
so
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2Tie 07-Mar-18 12:57 AM
sew
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Aurora 07-Mar-18 12:57 AM
Sho'
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V A H K I T I 07-Mar-18 12:57 AM
These are all the iterations of the diggable wall as far as I know in SCRP
Where are the coordinate bytes for those?
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2Tie 07-Mar-18 12:58 AM
points back to the chart
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V A H K I T I 07-Mar-18 12:58 AM
Alternatively, can we set the instance numbers to 0?
Tried the chart
Didn't line up
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2Tie 07-Mar-18 12:58 AM
immediately after the names
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V A H K I T I 07-Mar-18 12:58 AM
Wot.
Oh you mean for coordinates
Well the instance numbers don't match up.
I even counted the amount of bytes between the name and the first number, then 4 bytes from that for the second.
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2Tie 07-Mar-18 12:59 AM
?
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V A H K I T I 07-Mar-18 12:59 AM
Maybe that's the issue?
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2Tie 07-Mar-18 01:00 AM
so this is a name for one of them, right?
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V A H K I T I 07-Mar-18 01:00 AM
The first instance number according to your chart should be exactly 13 bytes behind the name, and the second, a repeat of the first, 4 bytes behind that.
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2Tie 07-Mar-18 01:01 AM
oh, no no
the instance total is at the top of the file
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V A H K I T I 07-Mar-18 01:01 AM
For all objects? O_o
So how does it count how many of a specific object goes into an area?
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2Tie 07-Mar-18 01:01 AM
this is the total number of objects in this room
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V A H K I T I 07-Mar-18 01:02 AM
So how does it count how many of a specific object goes into an area?
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2Tie 07-Mar-18 01:02 AM
if something's in the room twice, then it has two entries in here
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V A H K I T I 07-Mar-18 01:02 AM
😐
Oh
Okay new plan then.
How can we REMOVE the entires without corrupting the file?
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2Tie 07-Mar-18 01:03 AM
onua's beach has multiple "ngis" entries, this has "1sac", "2sac", "3sac", etc
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ShadowDraikana 07-Mar-18 01:03 AM
Actually does the Scrp area ecen have enough instances of the diggable walls?
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V A H K I T I 07-Mar-18 01:04 AM
It does
But again, do we know how to remove entries yet? (edited)
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2Tie 07-Mar-18 01:05 AM
try deleting these bytes (not blanking them), then change the instances count to 2B?
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ShadowDraikana 07-Mar-18 01:05 AM
That's a band-aid fix though
I want to know why the fuck it shuts down to begin with
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V A H K I T I 07-Mar-18 01:06 AM
In red, right?
Yes it's a band-aid fix, but we aren't gonna get this fixed anytime soon
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2Tie 07-Mar-18 01:06 AM
yup
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V A H K I T I 07-Mar-18 01:06 AM
Best to get the level PLAYABLE for the next patch
And worry about fixing it proper later
@2Tie Crash. :/
Actually just exit
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2Tie 07-Mar-18 01:07 AM
something else might try to reference the objects, dunno
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V A H K I T I 07-Mar-18 01:07 AM
I'll try moving them then
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2Tie 07-Mar-18 01:08 AM
you could move them up and out of the way? yeah
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ShadowDraikana 07-Mar-18 01:08 AM
Could we compare the instances of the walls with those in Clf1 to see if there's a difference? (edited)
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2Tie 07-Mar-18 01:09 AM
entirely possible, i'd think
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ShadowDraikana 07-Mar-18 01:10 AM
I mean there must be SOMETHING that's making it work right in Clf1
On the other hand it could be the osi
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2Tie 07-Mar-18 01:11 AM
they're laid out identically
name, position, blank until float(1), boundingbox, int(32)
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Aurora 07-Mar-18 01:12 AM
I swear people aren't speaking english on this server.
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ShadowDraikana 07-Mar-18 01:12 AM
lol
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V A H K I T I 07-Mar-18 01:13 AM
Apparently the CAS files are just covers for the diggable exits from the cave network back into the cave.
I have to offset ALLL of the OTHER models in this file
FUN
Angery
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2Tie 07-Mar-18 01:14 AM
oh whoops, yeah
DS##'s
lemme look again
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V A H K I T I 07-Mar-18 01:21 AM
H E C C
Maybe I fucked it up somewhere.
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ShadowDraikana 07-Mar-18 01:21 AM
Or it simply doesn't like being messed with xP
Anyway I better get some sleep so I can get these bcls finished tomorrow. Is there anything else you need me to look at @V A H K I T I
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V A H K I T I 07-Mar-18 01:24 AM
@2Tie ?
No idea
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ShadowDraikana 07-Mar-18 01:24 AM
Actually I do have a question
Did you swap out files in order to get Kuta and Chmb to show up in-game
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V A H K I T I 07-Mar-18 01:25 AM
Ye
Wait no, not with Kuta
With Kuta, I just pointed Tahu's door to it, since it otherwise had no programmed exit and caused a crash
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ShadowDraikana 07-Mar-18 01:27 AM
I'll check that level for missing bcls too just in case. I mean there are probably entire models missing too
ProcMon has revealed some strange shit going on with models and what files get called, and I don't expect that to xhange for the Makuta areas
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V A H K I T I 07-Mar-18 01:29 AM
Nothing of note
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2Tie 07-Mar-18 01:31 AM
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V A H K I T I 07-Mar-18 01:31 AM
SEND FILE. 😮
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2Tie 07-Mar-18 01:31 AM
(moved, not fixed. don't panic)
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V A H K I T I 07-Mar-18 01:31 AM
I must have fucked it up then
Send file pls. Pac
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2Tie 07-Mar-18 01:31 AM
also, trying to dig there still crashes
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ShadowDraikana 07-Mar-18 01:31 AM
WTF
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2Tie 07-Mar-18 01:32 AM
didn't move the trigger volume, just the object itself
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ShadowDraikana 07-Mar-18 01:32 AM
Oh
Wait, that's it! The triggers might be the issue
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V A H K I T I 07-Mar-18 01:33 AM
Well we already knew it wasn't a model issue
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ShadowDraikana 07-Mar-18 01:33 AM
Ye
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2Tie 07-Mar-18 01:33 AM
the problem isn't in this file
it'd be whatever handles interaction between onua and the wall
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ShadowDraikana 07-Mar-18 01:34 AM
osi shenanigans probably
Like I said, we determine why it works in Clf1 and we should be able to fix this
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V A H K I T I 07-Mar-18 01:35 AM
Well for the time being, just send this over
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ShadowDraikana 07-Mar-18 01:35 AM
@JrMasterModelBuilder What part of the osi deals with digging walls?
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JrMasterModelBuilder 07-Mar-18 01:36 AM
¯\_(ツ)_/¯
Probably some of the functions.
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ShadowDraikana 07-Mar-18 01:37 AM
Welp, I gotta get some shuteye. GN guys.
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2Tie 07-Mar-18 01:37 AM
i was editing it by hand, i can try and make a program to mass-edit it if you want
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V A H K I T I 07-Mar-18 01:39 AM
THank
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2Tie 07-Mar-18 01:39 AM
still seems solid though. hum
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V A H K I T I 07-Mar-18 01:40 AM
Yea..
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JrMasterModelBuilder 07-Mar-18 04:26 AM
Can someone with time on their hands use Process Monitor to determine if/where either of these files are loaded?
Data/cinematics/lev2/Material.slb Data/cinematics/lev3/Material.slb
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JrMasterModelBuilder 07-Mar-18 04:36 AM
Added material.slb file spec: https://github.com/TheLegendOfMataNui/sage-file-formats/tree/master/SLB/SLB_material It appears this file defines what sound effects a material mistakes (ie: when walking), by a somewhat unclear reference. (edited)
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
It actually doesn't appear to define anything else, unless maybe someone finds Data/cinematics/lev2/Material.slb or Data/cinematics/lev3/Material.slb are being loaded somewhere. (edited)
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ShadowDraikana 07-Mar-18 10:15 AM
@JrMasterModelBuilder Yeah I can do it; saved a bunch of ProcMon logs from the last few days.
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ShadowDraikana 07-Mar-18 10:49 AM
@2Tie Here's something: try messing with the collision map of the Tre1 model in Gali's Bech to see if the collision map is miplaced
I also made a bcl for that model since it was calling for one
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2Tie 07-Mar-18 10:52 AM
hm?
like, move the trees around?
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ShadowDraikana 07-Mar-18 10:52 AM
Like what you did with the collision of Onua's first glyph
@JrMasterModelBuilder The level 2 cinematic is being called in Ga-Koro, but not the material.slb
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2Tie 07-Mar-18 10:58 AM
so, there's multiple trees in tre1, right?
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ShadowDraikana 07-Mar-18 10:58 AM
A lot of trees actuallu
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2Tie 07-Mar-18 10:58 AM
these bytes? create a single box
unless you want a single box that contains all the trees, this isn't what you want.
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ShadowDraikana 07-Mar-18 11:02 AM
I'm still wondering why making bcls for rooms without them works fin, but making a bcl for the trees doesn't work properly, unless that box right there is the problem
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2Tie 07-Mar-18 11:04 AM
wait
where are the trees?
found this mistextured rock
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ShadowDraikana 07-Mar-18 11:05 AM
Lol, I'll try fixing that today
You can't miss the palm trees at the start area
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2Tie 07-Mar-18 11:07 AM
oh shit
i changed a byte to see if they would be solid, instead they disappeared
except for the ones at the waterfall cliff
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ShadowDraikana 07-Mar-18 11:07 AM
da fuq
That's... odd
@JrMasterModelBuilder Not seeing those files get called at all
@2Tie Do you want the bcl I made for the trees?
Curious. All of the obj.slb files are missing from the cinematics (edited)
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2Tie 07-Mar-18 11:20 AM
well, i gotta go to work now
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ShadowDraikana 07-Mar-18 11:22 AM
I should probably get out of here too
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V A H K I T I 07-Mar-18 12:47 PM
@JrMasterModelBuilder If that is called, then we may be able to fix the ground squish. 😮
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JrMasterModelBuilder 07-Mar-18 01:01 PM
@Vahkiti The level ones are called, just not the cinematics ones apparently. You might be able to fix them now.
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V A H K I T I 07-Mar-18 01:01 PM
Oooh
Magnificent
The squish was always so immersion breaking
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Terrev 07-Mar-18 01:06 PM
How about kopaka's landing sound
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V A H K I T I 07-Mar-18 01:06 PM
Well this is an issue @JrMasterModelBuilder
Looks like all the material SLBs between levels are identical.
Fix one and we fix them all, or no fix in sight?
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JrMasterModelBuilder 07-Mar-18 01:08 PM
Are only some wrong?
You can change only some of them.
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V A H K I T I 07-Mar-18 01:08 PM
Some of the files or some of the sounds?
IIRC everything works fine in Onua and Gali's level. It's Pohatu onward where the shit hits the fan.
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JrMasterModelBuilder 07-Mar-18 01:10 PM
Each level has their own material.slb (edited)
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V A H K I T I 07-Mar-18 01:11 PM
Yeah, and it seems at least Pohatu's is identical to Onua's
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Terrev 07-Mar-18 01:11 PM
Any chance the squish sound is a default for when the material isn't recognized/listed?
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V A H K I T I 07-Mar-18 01:12 PM
More than likely is
It's too common an issue not to be
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JrMasterModelBuilder 07-Mar-18 01:12 PM
I think each material might reference a different set of sounds. (edited)
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V A H K I T I 07-Mar-18 01:13 PM
Also JMMB, you weren't kidding about the references being unclear. O_o
I can't make heads or tails of this shit.
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JrMasterModelBuilder 07-Mar-18 01:13 PM
The template had some comments
On those bit flags
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V A H K I T I 07-Mar-18 01:14 PM
I'll take a look. One sec
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JrMasterModelBuilder 07-Mar-18 01:14 PM
Oh, that's the wrong template
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V A H K I T I 07-Mar-18 01:14 PM
?
No I'm using material
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JrMasterModelBuilder 07-Mar-18 01:14 PM
You used the sound table template on a material file
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V A H K I T I 07-Mar-18 01:14 PM
The soundtable one is just in my history (edited)
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Deleted User 07-Mar-18 01:15 PM
kopaka's not the only one with a landing bug
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V A H K I T I 07-Mar-18 01:15 PM
Wait
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JrMasterModelBuilder 07-Mar-18 01:15 PM
That's definitely the sound table
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V A H K I T I 07-Mar-18 01:15 PM
I swear to god I hit material on this..
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Deleted User 07-Mar-18 01:15 PM
he just has the most obnoxious landing bug
pohatu's sounds like he's landing in a puddle
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V A H K I T I 07-Mar-18 01:16 PM
Okay, this is making SLIGHTLY more sense now.
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Deleted User 07-Mar-18 01:16 PM
also
in deepbrick's build, didn't onua make a "robotic" sound when he jumped?
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Terrev 07-Mar-18 01:16 PM
He did
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V A H K I T I 07-Mar-18 01:16 PM
Ye
That sound isn't even in the files in our build IIRC
@JrMasterModelBuilder WHy are there two sound bit entries that point to 3?
ALSO
You're telling me there are 122 entries, and everything exceeding 9 defaults to 1? O_o
THIS IS GONNA TAKE SOME WORK.
DEAR GOD
I don't like it!
I don't like it one bit! Pac
H E C C
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Deleted User 07-Mar-18 01:21 PM
kinda sounds like a stock robot sound, so it might not be hard to find
on the other hand, i wouldn't know where to start
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V A H K I T I 07-Mar-18 01:22 PM
Okay... okay... one thing at a time. First of all, we need to figure out what index value is linked to what sound. Only then can we tackle this stupid material index. (edited)
@JrMasterModelBuilder Any leads on that, or do we have to just manually swap numbers around and log the results? 😛
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Terrev 07-Mar-18 01:25 PM
Could start by giving them all a sound more generic than a squish at least
Then correcting from there
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V A H K I T I 07-Mar-18 01:26 PM
I mean... we need to know what value is assigned to said generic sound to do so.
At which point we may as well just get ALL the values and fix it.
What would really help is if we had an index of material IDs as wel.
11 sounds are easy enough to index by trial and error. 122 individual materials will take a little more finesse. (edited)
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JrMasterModelBuilder 07-Mar-18 01:36 PM
Idk why 2 bits map to 3, but if that's wrong it can be patched (edited)
I suspect that each bit value maps to an index in sound table, somehow (edited)
Also, they might map to different sounds based on of it is a toa or something else (not sure) (edited)
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V A H K I T I 07-Mar-18 01:40 PM
Well thank god most of the soundtable entries are dummys
Okay, StepWater is entry #4 in the SoundTable.
So if it's defaulting to 1 on most entries, that doesn't explain the issue we're seeing.
Because entry #1 is StepDirt. (edited)
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JrMasterModelBuilder 07-Mar-18 01:43 PM
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V A H K I T I 07-Mar-18 01:43 PM
I have no idea what this means
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JrMasterModelBuilder 07-Mar-18 01:44 PM
Some of the logic at the bottom is apparently for Toa, the rest for something else.
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V A H K I T I 07-Mar-18 01:45 PM
I'm still uncertain what this is supposed to do for us right now. xP
ALSO
It's possible the index entries in the Material file don't reference the Soundtable in exactly the same order.
Cause index #3 is referenced twice in the Material file
And Soundtable has two different entries for StepGrass (edited)
But they are #8 and 9.
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ShadowDraikana 07-Mar-18 04:32 PM
@V A H K I T I Do you want me to change the music played on the main menu to the track used in the beta's main menu? It's actually a very easy thing to change in the osi.
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Terrev 07-Mar-18 04:33 PM
wait what does it play now
I haven't even loaded it lol
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ShadowDraikana 07-Mar-18 04:33 PM
Gali's Ambience
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Terrev 07-Mar-18 04:33 PM
that's what's used in the beta tho
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ShadowDraikana 07-Mar-18 04:33 PM
No
It's Onua's Ambience
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Terrev 07-Mar-18 04:34 PM
Credits from the unreleased PC CD-ROM video game "BIONICLE: Legend of Mata Nui" (including in-game audio)
very clearly gali's
some of the other videos had music dubbed in
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ShadowDraikana 07-Mar-18 04:34 PM
Oh
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Terrev 07-Mar-18 04:34 PM
but as said in the description that's the ingame audio in that vid
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ShadowDraikana 07-Mar-18 04:35 PM
My bad
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ShadowDraikana 07-Mar-18 04:45 PM
Moving back to the ocl/bcl... I was right about the collisions, at least to some degree. So the main.ocl/bcl is required to make a level function, and without it, the area crashes. In Gali's level, there are Watr.bcls already present. Removing them eliminates collision for water entirely. So it looks like that specific ocl/bcls are enabled in our build while others aren't. My theory about other missing bcls is out now that the Watr.bcl didn't crash the areas I removed them from. This means that we can probably change whether the game uses the ocl/bcls for given objects that use them or not. So my replacements for the files won't be useless if we can in fact re-enable collisions for these models in question.
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Terrev 07-Mar-18 04:57 PM
you're gonna want to ask if they need collisions though
like, skies don't
small plants probably shouldn't
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ShadowDraikana 07-Mar-18 04:59 PM
Yes, which is why if we can change what gets called we can eliminate the calls on ocl/bcls for those models
On the other hand, we still need to know why certain objects call for an slb
And not an ocl/bcl
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Terrev 07-Mar-18 05:12 PM
I mean... you don't really have to eliminate the calls
plenty of games check for stuff like that
I'm sure if you monitored alpha team or lego island 2 you'd see them first trying to load each file from a different unpacked location rather than the packed data archives
it's not hurting anything, in those cases it's even useful
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V A H K I T I 07-Mar-18 05:14 PM
I know for a fact Bionicle Heroes does it (edited)
Cause the game runs just fine with the archive unpacked
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Terrev 07-Mar-18 05:14 PM
lego universe has forever been trying to load login screen models that haven't existed for eons
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ShadowDraikana 07-Mar-18 05:16 PM
lol
So I guess I'll omit the Sky bcls and the small plant bcls for my package @V A H K I T I
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ShadowDraikana 07-Mar-18 05:31 PM
So with this in mind I can submit my package tonight
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Omega12 07-Mar-18 07:20 PM
@V A H K I T I
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V A H K I T I 07-Mar-18 07:20 PM
HOW
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Omega12 07-Mar-18 07:20 PM
check that out
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V A H K I T I 07-Mar-18 07:20 PM
WAT
WHAT IS THIS SORCERY?
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Omega12 07-Mar-18 07:20 PM
it doesnt work
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V A H K I T I 07-Mar-18 07:20 PM
oh
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Omega12 07-Mar-18 07:20 PM
just floats there
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V A H K I T I 07-Mar-18 07:20 PM
Fuck you then. Pac
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Omega12 07-Mar-18 07:20 PM
it's progress
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V A H K I T I 07-Mar-18 07:21 PM
Is it? xD
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Omega12 07-Mar-18 07:21 PM
I moved it fromt he end of the map
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V A H K I T I 07-Mar-18 07:21 PM
You just moved the board around right?
Yeah
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Omega12 07-Mar-18 07:21 PM
ye
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V A H K I T I 07-Mar-18 07:21 PM
I mean...
That doesn't really do anything. 😛
You basically just took the surfboard and pushed it somewhere else. xP
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Omega12 07-Mar-18 07:21 PM
so i ahvent found what calls the surfboard
in ta08
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V A H K I T I 07-Mar-18 07:24 PM
Rip
🇫 1
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Deleted User 07-Mar-18 07:29 PM
what's the filepath for the lavaboard, assuming it's in-game?
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V A H K I T I 07-Mar-18 07:29 PM
Surf.x
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Deleted User 07-Mar-18 07:30 PM
specifically the one used in ToT and mnog
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V A H K I T I 07-Mar-18 07:30 PM
Oh
Uh
C:\Program Files (x86)\LEGO Media\LEGO Bionicle\Data\Levels\Lev6\Ta02\Xs\Sled.x
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Deleted User 07-Mar-18 07:30 PM
huh
odd name
but thank you
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Deleted User 07-Mar-18 07:39 PM
something tells me a tohunga wouldn't fit unless you changed the head or something
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V A H K I T I 07-Mar-18 07:39 PM
?
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Deleted User 07-Mar-18 07:40 PM
one sec
it looks like the torso's supposed to connect to that axle protruding near the front
but i don't see how the tohunga head'll fit through the green beams
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V A H K I T I 07-Mar-18 07:42 PM
...Since when does the surfboard connect to the torso? O_o
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Deleted User 07-Mar-18 07:43 PM
you ride it laying down
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V A H K I T I 07-Mar-18 07:44 PM
...
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Deleted User 07-Mar-18 07:44 PM
why else would it be there?
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V A H K I T I 07-Mar-18 07:45 PM
To hook onto the foot? Where in god's name did you get the idea that it's ridden laying down? in LAVA? O_o
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Deleted User 07-Mar-18 07:45 PM
that's how takua rides it in ToT and mnog
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The Shadow Emperor 07-Mar-18 07:46 PM
Takua's a daredevil
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V A H K I T I 07-Mar-18 07:46 PM
Oh yeah I guess there is that. 😐 Well... the Desktop Takua toy has it ridden standing so it's applicable either way
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Deleted User 07-Mar-18 07:46 PM
and touching lava briefly didn't seem to phase him much in MoL
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V A H K I T I 07-Mar-18 07:46 PM
MNOG is debatable
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Ibbie 07-Mar-18 07:47 PM
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Deleted User 07-Mar-18 07:47 PM
and while he's technically not a ta-matoran, they're pretty heat resistant in general
the first person view when you're crossing the hall in mnog kinda looks like you're riding it laying down
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Ibbie 07-Mar-18 07:48 PM
I agree
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Deleted User 07-Mar-18 07:48 PM
also looks like you're rowing your way across
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Ibbie 07-Mar-18 07:48 PM
Well, technically it looks like you're laying down behind the board.
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Deleted User 07-Mar-18 07:49 PM
all i know is that if it were a human trying something like that, they would've burst into flames long before they got close to the lava
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Ibbie 07-Mar-18 07:50 PM
It's not even lava anyway
It's molten protodermis, it's always been
Who the fuck knows how that shit works
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Deleted User 07-Mar-18 07:51 PM
i'm no geologist or chemist, but if something's so hot that it's liquid and glowing, it's well beyond what a human can handle
and in those quantities? it's gonna heat everything else up quite a bit
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The Shadow Emperor 07-Mar-18 07:51 PM
I'm pretty sure Mata Nui has regular lava
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Deleted User 07-Mar-18 07:52 PM
it's been retconned to "molten protodermis" leaking out of the robot's head
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The Shadow Emperor 07-Mar-18 07:52 PM
when
why does Mata Nui have lava in his mouth
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Ibbie 07-Mar-18 07:53 PM
Logically speaking the lava is a part of Mata Nui as much as the rest of his island camouflage is.
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The Shadow Emperor 07-Mar-18 07:53 PM
what about the Voya Nui volcano
oh wait no that's definitely protodermis
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Deleted User 07-Mar-18 07:53 PM
maybe it's "drool"
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Ibbie 07-Mar-18 07:53 PM
Considering the volcano stopped being connected to anything, probably.
On Voya Nui
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Deleted User 07-Mar-18 07:55 PM
guess part of its purpose was to contain the mask of life
underground volcano fortress
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Ibbie 07-Mar-18 07:57 PM
We know that
I meant that Voya Nui stopped being connected to the GSR or any greater body of land that magma would come from, except for the cord.
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Deleted User 07-Mar-18 07:59 PM
yeah, i'm just gonna guess mt. mangai is mata nui "drooling" in a dazed stupor
evidently, whatever's generating the lava in voya nui is self-perpetuating in some way (edited)
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Ibbie 07-Mar-18 08:01 PM
Which is stronger evidence that the lava is in fact magic protodermis that nobody needs to comprehend
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Omega12 07-Mar-18 08:01 PM
wasnt able ti find the trigger ;_;
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Deleted User 07-Mar-18 08:01 PM
or the gbs made it that way as a redundancy just in case
also #beaverhouse-toys-other
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Ibbie 07-Mar-18 08:01 PM
BS01 doesn't seem to make a clear distinction between "lava" and molten protodermis in general, which is sad.
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Deleted User 07-Mar-18 08:02 PM
it hardly matters prior to 2009
up until then it might as well all be protodermis
the only thing that needed differentiating was water and liquid/raw liquid protodermis
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Deleted User 08-Mar-18 12:02 AM
what's a good app for screen recording?
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V A H K I T I 08-Mar-18 12:02 AM
Fraps if you're not worried about massive files. Why?
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Deleted User 08-Mar-18 12:03 AM
it's been awhile
so i dunno if anything new's popped up in the meantime
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V A H K I T I 08-Mar-18 12:06 AM
I mean OBS works well if you know how to use it
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JrMasterModelBuilder 08-Mar-18 01:38 AM
Does anyone know what cnt1 through ct19 (or the reverse of those) represent? (edited)
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benji 08-Mar-18 02:59 AM
OBS is my recommendation
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JrMasterModelBuilder 08-Mar-18 03:36 AM
@V A H K I T I Ok, so of the 782 entries in the sound table, it appears 44 are for each Toa (the first 10 of which are mapped by the material flags):
onua=0 gali=1 poha=2 kopa=3 lewa=4 tahu=5
(edited)
(So Onua gets the first 0-43, Gali gets 44-87, etc) (edited)
And then the flags in the material.slb files reference the first 10 sounds in that list, based on what index the flag map to. (edited)
Also, sound 12 in that range of 44 for each Toa is apparently what is played for the Elnd event (might stand for Event land).
Additionally, some other range of (10?) (non-Toa?) sound effects starts at Sound Table entry 620. Those sounds are apparently positioned somewhere in 3D space, rather than simply played. (edited)
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JrMasterModelBuilder 08-Mar-18 04:46 AM
Sound 12 for each Toa is landinghard, except for Kopaka which is KopakaSwordAnim, which I suspect is the cause of his wrong landing sound effect.
Don't know if that can be changed easily, or if something else references that sound index for the sword sound (in which case, that other reference also needs fixing, because 12 is hardcoded for the landing sound). (edited)
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V A H K I T I 08-Mar-18 08:21 AM
So... how do I even begin with that? Pac
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2Tie 08-Mar-18 01:23 PM
just one more thing to mess with and i'll paste the full obj.slb format here
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2Tie 08-Mar-18 01:31 PM
oh hey, there's a sign in the wall
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Deleted User 08-Mar-18 01:31 PM
what does it say?
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2Tie 08-Mar-18 01:31 PM
trying to make it accessible as we speak
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2Tie 08-Mar-18 01:33 PM
ohey
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Deleted User 08-Mar-18 01:34 PM
.......
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2Tie 08-Mar-18 01:34 PM
three screens of text explaining the glyphs
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Deleted User 08-Mar-18 01:34 PM
jesus christ
you got enemies at the start of the map
why not arm him then? (edited)
why wait until the end of the map?
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2Tie 08-Mar-18 01:36 PM
enemy at start = teaches enemies hurt
the same reason mario 1 has a goomba before the first mushroom
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Deleted User 08-Mar-18 01:38 PM
but in mario 1 you don't get the ability to step on goombas at the end of the level
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2Tie 08-Mar-18 01:39 PM
the 🆑🆎 also doesn't kill you in one hit, either
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Deleted User 08-Mar-18 01:40 PM
"welcome to mata nu- oh wait, makuta already got you" "game over, you're dead"
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2Tie 08-Mar-18 01:40 PM
"gali got completely rekt by that tarakava, we're all doomed!"
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Deleted User 08-Mar-18 01:40 PM
she got ohko'd
right in the mask
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Aurora 08-Mar-18 01:41 PM
"what happened to le-koro? what's that buzzing sound?"
gets yoinked
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2Tie 08-Mar-18 01:41 PM
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joint-Dogg666 08-Mar-18 01:42 PM
Whoa wait where's that from???? I've never seen that before
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2Tie 08-Mar-18 01:43 PM
man it's like there's a checklist of questions that get asked daily lol
it's from some story recap video
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ShadowDraikana 08-Mar-18 01:44 PM
Hai
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Deleted User 08-Mar-18 01:44 PM
thanks doc
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2Tie 08-Mar-18 01:44 PM
except i shoddily edited the colours
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ShadowDraikana 08-Mar-18 01:44 PM
I'm jumping ito the voice chat if anyone wants to join me
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joint-Dogg666 08-Mar-18 01:44 PM
No no no, this is from the story recap video, the colors are all wrong in that one
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Deleted User 08-Mar-18 01:45 PM
thanks doc
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2Tie 08-Mar-18 01:45 PM
PhoenixThinking
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Deleted User 08-Mar-18 01:47 PM
dammit wrong dose
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2Tie 08-Mar-18 01:50 PM
w o a h
you can rotate things with obj.slb
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Deleted User 08-Mar-18 01:51 PM
here, i think we need to up the dosage
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benji 08-Mar-18 01:53 PM
Wait where's that video from?? I never saw that before
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Aurora 08-Mar-18 01:54 PM
Wait where's that from?
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Deleted User 08-Mar-18 01:54 PM
“Piccolo Dick” refers to an animated GIF of the Dragon Ball character Piccolo having forced sexual intercourse with Vegeta. The disturbing nature of the picture made it a regular post on the imageboard 4chan, making that users named it Daily Dose, and normally accompanied with images containing the colors green and purple to make the combination of the two colors evolve as a trigger in a person’s subconscious that results in him being reminded of the gif each time he sees those colors. The replies to these images often feature the catchphrase “Thanks, doc”
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2Tie 08-Mar-18 01:54 PM
why missing the joke
😀 2
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Deleted User 08-Mar-18 01:54 PM
facepalm
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Deleted User 08-Mar-18 02:06 PM
huh, looking at that summary, it looks needlessly verbose
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2Tie 08-Mar-18 02:32 PM
eyy i can rotate things now
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ShadowDraikana 08-Mar-18 02:33 PM
Cool
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ShadowDraikana 08-Mar-18 02:46 PM
@V A H K I T I @JrMasterModelBuilder Have either of you tried using IDA on the air bubble shutdown in Gali's level yet?
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JrMasterModelBuilder 08-Mar-18 02:46 PM
Not yet
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ShadowDraikana 08-Mar-18 02:46 PM
Might tell us if the system for handling them is in fact missing or broken
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2Tie 08-Mar-18 02:53 PM
as promised, here's the obj.slb format typeup:
0 int - quantity of object entries int - copy of entry quantity? always 0x00000016? 6 bytes of 0 entries { object name (matches .x) X, Y, Z position coordinates (not sure on order, but each are floats) X, Y, Z rotations, in degrees (floats, usually whole numbers) float - usually -1, seems to make no difference two sets of XYZ coordinates, defining a volume relative to object origin (only interactable objects seem to use this) an int - possibly an ID for something else to use to decide how to handle it? can crash if changed } two byte padding?? int 0xC int 0x1 footer 0x00C0FFEE
(edited)
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2Tie 08-Mar-18 03:08 PM
and shadowknight has successfully added more objects to a map by increasing the quantities and adding another entry
afk for a bit
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V A H K I T I 08-Mar-18 03:16 PM
@2Tie @ShadowDraikana The FUCK did I miss?
Also
Send me that update with the fixed glyph sign for the patch
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ShadowDraikana 08-Mar-18 03:16 PM
I sent you the fix for the trees in Ptv2
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V A H K I T I 08-Mar-18 03:16 PM
Ooh
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ShadowDraikana 08-Mar-18 03:17 PM
It was an obj problem
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V A H K I T I 08-Mar-18 03:17 PM
Now that you have that down, maybe you can fix the gear?
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ShadowDraikana 08-Mar-18 03:17 PM
I'm fixing the shrine trigger position in Isld currently
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2Tie 08-Mar-18 03:17 PM
gear isn't an obj problem
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ShadowDraikana 08-Mar-18 03:17 PM
gear isn't fixable right now
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V A H K I T I 08-Mar-18 03:17 PM
It exists, it's just out of the map
Can it not be moved?
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ShadowDraikana 08-Mar-18 03:17 PM
It doesn't render either
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2Tie 08-Mar-18 03:18 PM
i've moved it, it's not collectable
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V A H K I T I 08-Mar-18 03:18 PM
Okay I'm going to make a list of uncollectable objuects then for the git as well
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ShadowDraikana 08-Mar-18 03:18 PM
I think the cinematic has something to do with it, and probably the Tarakava as well
The supposed one at least
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V A H K I T I 08-Mar-18 03:18 PM
Also @2Tie , a) I invited you to the github this morning and B) send me the sign fix pls? 😛 (edited)
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Terrev 08-Mar-18 03:19 PM
Is the gali beach tree collision fix gonna be in the patch
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ShadowDraikana 08-Mar-18 03:19 PM
Yes, since it was an ocl barf
and we fixed it with a merged model bcl
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2Tie 08-Mar-18 03:20 PM
nothing's broken about the sign, it's just out of place :P
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Terrev 08-Mar-18 03:20 PM
I'm aware, I suggested how to fix it and merged the models lol
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V A H K I T I 08-Mar-18 03:20 PM
@2Tie Yeah, and?
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Terrev 08-Mar-18 03:20 PM
I'm just asking if it's in the patch
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V A H K I T I 08-Mar-18 03:20 PM
It should still be fixed. :V
You said it was out of the map, yeah?
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2Tie 08-Mar-18 03:20 PM
yup
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V A H K I T I 08-Mar-18 03:20 PM
And you moved it back
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2Tie 08-Mar-18 03:21 PM
temporarily, to see if it said anything interesting
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V A H K I T I 08-Mar-18 03:21 PM
Well it's a unique sign is it not?
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2Tie 08-Mar-18 03:21 PM
i do believe so
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ShadowDraikana 08-Mar-18 03:21 PM
It describes the elemetal powers
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V A H K I T I 08-Mar-18 03:21 PM
Then... why would you just leave it? Pac
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ShadowDraikana 08-Mar-18 03:21 PM
So yeah, useful
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V A H K I T I 08-Mar-18 03:21 PM
It was clearly broken
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ShadowDraikana 08-Mar-18 03:23 PM
I'm closing in on a possible fix for the broken Gali shrine trigger point
Testing it now
(broken as in misplaced)
@V A H K I T I Uh, isn't the launcher supposed to download the patches available, including the fixed exes?
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V A H K I T I 08-Mar-18 03:26 PM
Yes? (edited)
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ShadowDraikana 08-Mar-18 03:26 PM
I used the launcher, and it seemed to download something. Checked my directory and I don't see a new exe, or an updated one.
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V A H K I T I 08-Mar-18 03:27 PM
It always temporarily downloads the version.txt at startup to check for updates
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ShadowDraikana 08-Mar-18 03:27 PM
I'm using a vanilla exe
So it should have updated if I'm understanding this right
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V A H K I T I 08-Mar-18 03:28 PM
Did you let the patch extract?
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ShadowDraikana 08-Mar-18 03:28 PM
I flashed in a downloading bar for a few seconds, then nothing else happened, besides the launcher being open
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V A H K I T I 08-Mar-18 03:29 PM
Okay okay, back up a bit
Did you get ASKED to download a patch or are you just seeing the version.txt download at startup?
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ShadowDraikana 08-Mar-18 03:29 PM
I was never asked for a download.
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V A H K I T I 08-Mar-18 03:29 PM
Oh. Well that's normal then
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ShadowDraikana 08-Mar-18 03:29 PM
But it did download something on startup
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V A H K I T I 08-Mar-18 03:29 PM
Just run the game. Pac
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ShadowDraikana 08-Mar-18 03:30 PM
It's not updated though.
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V A H K I T I 08-Mar-18 03:30 PM
Just do it mang
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ShadowDraikana 08-Mar-18 03:32 PM
Reopened the launcher and it downloaded the version txt again. Ran the game with the launcher.
What should be happening?
It's also bypassing DGVoodoo too
even though I configured it first with the button
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2Tie 08-Mar-18 03:34 PM
@V A H K I T I you and i seem to have different definitions for "broken", but here's an slb that puts the sign back in bounds :P
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ShadowDraikana 08-Mar-18 03:34 PM
Does it mess the other sign up though?
or move them?
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2Tie 08-Mar-18 03:34 PM
no?
just the oob sign
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V A H K I T I 08-Mar-18 03:36 PM
Man... if an object is out of bounds that should not be, I don't see how you can think of that as being anything other than objectively broken. Pac @ShadowDraikana it should have prompted you to download the latest patch after you hit play?
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ShadowDraikana 08-Mar-18 03:36 PM
It didn't
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V A H K I T I 08-Mar-18 03:36 PM
...
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ShadowDraikana 08-Mar-18 03:36 PM
Does this thing think I'm already on the patch?
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V A H K I T I 08-Mar-18 03:37 PM
Actually probably.
I might have beefed it
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2Tie 08-Mar-18 03:37 PM
i'd call it inaccessible :V
it still works
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V A H K I T I 08-Mar-18 03:37 PM
Blank out the version.txt in your game dir and see what it does.
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ShadowDraikana 08-Mar-18 03:38 PM
There we are
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V A H K I T I 08-Mar-18 03:38 PM
Okay that explains it, I'm an idiot. Pac
I'll push a hotfix
Uploading now
Thanks for the heads up m8
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ShadowDraikana 08-Mar-18 03:42 PM
Hey, no problem
I thought something was really fishy with the way it was doing it
Oh
Think I just determined how far off that trigger is in Isld for the shrine access
It's WAY off
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V A H K I T I 08-Mar-18 03:43 PM
Noice
I've created issues now for uncollectable objects and unbeatable bosses (edited)
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ShadowDraikana 08-Mar-18 03:45 PM
I think that tunnel was supposed to extend much further and actually descend
based on the crazy z value the start position is in
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Omega12 08-Mar-18 03:46 PM
Z value means nothing
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ShadowDraikana 08-Mar-18 03:46 PM
Oh?
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Omega12 08-Mar-18 03:46 PM
Each map starts at completely different spots
I swapped ta8 and ta9 and started way up in the air
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ShadowDraikana 08-Mar-18 03:47 PM
Yeah but then how does it determine the height of where to start you then?
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Terrev 08-Mar-18 03:48 PM
What?
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ShadowDraikana 08-Mar-18 03:48 PM
I think I just confused myself
@V A H K I T I Game tries to go into window mode, then displays a white screen and crashes
when using the launcher
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V A H K I T I 08-Mar-18 03:50 PM
Try resetting the compatibility options and the INI options
Those both tend to get reset when you dl a patch
I've now made an issue for broken Rahi as well
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ShadowDraikana 08-Mar-18 03:51 PM
How do you get the z value of where something is in Max?
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V A H K I T I 08-Mar-18 03:51 PM
Easiest way is to select a face
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ShadowDraikana 08-Mar-18 03:52 PM
I hit unwrap UV and then tried this on where I wanted to set a test trigger, but it still shows 0.0 on the z value no matter what I select
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Terrev 08-Mar-18 03:52 PM
........ wh
What does UV mapping have to do with this
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V A H K I T I 08-Mar-18 03:52 PM
I was gonna say
Why are you using the UV tool to select polygons? Pac
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ShadowDraikana 08-Mar-18 03:53 PM
Good question.
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V A H K I T I 08-Mar-18 03:54 PM
I've made an additional 0.008 milestones panel now
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Terrev 08-Mar-18 03:54 PM
What version are we currently on
I just heard something about a hotfix
But kinda hard to keep track of everything right now
Mid road trip
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ShadowDraikana 08-Mar-18 03:55 PM
Still can't z axis to show up other 0.0
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ShadowDraikana 08-Mar-18 04:04 PM
Basically I need to get a z value in mid-air
Because this is under water, not land
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Terrev 08-Mar-18 04:05 PM
Slap models into unity, move a gameobject to point you want, copy position
As for max, never used it
So shrug
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V A H K I T I 08-Mar-18 04:05 PM
Place an object there and copy its coordinates
Just make a sphere or something
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ShadowDraikana 08-Mar-18 04:11 PM
I did a thing for once
Hopefully the coordinates from that sphere work
Or should I move it back down the tunnel a bit?
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Omega12 08-Mar-18 04:12 PM
Wait
Do you have a way of determining map coordinates?
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Terrev 08-Mar-18 04:14 PM
Map coordinates? I mean, just put the main model and whatever other models you want into max or unity or [insert program of choice]
Then move them to their positions defined in the slb that defines that
Then you've got a replica of the level to grab coordinates from
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ShadowDraikana 08-Mar-18 04:15 PM
Which is what I have here @Omega12
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Terrev 08-Mar-18 04:16 PM
I dunno about max but in unity it also makes it trivial to get positions relative to how other models are positioned in the level
Handy for merging models properly, though I'm not sure we'll need to do that much more
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ShadowDraikana 08-Mar-18 04:17 PM
So far Gali's beach is the only one that needed it
Ok, I'm testing the trigger fix now
fingers crossed
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Terrev 08-Mar-18 04:23 PM
ps: give me money fox max thanks Pac (edited)
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ShadowDraikana 08-Mar-18 04:23 PM
What the fuck
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V A H K I T I 08-Mar-18 04:23 PM
I've updated the issue tracker with all entries from the old known bugs list and deleted the post from #litestone-announcements to save space.
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Terrev 08-Mar-18 04:23 PM
discord pls
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ShadowDraikana 08-Mar-18 04:23 PM
I mean, what the literal fuck is happeningright now
@V A H K I T I It didn't fix the blue screen underwater for me
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Omega12 08-Mar-18 04:24 PM
If you can get map coords, then we can probably fix Galis haka
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ShadowDraikana 08-Mar-18 04:24 PM
and I can pass right through water now
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Omega12 08-Mar-18 04:24 PM
If you're free tonight
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ShadowDraikana 08-Mar-18 04:24 PM
I should be available
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Omega12 08-Mar-18 04:24 PM
Cool
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ShadowDraikana 08-Mar-18 04:25 PM
And my position trigger didn't work. Fuck this game
I can't backtrack from the shrine either to test it thanks to the blue screen
Someone else want the file?
brb
@V A H K I T I 1. I thought the blue screen issue under water was solved. 2. Can someone please test this file to see if it spawns them inside of or at least close to the tunnel where they're supposed to be?
I can't test it thanks to this damn blue screen
Try swimming into the tunnel and also try backtracking after warping into the shrine
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V A H K I T I 08-Mar-18 04:34 PM
Testing now
Also this reminds me that my animations file for the water doesn't cover the whirlpools
Or any of the water in isld for that matter
Well the tunnel works
Backtracking also works
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ShadowDraikana 08-Mar-18 04:36 PM
IT DOES?
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V A H K I T I 08-Mar-18 04:36 PM
Still have the problem of Gali being on foot underwater, but I think that's unrelated
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ShadowDraikana 08-Mar-18 04:37 PM
Holy fuck I fixed it then
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V A H K I T I 08-Mar-18 04:37 PM
Ye
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ShadowDraikana 08-Mar-18 04:37 PM
Need me to change the position at all?
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V A H K I T I 08-Mar-18 04:37 PM
Good job m8. 😃
Nah it seems spot on
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ShadowDraikana 08-Mar-18 04:37 PM
Noice
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V A H K I T I 08-Mar-18 04:37 PM
Now do Kuta! xP
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ShadowDraikana 08-Mar-18 04:37 PM
I might give that one a try again
I'll close that issue now, btw
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Terrev 08-Mar-18 04:38 PM
hey is it just me or is rock.x in gali's beach unused.....?
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ShadowDraikana 08-Mar-18 04:38 PM
Let me run ProcMon
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Terrev 08-Mar-18 04:38 PM
could be wrong
and this laptop is running low on battery and I can hardly see the damn screen in the glare and my wrist is cramped and I should just be waiting until I'm not in a car to do this lol
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ShadowDraikana 08-Mar-18 04:39 PM
I know that feeling
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Hexadecimal Mantis 08-Mar-18 04:44 PM
Thats one of the reasons why I never use my laptops (edited)
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2Tie 08-Mar-18 04:48 PM
my main computer is a laptop :U
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ShadowDraikana 08-Mar-18 05:26 PM
I have a lead on the Ga-Koro Mosh soft lock
So leaving the mosh doesn't warp you back in immediately. From what I can tell, the game's trigger for the mosh is too far away, and for some reason spawns you inside of the trigger wall
Thus trapping you
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V A H K I T I 08-Mar-18 05:27 PM
Easy fix?
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ShadowDraikana 08-Mar-18 05:27 PM
Depends on what happens after I screw with the start position value.
If the same thing occurs even with moving it, we might need to edit more than just the coordinates to get this fix
This is the only area I've seen where you get spawned behind the trigger, not in front of it
Wait a sec, what are the lok values seen next to the coordinates?
Do those influence the actual spawn point?
Hmm.
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V A H K I T I 08-Mar-18 05:41 PM
Aight, so I'm done fanboying over the Nintendo Direct. Back to business. 😛
@ShadowDraikana Can you work on the spawn point of Kuta since you managed to fix ISLD?
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ShadowDraikana 08-Mar-18 05:42 PM
I can try
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V A H K I T I 08-Mar-18 05:42 PM
Noice
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ShadowDraikana 08-Mar-18 05:43 PM
I think I've also figured out why the Mosh spawn is screwed in Ga-Koro
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V A H K I T I 08-Mar-18 05:43 PM
Ayy
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ShadowDraikana 08-Mar-18 05:43 PM
the lok values have coordinates too
and each str has one of those
But if the lok values have something to do with it, then the isld fix shouldn't have worked
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V A H K I T I 08-Mar-18 05:44 PM
I assigned you to that one on the git btw. Don't forget to do that. 😛
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ShadowDraikana 08-Mar-18 05:44 PM
I'll try but it didn't work the other day, remember?
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V A H K I T I 08-Mar-18 05:45 PM
Well we didn't know as much about doing it then did we?
@JrMasterModelBuilder I've assigned you a couple of bugs on the git for the next patch milestone
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ShadowDraikana 08-Mar-18 05:46 PM
True
Which ones did you drop on my head @V A H K I T I ?
Got it.
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ShadowDraikana 08-Mar-18 07:23 PM
Well I feel like I at least accomplished SOMETHING today (fixing Ptv2 trees and Isld shrine trigger/spawn points)
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V A H K I T I 08-Mar-18 07:23 PM
Try Kuta next maybe?
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ShadowDraikana 08-Mar-18 07:24 PM
Yeah I need a break from this clusterfuck called Ga-Koro
One thing I've noticed that's odd:
the maps where I've tried adjusting the start positions on that had no offset in the main.x seemed to work. Ones with offsets haven't
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ShadowDraikana 08-Mar-18 07:38 PM
Either way, I'll take a crack at Kuta
@V A H K I T I Which door do you even want?
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V A H K I T I 08-Mar-18 07:38 PM
Doesn't matter.
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ShadowDraikana 08-Mar-18 07:39 PM
Ok that makes life easier, I hope. What pos.slb file did you copy over?
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V A H K I T I 08-Mar-18 07:40 PM
Uh.... I actually forget. Pac
I think it was Mana or Man1
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ShadowDraikana 08-Mar-18 07:41 PM
K
Wish me luck
I'll tinker with this when I get back home
but for now I have to go.
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Omega12 08-Mar-18 11:18 PM
gali's MOSH loop is non-exsistant now
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V A H K I T I 08-Mar-18 11:18 PM
Oh?
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Omega12 08-Mar-18 11:18 PM
i made it so gali spawns 1 foot step to the right
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V A H K I T I 08-Mar-18 11:19 PM
That's enough? O_o
Wouldn't it have been better to make the hitbox for the trigger smaller? It's kinda big
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Omega12 08-Mar-18 11:20 PM
you have to move the trigger
and i have no reliable way of knowing the coords ATM
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V A H K I T I 08-Mar-18 11:20 PM
I mean... @ShadowDraikana did it with ISLD
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Omega12 08-Mar-18 11:20 PM
image the trigger is a wall
you move all or it
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ShadowDraikana 08-Mar-18 11:21 PM
I can fix the trigfer coords probably
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Omega12 08-Mar-18 11:21 PM
i can move the trigger, the problem is moving it a couple of steps back
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V A H K I T I 08-Mar-18 11:21 PM
How's that a problem? 😐
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ShadowDraikana 08-Mar-18 11:22 PM
Hold on, let me try fixing Kuta so I can turn my atrention to this
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Terrev 08-Mar-18 11:22 PM
is it knowing the axes to move it in that's the problem?
cuz I can just show you a pic of the model on a grid or something
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Omega12 08-Mar-18 11:23 PM
i don't know how to actually get the hex for the cords
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Terrev 08-Mar-18 11:23 PM
aah
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Omega12 08-Mar-18 11:23 PM
:p
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Terrev 08-Mar-18 11:23 PM
btw I'm home now so maybe I can actually poke at this game some more
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ShadowDraikana 08-Mar-18 11:23 PM
I can do it, hold up for a sec
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Omega12 08-Mar-18 11:24 PM
ye
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ShadowDraikana 09-Mar-18 08:27 AM
I'm going to get started running these models through the tool to remove the broken vertex colors. Dos anyone have a nice list put together for me of models with this issue?
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Omega12 09-Mar-18 02:28 PM
Nuju
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V A H K I T I 09-Mar-18 02:29 PM
Nuju and Onewa
But
The tool doesn't support skinned models yet (edited)
So running them through this accomplishes nothing
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ShadowDraikana 09-Mar-18 03:04 PM
Two plants under water in Gali's beach Tree in Ko-Koro Trees in Brd2 Nui-Rama
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V A H K I T I 09-Mar-18 03:05 PM
The tool doesn't support skinned models yet
So Nui Rama is just as pointless
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ShadowDraikana 09-Mar-18 03:06 PM
So this won't work on skinned models (characters), but would it work on the objects?
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V A H K I T I 09-Mar-18 03:07 PM
If you could edit the colours
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JrMasterModelBuilder 10-Mar-18 12:37 AM
Hmm, wonder why back face rendering is enabled on Kopaka's Maz2 map, but no Maz1
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Terrev 10-Mar-18 12:38 AM
I noticed a map without backface culling earlier today but forgot which it was
or a mesh
I think in gali's level?
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JrMasterModelBuilder 10-Mar-18 12:40 AM
Only a few objects appear to ever have back face rendering on.
Trees and plants mostly
And some water in Gali's shrine
And Kopaka's Maz2
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Terrev 10-Mar-18 12:43 AM
what I'm curious about is what controls if a model gets realtime lighting or not
the environments (at least the ones I've looked at) seem to have lighting baked into vertex colors, 100%
no other lighting applied
remove the vertex colors and they look totally flat
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JrMasterModelBuilder 10-Mar-18 12:44 AM
The lev*/**/*_obj.slb files maybe, still looking into what all they control.
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Terrev 10-Mar-18 12:44 AM
and the collectibles I recall off the top of my head (masks, fetch quest items etc) also are unlit despite being moving
I'm wondering if that's consistent, if it can be changed etc
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JrMasterModelBuilder 10-Mar-18 01:09 AM
The lev*/**/*_obj.slb files can also mark an object to use GcNoLightDirector, but none do. It also doesn't seem to work properly, or I have no idea what it's for. (edited)
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Terrev 10-Mar-18 01:09 AM
hrm
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JrMasterModelBuilder 10-Mar-18 02:11 AM
Never mind, doesn't look like lev*/**/*_obj.slb controls lighting.
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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ShadowDraikana 10-Mar-18 11:39 AM
You know, having a list of models that are flipped on their sides in game might be useful for positioning purposes.
*Main.x models
Kuta, for starters. The x, y, z order is actually read x, z, y there
in the pos.slb
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Omega12 10-Mar-18 12:07 PM
What software are you loading the levels into to get the xyz?
3ds?
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ShadowDraikana 10-Mar-18 12:08 PM
yep
The Isld when I tried it the other day worked, along with the Bech (Gali's level). The coordinates were in the x, y, z order
And I used a n object to represent the spawn point
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Omega12 10-Mar-18 12:10 PM
i might need to show you where i need corrds then
sinc ei dont have 3ds
and am not a student
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ShadowDraikana 10-Mar-18 12:19 PM
Actually I can do this in the voice chat if you want in about 15-20 minutes or so. Just tell where you need coordinates and I can send them to you.
I'll be back shortly.
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Omega12 10-Mar-18 12:32 PM
kk
that's weird
ga-koro is mirrored in game
is that true with all levels?
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Terrev 10-Mar-18 12:36 PM
sounds like your models are getting mirrored on import into max
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Omega12 10-Mar-18 12:36 PM
im opening them up directly with direct x viewer
opening the .x directly
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Terrev 10-Mar-18 12:36 PM
they're all fine for me when I load into unwrap3d, either from the .x directly or benji's converted models
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Omega12 10-Mar-18 12:36 PM
this is the first one i noticed is reverse
ta-koro looks normal
and nokama's hut is normal
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Terrev 10-Mar-18 12:38 PM
they've all loaded normally for me, including ga-koro
¯\_(ツ)_/¯
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Omega12 10-Mar-18 12:38 PM
nope, the hut's reversed too
weird
maybe it's just how direct x opens them
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Omega12 10-Mar-18 12:54 PM
GLY3 keeps crashing for me
do we have a fix for that?
was goign to look intot he dorrs
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benji 10-Mar-18 01:26 PM
Yeah one of the y or z axes will be imverted
That's why LOMNTool applies a rotation to compensate, not an axis swap and an invert.
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ShadowDraikana 10-Mar-18 02:18 PM
@Terrev Have you run into any more weird collision issues elsewhere?
I know for a fact Pohatu's Blcv has problems
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Terrev 10-Mar-18 02:18 PM
I haven't, but I haven't explored everything in the game
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ShadowDraikana 10-Mar-18 02:19 PM
Let me show you this one spot that jumps out:
That wall renders weirdly in the patches for some reason
But you can pass right through it
I haven't checked to see if that wall has a model; if so we could probably merge it again to make a proper bcl
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ShadowDraikana 10-Mar-18 02:43 PM
@JrMasterModelBuilder Here's an idea: based on what you've seen in the osi structure, could we add a sort of kill switch check into Gali's level to disable the mosh pit triggers after one use (so it only activates once for the dance).
Basically check to see if the dance was performed. If so, kill the triggers.
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JrMasterModelBuilder 10-Mar-18 02:55 PM
Might be possible.
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ShadowDraikana 10-Mar-18 02:56 PM
That would be massively useful
IF it's possible
because it is absolutely pointless going back to the mosh
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JrMasterModelBuilder 10-Mar-18 03:09 PM
Anyone notice a different AI for the bats in Levels/Lev1/Hk01 and Levels/L1a2/Hk01 ? (edited)
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benji 10-Mar-18 03:48 PM
OCL dumping works
👀 1
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justframbo 10-Mar-18 03:50 PM
blimey
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ShadowDraikana 10-Mar-18 03:51 PM
whoa
So is it in fact a collection of the collisions from each model in an area?
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ShadowDraikana 10-Mar-18 08:24 PM
@benji So how exactly will the ocl export/import work? I ask because I'd like to merge a model into an existing ocl to fix a collision issue
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benji 10-Mar-18 08:30 PM
I'm thinking that once I know the two remaining ints per triangle (One of them is probably material id) and one remaining float per triangle (I can see how it's calculated but I have no idea what it's for), then I should be able to hack together code to overwrite the triangles in an OCL with custom triangles from an OBJ.
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ShadowDraikana 10-Mar-18 08:37 PM
Yeah but I'd need to combine two objs into a collision mesh, unless I should just bake the models together for export to the ocl.
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benji 10-Mar-18 09:40 PM
Yeah you will need to combine into a single collision mesh until way further into development.
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ShadowDraikana 10-Mar-18 09:41 PM
Gotcha.
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V A H K I T I 10-Mar-18 10:59 PM
It's been that way for making BCLs too.
I found that out when working on Green Hill
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Deleted User 11-Mar-18 08:30 AM
sure glad we found that map
tried getting it as close to actual size as i could
only so much i can do with integrated graphics though
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Deleted User 11-Mar-18 08:42 AM
used the bump map to displace the mesh, but due to said limitations, i can't use the full resolution since i can't handle that much geometry at once
we're talkin ~5.9mil faces there
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Deleted User 11-Mar-18 09:55 AM
setting up the terrain's kinda tricky since if i try and make it "accurate", it's not gonna look realistic, if that makes any sense
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Deleted User 11-Mar-18 10:16 AM
a mountain might look tall from the ground, but it's a little different when you're up in the air
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justframbo 11-Mar-18 11:14 AM
ayyy (yours is a lot better)
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ShadowDraikana 11-Mar-18 11:59 AM
@V A H K I T I Hmm. Internal warp list? This can be seen after hitting choose level and then going back a page to the warp list.
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ShadowDraikana 11-Mar-18 12:39 PM
@Hexadecimal Mantis What parts of the cam.slb determine coordinates for villager/toa/turaga positions in the dances? (edited)
because we might be screwed on Gali's dance
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ShadowDraikana 11-Mar-18 12:49 PM
Hers is the cin3_cam.slb, btw in lev2
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ⴳ Imrukii (Not Dave) 11-Mar-18 02:52 PM
What does the XYZ of the map model come out to in feet/miles?
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Deleted User 11-Mar-18 02:53 PM
@ⴳ Imrukii (Not Dave) which one?
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ⴳ Imrukii (Not Dave) 11-Mar-18 02:53 PM
The map ported into what looks to be blender.
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Deleted User 11-Mar-18 02:55 PM
~352.32 miles per side, reconstructed using faber's bump map for depth, and the map found in Printer Pics as a texture (edited)
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ⴳ Imrukii (Not Dave) 11-Mar-18 02:55 PM
Nevermind my last message I deleted.
So, did you measure that from the narrow ends of the island i.e the x I think, as opposed to the z.
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Deleted User 11-Mar-18 02:57 PM
it's a square plane
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ⴳ Imrukii (Not Dave) 11-Mar-18 02:57 PM
Okay.
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Deleted User 11-Mar-18 02:58 PM
carefully scaled so the island itself roughly falls under its canon height in meters
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ⴳ Imrukii (Not Dave) 11-Mar-18 02:58 PM
What's the y?
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Deleted User 11-Mar-18 02:58 PM
no idea
i'll have to get back to you on that
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ⴳ Imrukii (Not Dave) 11-Mar-18 03:00 PM
Wait, I meant the highest point.
Just FYI.
So the height.
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Deleted User 11-Mar-18 03:00 PM
as far as i know, there's no canon measurement for the highest point
but in this model, it ain't the volcano, although faber's sideview portrays it that way
i guess i'd have to manually scale it a bit
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ⴳ Imrukii (Not Dave) 11-Mar-18 03:01 PM
It would be mount Ihu.
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Deleted User 11-Mar-18 03:04 PM
hmm, i'll have to check it out in closer detail
gonna brb in the meantime
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ⴳ Imrukii (Not Dave) 11-Mar-18 03:19 PM
Okay, so from my house to the outskirts of lake George is the width of Mata Nui.
Ignore the second Mark and measurement, know that it is 177 miles.
Trying to measure on my damn phone it's finicky, mostly because I do not know how to use the app. And, that it's not very open to specific Instructions.
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Deleted User 11-Mar-18 03:32 PM
it's about the size of denmark, according to faber's concepts
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benji 11-Mar-18 07:27 PM
Hey @JrMasterModelBuilder I could use some help finding what all the fields of the GcPolyNC structure
Namely the last 8 bytes (edited)
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JrMasterModelBuilder 11-Mar-18 07:46 PM
@benji I believe they are a DWORD and a BYTE, and 3 padding bytes. (edited)
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benji 11-Mar-18 07:48 PM
What do they mean? I'm inclined to assume that the DWORD is the same material thingy as the .BCL thing, but that's just a guess
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JrMasterModelBuilder 11-Mar-18 07:55 PM
I don't know, I'll see if I can figure it.
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JrMasterModelBuilder 11-Mar-18 08:05 PM
Looks like the DWORD is often set from a WORD.
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JrMasterModelBuilder 11-Mar-18 08:36 PM
@benji Have you documented the rest of the struct's properties?
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benji 11-Mar-18 08:42 PM
almost, yeah
2 floats where I don't know what they are for but I know how to calculate them
other than that, yeah
although I don't know if I'm looking at GcPoly or GcPolyNC, both seem to be interlinked
public class Triangle { public Vector3 Normal; public float OddThing; // Normal.X * Position1.X - Normal.Y * Position1.Y + Normal.Z * Position1.Z, seems like a mangled dot product public float Unk05; // Some obscure formula with lots of branching, maybe an intersection or centroid thingy? public Vector3 Position1; public Vector3 Position2; public Vector3 Position3; public Vector3 One; // Always 1.0f, 1.0f, 1.0f public uint Unk09; // 0x48 // maybe material index public uint Unk10; // 0x4C // byte, you say }
Position1, 2, and 3 are an array, as you pointed out, but I like having 3 vectors in my structure rather than an array pointer
And yeah the 6 pointers are adjacent nodes, here is a small sample where I have the pointers converted to node indices (order as recursively read, maybe not linearly in the file)
Min: X:-242.8331 Y:-35.38999 Z:-275.6941, Max: X:308.5551 Y:515.9982 Z:275.6941 Index: FFFF, TriangleDataOffset: 00000000, pPolyList: 00000000, Node Type: Branch Adjacency: (none) 00000000 Triangles: Min: X:32.86096 Y:240.3041 Z:0, Max: X:308.5551 Y:515.9982 Z:275.6941 Index: 0000, TriangleDataOffset: 00000000, pPolyList: 00000000, Node Type: Leaf Adjacency: ,1,,4,,2 00000000 Triangles: Min: X:-242.8331 Y:240.3041 Z:0, Max: X:32.86096 Y:515.9982 Z:275.6941 Index: 0001, TriangleDataOffset: 00000000, pPolyList: 00000000, Node Type: Leaf Adjacency: 0,,,5,,3 00000000 Triangles: Min: X:32.86096 Y:240.3041 Z:-275.6941, Max: X:308.5551 Y:515.9982 Z:0 Index: 0002, TriangleDataOffset: 00000000, pPolyList: 00000000, Node Type: Leaf Adjacency: ,3,,6,0, 00000000 Triangles: Min: X:-242.8331 Y:240.3041 Z:-275.6941, Max: X:32.86096 Y:515.9982 Z:0 Index: 0003, TriangleDataOffset: 00000000, pPolyList: 00000000, Node Type: Leaf Adjacency: 2,,,7,1,
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JrMasterModelBuilder 11-Mar-18 08:53 PM
So OddThing and Unk05 are computed from other properties? (edited)
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benji 11-Mar-18 08:53 PM
yep
GcPoly::CalculatePlane
The first bit is computing the normal via cross product, making sure it's long enough, normalizing it, etc, then calculating OddThing (edited)
The second bit is where I'm lost
But I think I can replicate the decompiled c++ in C#, so I'm a tad more interested in what Unk09 and Unk10 are. (edited)
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Deleted User 11-Mar-18 08:58 PM
@benji hey, can the tool parse bcls or ocls?
er, decode them?
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benji 11-Mar-18 08:58 PM
both, I'm pretty sure, in the ocl branch
It's not in the main build yet
It can decode them and it can write .OBJ files that match the .BCL, and in the code I'm working on right now, it can dump out the triangles from the .OCL but not the rest of the data it can parse.
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Deleted User 11-Mar-18 09:00 PM
i don't really care if it's one way or anything, i just want an easy way to figure out where each mesh in a given map goes
so i can get back to mapping
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benji 11-Mar-18 09:00 PM
oh yeah sure
want a build?
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Deleted User 11-Mar-18 09:00 PM
sure, post it
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V A H K I T I 11-Mar-18 09:00 PM
@benji Had a chance to look at that model yet? :3
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benji 11-Mar-18 09:01 PM
@V A H K I T I nope, I got a mention from JMMB and reprioritized things Pac
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V A H K I T I 11-Mar-18 09:01 PM
Fair enough. 😛
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benji 11-Mar-18 09:03 PM
(Also includes the BCLTest features)
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Deleted User 11-Mar-18 09:03 PM
all i gotta do is dump a file and it'll spit out a result, right?
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benji 11-Mar-18 09:04 PM
yep
you can drag and drop as many files as you want, all at once
even if they are different file types
You could even drag all the contents of a folder at once, it will skip file it doesn't recognize
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Deleted User 11-Mar-18 09:05 PM
aight gonna test the first 3 maps in level 1 (edited)
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JrMasterModelBuilder 11-Mar-18 09:05 PM
I don't think that int is the same as Material flags
Those flags are mutually exclusive.
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benji 11-Mar-18 09:07 PM
I'm thinking that the material number (e.g. the sound when walking on it, maybe physics properties) has to be defined per-triangle somewhere, right?
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JrMasterModelBuilder 11-Mar-18 09:07 PM
I'm pretty sure it ray-traces the triangle, then determines the material applied to it.
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benji 11-Mar-18 09:08 PM
from which triangle it hit
so it's stored per triangle
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JrMasterModelBuilder 11-Mar-18 09:08 PM
Not sure
Let me look at that code again
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benji 11-Mar-18 09:10 PM
well that's all on the assumption that there are unique physics materials
Maybe there aren't
But I have a hunch that this int could serve the same purpose as the extra ushort in the .bcl collision meshes
although we aren't sure on that purpose either
I need to visualize which triangles have which Unk09 values
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Deleted User 11-Mar-18 09:21 PM
hmm, the collada files ain't loading in blender
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benji 11-Mar-18 09:21 PM
.ocl files will be written as .obj files
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Deleted User 11-Mar-18 09:22 PM
the dae files generated by the x maps won't load if i try importing them in blender
their import plugin may or may not be outdated
welp, gonna see what if the surface can handle maya
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benji 11-Mar-18 09:25 PM
Maya should handle it or your money back!
Which LOMNTool version are you using?
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Deleted User 11-Mar-18 09:28 PM
the one you just sent me
LOMNTool_Release_OCLTest1
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benji 11-Mar-18 09:32 PM
hmmm
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Deleted User 11-Mar-18 09:33 PM
gonna see if it loads in maya before i assume it's broken
if it loads there
then blender's the problem
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benji 11-Mar-18 09:34 PM
Or I'm not following spec and Maya don't care
But I don't have faith in Blender's collada importer from what I've read online
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Deleted User 11-Mar-18 09:34 PM
like i said, i think they don't maintain it as well as they should
i know fragmotion won't load it
it outright refuses to take it
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benji 11-Mar-18 09:35 PM
do any of these issues come with error / log messages?
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Terrev 11-Mar-18 09:36 PM
toss me a sample and I can see if they load in unwrap3d and unity
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Deleted User 11-Mar-18 09:36 PM
blender doesn't give me an error
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Terrev 11-Mar-18 09:36 PM
I've encountered inconsistencies in various programs loading callada files, myself
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Deleted User 11-Mar-18 09:36 PM
fragmotion just says "an error occured"
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Terrev 11-Mar-18 09:36 PM
or not loading, rather... or only partially loading...
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Deleted User 11-Mar-18 09:37 PM
the thing with blender's that it either loads or it doesn't
here, try this while i wait for maya to install
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Terrev 11-Mar-18 09:41 PM
if it's supposed to look like that, unwrap3d is loading it fine
unity seems to load it fine too
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Deleted User 11-Mar-18 09:47 PM
yeah, sounds like it's blender then
oh right @benji, there's a config file i can use to set it to convert x to obj, right?
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benji 11-Mar-18 09:49 PM
yep
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Deleted User 11-Mar-18 09:49 PM
what do i have to add to enable that?
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benji 11-Mar-18 09:50 PM
Can I interest you in some... release notes? (https://gitlab.com/otherbenji/LOMNTool/tags/0.3.1)
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Deleted User 11-Mar-18 09:52 PM
i'll take twenty Pac
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benji 11-Mar-18 09:55 PM
Did that clear things up?
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JrMasterModelBuilder 11-Mar-18 09:58 PM
@benji Might help if I could figure out what the 3 reference counted pointers of GcPolyList::GcPolyList are.
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benji 11-Mar-18 09:59 PM
IDK, haven't looked at GcPolyList. (edited)
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Deleted User 11-Mar-18 10:04 PM
@benji yeah, but it might help to just leave it in, albeit commented out in the future (edited)
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Deleted User 11-Mar-18 10:19 PM
well, the vertex colors sorta show up in the obj exports (edited)
not on the model directly, but in the materials
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benji 11-Mar-18 10:20 PM
The vertex colors in the OBJ isn't meant to be seen in other programs
I was asked to slide vertex colors into OBJ files so static meshes can be cycled through, maybe fixing issues.
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Deleted User 11-Mar-18 10:21 PM
hmm
well, it looks like they are showing up, on closer inspection
i think
could be wrong
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JrMasterModelBuilder 11-Mar-18 11:12 PM
@benji That Unk09 is the material index.
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benji 11-Mar-18 11:12 PM
👍 thanks
what's it used for?
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JrMasterModelBuilder 11-Mar-18 11:12 PM
I'm 99% sure
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benji 11-Mar-18 11:12 PM
where is the list it indexes into?
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JrMasterModelBuilder 11-Mar-18 11:13 PM
It's used to search for the material that is ray traced beneath the player.
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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benji 11-Mar-18 11:16 PM
Those sound bits are kinda odd, are they hardcoded?
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JrMasterModelBuilder 11-Mar-18 11:16 PM
Yes
Doesn't seem very logical to me either.
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Terrev 11-Mar-18 11:16 PM
ech
I mean I'm very guilty of hardcoding stuff myself... so
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JrMasterModelBuilder 11-Mar-18 11:18 PM
I'm guessing they had #define'd names, and they added new ones as needed without reordering the old ones, leading to strange orders, and perhaps duplicate names. (edited)
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benji 11-Mar-18 11:21 PM
so the sound indices correspond to hardcoded sounds?
so a material slb will never have more than 11 entries?
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JrMasterModelBuilder 11-Mar-18 11:22 PM
The flags map to indexes, which map to an entry in SoundTable.slb
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benji 11-Mar-18 11:22 PM
ah ok
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JrMasterModelBuilder 11-Mar-18 11:22 PM
Each Toa gets a slice of 44 sound effects (the first 264 in the table) (edited)
The first 10 of which, are mapped by the materials.
And 12 is played on the Elnd event (Event land, "hard landing")
There's also another slice of sound effects starting at 620, for non-Toa to use.
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benji 11-Mar-18 11:28 PM
Anything about the last byte in the poly struct?
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Hexadecimal Mantis 11-Mar-18 11:28 PM
interesting. Have you looked into why Kopaka has the sword sound when he lands?
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Terrev 11-Mar-18 11:28 PM
oh god that's the sword sound?
that sounds almost as irritating
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JrMasterModelBuilder 11-Mar-18 11:30 PM
Not yet on the byte, looking now.
@Hexadecimal Mantis Kopaka's 12-th sound is his sword sound effect, rather than the hard landing sound effect everyone else has. IDK if that is a simple fix, or other stuff references it at that index.
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Hexadecimal Mantis 11-Mar-18 11:32 PM
I tried replacing it at one point, but it replaced the sword audio where it needed it too lol. Maybe I can insert the proper entry and repoint (edited)
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JrMasterModelBuilder 11-Mar-18 11:38 PM
@benji Is that byte ever not 1?
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benji 11-Mar-18 11:39 PM
Not sure
sometimes there's other bits set in the DWORD
I'm going to dump that info from an OCL
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JrMasterModelBuilder 11-Mar-18 11:41 PM
Yeah, they don't appear to ever be read though.
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benji 11-Mar-18 11:44 PM
(this is \Data\Levels\Lev1\Bech\Bcls\Main.ocl)
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JrMasterModelBuilder 11-Mar-18 11:46 PM
Is the first byte ver not 1 though?
I'm thinking the data in the 3 padding bytes is just non-zeroed malloc junk. (edited)
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benji 11-Mar-18 11:48 PM
hmm, ok
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JrMasterModelBuilder 11-Mar-18 11:48 PM
If you checkout GcPolyNC::operator= (the = overload) you can see where it is treated as a single byte.
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benji 11-Mar-18 11:48 PM
huh, yep
ok
Now for Unk05 and I'll have everything I need to generate .OCL files!
(to be precise, what the heck is going on in that algorithm in GcPolyNC::CalculatePlane())
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JrMasterModelBuilder 11-Mar-18 11:52 PM
¯\_(ツ)_/¯
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benji 11-Mar-18 11:53 PM
well, I'll just have to hope that the decompilation is accurate enough to use
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JrMasterModelBuilder 11-Mar-18 11:53 PM
I have a hard time understanding low-level 3D graphics code before compiling. 😛 (edited)
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V A H K I T I 11-Mar-18 11:54 PM
And that's why you two are the coder power team. Pac
He handles the 3D stuff, you handle the assembly.
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benji 11-Mar-18 11:56 PM
I think it's physics stuff but yeah, pain
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V A H K I T I 11-Mar-18 11:57 PM
It'll still be neat to know about that stuff.
The chances of eventually having some kind of proper level editor for this game are looking pretty good these days (edited)
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benji 11-Mar-18 11:57 PM
I think my approach will be copy the decompilation into VS Code, then refactor the living daylights out of it
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JrMasterModelBuilder 11-Mar-18 11:57 PM
Usually what I do is try to lookup code that might do something similar.
A lot of times, people reimplement known implementations.
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benji 11-Mar-18 11:58 PM
yep, but I'm not that good at linear algebra yet to recognize things Pac
hey JMMB can you check why float v24; // STEC_4@31 is in the method? It is only assigned to, never read, and that smells like a decompiler oversight.
this->NormalY is assigned to it, next to assignments with NormalX and NormalZ so I thought maybe the devs wrote it as vector assignment and never used the Y component, but it looks like the destinations for the x, y, and z assignments aren't adjacent (edited)
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JrMasterModelBuilder 12-Mar-18 12:05 AM
I've seen a few places where variables are assigned but never used.
I'm thinking they are mostly just dead code, rather than decompiler errors.
If it was complied without any optimization, the dead code may have been kept.
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V A H K I T I 12-Mar-18 12:33 AM
Could it not be placeholders for code not yet implemented? (edited)
Or references to such?
It IS only the 6th alpha after all.
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JrMasterModelBuilder 12-Mar-18 12:37 AM
Maybe in some cases. (edited)
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V A H K I T I 12-Mar-18 12:37 AM
But most not I'm guessing?
I'm sort of curious now how much you've found that references content obviously not present or only just planned.
For instance, any signs of proper Rahi AI, or is the simple pathfinding all that's there?
Cause there are A LOT of differences between Rahi AI here and in the beta
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JrMasterModelBuilder 12-Mar-18 12:48 AM
I've only just stratced the surface on the AI.
The part that's in the level/**/*_char.slb files. (edited)
Which appears to be just some ignore-collision-with data, and some cubic splines.
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V A H K I T I 12-Mar-18 12:49 AM
I'm just curious if the AI for Rahi is even there at all.
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JrMasterModelBuilder 12-Mar-18 12:49 AM
And something else I haven't worked out yet.
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V A H K I T I 12-Mar-18 12:49 AM
There's a big enough difference between this and the beta that makes me think it's not, or is just EXTREMELY dummied out
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JrMasterModelBuilder 12-Mar-18 12:49 AM
There is a fair amount of AI code.
And an SLB format dedicated to it. (edited)
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V A H K I T I 12-Mar-18 12:50 AM
In the beta, Rahi are far more aggressive. They're faster, and do more than just blindly home in on you and do contact damage. (Eg: the crabs on Onua's beach shoot projectiles like the midbosses and strafe around him)
The bats in the later part of the level also aggressively divebomb and maul him.
In our version, they don't even have vertical movement currently.
They didn't even have animations until I copied the ones from the Fire Bats.
IIRC all flying Rahi are similarly beefed. The Nui Rama in Ta-Wahi are by far the worst though.
They only fly in a circle, occasionally landing for seemingly no reason, do not attack, and have no hit box or damage calculation. Which, given that their sole purpose is to be part of a gauntlet room that only opens after they're killed, is a pretty bad time. Pac (edited)
I'm thinking in the long term, if there's no AI for ground Rahi, we could maybe copy it from the midbosses, but that doesn't account for everything.
Coding our own would only really be feasible once the OSI decompiler is done, if even then.
It all depends on what we have to work with.
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JrMasterModelBuilder 12-Mar-18 01:01 AM
@benji Could it be finding the center of the triangle?
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benji 12-Mar-18 01:01 AM
Very possibly
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benji 12-Mar-18 01:17 AM
There's a constant 90.0f in there, maybe an angle thing?
wait
My new guess is the angle from vertical
so we know what we can or can't climb
Yep, angle in degrees
the output of acos is then multiplied by 180.0f/PI
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JrMasterModelBuilder 12-Mar-18 01:32 AM
Both, or just one of them?
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benji 12-Mar-18 01:34 AM
Both or one of what?
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JrMasterModelBuilder 12-Mar-18 01:36 AM
computed_1, computed_2, or both?
struct __declspec(align(4)) GcPolyNC { ScVector normal; float computed_1; float computed_2; ScPoint3d positions[3]; ScPoint3d position_one; DWORD material_index; BYTE unknown_byte_72; };
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benji 12-Mar-18 01:38 AM
computed_2 is the angle in degrees
computed_1 is Normal.X * Position1.X - Normal.Y * Position1.Y + Normal.Z * Position1.Z, seems like a mangled dot product (edited)
Also, is there a difference between ScVector and ScPoint3d?
These all make one ScVector, right?
What does the question mark mean?
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JrMasterModelBuilder 12-Mar-18 01:43 AM
ScVector and ScPoint3d are the same structure of 3 floats, one if just supposed to be a vector, and the other a position. (edited)
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benji 12-Mar-18 01:44 AM
I've never seen a separate structure for positions from vectors, as far as coding goes (edited)
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JrMasterModelBuilder 12-Mar-18 01:45 AM
There's a few places.
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benji 12-Mar-18 01:45 AM
IDA knows the type of kYAxis, why doesn't it bunch the other two floats with it?
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JrMasterModelBuilder 12-Mar-18 01:45 AM
I doesn't really make much difference.
You you have your ScVector struct setup?
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benji 12-Mar-18 01:46 AM
After I loaded it, can I refresh?
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JrMasterModelBuilder 12-Mar-18 01:46 AM
?
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benji 12-Mar-18 01:46 AM
I setup ScVector after I loaded the IDA View
I had to re-decompile with F5
I now want to re-disassemble
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JrMasterModelBuilder 12-Mar-18 01:47 AM
I thought it updated the disassembly by itself?
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benji 12-Mar-18 01:48 AM
That's what I would have assumed
I can close and reopen the disassembly and no change
This disassembly comment says class ScVector but the Local Type is defined as a struct ScVector, does that matter? (edited)
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JrMasterModelBuilder 12-Mar-18 01:50 AM
I don't think so.
You mean, why the ?'s? (edited)
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benji 12-Mar-18 01:52 AM
yeah
with floats I can usually see the value
Can I turn three consecutive floats (any of the pictured) into a ScVector?
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JrMasterModelBuilder 12-Mar-18 01:55 AM
Not sure why, but changing the type of the variable in the decompiler did the trick (edited)
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benji 12-Mar-18 01:56 AM
For the kYAxis?
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JrMasterModelBuilder 12-Mar-18 01:56 AM
Yeah. Highlight kYAxis, press Y, then set it to ScVector (edited)
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benji 12-Mar-18 01:57 AM
sweet thanks
can I do that for the aforementioned floats too?
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JrMasterModelBuilder 12-Mar-18 01:57 AM
Maybe? If you know what they should be. BTW, I recommend making regular backups of your IDB file.
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benji 12-Mar-18 01:58 AM
yeah I should do that
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JrMasterModelBuilder 12-Mar-18 01:59 AM
The reason for ?'s is that data isn't set until runtime AFAIK: https://en.wikipedia.org/wiki/.bss
In computer programming, the name .bss or bss is used by many compilers and linkers for a part of the data segment containing statically-allocated variables that are not explicitly initialized to any value. It is often referred to as the "bss sec...
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JrMasterModelBuilder 12-Mar-18 02:07 AM
Check sub_4A5960 for the init of those constants
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benji 12-Mar-18 02:12 AM
sweet thanks
Also there I can take off const, which makes things work a lot nicer
Also, now we have definitive proof that Y is <0, 1, 0>, whether that's up is still up for grabs?
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JrMasterModelBuilder 12-Mar-18 02:16 AM
Yep. I would have been surprised if it was a different order.
What's with all the places they subtract 0.0?
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benji 12-Mar-18 02:20 AM
I'm not sure why they are doing what they are doing but here's what I see:
At a high level, most of the code is to check whether the triangle is vertical. This really should just be is normal dot kYAxis == 0, but instead, they compare, for each component of (vNormal - vDown), is the component zero? If they are all zero, then do the goto and set the angle to 90. (edited)
Then, they do the same thing for vNormal - kYAxis, and if all those components are near zero or we jumped from the first all-zero case, then assume vertical with 90 degrees. (edited)
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JrMasterModelBuilder 12-Mar-18 02:25 AM
Yeah, that's what I figured. I'm guessing the - 0.0 stuff was constants.
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benji 12-Mar-18 02:26 AM
If vNormal - vDown is not zero and vNormal - kYAxis is not zero, then they recalculate the Y component of the normal from the X and Z (even though the Normal was calculated and normalized at the beginning of the method) and then acos to find the angle.
Then we convert radians to degrees.
I really want to write this in a much simpler manner, but I'll have to test to make sure I get the same results. Luckily, the existing OCL files are the perfect test suite!
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JrMasterModelBuilder 12-Mar-18 02:29 AM
So do we know what computed_1 is for?
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benji 12-Mar-18 02:29 AM
No clue, I'm not good enough with IDA to get to any references, if you could do that, that would be great
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JrMasterModelBuilder 12-Mar-18 02:36 AM
Alas, watchpoints aren't helpful because it copies the struct all over the place.
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benji 12-Mar-18 02:36 AM
Also, my computed_1 formula isn't producing the right results
It's not even particularly complicated
Ah, oops
silly mistake
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JrMasterModelBuilder 12-Mar-18 02:38 AM
It's not that complex?
Oh
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benji 12-Mar-18 02:38 AM
It's -1.0f * (Normal dot Position1)
I misread the parentheses this whole time
I have no idea what the dot of the position and normal could mean
lower (higher when taking the -1 into account) means more directly pointing towards the origin
as a rough sort of estimation
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JrMasterModelBuilder 12-Mar-18 02:41 AM
?
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benji 12-Mar-18 02:42 AM
yeah IDK at all what it's for
but I can compute values that match the existing ones, and that's all I care about
ha I can calculate Angle in one line instead of that massive function: return 90.0f - (float)Math.Acos(Vector3.Dot(Normal, Vector3.Up)) * 180.0f / MathUtil.Pi;
And it's what the existing OCL files have, with a few precision issues after a few decimal places
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benji 12-Mar-18 03:05 AM
I'll leave the last byte as Unk10 for now
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JrMasterModelBuilder 12-Mar-18 03:05 AM
Would computed_1 somehow be a vertex normal? (edited)
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benji 12-Mar-18 03:16 AM
well, it's a float
It could be an optimization by storing a value usually computed per-frame or per-raycast?
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JrMasterModelBuilder 12-Mar-18 03:45 AM
I added my OCL template to the repo, since I guess we know as much as we need about it. (edited)
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benji 12-Mar-18 03:58 AM
I have updated my repo as well.
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V A H K I T I 12-Mar-18 02:00 PM
Question
Why do we have different repos for these two things? SHould they not just be merged? 😛
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omegalucas 12-Mar-18 02:05 PM
One more and we can make a repo kaita
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benji 12-Mar-18 02:05 PM
Well, my repo was up first and I welcome all contribution, but nobody really feels like contributing to it. I also created a repo for your launcher that nobody but me touched. I personally think that classes (e.g. C#) make 010 templates redundant as far as information-sharing, but I'm not going to tell JMMB to take his repo down and convert his templates to C# code. (edited)
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V A H K I T I 12-Mar-18 02:08 PM
That's fair I guess, but regarding the launcher, I'm more inclined to poke Snowcone about that one. The only reason I didn't use it was because I had unresolved issues getting the code to compile properly on my end. When Snowcone eventually gave up, I just decided fuck it, if nobody else is going to take over the project, and I can't get their code to compile, I'm just gonna backtrack to the last backup of my own code, take snippets of yours that does work, and otherwise start from scratch. 😛
And from there I got it done in three days I might add. Pac
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benji 12-Mar-18 02:11 PM
So to answer your question, we have two repos for two different things: Mine is for LOMNTool, which is a program for working with game files, while JMMB's repo is documentation on SAGE file formats. (edited)
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V A H K I T I 12-Mar-18 02:12 PM
😛
Pac 1
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benji 12-Mar-18 02:14 PM
Last night was really good though, we have the entirety of .OCL files cracked! I now have everything I need to add support for all sorts of .OCL manipulation.
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V A H K I T I 12-Mar-18 02:15 PM
Nice. That'll be useful because it seems a lot of levels that have OCLs aready don't like having them replaced.
The OCL also was theorized to cover collision for ALL objects rather than just the main.x
So this will probably fix Ga-Koro's BECH issues without fucking with my water fix.
(For some reason, replacing Main.ocl with a Main.bcl in BECH makes the water textures not render) (edited)
Since you cracked the format, could I get a quick rundown of all they actually DO?
@benji
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benji 12-Mar-18 02:18 PM
It's just collision and footstep sounds, with lots of data to accelerate navigating that collision data. (edited)
that's the material index thing and presumably also the same in the .BCL files
Did you see that I posted a build that dumps .OCL files to an .OBJ?
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V A H K I T I 12-Mar-18 02:20 PM
I did not. I was streaming most of yesterday
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benji 12-Mar-18 02:20 PM
It might interest you.
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V A H K I T I 12-Mar-18 02:20 PM
I assume it dumps the collision for all objects into one mesh? (edited)
Can that be avoided? It might make it easier for moving hitboxes around without having to split polygons
Eg: I want to move a tree somewhere, but the hitbox is combined into the main mesh
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benji 12-Mar-18 02:23 PM
There is no separation except by octree leaf, so you will need to use your modeling software to select the right faces. I know in Maya one can double-click in Face mode to select all connected faces.
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V A H K I T I 12-Mar-18 02:23 PM
Wouldn't that just select the whole model? (edited)
Also
You say the OCL controls sound as well?
Any way we ca use that to fix the squish sounds easily?
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benji 12-Mar-18 02:28 PM
Connected faces as in sharing vertices.
e.g. One rock model doesn't share any vertices with the ground, trees, or any other rocks.
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V A H K I T I 12-Mar-18 02:29 PM
Ah
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benji 12-Mar-18 02:33 PM
The material index in each triangle, according to JMMB, is an index that matches the index of a material (which has sound bits for which sound to play) in a material.slb file. (edited)
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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V A H K I T I 12-Mar-18 02:34 PM
Oh god it's calculated per triangle?
So basically every level has to be completely overhauled
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benji 12-Mar-18 02:34 PM
Material isn't calculated but yeah the game shoots a ray beneath the player to pick which triangle, then uses the sound from that triangle's material
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V A H K I T I 12-Mar-18 02:35 PM
Dear god.
So we basically have to rebuild EVERY OCL? (edited)
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benji 12-Mar-18 02:46 PM
Wouldn't editing the material slb be easier?
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V A H K I T I 12-Mar-18 02:52 PM
Would it? (edited)
Idk if it can be edited from that.
If my theory about this build being in a state of transitional optimization is correct, the OCLs may not even have materials programmed in properly yet, and the squish is just the default.
In which case, we're going to need the entire team working on this one, cause this ain't no one man job.
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ShadowDraikana 12-Mar-18 06:09 PM
Holy.... yes. I'd divide up the project by level and subdivide that by areas if needed. Also I'd need an explanation of what exactly would need to be done so I didn't screw up everything.
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ShadowDraikana 12-Mar-18 06:18 PM
This will take some time
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ShadowDraikana 12-Mar-18 11:44 PM
@V A H K I T I @Hexadecimal Mantis Whenua's animation currently used IS an idle animation. It's being utilized in place of his main talk animation. His main Idle animation isn't being used either. So, we have wh00 Idle wh01 Walk wh02 Idle2 wh03 talk wh04 talk2
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V A H K I T I 12-Mar-18 11:59 PM
@benji Can the test version of your tool MAKE OCLs yet, or just make OBJs from them?
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JrMasterModelBuilder 13-Mar-18 12:00 AM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
BTW, is there any SLB's I should focus on, or should I focus more on the OSI disassembler? (edited)
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V A H K I T I 13-Mar-18 12:04 AM
I think the POS SLBs can be important, but the OSI probably moreso. Just depends on how long each would take I guess. There are also those bugs I assigned you on the Github whenever you get a chance.
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Omega12 13-Mar-18 12:07 AM
Cam. Slb
In the cinematic folder
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benji 13-Mar-18 12:19 AM
@V A H K I T I no no no, no making OCLs yet. I need to make a 3D visualizer / editor for them.
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V A H K I T I 13-Mar-18 12:19 AM
Oh?
Will that transition into a full-on level editor? 😮
I feel like that would be a better course of action in the long term than a dedicated OCL and SLB editor. Depending on the complexity, a level editor could load the level folder with its objects, parse the OCL on export, and update SLB entries automatically. ...Granted that's FAR easier said than done, but it would be a massive help in finishing the game
Also, any updates on that GRHZ model? Pac
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benji 13-Mar-18 12:35 AM
No, no updates on anything LOMN until I finish my math homework, speech outline, and research poster.
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V A H K I T I 13-Mar-18 12:36 AM
Poster?
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benji 13-Mar-18 12:36 AM
yeah a tri-fold thing
I have to make a board on someone's research paper and then extend it somehow
and it's due Thursday and I haven't progressed beyond an idea
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V A H K I T I 13-Mar-18 12:37 AM
Ouch. O_o
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benji 13-Mar-18 12:41 AM
Time to play the Mulan song while I get to work
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JrMasterModelBuilder 13-Mar-18 01:29 AM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
*_pos.slb: Holds ID's and positions for start/respawn positions and the generic pickups (Token, Fruit, Sphere, & Bubble). (edited)
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V A H K I T I 13-Mar-18 01:32 AM
OOOH
So THAT'S what handles the pickups
Maybe adding tokens to Green Hill CAN happen in the next patch then! 😛
However for the amount I'd be putting in, maaaaybe waiting for a GUI based level editor would be better. xP
Say, since you know what handles the bubbles now, do you think we could figure out why they crash? @JrMasterModelBuilder
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JrMasterModelBuilder 13-Mar-18 01:40 AM
I know what places them, not why they crash.
I suspect OSI related.
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V A H K I T I 13-Mar-18 01:42 AM
Rip
All the more reason to focus on that I guess
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ShadowDraikana 13-Mar-18 05:55 PM
I think it's likely that the system for handling them isn't in place yet, or the osi hasn't been fully updated (which would fit the theory that this build was undergoing massive revisions).
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Ehm 13-Mar-18 07:14 PM
are the GBA advertisements accessible in-game
omg this temp lego logo
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Deleted User 13-Mar-18 07:20 PM
first time viewing "programmer art"?
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Ehm 13-Mar-18 07:21 PM
from this game, yes
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V A H K I T I 13-Mar-18 07:36 PM
HA
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Ehm 13-Mar-18 07:37 PM
oh speaking of dogs
I found numerous Doge inside of Hitman 🤔
TRÿUEVISIONÿ-XFILE
interesting
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V A H K I T I 13-Mar-18 07:41 PM
Looking at the fonts?
They're a collection of TGAs in a proprietary archive we haven't broken yet.
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Ehm 13-Mar-18 07:41 PM
\LEGO Bionicle\Data\Art\Menuart\Luke.col
compressed TGA inside
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V A H K I T I 13-Mar-18 07:42 PM
Ye
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Ehm 13-Mar-18 07:42 PM
I could probably send it off to a friend, but I have them working on something else already
so it'd have to wait
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V A H K I T I 13-Mar-18 07:42 PM
Aight
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Ehm 13-Mar-18 07:47 PM
\LEGO Bionicle\Data\Art\PrinterPics\Final1.bmp
they totally just converted from JPG
what a waste of space
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Deleted User 13-Mar-18 07:48 PM
*converted to jpg
bitmaps were as good as you got at the time
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Ehm 13-Mar-18 07:48 PM
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Deleted User 13-Mar-18 07:48 PM
before .png was a thing
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Ehm 13-Mar-18 07:48 PM
these bitmaps contain jpeg artifacting
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Deleted User 13-Mar-18 07:48 PM
try converting the .bin to a .png
got imagemagick?
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Ehm 13-Mar-18 07:49 PM
the bin are just jpg, you can change the extension lol
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Deleted User 13-Mar-18 07:49 PM
i just used magick mogrify -format png *.bin
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Ehm 13-Mar-18 07:50 PM
it's already a jpg though, no conversion needed
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Deleted User 13-Mar-18 07:51 PM
HWHAT
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Ehm 13-Mar-18 07:52 PM
this concept art is pretty neat
not sure if 9-12-2000 or 7-12-2000
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Deleted User 13-Mar-18 07:55 PM
looks like a 7
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Ehm 13-Mar-18 08:08 PM
is there a bionicle language
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Hexadecimal Mantis 13-Mar-18 08:10 PM
ye
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Ehm 13-Mar-18 08:10 PM
nice
// 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
was hoping this file was a hidden video considering it's 8MB
but nope
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Ehm 13-Mar-18 08:18 PM
IT IS WRITTEN THE TWO SHALL RETURN AND BRING PEACE AND UNITY
someone forgot to use spellcheck tho
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V A H K I T I 13-Mar-18 08:18 PM
*Toa
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Ehm 13-Mar-18 08:18 PM
ahh
I thought TOO was odd lol
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liquidelectricity 13-Mar-18 08:23 PM
the wall in Vakama's hut also has a spelling error
They will arise out of their sleep and FUFILL their mission They will come and purge our world of the darkness that has infested it There will be many ???? and obstacles On their way out they shall wake him
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Ehm 13-Mar-18 08:23 PM
nice
C:\Projects\lego\slib\sageparts\Fonts\SlTileFont.XBOX
was there talk of other platforms aside from PC
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V A H K I T I 13-Mar-18 08:27 PM
Gamecube
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Ehm 13-Mar-18 08:27 PM
neat
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V A H K I T I 13-Mar-18 08:27 PM
I take it you're not familiar with this game very much. 😛 (edited)
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Ehm 13-Mar-18 08:27 PM
I know almost nothing about bionicle full stop
I'm quite familiar with Lego games made by Traveller's Tales/TT Games
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V A H K I T I 13-Mar-18 08:28 PM
Huh... then out of curiosity, what brings you here?
Not trying to be exclusionary or elitist, just legitimately curious how and why somebody unfamiliar with Bionicle in general ended up spontaneously data mining a 17 year old game about it. 😛
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Ehm 13-Mar-18 08:30 PM
lol I go through all sorts of games
had an interaction with @😺 QSKSw (Josie) on twitter by chance and found this place.
⭐ 1
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V A H K I T I 13-Mar-18 08:30 PM
Are you with Unseen64 or freelance?
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Ehm 13-Mar-18 08:30 PM
I help run TCRF.
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V A H K I T I 13-Mar-18 08:30 PM
AH okay, that explains it then. 😄
Well you've got a lot of work ahead of you if you want to document this there. This WHOLE GAME, such as it is, is cutting room floor content.
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Ehm 13-Mar-18 08:31 PM
what's technically accessible, just the first level?
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V A H K I T I 13-Mar-18 08:32 PM
Since the last patch, about 75% of the game can be played normally.
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Ehm 13-Mar-18 08:32 PM
hah
and what about an unpatched original version
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V A H K I T I 13-Mar-18 08:32 PM
Maybe.. 30% tops?
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😺 QSKSw (Josie) 13-Mar-18 08:32 PM
It's veeeery buggy. 😛 (edited)
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Ehm 13-Mar-18 08:33 PM
lol
It's a shame it got canned
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V A H K I T I 13-Mar-18 08:33 PM
Bear in mind, this is a snapshot of an unfinished alpha that never saw release either way.
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Ehm 13-Mar-18 08:33 PM
looks like it was far along in dev
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V A H K I T I 13-Mar-18 08:33 PM
There are newer builds out there somewhere. At LEAST beta, if not full, and they're much more complete than ours.
But unfortunately we don't have that yet
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Ehm 13-Mar-18 08:33 PM
I dunno how large the levels are but they have quite a few textures/models for each (edited)
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V A H K I T I 13-Mar-18 08:34 PM
To the best of my knowledge, it got canned about a week before it was done and was set to go gold (edited)
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😺 QSKSw (Josie) 13-Mar-18 08:34 PM
Huge levels. Huge. 👌
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Ehm 13-Mar-18 08:34 PM
holy shit
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😺 QSKSw (Josie) 13-Mar-18 08:34 PM
IT WAS WHAT
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V A H K I T I 13-Mar-18 08:34 PM
This however is FAR removed from that version
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Ehm 13-Mar-18 08:34 PM
yeah
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ShadowDraikana 13-Mar-18 08:35 PM
Weren't the beta files we ended up with like have timestamps only a month after our version?
or am I derping
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V A H K I T I 13-Mar-18 08:36 PM
We don't have proper timestamps on the beta files
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Ehm 13-Mar-18 08:36 PM
so there was a public beta or something?
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V A H K I T I 13-Mar-18 08:36 PM
Private.
You could sign up for it at the time
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Ehm 13-Mar-18 08:37 PM
nice
no wonder it's difficult to find
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V A H K I T I 13-Mar-18 08:39 PM
Difficult doesn't even come close to describing it.
This game is to BIONICLE what Xtreme was to Sonic.
This build took 17 years to see the light of day.
And it's the only one anyone has ever publicly received. (edited)
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Omega12 13-Mar-18 08:40 PM
progress so far
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V A H K I T I 13-Mar-18 08:40 PM
Hmm?
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Omega12 13-Mar-18 08:40 PM
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V A H K I T I 13-Mar-18 08:40 PM
Oh damn
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Omega12 13-Mar-18 08:40 PM
nokama is in onua's dance
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V A H K I T I 13-Mar-18 08:40 PM
You got Nokama to render in.. Onua's Takara
xD
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Omega12 13-Mar-18 08:40 PM
so it's 100% possible to add someone in
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ShadowDraikana 13-Mar-18 08:40 PM
Yep
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V A H K I T I 13-Mar-18 08:40 PM
Whelp
Go add Whenua then
😛
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Omega12 13-Mar-18 08:41 PM
just testing before i spend 30 hours trying to edit slbs
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V A H K I T I 13-Mar-18 08:41 PM
Tru
Good work!
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Omega12 13-Mar-18 08:41 PM
also narrowed down to 2 files
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V A H K I T I 13-Mar-18 08:41 PM
Whenua may dance a merry jig yet. Pac
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ShadowDraikana 13-Mar-18 08:41 PM
btw I'm working on fixing the turaga spawn in th hutts atm
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V A H K I T I 13-Mar-18 08:41 PM
Noice
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ShadowDraikana 13-Mar-18 08:41 PM
And I'm trying to figure out where the hell the positioning data is in Gali's dance
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Ehm 13-Mar-18 08:42 PM
so how do we know this leak isn't the beta? in-game content differences?
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ShadowDraikana 13-Mar-18 08:42 PM
Uh yes
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V A H K I T I 13-Mar-18 08:42 PM
On an unrelated note, this conversation with @Ehm pushed me to finaly put out a "call to arms" so to speak for holders of the beta. So that's on my Twitter now if y'all want to spread that shit.
@Ehm the FTP files list the product version. (edited)
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ShadowDraikana 13-Mar-18 08:42 PM
Cool
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V A H K I T I 13-Mar-18 08:42 PM
That's how we know extactly WHAT version it is
Alpha 0.006
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Omega12 13-Mar-18 08:42 PM
Call to glinch arms
WAIT
I DID HAVE THAT ONE SAVED
I couldnt find it, so i had a new version
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ShadowDraikana 13-Mar-18 08:43 PM
what?
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Omega12 13-Mar-18 08:43 PM
fuck
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Ehm 13-Mar-18 08:43 PM
the FTP listing could be using an ID that wasn't updated past Alpha 0.006
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V A H K I T I 13-Mar-18 08:43 PM
Anyways here's those tweets if you're interested in spreading it.
Perhaps it's time I put this message out there, but if ANYONE still, or knows anyone who has access to The Legend of Mata Nui beta or gold version, speak up! Now is your time! Come forward! Our alpha version leaked without repercussions, and y...
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Ehm 13-Mar-18 08:43 PM
we don't know since we don't have 2+ builds
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V A H K I T I 13-Mar-18 08:43 PM
You would be doing the BIONICLE community a great service, as well as furthering the development of this lost legend.
@Ehm there are other references to the build number in the code besides those
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Omega12 13-Mar-18 08:44 PM
Hello my name is john lego and now i am issuing a ymca
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V A H K I T I 13-Mar-18 08:44 PM
I forget exactly where, but I remember it's there somewhere
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Ehm 13-Mar-18 08:44 PM
part of my point is
"beta" is sort of a generic term
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V A H K I T I 13-Mar-18 08:44 PM
Well betas when following the term legitimately are usually feature complete.
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Omega12 13-Mar-18 08:44 PM
they know what it is
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Ehm 13-Mar-18 08:45 PM
it may have been used in news posts and stuff online around 2001 etc for the test, but that doesn't mean it was called beta internally
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V A H K I T I 13-Mar-18 08:45 PM
This is far from that
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Omega12 13-Mar-18 08:45 PM
yo hold up
what diod i just see
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V A H K I T I 13-Mar-18 08:46 PM
?
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Omega12 13-Mar-18 08:46 PM
nobua's mask was blue
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V A H K I T I 13-Mar-18 08:46 PM
In the Takara?
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Omega12 13-Mar-18 08:46 PM
my mistake
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V A H K I T I 13-Mar-18 08:49 PM
One more just for posterity's sake btw. 😛 https://twitter.com/Vahkiti/status/973722691470544896
Also, I know I kinda forgot to do that on the previous two tweets, but be sure to use #LegendNoLonger when discussing Legend of Mata Nui. Get that shit trending! Make our voices reach the skies goddammit! :P
It's not just a "hey, let's make a stupid new hash tag" thing either
I'm actually using this to track community involvement with the project. xD
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Omega12 13-Mar-18 08:52 PM
ok time to find out if this works
HMMMMMMM
I WONDER IF THAT'S THE DANCE LOCATIONS
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V A H K I T I 13-Mar-18 08:53 PM
?
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Omega12 13-Mar-18 08:53 PM
gonna talk to shadow about this
fug
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Deleted User 13-Mar-18 08:59 PM
ow the edge
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V A H K I T I 13-Mar-18 09:00 PM
SON THE HEDGE
OW THE HEDGE
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Omega12 13-Mar-18 09:00 PM
>_>
would help if i actually renamed the file im working on
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V A H K I T I 13-Mar-18 09:01 PM
H E C C
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Deleted User 13-Mar-18 09:03 PM
you keep using that word
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Omega12 13-Mar-18 09:03 PM
why the H E C C not?
;_; gaem y u no like me editing slb
does whenua have another point int he game where he does a special animation?
so... whenua has no dance animation
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V A H K I T I 13-Mar-18 09:13 PM
Is c006 not that? (edited)
Sorry
c120
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Omega12 13-Mar-18 09:13 PM
nop
that's called in cin2
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V A H K I T I 13-Mar-18 09:13 PM
Well... just give him another Turaga's dance anim then
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Omega12 13-Mar-18 09:14 PM
i'll try
remember, he's a short boy
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V A H K I T I 13-Mar-18 09:15 PM
True, but copying animation from Onua worked with other toa
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Omega12 13-Mar-18 09:17 PM
time to shift to maximum overdriver
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V A H K I T I 13-Mar-18 09:18 PM
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Omega12 13-Mar-18 09:18 PM
perhaps if I perfect the Haka Dances, then I can achieve Heaven
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V A H K I T I 13-Mar-18 09:21 PM
Omega12 Over Heaven
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Omega12 13-Mar-18 09:21 PM
Mata Nui over Heaven
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V A H K I T I 13-Mar-18 09:21 PM
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Omega12 13-Mar-18 09:33 PM
OH
BUT THAT FUCKING WORKS
OK
getting there
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V A H K I T I 13-Mar-18 09:34 PM
JESUS
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Omega12 13-Mar-18 09:34 PM
Swolenua
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V A H K I T I 13-Mar-18 09:34 PM
GAINS FOR DAYS
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Omega12 13-Mar-18 09:34 PM
can we just leave it like that
because holy shit
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V A H K I T I 13-Mar-18 09:34 PM
Who the fuck's animation is he even using?
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Deleted User 13-Mar-18 09:34 PM
「MOVE ALONG - OVER HEAVEN」
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Omega12 13-Mar-18 09:34 PM
nokamas
so, onewa's
the tallest of boys
BUT NOW THAT THAT WORKS
let me show you a little snippet of what i did
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V A H K I T I 13-Mar-18 09:35 PM
Pac (edited)
So.. am I to assume we'll have to figure out the animation format before getting him to render proper?
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Orikume (Space Waifu) 13-Mar-18 09:36 PM
Oh I didn't even notice whenua missing during the Takara... LOL
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Omega12 13-Mar-18 09:37 PM
maybe not
but maybe, im working on it
going to try using a much shorter turaga
just realized
onue doesnt render now
hmm
oh
it's because im an idiot
OK so, it looks like we are gonna have to figure out the animation format for this one
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V A H K I T I 13-Mar-18 09:45 PM
rip
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Omega12 13-Mar-18 09:46 PM
I DID IT
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V A H K I T I 13-Mar-18 09:46 PM
?
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Omega12 13-Mar-18 09:46 PM
HE'S FIXED
INT HE DANCE
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V A H K I T I 13-Mar-18 09:46 PM
??
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Omega12 13-Mar-18 09:46 PM
hold on getting screenshot
OH
I wonder if this can fix nuju's cheeks during the dance
proof
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V A H K I T I 13-Mar-18 09:49 PM
I thought you said he had no animations tho
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Omega12 13-Mar-18 09:49 PM
normal boy whenua
he doesn't
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V A H K I T I 13-Mar-18 09:49 PM
...
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Omega12 13-Mar-18 09:49 PM
I'm that good
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Hexadecimal Mantis 13-Mar-18 09:50 PM
Won't the animations not be in sync with the dance though if you're using them from another Turaga?
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V A H K I T I 13-Mar-18 09:50 PM
Explain movie, explain
fingerguns 1
@Hexadecimal Mantis The Tohunga all have the same dance regardless of takara
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Hexadecimal Mantis 13-Mar-18 09:50 PM
ah
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Omega12 13-Mar-18 09:51 PM
i found out a neat little trick with the animation files
so if they dont have a .bhd for the animation, they use normal bones during the animation got rid of the copied .bhd and he snapped to normal lifehacks
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V A H K I T I 13-Mar-18 09:51 PM
Pinned a message.
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Omega12 13-Mar-18 09:51 PM
i was trying to look like a fucking wizard vahkiti
now you've ruined the illusion
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V A H K I T I 13-Mar-18 09:51 PM
Wot
Also you should try that with Kopaka as well
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Hexadecimal Mantis 13-Mar-18 09:52 PM
Wizards don't fuck though
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Omega12 13-Mar-18 09:52 PM
oh shit yeah
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V A H K I T I 13-Mar-18 09:52 PM
His shield snaps under his arm because of Onua's animations
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Omega12 13-Mar-18 09:52 PM
im a sex wizard
the last of my kind
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V A H K I T I 13-Mar-18 09:52 PM
Oh baby.
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Hexadecimal Mantis 13-Mar-18 09:52 PM
impossible
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joint-Dogg666 13-Mar-18 09:52 PM
Sex wizards are just warlocks
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Omega12 13-Mar-18 09:52 PM
my kind chose not to procreate
now look at us
im going to compile this fix qucik before trying out kopaka's haka
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V A H K I T I 13-Mar-18 09:54 PM
IIRC I'm gonna have to make a new launcher version for this
Cause like the dancy bois, it requires the deletion of files
which is handled by the launcher code currently
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Hexadecimal Mantis 13-Mar-18 09:55 PM
That should be a quick fix though
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V A H K I T I 13-Mar-18 09:55 PM
Ye
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Omega12 13-Mar-18 09:55 PM
whenus dance fix requires no deleted files, just overwriting one
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V A H K I T I 13-Mar-18 09:55 PM
I have a section in the code for "cleanup"
Oh
Okay then
I thought you had to delete the bhd?
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Omega12 13-Mar-18 09:55 PM
there wasnt one to begin with
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V A H K I T I 13-Mar-18 09:56 PM
Oh
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Omega12 13-Mar-18 09:56 PM
i deleted the copied one
before I send this I need to try cleaning up an slb
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V A H K I T I 13-Mar-18 09:59 PM
Deleting the BHDs doesn't seem to fix Kopaka's shield
I'll test with Nuju
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Omega12 13-Mar-18 10:01 PM
hey @Hexadecimal Mantis if Isend you a .slb can you look at it and remove the unused pointers?
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V A H K I T I 13-Mar-18 10:01 PM
Deleted all his BHDs. No effect
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Hexadecimal Mantis 13-Mar-18 10:03 PM
sure
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V A H K I T I 13-Mar-18 10:03 PM
Same actually
We still need the Gali death thing fixed
And I think that's to do with unused pointers
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Omega12 13-Mar-18 10:04 PM
hmmmm, you know what
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V A H K I T I 13-Mar-18 10:04 PM
@Hexadecimal Mantis Everything to do with Onua in that is unused
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Omega12 13-Mar-18 10:04 PM
maybe it's because I used onewa's animations
and he's a tall boy
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Hexadecimal Mantis 13-Mar-18 10:04 PM
i'll try it
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Omega12 13-Mar-18 10:11 PM
nope, that didnt fix the shield and nuju's mask
maybe it's something with the model itself
I did notice that kopaka holds his shield the same way when he's snowboarding
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Deleted User 13-Mar-18 10:12 PM
@V A H K I T I actually the shield snaps in two
dammit, why won't discord update the chat
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V A H K I T I 13-Mar-18 10:35 PM
@Omega12 @Hexadecimal Mantis Any updates on both your things? 😛
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Omega12 13-Mar-18 11:45 PM
im having hex take a look at the slb
I could put it out as is, but would like it get the slb cleaned up (edited)
it's a modified gali dance slb
i wanna get it as close to the original slb as I can
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Hexadecimal Mantis 14-Mar-18 12:38 AM
heckin finally
I did it
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V A H K I T I 14-Mar-18 12:38 AM
Which one? Pac
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Hexadecimal Mantis 14-Mar-18 12:38 AM
water
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V A H K I T I 14-Mar-18 12:39 AM
Ayy
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Hexadecimal Mantis 14-Mar-18 12:39 AM
Not sure how crashy it is. Made a new slb from scratch
it loads though
and animates
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V A H K I T I 14-Mar-18 12:39 AM
I'll give it a test now
Well right off the bat I can tell you it broke the Sky animation
😛
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Hexadecimal Mantis 14-Mar-18 12:40 AM
Well thats because it wasn't included, oops
fixable
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V A H K I T I 14-Mar-18 12:40 AM
And it still has the black screen issue. Wtf. 😐
I sincerely though rebuilding the SLB would have fixed that
Since the issue was a direct result of animating all the things
The weirdest part is how it prevents itself if you either go through a door, or reload the level from the menu prior to ever entering water.
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Hexadecimal Mantis 14-Mar-18 12:42 AM
idk, but I'm done for now. That took waaay longer than it should have
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V A H K I T I 14-Mar-18 12:42 AM
Yeah, take a breather. We'll address this another time.
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Hexadecimal Mantis 14-Mar-18 12:44 AM
Huh, the sky is in the file. Not sure why it broke
My slb maker might have a bug
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V A H K I T I 14-Mar-18 12:46 AM
WHOA hold up
You made an SLB editor?
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Deleted User 14-Mar-18 12:47 AM
which one's that again?
animations?
can we finally map the dancy bois to other models? (edited)
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Hexadecimal Mantis 14-Mar-18 12:48 AM
SLB creator. It is not user friendly though
no gui
nothing
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V A H K I T I 14-Mar-18 12:49 AM
I mean, if @Omega12's thing about the BHDs was right, we may already be able to
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Deleted User 14-Mar-18 12:49 AM
is there at least some documentation?
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V A H K I T I 14-Mar-18 12:49 AM
Yeah, I was gonna say, you could work with @benji on that, since he was going to make one as well.
No point in BOTH of you making different SLB editors.
@Hexadecimal Mantis
In these here parts, that what we call a waste of resources. 😛 (edited)
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Hexadecimal Mantis 14-Mar-18 12:50 AM
how so?
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V A H K I T I 14-Mar-18 12:51 AM
Well you're individually both putting time into making different programs that perform the same task when you could spend half the time collaborating and get back to other stuff that much quicker. (edited)
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Hexadecimal Mantis 14-Mar-18 12:51 AM
oh wait
I misread what you said
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V A H K I T I 14-Mar-18 12:52 AM
😛
I'm not gonna say stop outright cause one, I'm not here to order people around, and two, like.. you do you, it's your time. I'm just saying that from my point of view, it seems like a bit of a waste of time to both be doing the same thing individually.
TOGETHER WE ARE STRONG. Pac
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Hexadecimal Mantis 14-Mar-18 12:53 AM
Mine is more for personal use in it's current state. It was made using the documentation on github. I don't plan on releasing it. I wrote it a while ago, but it actually worked today
I'll help with the other one
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V A H K I T I 14-Mar-18 12:54 AM
Aight. Whatever floats your Mahi. 😛
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Hexadecimal Mantis 14-Mar-18 12:55 AM
Is benji's written in c#
?
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V A H K I T I 14-Mar-18 12:55 AM
Not sure. I haven't heard much about it yet.
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Hexadecimal Mantis 14-Mar-18 12:56 AM
I really should start using C# more.
I can't really contribute without using it
I wrote mine in C
Which is the only language I seem to use now
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V A H K I T I 14-Mar-18 12:58 AM
Well ask @benji about it I guess. 😛
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Deleted User 14-Mar-18 12:59 AM
...so is there documentation?
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Hexadecimal Mantis 14-Mar-18 12:59 AM
for what?
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Deleted User 14-Mar-18 12:59 AM
your editor
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Hexadecimal Mantis 14-Mar-18 12:59 AM
slb documention? yes
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Deleted User 14-Mar-18 01:00 AM
nah i mean how to use the app
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Hexadecimal Mantis 14-Mar-18 01:00 AM
oh
No
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V A H K I T I 14-Mar-18 01:00 AM
I'd eventually like to see this evolve into a full-on level editor. It would be simple enough to do AFAIK with the right people working on it.
Beji's already making a 3D visualizer for OCLs
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Hexadecimal Mantis 14-Mar-18 01:00 AM
It works like this: Specify almost everything, and it creates the slb from that. (edited)
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V A H K I T I 14-Mar-18 01:01 AM
And the position of characters, spawn points, and collectables are all determined by simple values in SLBs
Which could just be represented by bilboards in an editor a-la Toads Tool 64
Or a more modern example: MCEdit
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benji 14-Mar-18 01:02 AM
I started cobbling together an editor (in C#) but schoolwork has had me pinned down for about a week, Thursday all that load will be past and I can get back to LOMN stuff
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V A H K I T I 14-Mar-18 01:02 AM
Noice
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Hexadecimal Mantis 14-Mar-18 01:03 AM
I understand completely. I feel like I can never escape schoolwork at this point
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benji 14-Mar-18 01:04 AM
However, I want to make a level editor that auto-handles all the SLB files so you don't need to use this low-level SLB editor except for things outside levels
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V A H K I T I 14-Mar-18 01:04 AM
Yeah, that would be ideal.
EG: changing the position of a token will auto-update or generate SLBs on export
Really all that is just a matter of having a render template for the appropriate SLBs and having objects and positions in-editor poised to fill in the blanks
I did something similar way back when for updating BMP's streaming music system. It runs on json playlists, and needed to be manually updated with every new archive release, usually taking upwards of a week or more to do depending on how many people were working on it.
I devised a template for a program called MP3Tag that would basically export the ID3 info from a batch of files into the blank spaces of a playlist template, and copy and paste the entries for however many it needed. The only manual work necessary was to add a closing tag.
This essentially took a week+ worth of work, and crunched it down into a few seconds.
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Hexadecimal Mantis 14-Mar-18 01:08 AM
I think I figured out why the sky broke
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V A H K I T I 14-Mar-18 01:10 AM
Oh?
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Hexadecimal Mantis 14-Mar-18 01:12 AM
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V A H K I T I 14-Mar-18 01:12 AM
Yep! That did it!
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Hexadecimal Mantis 14-Mar-18 01:13 AM
animation was set to null
idk why
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V A H K I T I 14-Mar-18 01:13 AM
Any idea why the whirlpool doesn't work now?
It never did for some reason btw
Not something you did
😛
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Hexadecimal Mantis 14-Mar-18 01:13 AM
Maybe it's animation is blank?
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V A H K I T I 14-Mar-18 01:14 AM
It's possible. It also doesn't have a BCL like it should
SO instead of acting like water, it's just a solid surface
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JrMasterModelBuilder 14-Mar-18 01:29 AM
Does spid animate correctly? (edited)
Because that character has a non-conforming movelist.slb (edited)
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V A H K I T I 14-Mar-18 01:32 AM
Is spid the fikou?
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JrMasterModelBuilder 14-Mar-18 01:33 AM
I don't have a quick way to check.
Wait, there's no X folder either.
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V A H K I T I 14-Mar-18 01:34 AM
O_o
Idk what that is then
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JrMasterModelBuilder 14-Mar-18 01:34 AM
I'm guessing that's legacy content.
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V A H K I T I 14-Mar-18 01:34 AM
What are these SHM files it has?
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JrMasterModelBuilder 14-Mar-18 01:35 AM
Text docs
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V A H K I T I 14-Mar-18 01:35 AM
THey look almost like OBJs
On the other hand, their naming pattern seems similar to the animation files
Could be uncompressed versions of those
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JrMasterModelBuilder 14-Mar-18 01:37 AM
A few other folders have them.
Folders with actual Rahi
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V A H K I T I 14-Mar-18 01:37 AM
Are they ever called by the game?
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JrMasterModelBuilder 14-Mar-18 01:38 AM
Probably not
Looks like source files
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V A H K I T I 14-Mar-18 01:38 AM
Look into them. They look to me like source files for the animation format
If they match, we could use them to reverse engineer that
Also, any luck on Shoefitter, or have you not touched on that?
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JrMasterModelBuilder 14-Mar-18 01:39 AM
Haven't touched it yet, in the moddle of reversing movelist
Which may be related to there SHM files.
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V A H K I T I 14-Mar-18 01:39 AM
Interesting
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JrMasterModelBuilder 14-Mar-18 01:40 AM
Also, if we crack this format, we might be able to generate the spid model.
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V A H K I T I 14-Mar-18 01:40 AM
unless it's just a fikou with different textures
I'd try that first
Cause the fikou we have ins green, and referred to as tspd, or likely Tree SPider
KRB2 is another interesting case.
It's the canon Ussal build, but it's never used in game, and lacks any SLBs
Everything else is there however
Well, unless you count the fact it only has one animation. 😛
Regarding SPID, there don't even seem to be textures for it
SHM V3.0 UNITS Meters Radians PRELOAD { TEXTURE "eyes.TGA" TEXTURE "spider1.TGA" TEXTURE "spider2.TGA" TEXTURE "spider3.TGA" TEXTURE "spider4.TGA" TEXTURE "spider5.TGA" TEXTURE "spider6.TGA" }
None of those textures exist.
There are some with spider in the NAME, but they are all for the Fikou Nui
Actually
I think this might BE for the Fikou Nui
Cause that data is taken from the SHM labeled "BSPD"
Same as the Fikou Nui's code name
@JrMasterModelBuilder
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JrMasterModelBuilder 14-Mar-18 01:50 AM
Could be
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V A H K I T I 14-Mar-18 01:50 AM
Same amount of SHM files to animations with the Fikou Nui, as well as the names
Eg: s0XX
Though if bspd.shm is in the main dir with that name, the only matching file for FN would be the bspd.bhd
So these could be source BHDs
the movelist.slb also has bspd in the header
As does cylinder and animevets
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JrMasterModelBuilder 14-Mar-18 01:54 AM
Yeah. BTW, those ID's are all unread AFAIK, and sometimes wrong.
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V A H K I T I 14-Mar-18 01:54 AM
The entity id?
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JrMasterModelBuilder 14-Mar-18 01:54 AM
The first 4 bytes in the header of some SLB's.
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V A H K I T I 14-Mar-18 01:54 AM
yea
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JrMasterModelBuilder 14-Mar-18 01:55 AM
Technically, they are called: ScIdentifier
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V A H K I T I 14-Mar-18 01:55 AM
But it's not read at all?
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JrMasterModelBuilder 14-Mar-18 01:55 AM
The ones in the head of the files I've looked at are not.
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V A H K I T I 14-Mar-18 01:55 AM
Odd
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JrMasterModelBuilder 14-Mar-18 01:56 AM
I've seen stranger unused meta data in a file header
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V A H K I T I 14-Mar-18 01:59 AM
True
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ShadowDraikana 14-Mar-18 09:33 AM
Ok so something weird is going on with Nokama's hut
the positioning of the main model, and the poaitioning of the start positions for Gali and Nokama do not make sense at all
removing the main model offset makes Gali's start point make sense but that's about it
O_o
So, I'm going to just move everything to 0 and go from there
Hopefully I'll be back later with some kind of progress
@V A H K I T I @Omega12 BOIS GET A LOAD OF THIS
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Omega12 14-Mar-18 09:47 AM
Level 2
More like level poo
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ShadowDraikana 14-Mar-18 09:47 AM
fuck
I got Nokama in the right place but broke Gali in the process
The hutt has a weird positioning problem
I think I can fix Gali's position now that I look at this again
Hang on for the screenshot if this works
Ok new plan, but it will take a while to make sure it works
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ShadowDraikana 14-Mar-18 11:44 AM
This should work: simply adjusting only a single axis value for Nokama should do the trick
HOLY SHIT BOIS IT WORKED
NOKAMA SPAWNS CORRECTLY IN HER HUT
@V A H K I T I @Omega12
The arrow in the middle of the screen shows where she spawns, the second shows where she moved to reach her current position
Got her aligned on the x axis a little better
y axis seems ok; no need to change it
z needs some work
This is as good as I think I'm going to get it without fucking it up
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ShadowDraikana 14-Mar-18 12:12 PM
for anyone who wants it now
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V A H K I T I 14-Mar-18 01:54 PM
Better than blocking the door.
Now do it with Nuju and Vakama. 😛
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Omega12 14-Mar-18 03:07 PM
Nice job!
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ShadowDraikana 14-Mar-18 06:19 PM
Thanks!
I also determined that the positioning of the models for the hutts are very wonky. Took me a while to figure out what was going on. In the end I copied over Gali's x and z coords and used a modified version of hery cord
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ShadowDraikana 14-Mar-18 06:37 PM
The hell? Nui-Rama in TP03 are hittable
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Omega12 14-Mar-18 06:56 PM
now the questions is
how fix haka? (edited)
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V A H K I T I 14-Mar-18 07:36 PM
How goes?
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Omega12 14-Mar-18 07:40 PM
onua's cin 2 files are a failed cin 3
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V A H K I T I 14-Mar-18 07:40 PM
???????
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Omega12 14-Mar-18 07:41 PM
cin 3
cin 2
they're both haka char files
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V A H K I T I 14-Mar-18 07:41 PM
So... does Cin2 work then?
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Omega12 14-Mar-18 07:41 PM
NOPE OF CORSE IT DOESN'T
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V A H K I T I 14-Mar-18 07:41 PM
The what does that make the onu koro intro?
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Omega12 14-Mar-18 07:42 PM
that's a good question
i confirmed it
look at the animations ebing called in both
so c120 should be the dance
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V A H K I T I 14-Mar-18 07:44 PM
So I WAS right. xD
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Deleted User 14-Mar-18 07:45 PM
>#01vrglv#21c
>vrglv
>vr glove?
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JrMasterModelBuilder 14-Mar-18 07:51 PM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
Character animation related. Not sure what all the values in it do, feel free to tinker with it. (edited)
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Omega12 14-Mar-18 08:01 PM
YES
IT'S FINALLY FINISHED
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V A H K I T I 14-Mar-18 08:01 PM
??????
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Omega12 14-Mar-18 08:01 PM
GOT WHENUA RENDERING WITHOUT USING SOMEONE ELSES SLB
and it's in a state where I'm sending it over
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V A H K I T I 14-Mar-18 08:03 PM
Noice
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Hexadecimal Mantis 14-Mar-18 08:03 PM
Yay less work for me
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Omega12 14-Mar-18 08:03 PM
thanks for offering to help mantis
I got the bright idea to use tahu's haka as a base
and then copied over all of onua's info correctly
so I had to make a "clone" of whenua
with a new name, this clone gets loaded in only for the haka
the real whenua (also known as slim shady) wouldnt render int eh dance, or would crash the game
but not the clone
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V A H K I T I 14-Mar-18 08:12 PM
Noice.
Take your pick from any other issues in the project on the github. Preferably those in the 0.008 milestones
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Omega12 14-Mar-18 08:13 PM
been working on that for a few days, can't even remember how i figured out the clone worked
WOOO
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V A H K I T I 14-Mar-18 09:06 PM
Anything else you plan on working on?
The Kane Ra crash would be most helpful right now.
I noticed something when making the patch trailer in that regard.
It LOOKS like it's about to start a gallop animation, but then quickly switches to the standard walk animation if you jump.
1:26
@Omega12
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Omega12 14-Mar-18 09:10 PM
i can see
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V A H K I T I 14-Mar-18 10:26 PM
@Omega12 you know, something just occurred to me.
Your workaround here has served as a proof of concept that we can not only add new levels, but ENTIRELY NEW ENTITIES as well.
Once we figure out the animation format, this game could basically just be a generic BIONICLE game engine
And I can maybe also add Badniks to Green Hill. Pac
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The Shadow Emperor 14-Mar-18 10:28 PM
what if the Badniks are powered by small Rahi
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V A H K I T I 14-Mar-18 10:28 PM
I mean, that might be possible.
Just have them drop like.. fikous and hois on death instead of health or energy
Hell, the first bit probably wouldn't even take much work.
Take the Nui Rama, Ussal, and maybe the Onu-Wahi bugs
Model swap with Buzz Bomber, Crabmeat, and Motobug
Done
They can use the same AI and animations
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ShadowDraikana 14-Mar-18 11:05 PM
@V A H K I T I Dude I tried telling you the Kane Ra is switching to a gallop animation like three times.
It's used twice elsewhere
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V A H K I T I 14-Mar-18 11:05 PM
Pac
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ShadowDraikana 14-Mar-18 11:05 PM
And removing the bkd doesn't kill the animation
The animations are called on an area specific basis
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Hexadecimal Mantis 14-Mar-18 11:06 PM
inb4 mantis look at the files kek
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ShadowDraikana 14-Mar-18 11:07 PM
And no, it doesn't use the walk animation once you let off the gas again
Moves in a T-pose, further evidence the gallop animation isn't being called
So this is probably an osi thing
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Hexadecimal Mantis 14-Mar-18 11:09 PM
On the topic of game issues, I think we can fix the Kopaka landing sound issue. but It would just take an insane amount of effort to do it manually.
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ShadowDraikana 14-Mar-18 11:09 PM
But two other areas in the track use the same animation as what's supposed to be called in BLR2 after the rear up
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ShadowDraikana 14-Mar-18 11:19 PM
@V A H K I T I The spawn of Ta14 is frankly bizarre. Entering normally works fine, but dying or warping in causes you to warp in above the door. I can't reproduce the spawn under the area right now. The area that connects into it doesn't have a workind trigger. Both entrances/exits of Ta14 are extremely crash prone.
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V A H K I T I 14-Mar-18 11:32 PM
Weird
That reminds me
Shrine needs work
Because the respawn point is the same spot the cutscene plays when you enter it
Over lava. Pac
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ShadowDraikana 14-Mar-18 11:34 PM
That should be fixable
I'll look at that too
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V A H K I T I 14-Mar-18 11:34 PM
SPeaking of
THat cutscene is all invisible
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ShadowDraikana 14-Mar-18 11:35 PM
Oh what about Matau's hut spawn?
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V A H K I T I 14-Mar-18 11:35 PM
Can you confirm that the animations even exist?
And Matau is fine
He rendered proper right out the gate
no mod needed
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ShadowDraikana 14-Mar-18 11:36 PM
@Omega12 Any ideas if tha animations are there? @V A H K I T I No I meant the spawn for when you leave his hutt
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V A H K I T I 14-Mar-18 11:36 PM
OH
Well I temporarily fixed that for the patch
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ShadowDraikana 14-Mar-18 11:36 PM
I can probably fix that too
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V A H K I T I 14-Mar-18 11:36 PM
It spawns you the same place as the exit for MOSH
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ShadowDraikana 14-Mar-18 11:36 PM
and the trigger, possibly
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V A H K I T I 14-Mar-18 11:36 PM
Otherwise, the respawn position is still broken
The trigger is not necessary
Matau's hut has no open door to begin with
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ShadowDraikana 14-Mar-18 11:37 PM
True
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V A H K I T I 14-Mar-18 11:37 PM
For some reason it seems you were never intended to go in there except after the takara
We can fix that later down the line though
Just a matter of editing Main.x to remove the closed door, add a walkway, and then a trigger
But we need vertex colour import to Max first
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ShadowDraikana 14-Mar-18 11:38 PM
Not to mention his eyes lack vertices
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V A H K I T I 14-Mar-18 11:38 PM
?
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ShadowDraikana 14-Mar-18 11:39 PM
His eyes show up black in-game and have the same issue as the Huna and Ruru
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V A H K I T I 14-Mar-18 11:39 PM
Matau?
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ShadowDraikana 14-Mar-18 11:39 PM
Yes
Vakama and Onewa too
Onewa's eye texture needs to be replaced too, even though it doesn't show in-game yet
it's the wrong color
HEY
SUP BOIS
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V A H K I T I 14-Mar-18 11:44 PM
Noice
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ShadowDraikana 14-Mar-18 11:44 PM
That position work?
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V A H K I T I 14-Mar-18 11:44 PM
Ye
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ShadowDraikana 14-Mar-18 11:45 PM
There you are
Vakama should be easy too
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V A H K I T I 14-Mar-18 11:46 PM
I'll download in a bit. I have a random idea (edited)
It was known of course from the models Templar had that eventually the mosh pits were to be out in the open
Well Ga-Koro's nasty looking one got me thinking.
I MIGHT be able to turn the mosh map into just a copy-paste of the village and then just modify the villages themselves to match
Ta-Koro and Le-Koro will have to remain as is, but the others could be modded
Actually
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ShadowDraikana 14-Mar-18 11:47 PM
Now there's an idea
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V A H K I T I 14-Mar-18 11:47 PM
Le-Koro could work out
Just Ta-Koro
Ironically
The one that crashes on re-entry
Pac
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ShadowDraikana 14-Mar-18 11:48 PM
But then we'd need kill switches on the triggers so the dnce gets played once
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V A H K I T I 14-Mar-18 11:48 PM
Not really
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ShadowDraikana 14-Mar-18 11:48 PM
and the map,doesn't get loaded again
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V A H K I T I 14-Mar-18 11:48 PM
They already have kill switches for that
What we need is a kill switch for the doors
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ShadowDraikana 14-Mar-18 11:48 PM
That's what I meant
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V A H K I T I 14-Mar-18 11:48 PM
Ye
ANyways I'm gonna test it out, see what happens
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ShadowDraikana 14-Mar-18 11:49 PM
Btw, are th dances even in the beta as far as we know?
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V A H K I T I 14-Mar-18 11:49 PM
No clue
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ShadowDraikana 14-Mar-18 11:50 PM
From what I saw in the footage, there isn't a mosh pit in Onu-Koro
So if they are in there, they might be after the boss fights as a sort of celebration.
But we don't know because of that killbox bug, so
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V A H K I T I 15-Mar-18 12:00 AM
Well first attempt, it crashed so I give up for now. xP
It's something we can revisit later
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ShadowDraikana 15-Mar-18 12:01 AM
Ayy got Vakama fixed
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V A H K I T I 15-Mar-18 12:01 AM
Yay 😛
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ShadowDraikana 15-Mar-18 12:02 AM
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V A H K I T I 15-Mar-18 12:02 AM
Much better. 😛
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ShadowDraikana 15-Mar-18 12:02 AM
ye
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Hexadecimal Mantis 15-Mar-18 12:18 AM
good job
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Ibbie 15-Mar-18 12:20 AM
So I could have sworn the color vertex issue was resolved for the turaga that had it, particularly Nuju.
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ShadowDraikana 15-Mar-18 12:21 AM
Uh, nope
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Hexadecimal Mantis 15-Mar-18 12:23 AM
Love broken vertex color Nuju
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Ibbie 15-Mar-18 12:24 AM
I know I've seen Nuju fixed as a model, can't recall if it was put back in game but I really thought so.
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ShadowDraikana 15-Mar-18 12:27 AM
@V A H K I T I @Hexadecimal Mantis This one should be fixable, I hope. https://github.com/TheLegendOfMataNui/game-issues/issues/88
In VLLG of Pohatu's level, a Po-Matoran wearing a Komau has the following to say: "Did you know that Turaga Onewa is known as" According to Lev3_eng.slb, this is indeed all that he ha...
Just add in his title
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Hexadecimal Mantis 15-Mar-18 12:27 AM
Should be easy
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V A H K I T I 15-Mar-18 12:27 AM
Which would be "The Referee"
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ShadowDraikana 15-Mar-18 12:28 AM
Mind if I assign it to you Mantis?
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Hexadecimal Mantis 15-Mar-18 12:28 AM
I don't mind. this should be easy
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V A H K I T I 15-Mar-18 12:29 AM
Wherever possible, try keeping to bugs on the milestone list yeah? 😛
Just saying. 😛
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Hexadecimal Mantis 15-Mar-18 12:30 AM
rip
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V A H K I T I 15-Mar-18 12:30 AM
Like again, you do you, but that list is there for a reason. xP
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ShadowDraikana 15-Mar-18 12:32 AM
I was perusing it for stuff to do when I saw that and figured it could be taken care of quickly. But yeah I'll stop looking in there. My bad
Not that I don't have stuff to do already
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V A H K I T I 15-Mar-18 12:32 AM
I mean, yeah, anything that can be done quick in a time where you don't feel like anything else, sure go for it. 😛
Just saying the main focus should be the milestone list
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ShadowDraikana 15-Mar-18 12:33 AM
👍
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Hexadecimal Mantis 15-Mar-18 12:33 AM
milestones is blank for some reason
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ShadowDraikana 15-Mar-18 12:34 AM
btw I think I know why the Kuta spawn was backwards, so I think I can try fixing that while I'm at it
Le10 might be sufferimg from a similar problem
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V A H K I T I 15-Mar-18 12:34 AM
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ShadowDraikana 15-Mar-18 12:34 AM
@Hexadecimal Mantis ?
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V A H K I T I 15-Mar-18 12:34 AM
I might have this set up wrong but it is what it is
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Hexadecimal Mantis 15-Mar-18 12:35 AM
nvm I got it
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V A H K I T I 15-Mar-18 12:35 AM
When you find something to work on, just assign yourself and move it to In Progress
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Hexadecimal Mantis 15-Mar-18 12:36 AM
Like I said before, I think the Kopaka landing audio is fixable
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V A H K I T I 15-Mar-18 12:37 AM
Well we know generally what's causing it.
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Hexadecimal Mantis 15-Mar-18 12:37 AM
@ JrMasterModelBuilder#5116 's research on the file has shown that id number 12 is the landing audio for each toa
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V A H K I T I 15-Mar-18 12:37 AM
Being an improper assignment for the hard landing event in the soundtable SLB
Yea
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Hexadecimal Mantis 15-Mar-18 12:38 AM
It would take forever to fix though
Unless I re tool my slb creator to work with the soundtable
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V A H K I T I 15-Mar-18 12:39 AM
Well it'll have to be done at some point one way or another.
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ShadowDraikana 15-Mar-18 12:39 AM
Like tha animation fixes
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V A H K I T I 15-Mar-18 12:39 AM
You do what you've gotta do, or pick another issue. That's your prerogative. 😛
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Hexadecimal Mantis 15-Mar-18 12:39 AM
I'll start working on it. But if i'm gone for 3 weeks you know what happened
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ShadowDraikana 15-Mar-18 12:40 AM
lol
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V A H K I T I 15-Mar-18 12:40 AM
Pac
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Hexadecimal Mantis 15-Mar-18 12:40 AM
I don't want to do tons of work and have it fail too
that would suck
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ShadowDraikana 15-Mar-18 12:40 AM
Also, mind taking a look at Whenua's movelist'slb Mantis? Curious to see what cane be done there too
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Hexadecimal Mantis 15-Mar-18 12:41 AM
But i'm used to not getting things right on my first try
Is it a milestone?
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V A H K I T I 15-Mar-18 12:42 AM
Ye
I assigned you and moved it
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V A H K I T I 15-Mar-18 01:49 AM
Went on a brief little debugging spree. The exit from TA10 to TA11 crashes with this error:
000000001000F9FC D3dx8cw.dll d3dx8cw_D3DXWeldVertices+3739
Seems like a model problem with TA11 somewhere. Though that doesn't explain why it can be warped to. Maybe the start position is super far out of bounds or something?
Huh
Well there's definitely SOMETHING wrong here.
Backtracking through the door that you enter TA11 from leads back to the shrine.
Wait, TA10 normally exits to the shrine, doesn't it?
Derp.
In that case, the cutscene may be the problem since it tenders Tahu invisible when warped to
Perhaps the trigger forces an attempt to draw objects and warping is more lenient?
Noooo, cause warping to SHRN and triggering the cutscene, then warping BACK to TA10 and going through normally still crashes.
Hmm
Okay well I can at least confirm that unfortunately, the animations for that cutscene do not exist.
Tahu's cin3_CHAR.slb seeks c603 which does not exist.
Once we get the animation format figured out, we're gonna have to get some animators on the team.
@BMoP Ambassadors Any of you guys fit that bill?
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LilDreamer32 15-Mar-18 07:46 AM
@Kristy is the head animator
@Kaylie Vinchenstein is also a animator i think
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Snowcone 15-Mar-18 09:06 AM
no @Kaylie Vinchenstein and @justframbo would be the people who do that kind of stuff
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Snowcone 15-Mar-18 09:52 AM
and @Philosophy101 but he is not availabe atm
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ShadowDraikana 15-Mar-18 09:52 AM
@V A H K I T I Two other places for you to try debugging: the ice bridge in Kopaka's shrine, and the mushrooms in Vakama's hut. Yes, I confirmed jumping onto the mushrooms causes a freeze identical in nature to the one spot in the ice bridge
Also do me a favor and check the Kane Ra crash when it tries to enter the galoping animation. Then repeat and see what happens in the code when you move forward, effectively "interposing" an animation . Need to know why it doesn't crash while moving. Oddly enough, you can avoid a crash by moving literally during the rear up animation.
Then try going to BLR5 and see what happens when it initiates the galloping animation there
(that has more use because we need to know why it won't jump in here or in BLR6)
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V A H K I T I 15-Mar-18 02:46 PM
Uh
I can't monitor the code in real time you know. xD
Or at least I don't know how if I can
You'd best ask @JrMasterModelBuilder about that one
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ShadowDraikana 15-Mar-18 02:53 PM
Whoops, alrighty then
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V A H K I T I 15-Mar-18 02:54 PM
Anyways, my list of crash addresses should be helpful in the long run
004CBF7E is the most common one so far.
Eg: The one literally everyone who inexplicably can't use DGVoodoo without passthrough turned on gets.
In the long term, I hope to be able to drop DGVoodoo altogether, but for now it needs to stay
IIRC it fixes death transitions, framerate cap, and window mode toggle.
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Omega12 15-Mar-18 07:46 PM
hoh boy
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V A H K I T I 15-Mar-18 07:46 PM
?
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Omega12 15-Mar-18 07:46 PM
C:\Program Files (x86)\LEGO Media\LEGO Bionicle\Data\characters\bull
has a file names bull_names.h
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V A H K I T I 15-Mar-18 07:47 PM
Yeah?
So does the Nui Rama
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Omega12 15-Mar-18 07:47 PM
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V A H K I T I 15-Mar-18 07:47 PM
This is a "daily dose" level known thing
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Omega12 15-Mar-18 07:47 PM
just some info (edited)
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V A H K I T I 15-Mar-18 07:47 PM
It tells us nothing. 😛
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benji 15-Mar-18 07:49 PM
We don't know if it tells us anything*
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Omega12 15-Mar-18 07:49 PM
lol benji
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ShadowDraikana 15-Mar-18 08:03 PM
Actually all the header files I noticed are in character folders
That seems like a pattern
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Deleted User 15-Mar-18 10:18 PM
did somebody say daily dose?
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ShadowDraikana 15-Mar-18 10:21 PM
oh no
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G-Bond 15-Mar-18 10:33 PM
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ShadowDraikana 15-Mar-18 10:33 PM
🖕
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G-Bond 15-Mar-18 10:34 PM
Pac
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Deleted User 15-Mar-18 11:26 PM
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Omega12 16-Mar-18 01:48 PM
Hey guys is this important?
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Deleted User 16-Mar-18 01:54 PM
izzat doug dimmadome, owner of the dimmsdale dimmadome??
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Omega12 16-Mar-18 01:55 PM
That's right! Doug Dimmadome, owner of the dimesdale dimmadome
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2Tie 16-Mar-18 02:28 PM
..not right.
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Hexadecimal Mantis 17-Mar-18 07:13 PM
Anyone know if lomn has some form of aslr? I can't seem to find things consistently
Maybe its from dgvoodoo
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V A H K I T I 17-Mar-18 07:13 PM
I think the soundtrack makes great ASMR. Pac
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Hexadecimal Mantis 17-Mar-18 07:13 PM
lol
Also, I can't seem to fix the Kopaka issue. Maybe it's osi related
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ShadowDraikana 17-Mar-18 07:18 PM
That's basically the answer for everything it seems.
Osi
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Hexadecimal Mantis 17-Mar-18 07:18 PM
I repointed the whole soundtable too
no luck
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ShadowDraikana 17-Mar-18 07:19 PM
definitely osi
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ShadowDraikana 17-Mar-18 07:26 PM
(Insert problem here) is an osi issue.
it's insane how much of the game is controlled by it
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JrMasterModelBuilder 17-Mar-18 11:09 PM
@Hexadecimal Mantis It doesn't use ASLR itself (Windows didn't have ASLR until Vista anyhow), but some the the DLL's it loads are loaded to random addresses. (edited)
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Hexadecimal Mantis 17-Mar-18 11:17 PM
Thanks for the info
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Deleted User 18-Mar-18 11:57 PM
hey, has anyone seen this?
❤ 2
:^)
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ShadowDraikana 19-Mar-18 12:02 AM
crickets
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G-Bond 19-Mar-18 12:02 AM
GWsecretWokeChamp
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joint-Dogg666 19-Mar-18 12:05 AM
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ShadowDraikana 19-Mar-18 12:06 AM
lol
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Deleted User 19-Mar-18 12:07 AM
better version
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noob1234 19-Mar-18 12:46 AM
That's neat yo
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G-Bond 19-Mar-18 12:54 AM
is that the missing construticon? GWfroggyBlobWokeThink
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Deleted User 19-Mar-18 01:02 AM
it's your daily dose
👌 1
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FREDDIE FREAKER 19-Mar-18 08:52 AM
thanks doc
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Deleted User 19-Mar-18 12:20 PM
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and the thread i found the links in http://www.bzpower.com/board/topic/14948-bionicle-style-guide/ (edited)
Page 1 of 5 - Bionicle Style Guide - posted in Bionicle Discussion:  Hello everybody.    Thought Id share this little thing I got when I was interning at the Bionicle design office in Billund in 2007. I was there for three months as a industri...
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ShadowDraikana 19-Mar-18 11:24 PM
Oh this is just great
@V A H K I T I So I know what's wrong with the mushrooms getting displaced from the tree in LEP1. Apparently the Tre1 model has an issue similar to what's going on with Gali's suva.
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Orikume (Space Waifu) 27-Mar-18 01:52 PM
Does anyone know if Makuta had voice clips? Can't seem to find them in the sound files but i thought somebody did at one point.
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Deleted User 27-Mar-18 02:04 PM
how would he?
he is nothing fingerguns
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 27-Mar-18 02:04 PM
"I am the shadows"
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The Shadow Emperor 27-Mar-18 02:19 PM
there are no Makuta voice clips beyond his laughter in a beta cutscene
we thought it would be funny if he had the same voice as a Matoran just altered to sound demonic
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Deleted User 27-Mar-18 02:20 PM
so just with a lower pitch?
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justframbo 28-Mar-18 06:17 PM
Btw these are matoran voices I messed with
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xxxswagbuckxxx 28-Mar-18 06:18 PM
Yeah, the matoran in this game sound cute.
But make them sound deeper and you add subtitles like "You cannot destroy me, for I am nothing." and that is Makuta in LOMN!
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JrMasterModelBuilder 05-Apr-18 10:51 PM
Well, I think that confirms that their OSI compile was not very advanced. (edited)
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V A H K I T I 05-Apr-18 10:51 PM
?
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JrMasterModelBuilder 05-Apr-18 10:51 PM
It's a jump instructions that jumps 0 bytes, or nowhere.
It does nothing.
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V A H K I T I 05-Apr-18 10:53 PM
Neat. Also I take it this means the decompiler is going well?
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JrMasterModelBuilder 05-Apr-18 10:53 PM
That's my 010 Editor script (with the slow and dumb disassembler enabled), but well enough. (edited)
Trying to determine how the jumping works.
Looks simple enough.
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JrMasterModelBuilder 06-Apr-18 12:04 AM
I'm trying to figure out what, if anything, references some of the subroutines in the OSI file. Does anyone want to play though the game using this modified OSI file, and tell me if it results in a crash somewhere that the original file does not? Then I can use a debugger to figure out how it is referenced. (edited)
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ShadowDraikana 12-Apr-18 03:13 PM
Has anyone tried using this osi yet?
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JrMasterModelBuilder 12-Apr-18 03:48 PM
Not that I know of. I tried it briefly, but didn't see any new crashes.
My theory is it's just unused code.
I could be proven wrong though.
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ShadowDraikana 12-Apr-18 03:50 PM
Which areas did you try?
I can load it up and see if certain acions cause a crash or anything like what happens when starting a new game from the front end
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JrMasterModelBuilder 12-Apr-18 04:11 PM
I tried loading each Toa's first area, and running around a bit.
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joint-Dogg666 18-Apr-18 08:22 AM
Has anyone cracked the .col format yet?
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Deleted User 19-Apr-18 01:06 AM
color?
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Omega12 19-Apr-18 12:54 PM
I don't think so, far as I know we haven't cracked the col
Or col. Db
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ShadowDraikana 19-Apr-18 04:44 PM
Anyone know what IDA was saying about what the game was getting hung up on with the Nui-Jaga digging cave walls?
I have an idea what might be causing, but I need more information before I get too excited.
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JrMasterModelBuilder 19-Apr-18 04:50 PM
Something about passing the wrong number of arguments, presumably OSI related.
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ShadowDraikana 19-Apr-18 04:51 PM
Well I was also wondering if maybe a missing slb could cause that
although missing slbs usually crash
well, no
only two are needed
along with the main and a ocl/bcl for it
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JrMasterModelBuilder 02-May-18 02:38 AM
Here's a sneak peak at OSI assembly, in case anyone wants to take a look at what goes on inside that file
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Hexadecimal Mantis 02-May-18 12:54 PM
sweet
This is exciting
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ShadowDraikana 02-May-18 03:46 PM
@JrMasterModelBuilder How close are you to having a fully functional assembler/disassembler ready?
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JrMasterModelBuilder 02-May-18 03:48 PM
Hopefully in the next few days.
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benji 02-May-18 03:49 PM
Don't underestimate the time it will take to get competent at reading / writing it.
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ShadowDraikana 02-May-18 03:54 PM
I'm not. Just getting it into that state is the first goal.
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JrMasterModelBuilder 02-May-18 07:52 PM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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ShadowDraikana 03-May-18 12:55 PM
Nice!
Another one down
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JrMasterModelBuilder 03-May-18 04:05 PM
Here's an updated preview of OSI ASM, now with column alignment and more helpful comments.
Now to focus on the compiler. (edited)
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Hexadecimal Mantis 03-May-18 04:11 PM
awesome
👍 2
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kaltathenoblemind 06-May-18 07:06 AM
unsure if this is the right channel but i cannot use 3DRipperDX on LOMN anymore since i downloaded the autolauncher. and it still doesnt work when i reinstalled the older files.
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2Tie 06-May-18 10:02 AM
they're still the same directx models, so
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benji 06-May-18 12:19 PM
Why would you use 3D Ripper when we have tools to convert the models directly from the game files? (edited)
If the UVs need adjusting for your modeling tool, you might need to flip them vertically.
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JrMasterModelBuilder 06-May-18 06:14 PM
If anyone knows of a decent Javascript library for parsing custom languages into as AST, please let me know.
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kaltathenoblemind 06-May-18 07:55 PM
benji i need 3dripper because it gives all the textures in their proper places. i actually used to just use the actual data files until i had no idea what textures go on what model. i mainly need it for the environments and their texture placements are farm more ambiguous than the characters.
i could just try to match them from what i see in the game but that is just a needless extra step i get rid of with 3d ripper
almost all the detail of the enviroments are in the textures instead of the models so to properly uprez them to current gen resolution i need to know what textures go where so i could properly sculpt them out or trace and extrude.
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JrMasterModelBuilder 08-May-18 10:04 PM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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JrMasterModelBuilder 11-May-18 10:29 PM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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JrMasterModelBuilder 11-May-18 11:59 PM
Ahead of tomorrows release, I've gone ahead and pushed 010 templates for 3 new SLB formats: https://github.com/TheLegendOfMataNui/sage-file-formats
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
I've also pushed the BLK file tool: https://github.com/TheLegendOfMataNui/sage-blkfile
sage-blkfile - Python module and CLI utility for the BLK files use by the SAGE engine.
And the executable patcher script we used to apply fixes to the EXE: https://github.com/TheLegendOfMataNui/executable-patcher-2001-10-23
executable-patcher-2001-10-23 - BIONICLE: The Legend of Mata Nui Executable Patcher for build 2001-10-23
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ShadowDraikana 12-May-18 10:03 AM
Just confirmed the SPLINE slbs are required for two of the three area that they are in to work.
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JrMasterModelBuilder 13-May-18 02:36 AM
It's working!!!
❤ 3
Still needs a lot of polishing, but I have successfully disassembled and reassembled the OSI files, identically byte-for-byte.
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UTTER_BODGE 13-May-18 02:38 AM
NICE
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V A H K I T I 13-May-18 06:36 AM
Ayyyy
So with or without polish, we can actually work on it now? It'll just be difficult? 😛
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Teylgate 13-May-18 06:44 AM
@JrMasterModelBuilder what's that for?
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kaltathenoblemind 13-May-18 10:18 AM
i cant find the modding channel anymore so i'll ask here but is there any way to get the models/scene of the Kini Nui from the menu? i thought it was a pre rendered video but some other channel pointed out a glitch where you can visit the area making it an actual game level with game assets. i thought the Front End folder in the data folder would have all the assets shown but it seems to just have half the assets and none of the textures and sid assets arent even arranged properly when you load them. it makes me think the Engine itself places everything and grabs extra assets from other folders to complete the scene so i technically cant rebuild it myself unless i know what specific assets are used, and may have to resort to a 3d ripper that captures the scene as is.
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The Cap'm (Reese) 13-May-18 10:19 AM
#lomn-modding is now #litestone-dev-archived
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kaltathenoblemind 13-May-18 10:19 AM
oh thankyou! will post there
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JrMasterModelBuilder 13-May-18 12:44 PM
@Teylgate it's for modifying the game scripting.
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Teylgate 13-May-18 12:48 PM
Oh? For console?
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ProfessorBrickkeeper 13-May-18 03:52 PM
Oh man. This is going to be fun.
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V A H K I T I 14-May-18 02:19 PM
@JrMasterModelBuilder So question: Does the OSI decompiler WORK fine now and just requires some know-how to use? Or is it still too unstable for us to tinker with?
Just wondering whether or not we can get started on some OSI related issues prior to any public release you had in mind.
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JrMasterModelBuilder 14-May-18 02:20 PM
It works, but has no interface (edited)
It is just a JS API ATM.
Working on a CLI
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benji 14-May-18 02:21 PM
Mind if I look at Auto adding symbolic names? (edited)
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Manfred the Mad 14-May-18 05:24 PM
Oye anybody know how to deal with the animation files?
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benji 14-May-18 07:18 PM
@Manfred the Mad haven't had a look yet, should be a breeze
DailyDose 1
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Deleted User 14-May-18 07:22 PM
@benji dancy boi animations get priority
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V A H K I T I 14-May-18 07:24 PM
^^^^^
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benji 14-May-18 07:24 PM
What about them?
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Deadgineer 14-May-18 07:25 PM
is there an animation where they play the trumpet?
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Deleted User 14-May-18 07:26 PM
@benji this should be the first animation you extract: DancyBoi
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Deadgineer 14-May-18 07:26 PM
yes
i agree
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Deleted User 14-May-18 07:26 PM
if only so we get a clean gif
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Deadgineer 14-May-18 07:27 PM
if anything, we should have the explicit animations at top priority, lol
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Deleted User 14-May-18 07:27 PM
no, that's #2
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Deadgineer 14-May-18 07:27 PM
ah
okay
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Deleted User 14-May-18 07:27 PM
dancy bois first, then badcheat
besides, i think pohatu and tahu's badcheats use particles
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Deadgineer 14-May-18 07:29 PM
well, at least we can get the middle finger animation extracted, lol
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benji 14-May-18 07:31 PM
still not a priority whatsoever. These animations aren't all that pristine to begin with, they could pretty easily be replicated if the situation requires (like Liam did with the dancy boi)
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Deleted User 14-May-18 07:31 PM
he just did a recording and keyed out most of the background (edited)
it's not a replication
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benji 14-May-18 07:33 PM
ah, I was impressed he figured out Maya animation so fast Pac Point still stands though
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Deleted User 14-May-18 07:33 PM
here, look at the feet
this doesn't look like something you'd see in a maya render today
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benji 14-May-18 07:35 PM
uh..... no u?
I helped him start rigging the matoran so I thought he went on to animate it
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Deadgineer 14-May-18 07:39 PM
ugh, still not approved
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Deleted User 14-May-18 07:41 PM
why are there two of them anyway?
i made the one on the right first just for the alpha
presumably the latter could be for the beta, but that was made long before we got ahold of it
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Deadgineer 14-May-18 07:43 PM
idk then. perhaps it was made on accident before they noticed the other entry?
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Deleted User 14-May-18 07:44 PM
i remember posting screenshots and telling everyone about it
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😺 QSKSw (Josie) 15-May-18 11:40 AM
@TheVGResource Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaazzz </3 https://t.co/1dw05ozOBh
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ShadowDraikana 15-May-18 04:03 PM
@ProfessorBrickkeeper @JrMasterModelBuilder @Hexadecimal Mantis I located where the particle data is for the elemental spheres. It's in the exe. If any of you could figure out how exactly Onua's projectile textures are being shared with Lewa and Tahu, that would be great. I need to get Tahu to use his own projectile set instead of sharing.
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V A H K I T I 15-May-18 04:03 PM
Lewa too right?
Oh yeah
You mentioned him
Derp
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ShadowDraikana 15-May-18 04:04 PM
Lewa's is fine since it's the right color
leave it to the devs to code THIS in the exe
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V A H K I T I 15-May-18 04:05 PM
If anything we should make Onua's a tad darker then to differentiate his and Lewa's
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ShadowDraikana 15-May-18 04:07 PM
The hud elements and pickups are still the same IIRC
Onua's would look better a tad darker probably
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ShadowDraikana 15-May-18 05:03 PM
@V A H K I T I How far did you investigate the save files? I have enough info for a binary template if that would help
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Natr 15-May-18 05:04 PM
Is there a way to edit or make new 3d models?
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ShadowDraikana 15-May-18 05:04 PM
Of course
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Natr 15-May-18 05:04 PM
Yes right?
This game is easier to use than the trash I'm dealing with, planet hotwheels has the most messy .3d max files ever
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liquidelectricity 16-May-18 11:47 AM
it's interesting that GaliCompletionMusic.mp3 is the only track to not be from the respective Toa's takara dance or other themes in the beta. Kopaka's level complete is a riff taken from his theme while the others are snippets from their takara music. I wonder if there was another Gali theme that never ended up in the game...?
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Protokuta 16-May-18 12:42 PM
The Hydra can be killed?
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UTTER_BODGE 16-May-18 12:43 PM
yeah
all of them can except tahu's boss
(and pohatu's is pretty broken and can only be defeated by doing something like this: https://www.youtube.com/watch?v=ke3g4Yxc6zU )
The final build of The Legend of Mata Nui has been found and is now released! http://biomediaproject.com/bmp/blog/the-legend-of-mata-nui-final-build/ I had a...
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Ondrik🅱 (Ondrej) 16-May-18 01:24 PM
I hope this trick stays in the game
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CyclonatorZ 16-May-18 02:14 PM
I expect fixing the bosses is going to be one of the harder tasks. Lewa's is especially bizarre in that it's only defeatable by setting the framerate lower. And Tahu's has to actually be finished, not just fixed - which might be a nightmare depending on whether or noth there's existing animations for the boss being damanged/defeated. Animation is like the only thing they haven't figured out yet, so if Tahu's boss is incomplete in that area, they're in trouble.
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V A H K I T I 16-May-18 02:16 PM
Lewa's is easier than you might think. The framerate fix is something I've never been able to replicate personally. However I HAVE found that the higher in his hitbox you are, the more likely it is he'll let go of you quickly. This is why on the stream you'd often see me jumping directly into him.
The easy solution to this then is to just make his hitbox smaller.
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Natr 16-May-18 02:27 PM
And that live stream ended well... (edited)
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V A H K I T I 16-May-18 02:27 PM
?
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Natr 16-May-18 02:28 PM
I saw the ragequit for lewa' s boss?
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V A H K I T I 16-May-18 02:29 PM
Yeah? Because with its current hitbox, it doesn't always work. 😛
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Natr 16-May-18 02:29 PM
It looked more salt inducing than online multiplayer hackers
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V A H K I T I 16-May-18 02:29 PM
Lel
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Natr 16-May-18 02:29 PM
I felt the pain in that stream ekks dee
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Protokuta 16-May-18 02:38 PM
Where are you supposed to shoot the Hydra when it tries to suck you up? I can't seem to find the weak spot.
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Ondrik🅱 (Ondrej) 16-May-18 02:41 PM
the thing above its middle head
the gray box
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Protokuta 16-May-18 02:58 PM
That's what I aim for, but I can never seem to hit it. Oh well
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Ondrik🅱 (Ondrej) 16-May-18 03:18 PM
lead your shot
aim above it
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ShadowDraikana 16-May-18 04:12 PM
@Hexadecimal Mantis Do you know if the exe or osi need to reference a door before it can actually be used in a trigger slb?
I know there are doors regulated presumably in the osi
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Bionicle lives on 19-May-18 03:30 AM
Pohatu is the new luigi
maboi 2
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Galgo 19-May-18 09:50 PM
Is Kopaka meets Pohatu in the game?
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The Cap'm (Reese) 19-May-18 09:50 PM
Not really
It has files, but no map to play them in
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Galgo 19-May-18 09:51 PM
not even text?
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The Cap'm (Reese) 19-May-18 09:51 PM
The text is copied straight from the comics, Kopaka's inner monologue and all
@ShadowDraikana and I were discussing this earlier, and there's apparently camera data and an objects slb file for the scene
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V A H K I T I 19-May-18 09:53 PM
But as I'm discussing with Hex right now, the coding to play the cutscene doesn't exist at all.
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The Cap'm (Reese) 19-May-18 09:53 PM
Yeah
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V A H K I T I 19-May-18 09:53 PM
So it's going to require a decent bit of work.
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emily (peri) 19-May-18 09:59 PM
does coding = the animation?
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V A H K I T I 19-May-18 10:03 PM
No
As far as we know, everything exists and can be played back.
It's just not coded in the OSI to look for what's there.
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emily (peri) 19-May-18 10:04 PM
I see
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omegalucas 20-May-18 06:00 AM
I assume repurposing code from other working cutscenes didn't work?
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Ondrik🅱 (Ondrej) 21-May-18 01:58 AM
There is an unused "fren" level in the directory that has the level for the frontend. Has anyone looked into this?
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Deleted User 21-May-18 03:02 AM
yes
that's the alpha version
the alpha one didn't work at first due to missing textures
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Ondrik🅱 (Ondrej) 21-May-18 03:02 AM
ah
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Deleted User 21-May-18 03:03 AM
liam found a workaround until the beta came along, which had the missing textures
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Ondrik🅱 (Ondrej) 21-May-18 03:03 AM
I couldn't get it to load in the beta even if I renamed it to "frnt"
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Deleted User 21-May-18 03:03 AM
try running the patched alpha if you wanna see it
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Ondrik🅱 (Ondrej) 21-May-18 03:03 AM
I did
It's so beautiful
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Deleted User 21-May-18 03:04 AM
also very broken, though it's clear what they wanted to do with it
notably, no cutscenes play if you start the game from there, and the game will close without any errors
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V A H K I T I 21-May-18 08:50 PM
Why do you keep making new accounts
You can't even log onto this server without registering an account. Why aren't you logging back in to the same one
You've been doing this with YouTube too, and while that's... questionable there, I'm not gonna have it here
You're just making the server full of dupes
Remember your info, cause this is the last one I'm letting in dude
We've been over this before
I have no idea what you're talking about
Aight
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The Cool(er) Chronicle 21-May-18 09:02 PM
hate to bother you vahkiti but who are you referring to?
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V A H K I T I 21-May-18 09:02 PM
Well apparently Makooti has this nice habit of his of deleting evidence
@Mod Friends might wanna keep an eye on that
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The Cool(er) Chronicle 21-May-18 09:03 PM
someone whose name is makooti and not makuta right?
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V A H K I T I 21-May-18 09:03 PM
It bugs me that there's no permission to disallow users from deleting their own messages
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MisterJulius 21-May-18 09:08 PM
🤔 if remembering login info is so hard why not just jot it down in a text file
the ability to record information so it can outlast human memory is a fantastic thing that should be taken advantage of
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CyclonatorZ 21-May-18 10:08 PM
Who is this Makooti fellow, and why is he banned?
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JrMasterModelBuilder 21-May-18 10:36 PM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
💯 1
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Deleted User 21-May-18 11:58 PM
I got a solid account
It was like guest accounts before I wasn't trying to hide anything
I never before got a solid password and didn't really realize it effected anything
now it's all good though this is my real account from now on
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Hexadecimal Mantis 23-May-18 11:41 PM
cool
there are more efficient ways to do that in batch
but that works (edited)
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😺 QSKSw (Josie) 23-May-18 11:43 PM
I just wanted to make it work
It works now
Also I really haven't been paying attention to you guys and your work and only just now realized that the bin files in the art gallery are actually jfif files
i'm dumb
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Deleted User 24-May-18 12:35 AM
What is that file Josie?
Guess everyone went to sleep
Goodnight maboi🐉 GRANDDAD Beaverhouse 👍 👌😴 (edited)
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Deleted User 24-May-18 01:12 AM
What is that file Josie?
gee, what could it possibly do... if only there was some hint...
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Deleted User 24-May-18 12:08 PM
Makes the printable files saveable as IMAGES? (edited)
thistbh 2
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😺 QSKSw (Josie) 24-May-18 12:26 PM
There are .BIN files in the PrinterPics folder that are actually JFIF Image Files, I wrote a script that automatically copies and saves all of them as that file-type.
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Deleted User 24-May-18 01:56 PM
OK thanks!
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ShadowDraikana 30-May-18 03:25 PM
@Hexadecimal Mantis Do you know if the debug strings/code is used outside of the inoperable debugger?
Looks like it in one subroutine was causing a problem with the music
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JrMasterModelBuilder 30-May-18 04:08 PM
The debugger on/off instructions are unused. (edited)
Debug logging might be enabled.
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Hexadecimal Mantis 30-May-18 04:12 PM
^
I noticed that in the exe
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Zavus 30-May-18 11:36 PM
OOH, this looks interesting.
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V A H K I T I 30-May-18 11:36 PM
If you want to tinker yourself with stuff, all our tools are available in #lomn-info
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Zavus 30-May-18 11:37 PM
This is a lot to take in at one time.
I went from knowing that this game barely exists to there being an active community patching it in like
a few hours.
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V A H K I T I 30-May-18 11:38 PM
Welcome to the madhouse. DancyBoi DailyDose ExtraStrength
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Hexadecimal Mantis 30-May-18 11:38 PM
I thought it was the beaverhouse?
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V A H K I T I 30-May-18 11:38 PM
Same difference. Pac
Y'all can call it the loony bin for all I care. xP
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Zavus 30-May-18 11:40 PM
It's the bin full of all the parts no one uses.
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Natr 31-May-18 10:48 AM
DatBoh
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Zavus 31-May-18 01:28 PM
Has anyone ripped the character models yet?
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V A H K I T I 31-May-18 01:29 PM
You won't get any rigging, but have fun
Note: These are all from the alpha
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Zavus 31-May-18 01:29 PM
"Rigging"
Rigs are for the weak
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V A H K I T I 31-May-18 01:29 PM
I also have reconstructions of the old high poly models made by @justframbo
Used for my custom renders and... well these
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Zavus 31-May-18 01:30 PM
"old high poly models"
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V A H K I T I 31-May-18 01:30 PM
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Zavus 31-May-18 01:30 PM
You mean the ones from the old promotional material?
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V A H K I T I 31-May-18 01:30 PM
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Zavus 31-May-18 01:30 PM
Or something else I've missed out on
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V A H K I T I 31-May-18 01:30 PM
The game had four different character model revisions as development went on
The oldest from pre-alpha were the highest quality, and were used in the prerendered cinematics
The lowest were the alpha
There's one in-between Pohatu model in there, and then there's the medium quality ones the beta has
These high poly versions were reconstructed from the one remaining Onua model in the alpha.
(With a few custom bump maps I had to make myself)
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Zavus 31-May-18 01:32 PM
Rendered in what software?
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V A H K I T I 31-May-18 01:32 PM
Maya
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Zavus 31-May-18 01:33 PM
Alright.
So you mentioned the models aren't rigged
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V A H K I T I 31-May-18 01:33 PM
these ones are
Not the original rig
But A rig
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Zavus 31-May-18 01:33 PM
Did the models in the game have rigs, and they haven't been saved. Or did the models use vertex animation?
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V A H K I T I 31-May-18 01:33 PM
Probably the latter
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Zavus 31-May-18 01:33 PM
It didn't look to be the latter, from what I've played (edited)
But I could be wrong
Again, my knowledge in that area comes almost exclusively from how the Quake engine handled it (edited)
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V A H K I T I 31-May-18 01:34 PM
ye
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Zavus 31-May-18 01:34 PM
Which is way I was able to create some
well... (edited)
Borderline NSFW stuff
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V A H K I T I 31-May-18 01:36 PM
Kinky
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Zavus 31-May-18 01:36 PM
I have others, but they go a bit farther and I'm not looking to push my luck right now
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V A H K I T I 31-May-18 01:37 PM
Kek
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Zavus 31-May-18 01:37 PM
Not that much farther
I may change my mind in the next five minutes and send them anyway
eh, screw it.
They're not that bad
More dumb fun, than anything.
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V A H K I T I 31-May-18 01:38 PM
Oh. xD
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Zavus 31-May-18 01:38 PM
The only non-Vanilla things in this scene are the map and the BDSM Shambler skin (which was a Christmas gift from a friend)
It's one of the more unique experiences I've had with Quake
Had to get creative with the default animation frames
The strap-on is a Spawn
Specifically in on of its "jumping at the player and about to go boom" frames (edited)
Anyways, this is off-topic for this channel
So
Back to Bionicle stuff
thanks for sending the rips
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V A H K I T I 31-May-18 01:41 PM
Ye
I'm getting excited for heroes DS stuff now too.
@JrMasterModelBuilder, when you have time, think you'd like to take a crack at the rom format there?
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Zavus 31-May-18 01:42 PM
I figure you may be able to make some progress there by looking at the studios other DS games
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V A H K I T I 31-May-18 01:42 PM
I don't think they made all that much that people care about
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Zavus 31-May-18 01:42 PM
or their other games in general
They made a handful of licensed games
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V A H K I T I 31-May-18 01:42 PM
My point exactly. 😛
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Zavus 31-May-18 01:43 PM
A few Spyro games, apparently
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V A H K I T I 31-May-18 01:43 PM
I think the only one that anyone MIGHT give a fuck to datamine is that
Tere's only one too
Spyro: Shadow Legacy
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Zavus 31-May-18 01:44 PM
I would do it
but I lack the necessary skillset
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V A H K I T I 31-May-18 01:44 PM
Okay I MAY have found something actually
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Zavus 31-May-18 01:44 PM
But I guess everyone has to start somewhere
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V A H K I T I 31-May-18 01:44 PM
Apparently Amaze was a division of Griptonite
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JrMasterModelBuilder 31-May-18 01:44 PM
@V A H K I T I Which ROM are we talking about?
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V A H K I T I 31-May-18 01:44 PM
WHich have A LOT more games
@JrMasterModelBuilder Heroes DS
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Zavus 31-May-18 01:45 PM
If it, by some weird chance, does use an engine shared by other games
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JrMasterModelBuilder 31-May-18 01:45 PM
Was that the one that didn't have a beta?
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V A H K I T I 31-May-18 01:45 PM
Ye
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Zavus 31-May-18 01:45 PM
If we can find anything about those hypothetical other games, it may steer us in the right direction
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V A H K I T I 31-May-18 01:45 PM
We need to dig into the Rom.bin and Sounddata.rom
Ye
OOOOOOOOOOOOOOOH MAMA
THANK YOU MOTHER RUSSIA. Pac
I just need to find the damn download link
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Zavus 31-May-18 01:47 PM
To what?
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V A H K I T I 31-May-18 01:47 PM
That link I sent is to a russian forum with tools to unpack griptonite games
Apparently including heroes
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Zavus 31-May-18 01:47 PM
Oh
that's
very specific and exactly what we're looking for
I may be speaking a bit too soon, but looking at their other stuff may have been the answer all along
Oh, also
Are the LOMN models you sent for a specific program? Or is it more general
I'm used to SFM jank on that front
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V A H K I T I 31-May-18 01:49 PM
They're all obj
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Zavus 31-May-18 01:49 PM
So... no.
i swear i know 3d stuff too pls forgive my ignorance
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V A H K I T I 31-May-18 01:50 PM
Obj is THE standard format for simple 3d stuff (edited)
You egg. 😛 (edited)
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Zavus 31-May-18 01:50 PM
"standard"
That's probably why I'm a bit lost
My knowledge of model formats, again, stretches from the Quake Engine up to the Source engine
Which is more-or-less different versions of .mdl
As soon as I went to that Russian forum, Windows Defender lit up
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V A H K I T I 31-May-18 01:54 PM
NI🅱🅱A
More bin files, but it's progress
😛
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Zavus 31-May-18 01:55 PM
Mata Nui
our prayers have been answered
Bruh, hit me up with that download link
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Zavus 31-May-18 01:56 PM
That's what I meant
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V A H K I T I 31-May-18 01:56 PM
Tinke is the program, Glob is a plugin for it
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Zavus 31-May-18 01:56 PM
I actually have a version of Tinke installed from last night
It's in Spanish, though
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V A H K I T I 31-May-18 01:56 PM
AH cool. 😛
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Zavus 31-May-18 01:56 PM
I downloaded it from some stupid not-direct source
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V A H K I T I 31-May-18 01:57 PM
Now we just have to figure out the format of 3000 unnamed bin files. Pac
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Zavus 31-May-18 01:57 PM
Which will be... much easier, I imagine
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V A H K I T I 31-May-18 01:57 PM
I still wish the plugin could read the original data
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Zavus 31-May-18 01:57 PM
Now throwing files at random programs will be marginally more effective
Heh
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V A H K I T I 31-May-18 01:57 PM
But it DOES give us something to work with to maybe make a new plugin that does
Cause all the research done on the rom.bin format is right there
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Zavus 31-May-18 01:58 PM
Is it safe to assume that they may have used a proprietary model format?
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V A H K I T I 31-May-18 01:58 PM
Probably
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JrMasterModelBuilder 31-May-18 01:58 PM
$ file Glob.dll Glob.dll: PE32 executable (DLL) (console) Intel 80386 Mono/.Net assembly, for MS Windows
Decompilable.
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V A H K I T I 31-May-18 01:58 PM
Noice
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Zavus 31-May-18 02:01 PM
You mentioned that they documented their research on the subject, yes?
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V A H K I T I 31-May-18 02:02 PM
No I mean all of the research went into that plugin
So it's all there
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Zavus 31-May-18 02:02 PM
Oh
I am getting many errors from Tinke
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Zavus 31-May-18 02:14 PM
Yeah
it runs into errors loading the plugins
consistently
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JrMasterModelBuilder 31-May-18 02:41 PM
@V A H K I T I What do you do with the NDS file?
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JrMasterModelBuilder 31-May-18 03:01 PM
Ok, I think I've extracted the NDS with crystaltile2
I assume rom.bin is where the stuff is packed?
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Hexadecimal Mantis 31-May-18 03:08 PM
oh is this for heroes ds?
Do you guys have proper music rips for it yet?
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ShadowDraikana 31-May-18 04:34 PM
Ayy I guess with the files out it's time to do my thing xP
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emily (peri) 31-May-18 04:35 PM
@Hexadecimal Mantis we got this from the composer https://www.youtube.com/watch?v=x7JmqM30VoA
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Deleted User 31-May-18 05:16 PM
he should've posted a download link; youtube slightly compresses all its uploads
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emily (peri) 31-May-18 05:19 PM
true. Skelly on the bmp staff has got a method of retrieving the audio that goes a fair way to subvert that, though - so that's what we've got for the current rendition of the soundtrack on the archive
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Hexadecimal Mantis 31-May-18 05:34 PM
I have the midis and soundfont (edited)
which is probably the same thing skelly did
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emily (peri) 31-May-18 05:36 PM
nah, he got it from that vid. here, looked up what he said about it:
A friend of mine revealed to me a while ago that YouTube actually stores audio in OPUS format in addition to the lower-bitrate m4a files. No one knows about this, so basically any "grab youtube audio" software just gets the m4a. Youtube-DL lets you get the better-bitrate track though, so we can just transcode this file to FLAC.
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Hexadecimal Mantis 31-May-18 05:37 PM
ah okay
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V A H K I T I 31-May-18 08:37 PM
@JrMasterModelBuilder Ye Rom.bin is the thing (edited)
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Manfred the Mad 01-Jun-18 11:10 AM
I feel like I want to do a GMOD prop pack of the models of this game. Is that allowed?
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😺 QSKSw (Josie) 01-Jun-18 12:20 PM
Steam Workshops full of assets ripped from games, you should be fine.
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Deleted User 01-Jun-18 03:23 PM
why does anyone still use source? feels really clunky to use nowadays
👌 2
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ShadowDraikana 05-Jun-18 03:52 PM
Do we know what the .col format is? Curious about the LOMN font files
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CyclonatorZ 05-Jun-18 07:58 PM
@Deleted User Because Gmod is super easy to use compared to the average 3d animation program. It's also waaaaay cheaper, unless you pirate your programs of choice.
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Deleted User 05-Jun-18 07:59 PM
>what is blender
>what is gitting gud
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CyclonatorZ 05-Jun-18 08:00 PM
Because some people just want to play virtual dolls and make silly images.
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Zavus 08-Jun-18 05:06 AM
The Source engine, for its age, is still a very powerful engine
SFM is extremely clunky, but very capable.
and it has a certain charm to it
And, as Cyclonator said, some people just wanna get stupid
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ShadowDraikana 11-Jun-18 12:44 PM
@JrMasterModelBuilder @Hexadecimal Mantis Here's what I have for the save file format. This is a save game from an entire run on Pohatu's level
I made the purple a bit too dark whoops
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Hexadecimal Mantis 11-Jun-18 03:37 PM
i might be able to fill some stuff in
I think 0x02 at 0x12 is the current mask. need to double check (edited)
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V A H K I T I 11-Jun-18 03:38 PM
That's an odd attention to detail to save.
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Hexadecimal Mantis 11-Jun-18 03:38 PM
i dont think its actually loaded, but i know its written somewhere
oops typo
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ShadowDraikana 11-Jun-18 03:40 PM
hmm
that fits actually because 0 is the Pakari, 1 is the KauKau, and 2 is the Kakama (which I was wearing as a matter of fact)
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Hexadecimal Mantis 11-Jun-18 03:41 PM
yeah and the function writes the value right after the current toa is written
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ShadowDraikana 11-Jun-18 03:42 PM
ok cool so we know what that is now
any idea what the 64 64 couple is? those two always are the same and grow as the entries are added. maybe some sort of entry count? (edited)
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JrMasterModelBuilder 13-Jun-18 02:01 PM
Someone want to send me a save file from late in the game to make a template with? (edited)
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Ondrik🅱 (Ondrej) 13-Jun-18 02:01 PM
sure
This is a 4 billion percent completed save 😛
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JrMasterModelBuilder 13-Jun-18 02:02 PM
I mean, I want one with lots of stuff in it.
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Ondrik🅱 (Ondrej) 13-Jun-18 02:02 PM
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JrMasterModelBuilder 13-Jun-18 02:02 PM
That one is only 49 bytes.
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Ondrik🅱 (Ondrej) 13-Jun-18 02:02 PM
Player 2 is Tahu
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JrMasterModelBuilder 13-Jun-18 02:03 PM
That should do
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Ondrik🅱 (Ondrej) 13-Jun-18 02:03 PM
You're welcome
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JrMasterModelBuilder 13-Jun-18 02:35 PM
@ShadowDraikana Can you send me that save file from the image?
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ShadowDraikana 13-Jun-18 02:36 PM
I'll need to redo it; apparently I put it in some other stuff that got trashed by accident
Basically it's an entire run through Pohatu's level with skipping BLR1 and BLR2
talking to all matoran, all quests done, etc
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JrMasterModelBuilder 13-Jun-18 02:40 PM
Any save file with conversations saved will do. (edited)
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ShadowDraikana 13-Jun-18 02:43 PM
will do
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JrMasterModelBuilder 13-Jun-18 02:43 PM
Or I could just OCR it...
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ShadowDraikana 13-Jun-18 02:45 PM
how many convos would you need?
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JrMasterModelBuilder 13-Jun-18 02:46 PM
I don't think I need it actually, I just OCRed the hex in that image.
I think that sample will do fine.
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ShadowDraikana 13-Jun-18 02:46 PM
aight
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JrMasterModelBuilder 13-Jun-18 03:04 PM
BTW, any good alpha save file samples? The format is a little different
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Ondrik🅱 (Ondrej) 13-Jun-18 03:04 PM
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JrMasterModelBuilder 13-Jun-18 04:22 PM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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ShadowDraikana 13-Jun-18 04:23 PM
👌
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Hexadecimal Mantis 13-Jun-18 04:23 PM
looks good
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JrMasterModelBuilder 13-Jun-18 08:57 PM
Here's spheres.cdx, which is oddly big-endian (I wonder if perhaps a 3rd party tool generated it): https://github.com/TheLegendOfMataNui/sage-file-formats/tree/master/CDX/CDX_spheres (edited)
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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Hexadecimal Mantis 13-Jun-18 09:03 PM
huh
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JrMasterModelBuilder 13-Jun-18 09:50 PM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
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Hexadecimal Mantis 13-Jun-18 09:51 PM
OH
what exactly is BHD? I feel like its purpose is kind of blurry. is it a skeleton or vertex constraint of some kind? (edited)
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JrMasterModelBuilder 13-Jun-18 09:58 PM
Not exactly sure, but it's in the "ModelHierarchy" area of the EXE. (edited)
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Hexadecimal Mantis 13-Jun-18 09:59 PM
I should probably check that out sometime. Have you ever looked into the grapple animation issue? I've been stumped for a while
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JrMasterModelBuilder 13-Jun-18 09:59 PM
Shadow suggested: "These seem to handle character rigging for models/animations."
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Hexadecimal Mantis 13-Jun-18 10:00 PM
thats about what i expected. back in the alpha, i replaced onua's with the db beta one, and it fixed his legs
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JrMasterModelBuilder 13-Jun-18 10:00 PM
Haven't looked into it, what issue are you referring to?
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Hexadecimal Mantis 13-Jun-18 10:03 PM
When you use the grapple, instead of completing the grapple drag animation, it abruptly switches to the falling animation. I looked at some of the exe functions, and i suspect the "Drag activate" or whatever its called is the culprit, as its the only function that has noticeable differences from the alpha.
but there is nothing in the function that suggests a forced animation switch from what i can tell, and shadow swears its not an osi problem
I also looked at the toa falling function, and it looks fine.
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JrMasterModelBuilder 14-Jun-18 01:34 AM
sage-file-formats - Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine)
Wish I had better variable names, but...
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V A H K I T I 14-Jun-18 01:35 AM
OOOOOOH NI🅱🅱A YOU DID A DO
So we know the animation format now?
xD
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JrMasterModelBuilder 14-Jun-18 01:35 AM
Kinda?
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V A H K I T I 14-Jun-18 01:35 AM
Just kinda? 😛
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JrMasterModelBuilder 14-Jun-18 01:36 AM
Most variable names are non-descriptive.
And I'm not sure what exactly those files do.
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V A H K I T I 14-Jun-18 01:37 AM
Hm.
@benji @Hexadecimal Mantis, feel like having a crack at it?
The binary templates here might help.
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JrMasterModelBuilder 14-Jun-18 01:38 AM
Still wondering what TCB stands for.
I think Quat is probably short for quaternion.
TCB Controllers produce curve-based animation much like Bezier controllers. However, TCB controllers do not use tangent types or adjustable tangent handles. They use fields to adjust the Tension, Continuity, and Bias settings. Assign Controller > TCB ... Standard menu: Animat...
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JrMasterModelBuilder 14-Jun-18 01:48 AM
The TCB Position controller provides Tension, Continuity, and Bias controls of the splines of a function curve. TCB Controllers also produce curve-based animation much like the Bezier controllers. However, TCB controllers do not use tangent types or adjustable tangent handles...
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V A H K I T I 14-Jun-18 01:48 AM
Seems likely
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JrMasterModelBuilder 14-Jun-18 02:17 AM
So the file probably contains TCB keyframes exported from Max somehow.
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V A H K I T I 14-Jun-18 02:17 AM
If it's all keyframe animation, that'll sure make Makuta easy to program
At least on a basic entity level.
THat would also explain how they managed/planned to implement animation blending way back then.
Keyframe animations naturally fill in their own gaps whenever possible. If my understanding of it is correct, one would just have to figure out how to daisy chain all those individual sequences together.
Which I theorize is already in place with the Takara, the dancy bois, and certain cinematics.
@JrMasterModelBuilder Do you think it's ALL keyframed, or just certain parts of it?
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JrMasterModelBuilder 14-Jun-18 02:24 AM
Do I think what is all keyframed?
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V A H K I T I 14-Jun-18 02:24 AM
The animations
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JrMasterModelBuilder 14-Jun-18 02:24 AM
I'm really not sure.
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V A H K I T I 14-Jun-18 02:25 AM
Well.. let's hope it is then, cause that will make animation modding SUPER easy moving forward.
Like easy enough that I could probably do it right now as we speak, hopped up on sleep meds. Keyframing in Max is one of the first things I learned to do. (edited)
It's pretty much just like stop-motion animation if you've ever done that.
Make pose 1, set a frame. Make pose 2, set a frame. The program then calculates the movement between frames 1 and 2 automatically, and it animates itself.
I use keyframes for a lot of 2D stuff in Vegas as well.
Tl;dr: If the game exclusively uses keyframe animation, our lives just got a whole lot easier. 😛
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JrMasterModelBuilder 14-Jun-18 03:14 AM
Well, let me know if you figure out anything more about the keyframes.
Apparently it's an old 3DS Max system: "The TCB controller is the original (and most ancient) method used by 3ds Max for key interpolation."
It may have been the main animation method in Max at the time. (edited)
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benji 14-Jun-18 03:18 AM
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JrMasterModelBuilder 14-Jun-18 03:19 AM
Yeah, didn't really understand it though.
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ShadowDraikana 14-Jun-18 11:55 AM
@JrMasterModelBuilder Interesting, so there was a second cdx format in the exe
Is the second one present in the alpha exe?
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JrMasterModelBuilder 14-Jun-18 02:19 PM
Yeah, it's in the alpha EXE too.
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ShadowDraikana 14-Jun-18 02:20 PM
hmm
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Ondrik🅱 (Ondrej) 17-Jun-18 06:31 AM
I have something to add to the save file format (edited)
I found out how the "unsure bytes" work
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Hexadecimal Mantis 17-Jun-18 10:15 AM
Iirc jmmb figured out the whole file
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Ondrik🅱 (Ondrej) 17-Jun-18 10:16 AM
weren't there some bytes they were "unsure" what they did?
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Hexadecimal Mantis 17-Jun-18 10:27 AM
they were unsure on shadowknight's screenshot, but not on the template afaik
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Ondrik🅱 (Ondrej) 17-Jun-18 10:27 AM
ah ok thanks
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Napsterdude 19-Jun-18 07:43 AM
You got his save files?
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Ondrik🅱 (Ondrej) 19-Jun-18 07:54 AM
Yup
5 of them
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Napsterdude 19-Jun-18 08:08 AM
From where?
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Ondrik🅱 (Ondrej) 19-Jun-18 08:09 AM
Old snapshot of RedQuark‘s FTP server (Onua.blk was there too)
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Napsterdude 19-Jun-18 08:12 AM
Is he the guy that talked to deepbrick
And got his files?
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Ondrik🅱 (Ondrej) 19-Jun-18 08:13 AM
Yup. He leaked the gameplay too
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Napsterdude 19-Jun-18 08:13 AM
Yeah
Whats onua.blk again?
Havent really been up to date
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Ondrik🅱 (Ondrej) 19-Jun-18 08:14 AM
The file that contains data for Onua like the model ( that’s how we had his beta model in the alpha)
It‘s in data/characters/onua
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Napsterdude 19-Jun-18 08:15 AM
And it was replaced with the DB one?
New animations of something included aswell (edited)
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Ondrik🅱 (Ondrej) 19-Jun-18 08:18 AM
Yeah a new ledge grabbing animation that partially fixed L1A1 OoB
for example
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Napsterdude 19-Jun-18 08:18 AM
Where did the high poly model come from?
The file or the alpha
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Ondrik🅱 (Ondrej) 19-Jun-18 08:19 AM
dunno
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Napsterdude 19-Jun-18 08:20 AM
And you guys reconstructed the rest
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Ondrik🅱 (Ondrej) 19-Jun-18 08:20 AM
Yea.
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Napsterdude 19-Jun-18 08:20 AM
And updated the game with those?
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Ondrik🅱 (Ondrej) 19-Jun-18 08:21 AM
I think
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Napsterdude 19-Jun-18 08:21 AM
Or kept the original
Ok
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Ondrik🅱 (Ondrej) 19-Jun-18 08:21 AM
You‘d have to ask someone else about the models
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Napsterdude 19-Jun-18 08:21 AM
Was there anything else that deepbrick gave?
I only knew about the footage at the time
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Ondrik🅱 (Ondrej) 19-Jun-18 08:24 AM
He gave screenshots, the model file for Onua, the save files, a playthrough of Onua's level up until the glitch, Frontend footage and credits. (edited)
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Napsterdude 19-Jun-18 08:26 AM
Ok
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Ondrik🅱 (Ondrej) 19-Jun-18 08:29 AM
Mask Of Destiny is the longest-running LEGO BIONICLE fan site on the web.
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Napsterdude 19-Jun-18 08:39 AM
Which forum was the one that deep brick discussed with redquark on
Cant find it
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Ondrik🅱 (Ondrej) 19-Jun-18 08:39 AM
idk but let's take this discussion to #litestone-general
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omegalucas 19-Jun-18 11:14 AM
The beta models (all of them) came with the beta
It's the ones in game right now
The only high poly model came with the alpha and is Onua
Same model used in the opening cutscene
The other five were built from him
None are in game yet
The high poly models from the Kaita cutscene were not in the beta files afaik. They seem to be the same as the alpha high poly models, but with different textures
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Napsterdude 21-Jun-18 03:23 AM
Can the high poly model be used in the beta?
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omegalucas 21-Jun-18 08:14 AM
Onua's can be used directly I think (as it could in the alpha), the others may need some rigging first (whatever technique was used in this game for rigging)
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Napsterdude 21-Jun-18 08:25 AM
Ok
I saw somewhere the chat a few days ago that it wont work (edited)
@V A H K I T I Do you know? (edited)
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Napsterdude 22-Jun-18 08:03 AM
It seems like the hipoly onua model wont work for the beta
Cause the packages are in .blk
There a way to put the files inside the .blk file? (edited)
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Ondrik🅱 (Ondrej) 22-Jun-18 08:07 AM
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Napsterdude 22-Jun-18 08:10 AM
Ok
Also whats onuaBETA.x in the alpha?
Telling by the dates it originally wasn't in there without patches
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Ondrik🅱 (Ondrej) 22-Jun-18 08:13 AM
Yeah that's Onua's beta model
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Napsterdude 22-Jun-18 08:13 AM
The same model in the beta we have right?
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Ondrik🅱 (Ondrej) 22-Jun-18 08:14 AM
yeah
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Napsterdude 22-Jun-18 08:14 AM
Why put it in?
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Ondrik🅱 (Ondrej) 22-Jun-18 08:14 AM
idk
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omegalucas 22-Jun-18 09:29 AM
They backported the animations to fix stuff
The model itself I'm not sure
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ShadowDraikana 25-Jun-18 11:53 AM
Does anyone by chance know if the sound effects from BtG GBA have been ripped out? I would greatly appreciate it.
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Ondrik🅱 (Ondrej) 25-Jun-18 12:00 PM
I don't, sorry.
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Hexadecimal Mantis 25-Jun-18 01:40 PM
You could always rip them. There are plenty of gba sound ripping tools
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V A H K I T I 25-Jun-18 01:43 PM
Not possible
Of all the BIONICLE GBA games, only Tales of the Tohunga uses the standard Sappy sound engine.
It's the same reason sounds can't be ripped from Metroid Zero Mission.
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ShadowDraikana 25-Jun-18 01:45 PM
Much disappoint
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Hexadecimal Mantis 25-Jun-18 02:01 PM
There are other ways you can do it
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V A H K I T I 25-Jun-18 02:02 PM
Recordings, or proper soundfont and midi rips like the Sappy rippers do?
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Hexadecimal Mantis 25-Jun-18 02:03 PM
Not sure about soundfonts. But i got midis out of a gba rom that used a different engine a while ago
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V A H K I T I 25-Jun-18 02:08 PM
Interesting
Which game?
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Hexadecimal Mantis 25-Jun-18 02:10 PM
It was some obscure game from a multicart
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V A H K I T I 25-Jun-18 02:11 PM
Interesting. Well if you have time to take a look at BIONICLE The Game sometime, I'd appreciate that too, cause I've been wanting to use assets from that game for a while in my own projects.
On the note of time, how goes the SLB tools?
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Hexadecimal Mantis 25-Jun-18 02:12 PM
Been on vacation. I started working on it earlier this week
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V A H K I T I 25-Jun-18 02:12 PM
Ye. Not trying to rush you or anything, just curious how progress is going.
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Hexadecimal Mantis 25-Jun-18 02:13 PM
There are still a few things i need to figure out how to do. I have an idea about how i could go about writing the pointers, not sure if it would work in practice though. I might end up switching to python honestly
C can be annoying when copying and writing binary
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V A H K I T I 25-Jun-18 02:14 PM
Python is fine
I just hope eventually all these tools can be merged into one editor for this game.
Cause LOMNTool is written in C, (I think) the BLK tool is in Python, the OSI disassembler is in some form of Javascript or Json I think you said?
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Hexadecimal Mantis 25-Jun-18 02:21 PM
Its js. It uses node js lol
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JrMasterModelBuilder 25-Jun-18 04:25 PM
LOMNTool is C#
My SAGE tool is written in TypeScript compiled to JavaScript.
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Hexadecimal Mantis 25-Jun-18 04:49 PM
Wait you used TypeScript?
Did that make it easier to work with?
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JrMasterModelBuilder 26-Jun-18 12:50 AM
I made it easier to make sure I didn't make certain kinds of mistakes.
It's basically just JavaScript with type checking.
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Lewa Mata 23-Aug-18 07:57 AM
hi may i ask you ? i would like to ask on this https://www.rockraidersunited.com/topic/5964-models-and-textures-research-and-tools/ i dont know how to extract the files in noesis because i am trying to finde somenthing in lewa mata level repair it my idea is to extract the files put them in to 3ds max and try to repair the terrain
Some of you may already know from my posts in the Game Archive Extracting (Research and Tools) topic that I was working on scripts that would allow to view and extact the models and textures from Bionicle: the Game. Well, I think developed them to the point where I can make a...
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benji 23-Aug-18 03:35 PM
LOMNTool is what you want to use. See the link in #lomn-info
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Hexadecimal Mantis 23-Aug-18 03:36 PM
He's asking about BTG
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benji 23-Aug-18 03:38 PM
Oh... In a lomn channel... HMM
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Hexadecimal Mantis 23-Aug-18 03:42 PM
Yea he was warned for spam
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V A H K I T I 23-Aug-18 03:43 PM
It was posted in ALL the LOMN channels
I already took care of that. Pac
He also PMed an unknown amount of people, myself included. (edited)
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Hexadecimal Mantis 23-Aug-18 03:43 PM
Me too
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V A H K I T I 23-Aug-18 03:44 PM
Sons of Makooti
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Hexadecimal Mantis 23-Aug-18 03:44 PM
Lol
Why do they all come from my channel?
I should delet
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kaltathenoblemind 21-Sep-18 10:44 AM
unsure if this is the right channel but does anyone know how to extract 3d mesh data from the 2002 mata nui explorer? i tried 3dx ripper but it didnt seem to work. didnt register
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V A H K I T I 21-Sep-18 10:48 AM
Is Mata Nui Explorer flash or shockwave?
I'm going to assume the latter.
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Hexadecimal Mantis 21-Sep-18 10:49 AM
Cant you just use a swf decompiler?
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V A H K I T I 21-Sep-18 10:49 AM
Not on shockwave
To this day the format is not entirely known
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Hexadecimal Mantis 21-Sep-18 10:49 AM
Wow rip
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V A H K I T I 21-Sep-18 10:50 AM
@JrMasterModelBuilder used some program before to rip the Takua model and textures from Backlot's w3d files, but I forget what it was called.
(For the record, yes, that model is identical to the TNGA model from LOMN)
The one thing the Backlot model has over LOMN's is proper texture coordinates. The textures themselves unfortunately are highly compressed. Far more so than LOMN.
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r543 (@mention for replies) 21-Sep-18 11:58 AM
Shockwave wasn't used too much and as such less reverse engineering was spent into it unfortunately...
TNGA? And nice!
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V A H K I T I 21-Sep-18 11:59 AM
The original unused Matoran model that the MNOG vectors were based on.
It was apparently repurposed with only downscaled textures for Lego Studios Backlot.
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r543 (@mention for replies) 21-Sep-18 12:04 PM
OH, so the MNOG ones were based on models? I see, was wondering how good they got. Unused? Also I do wonder about the other Toa, are those based on the LOMN ones by chance? Ah Takua, just like he was in Quest for the Toa/Tales of Tohunga?
Regarding the Pakari, that one is displayed wrong in MNOG for most places. I wonder if they only had the mask model but no texture?
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kaltathenoblemind 21-Sep-18 12:46 PM
is the app Dessalt 3dVia Printscreen? because i heard it's supposed to be the superior 3d capture because it rips the data from the GPU itself while i think 3ds ripper just uses the game's file directory.
as for the MNOLG characters i think Saffire offererd their assets to Templar so i guess it uses the Toa as well.
simple technique too. basiclaly just toon shaded the 3d assets and either vectorized them or simply traced them in flash.
it's why the masks look so weird. they were using the game models that just have transparency alphas for the holes.
All on screen visible 3D shapes and textures can be saved. This is similar to the classical 2D print screen. No 3D skills required. Everyone can now ...
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r543 (@mention for replies) 21-Sep-18 01:46 PM
Game's file directory? And nice, still it looked nice and was well done, regardless of if people see the methods are cheap. Actually aren't most masks fine?
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Hexadecimal Mantis 21-Sep-18 01:49 PM
@V A H K I T I someone is writing a long overdue replacement for sappy (editor). Supposedly, it will support more engines than just the sappy sound engine. I currently dont have the dependencies to compile it, but it could eventually be useful for those bionicle gba games (edited)
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benji 21-Sep-18 02:00 PM
3D ripper DX doesn't read from files, it intercepts DirectX calls, same as how ninja ripper and 3Dvia printscreen work (except 3Dvia can also intercept OpenGL)
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kaltathenoblemind 21-Sep-18 02:01 PM
ah! guess i misinterpeted what that meant.
and r543 some of the masks seemed to have been too simple, namely the noble ruru and great pakari. specifically they lacked the holes the orignal masks had. and i think caused the confusion between those masks.
i tried installing 3dvia and it never works. it seemed like soemthing i need for this
from what i have seen the low poly island of mata nui has the exact dimensions i am looking for my uprezzing of faber's hightmap.
the 8 bit map is too low fidelity to get the hight information from the map itself and using the profile from the turaga files image about the mata nui robot is too high to look proper but lowering the overall hight in world machine makes it look too flat.
and i think the texture map the mesh uses is this concept art which lists the dimensions in "Kio".
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r543 (@mention for replies) 21-Sep-18 02:12 PM
And yeah, I did want to say that, unless 3ds ripper was meant to be something else. 3d Ripper is kind of outdated and also kind of requests 32 bit os forsome stuff... Haven't tried Ninja Ripper and 3dviaprintscreen yet. Noble Ruru, which one was that, and yeah Pakari but I do think it was only two or so which maybe had missing textures, the other ones were done right and the Toa versions definitely were.
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kaltathenoblemind 21-Sep-18 02:13 PM
mask of night vision. whenua's mask
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r543 (@mention for replies) 21-Sep-18 02:14 PM
I did figure that out, trying to find MNOG1 versions
But I guess they got the files without textures or something
Because the Onua itself is fine, so I'd guess that the Matoran they got(Takua?) didn't have the texture and neither did the ruru?
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kaltathenoblemind 21-Sep-18 02:16 PM
and damn are there other 3d capture apps out there? they discontinued 3dvia years ago and only exists as a pirated app.
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r543 (@mention for replies) 21-Sep-18 02:17 PM
Thanks for the help though.
Ouch
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kaltathenoblemind 21-Sep-18 02:17 PM
i think they updated the templar assets for the borok animations but i remeber the pakari was missing the grating
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r543 (@mention for replies) 21-Sep-18 02:17 PM
Well usually there's scripts and all luckily
Pakari was, Onua's was right though
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kaltathenoblemind 21-Sep-18 02:17 PM
ooh nonprogrammer like me cant use that 😦 seems to go over my head
it's missing the hole in the "cheeks"
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r543 (@mention for replies) 21-Sep-18 02:18 PM
Huh?
And that's true
Still has the indents though
This one has issues, but that's form the Bohrok animations
I do think they didn't port all masks over, that's why we had quite a few "same faces" near the beginning of MNOG, later on they didn't seem to have as much time to flesh it out anymore
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kaltathenoblemind 21-Sep-18 02:19 PM
i tried using scripts and i soemhow coudnt follow the instructions.
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r543 (@mention for replies) 21-Sep-18 02:19 PM
Hmm, what were those scripts?
So yeah, it does miss minor details, but nowhere as jarring as the Pakri, anyways, not wanting to interrupt.
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kaltathenoblemind 21-Sep-18 02:20 PM
same faces as in reused the same masks for differnt charatcers? or like they didnt have all 12 masks so reused masks on someone who had unique mask?
eh unsure if i can say since it's illegal stuff but let's just say i had difficulty doing a chmod on mac
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r543 (@mention for replies) 21-Sep-18 02:21 PM
Basically, Ta-Koro in MNOG has quite a few Jaller's(back before he was seen as Unique, so that was a "Hau Ta Matoran") as well as multiple Kakama Ta-Matorans
Illegal stuff? Eh? Don't think people would mind, but yeah being on mac does make it more difficult.
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kaltathenoblemind 21-Sep-18 02:22 PM
piracy.
and maybe that's it mac isnt script friendly XD.
still hope there's a one click app i could use.
i remeber talks in litestone concepts about making a metru nui game based on LOMN using ripped assets from the canceled Bionicle The Game 2 and i know there's 3d assets in Stop the morbuzakh.
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r543 (@mention for replies) 21-Sep-18 02:31 PM
Ah I was wondering if it was Jailbreak like stuff. Stop the Morbuzakh doesn't have that much though and I don't think it's really high poly, could work for a few small things though.
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kaltathenoblemind 21-Sep-18 02:32 PM
i figured they can be bases/templates to build original assets off of. like match textures or build other assets from existing assets.
i know we got the promo images from the ads and the concept art from the movies to do more. but actual 3d assets to look at every side and decontruct seem to be more valuble refernce 😄
one reason why i was so excited about LOMN being found. closest to offical art if i make sense.
since from what i seen a lot of concepts and assets were used as basis for all the offical stuff.
one asset i would love to get my hands on would be the kini nui used in the ads. the big temple with the spires. i think faber has the mesh since he did some concepts using it but i dont think he'd give it out so freely.
so i tried modeling it from just measuring the images and i think my technique gives bad data:(
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r543 (@mention for replies) 21-Sep-18 03:01 PM
Wish that we could get our hands on all this ancient stuff. Oh?
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kaltathenoblemind 21-Sep-18 03:14 PM
yeah. i basiclaly tried tracing shapes then used photshop's measuring tool to get measurments but since the shots are angled and i treated them as orthographic images some dimensions get skewed.
tried using autodesk imagemodelr to line the images up in 3d space but they never seem to line up nor do the cameras ever export properly orientated. and the other photomodeler app i used needs lense data to work which a CG image doesnt
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kaltathenoblemind 21-Sep-18 03:24 PM
https://www.youtube.com/watch?v=Oie1ZXWceqM this app would be soo useful to me and almost anyone who uses 3d modeling from VFX to CAD to machine vision and learning
by Tao Chen · Zhe Zhu · Ariel Shamir · Shi-Min Hu · Daniel Cohen-Or
https://www.youtube.com/watch?v=6XggrOAJwRg technically released but i got no idea where to aquire it from and seems reletivly underpowered
3 Sweep Authoring Tool Paper: Tao Chen, Zhe Zhu - 3-Sweep: Extracting Editable Objects from a Single Photo, SIGGRAPH 2013 Team Member: Chuang Lan, Menglu Wan...
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kaltathenoblemind 21-Sep-18 03:51 PM
https://github.com/MichaelMure/3DMM i think this is a similar thing but it is avalible to download.
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r543 (@mention for replies) 21-Sep-18 03:57 PM
@kaltathenoblemind I understand, but breaking it down to more basic shapes(afaik the kini did have some round shapes and square ones?) could help a lot.
Those can also be useful
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kaltathenoblemind 21-Sep-18 04:07 PM
that's what i did by tracing out the shapes. like for example the spires have round elements from oblong sides to weird disks soi used the curcle shape trace out the viible parts and mirrored it to be symmetrical and then erased the bit that was "buried" and then i'd measure that, get the hight get the radius and i think i used the same template for the other side and shrunk it till it fit.
that's the part that got me. i suck at math and had to caclulate the distance by how much i shrunk it if i make sense.
i made the kini nui about 5 times and i think it kept growing as my numbers creeped up.
doesnt help that most of the hard edges were beveled so i cant get a proper "angle" for lack of a better word and my only constant,the Toa, were standing at certain agles so cant get even a proper read.
a toa is roughly 1.5 meters tall so i was using them as my rule of thumb but due to perspective and the masks adding more hight i cant get that good measurements.
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JrMasterModelBuilder 21-Sep-18 04:26 PM
I had used binwalk to search and dump the binary file for known file types.
That won't work on a DCR due to compression though.
I have some half-baked code that can dump out DCR segments though. (edited)
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kaltathenoblemind 21-Sep-18 04:30 PM
i dont need all the data just enough of the mesh to measure length width and hight. especially hight.
also i think i know what they used for the texture and i have a high rez version 😄 specifically the watercolor concept art of mata nui faber did 😄
@JrMasterModelBuilder have you heard of 3dvia print screen?
my biggest issue is trying to measure distance from scale. like knowing a toa is 1.5 meter does not tell me the suva kaita is 2 meters wide because the toa is like 4 meters away so the suva may be smaller.
mainly wy i am hunting for am arbitrary photo modeler. so i can line up the images and let the 3d envirment give me the distance.
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JrMasterModelBuilder 21-Sep-18 05:03 PM
I've heard of it, and used it a bit.
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UTTER_BODGE 21-Sep-18 05:18 PM
I made a converter to turn the files it produces into obj, specifically for LDD captures though
assumes a lot of things about the captures that would be different with things other than LDD
not sure it works on shockwave, anyway
think I might have tried it on backlot once
didn't work
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kaltathenoblemind 21-Sep-18 05:28 PM
damn shockwave really is a mystery format.
i think i tried opening some sort of file that shown the backlot matoran in adobe director but i could never export it.
guess i misunderstood the description of that 3dvia app. saying it captured the data straight form GPU render so it doesnt matter what format it was in.
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JrMasterModelBuilder 21-Sep-18 05:34 PM
Which file were you trying to dump?
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kaltathenoblemind 21-Sep-18 05:52 PM
the island mesh from the 2002 mata nui explorer
specifically for the dimensions. trying to get the ASL hight from concept art seemed fruitless.
though i admit i only used 3dripper x as i coudlnt install 3dvia.
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r543 (@mention for replies) 21-Sep-18 05:57 PM
I know of extractor which works similar to binwalk I guess? Also Bionicle the Game also has said Suva which might work as reference?
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kaltathenoblemind 21-Sep-18 05:58 PM
nah that suva is nothing like the one in the offcial images. 6 spires for one XD but thans anyway:D
the LOMN mini kini seem to make up the first tier of the one shown in the ads even down to having the same textures. but the spires are more simplified and scaled down.
if i had a proper photomodeler or compositor app that would let me match move the model to one image i could probably figure out all the other dimensions myself 😄
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JrMasterModelBuilder 21-Sep-18 06:03 PM
@kaltathenoblemind
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kaltathenoblemind 21-Sep-18 06:06 PM
@JrMasterModelBuilder holy cow thankyou for this 😄
how'd you do it and with what? so i dont have to pester you guys for these things XD
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JrMasterModelBuilder 21-Sep-18 06:06 PM
Incidentally, I don't know what most of those sections are, or which one holds the 3d model.
I used some JS code I wrote prior.
It needs rewriting, it's a convoluted mess.
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kaltathenoblemind 21-Sep-18 06:07 PM
oh. cool:) and i bet i can shift through it all. might have some other data i might want like the Island outline they show in the UI
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JrMasterModelBuilder 21-Sep-18 06:10 PM
I think b_1056_XMED_c0.bin is probably the model.
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kaltathenoblemind 21-Sep-18 06:11 PM
will chekc it 😃 thankyou again
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JrMasterModelBuilder 21-Sep-18 06:13 PM
binwalk found these images in the file (edited)
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kaltathenoblemind 21-Sep-18 06:13 PM
ooh thanks:D will chekc them
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JrMasterModelBuilder 21-Sep-18 06:13 PM
Dunno what the model format is
Header: 3DEM
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kaltathenoblemind 21-Sep-18 06:14 PM
i got a converter so i bet i can make it OBJ
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JrMasterModelBuilder 21-Sep-18 06:14 PM
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kaltathenoblemind 21-Sep-18 06:15 PM
ooh .bin cant be extracted with the unarchiver.
then again i am on a mac and maybe this is more windows friendly
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JrMasterModelBuilder 21-Sep-18 06:16 PM
The file extensions are meaningless.
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kaltathenoblemind 21-Sep-18 06:16 PM
hah it would be awesome if this had actual terrain data XD i just know Faber used Bryce to make the orignal islands.
so i should change it to zip or soemthing and it'll work?
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JrMasterModelBuilder 21-Sep-18 06:18 PM
The correct file extension depends on the file contents.
Many files don't necessarily have a correct extension.
It's just a dump of the various segments, whatever they contain.
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kaltathenoblemind 21-Sep-18 06:19 PM
btw checked the images 😄 i was right it was faber's concept art XD
but for sure .bin is a type of archive right? so if i make it another archive it might open
changed the .bin to a zip.
trying to unarchive now
wasnt doing anything
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JrMasterModelBuilder 21-Sep-18 06:24 PM
.bin is sometimes found on some archives, in this case it's just short for binary. (edited)
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kaltathenoblemind 21-Sep-18 06:24 PM
brb
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JrMasterModelBuilder 21-Sep-18 06:24 PM
I doubt any of the files are actually archives.
Possible hint about the format from Shockwave 3d Asset.x32 :
Intel(R) C/C++ Compiler Special Edition W2.0 000316 : C:\develop\rushmore\tron\xtras\3d\bones\ifxskin_p3.cpp : -Qvc6 -nologo -MD -W3 -O2 -Ob2 -I c:\develop\rushmore\tron\xtras\3d\Include_ifx -I c:\develop\rushmore\tron\xtras\3d\Include_moa -I c:\develop\rushmore\tron\xtras\3d\Include_ifx\base -I c:\develop\rushmore\tron\xtras\3d\Include_ifx\MultiRes -I c:\develop\rushmore\tron\xtras\3d\Include_ifx\I3DSTK1_0 -I c:\develop\rushmore\tron\xtras\3d\Bones -I c:\develop\rushmore\tron\xtras\3d\MOALayer -I c:\develop\rushmore\tron\xtras\3d\Scenegraph\BoundHierarchy -I c:\develop\rushmore\tron\xtras\3d\Scenegraph\Render -I c:\develop\rushmore\tron\xtras\3d\Scenegraph\Render\DirectX -D WINVER=0x0400 -D _WINVER=0x0400 -D WINDOWS -D _WINDOWS -D WIN32 -D _WIN32 -D WIN32_LEAN_AND_MEAN -D RELEASE -D _RELEASE -D NDEBUG -D _NDEBUG -D XDEBUG=0 -D _MBCS -D _LIB -D IFXAPI_EXPORT -FoRelease/ -FdRelease/ -FD -cIntel(R) C/C++ Compiler Special Edition W2.0 000316 : C:\projects\rushmore\tron\xtras\3d\scenegraph\render\renderdirectx\cifxrenderlayerdirectx70wmt.cpp : -Qvc6 -nologo -MD -W3 -O2 -Ob2 -I C:\Projects\Rushmore\Tron\xtras\3d\Include_ifx -I C:\Projects\Rushmore\Tron\xtras\3d\Include_moa -I C:\Projects\Rushmore\Tron\xtras\3d\Include_ifx\base -I C:\Projects\Rushmore\Tron\xtras\3d\Include_ifx\MultiRes -I C:\Projects\Rushmore\Tron\xtras\3d\Include_ifx\I3DSTK1_0 -I C:\Projects\Rushmore\Tron\xtras\3d\Bones -I C:\Projects\Rushmore\Tron\xtras\3d\MOALayer -I C:\Projects\Rushmore\Tron\xtras\3d\Scenegraph\BoundHierarchy -I C:\Projects\Rushmore\Tron\xtras\3d\Scenegraph\Render -I C:\Projects\Rushmore\Tron\xtras\3d\Scenegraph\Render\DirectX -D WINVER=0x0400 -D _WINVER=0x0400 -D WINDOWS -D _WINDOWS -D WIN32 -D _WIN32 -D WIN32_LEAN_AND_MEAN -D RELEASE -D _RELEASE -D NDEBUG -D _NDEBUG -D XDEBUG=0 -D _MBCS -D _LIB -D IFXAPI_EXPORT -FoRelease/ -FdRelease/ -FD -c
I assume that xtra is what parses it.
A lot of symbols with a CIFX prefix.
GitHub clone of SVN repo svn://svn.code.sf.net/p/mathgl/code/ (cloned by http://svn2github.com/) - svn2github/MathGL
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kaltathenoblemind 21-Sep-18 06:43 PM
are you able to open any of them?
https://fileinfo.com/extension/bin this says it's either a unix binary file, generic binary or a binary disk
Learn about .BIN files and view a list of programs that open them.
btw very thankful for all the help you are offering
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benji 21-Sep-18 06:57 PM
could you upload the model bin?
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kaltathenoblemind 21-Sep-18 07:12 PM
sure
this is what Jr says the mesh may be in
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benji 21-Sep-18 07:18 PM
The terrain visualization and relief shading software 3DEM can be downloaded from this site.
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kaltathenoblemind 21-Sep-18 07:23 PM
unsure may try. though i have no reason to think it would.
i will be so psyched if this dinky toy tie in actually contained geographic data XD
crap it's exe and i'm on mac
i have to think it's a game engine type file. since it was used for a game
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JrMasterModelBuilder 21-Sep-18 11:11 PM
I suspect it's a Shockwave-specific format.
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kaltathenoblemind 22-Sep-18 03:23 AM
back from dinner. and that means it can only be opened in shockwave flash?
cant export the data any other way?
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JrMasterModelBuilder 22-Sep-18 01:13 PM
Shockwave Flash: No. Shockwave Director: Maybe, but there's a good chance no. Some other way: Unknown.
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r543 (@mention for replies) 22-Sep-18 01:19 PM
Afaik it's like Flash where the original file gets compiled though?
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kaltathenoblemind 22-Sep-18 01:20 PM
damn so i cant get at the 3d files 😦
my copy of director is buggy as it doesnt leave the welcom window so everything is obscured
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JrMasterModelBuilder 22-Sep-18 02:08 PM
Director is a kinda predecessor to Flash, created in the days of the "interactive CD-ROM". It's kinda like Flash in some ways, more complex in some ways, and also more primitive in others. (edited)
I think publishing to web was an afterthought for Shockwave. (edited)
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r543 (@mention for replies) 22-Sep-18 02:38 PM
Was it? Shockwave could do more 3d stuff but Flash was able to do more stuff later on and Shockwave kind of faded as such, not that Adobe seemed to really care much about both of them.
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JrMasterModelBuilder 22-Sep-18 03:01 PM
Yeah, Shockwave had 3d stuff early on. Flash later got GPU drawing abilities that enabled developers to make 3D libraries.
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r543 (@mention for replies) 22-Sep-18 03:09 PM
Ah I see, but you needed 3d libs?
Also afaik Shockwave was able to do Flash stuff but not vice Versa
Would make sense if Shockwave was going to be the one, but that wasn't the case for some reason
Maybe Flash was really made with Web stuff in mind while Shockwave wasn't?
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kaltathenoblemind 22-Sep-18 03:26 PM
seems the .bin cant be imported to director
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kaltathenoblemind 22-Sep-18 05:31 PM
nothing can open the bin file?
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r543 (@mention for replies) 22-Sep-18 06:09 PM
A .bin file can be pretty much anything, best to check what it is in the header
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JrMasterModelBuilder 22-Sep-18 07:01 PM
Director can pay flash files and do a lot of what flash could. Flash was better made for the web. I think Director's downfall was all the features, and their added weight.
For example, there was a Havok Xtra, which added for Shockwave 3D. Support for it after release was pretty bad though. They never updated it for Intel-based macOS, possibly due to licensing issues or cost.
With Flash they didn't include a physics engine, instead letting the developer choose a physics engine.
ActionScript was also much better than Lingo.
AS was similar to JavaScript ES3, then later ES4.
Later versions of Director did get JavaScript style language support though, not sure how that worked though.
I kinda think Flash is what they made after they learned their mistakes from Shockwave. (edited)
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kaltathenoblemind 22-Sep-18 07:32 PM
and so since barley anyoe used this clunky tech nobody would bother trying to reverse engineer it
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r543 (@mention for replies) 22-Sep-18 08:29 PM
Actually, well not Adobe but the original company
Adobe just bought up the original company and that was it
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kaltathenoblemind 22-Sep-18 08:42 PM
oh.
apparently nobody knows what format the file is thus cannot open it
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kaltathenoblemind 22-Sep-18 11:34 PM
holy hell i am furious. the goddamn .bin file is recursive
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Hexadecimal Mantis 22-Sep-18 11:36 PM
can you send it
?
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kaltathenoblemind 22-Sep-18 11:36 PM
found an app that opens it but the new file is just the .bin with a new file extention and by opening that gives me a new .bin file
sure
it came from the files dumped by jrmasterworks from the mata nui explorer app
supposedly that's where the island mesh is
what's even worse is that the new .bin files have the same creation date as the original. no idea what it means
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kaltathenoblemind 23-Sep-18 12:14 AM
some good news. these bins can be viewed by VLC but it just shows a blank white screen
is there a way to figure out what data a file may have?
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benji 23-Sep-18 02:34 AM
yep
one secv
website that can identify most file formats (including pick up on compression, if used) http://mark0.net/soft-trid-e.html
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kaltathenoblemind 23-Sep-18 10:30 AM
@benji thankyou 😄
crap only for windows and linux 😦 and terminals scare this tech illiterate normie
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benji 23-Sep-18 11:31 AM
Probably wouldn't have worked anyways, but it has identified compression when I couldn't multiple times
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kaltathenoblemind 23-Sep-18 12:06 PM
oh? you have the app installed already?
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benji 23-Sep-18 12:22 PM
Before I wiped my hard drive last week I had it downloaded somewhere
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kaltathenoblemind 23-Sep-18 12:50 PM
able to download it again?
i apologize if i am being too demanding and such.
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Ondrik🅱 (Ondrej) 02-Oct-18 08:42 AM
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Ondrik🅱 (Ondrej) 08-Oct-18 03:38 PM
Has anyone tried contacting the guy mentioned in that file? I tried searching for that newsgroup and no results came up
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The Cap'm (Reese) 20-Oct-18 04:46 PM
Out of curiosity, I checked all of Tahu's animations recently (to see if there are any related to the dragon. Long story short: not really), and I found three unused ones. They all had the name TAHU SHIELDING, and they seem to be related to some unimplemented mechanic. Swapped some animations to get them to play instead of the normal firing animation, and got this:
There's an ending animation to this too (couldn't get it to play alongside these)
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V A H K I T I 20-Oct-18 04:48 PM
Well aren't you thorough. That must have taken a while.
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The Cap'm (Reese) 20-Oct-18 04:48 PM
Oh, you have no idea
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V A H K I T I 20-Oct-18 04:48 PM
If you want to keep going with this, I DO have some requests.
I've always been curious whether or not the other three Toa have cheat animations.
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The Cap'm (Reese) 20-Oct-18 04:48 PM
I literally went through all 60 or so of his anims and matched them to the names.slb list (edited)
And I can check that, sure
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V A H K I T I 20-Oct-18 04:49 PM
Ay
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The Cap'm (Reese) 20-Oct-18 04:49 PM
Tahu has some others as well
Like a walking animation
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V A H K I T I 20-Oct-18 04:49 PM
I would imagine all the Toa have walking animations that simply aren't used due to the full throttle control scheme.
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The Cap'm (Reese) 20-Oct-18 04:49 PM
but these were the most interesting
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V A H K I T I 20-Oct-18 04:50 PM
Since the game was originally set to have a Gamecube port, they would have needed to program walk animations for analogue controllers.
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The Cap'm (Reese) 20-Oct-18 04:50 PM
point
There are also some anims for shooting the beam on the surfboard
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V A H K I T I 20-Oct-18 04:50 PM
If there is still a walk function in the game, we could potentially reactivate it and bind running to a control.
Either holding a key, or double tap style
Would sure make some platforming areas easier
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The Cap'm (Reese) 20-Oct-18 04:51 PM
indeed
I also plan to poke at the dragon pretty soon since we've seen very little of him
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The Cap'm (Reese) 20-Oct-18 05:07 PM
Well...it's not BadCheat yet, but here's something
This animation is called GALI DOUBLE JUMP
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V A H K I T I 20-Oct-18 05:08 PM
O_o
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The Cap'm (Reese) 20-Oct-18 05:08 PM
My thoughts exactly
animation g051
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Hexadecimal Mantis 20-Oct-18 05:13 PM
Ohhhhh
Nice find
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V A H K I T I 20-Oct-18 05:14 PM
Hey Hex
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Hexadecimal Mantis 20-Oct-18 05:14 PM
That's reminds me, I want to figure out a way to give a toa unlimited jumps.
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V A H K I T I 20-Oct-18 05:14 PM
Since we're tinkering with animations, wanna try digging into the format? Pac
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Hexadecimal Mantis 20-Oct-18 05:15 PM
No u
I can't do any real RE until I have some free time
Maybe winter break
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V A H K I T I 20-Oct-18 05:18 PM
oof
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The Cap'm (Reese) 20-Oct-18 05:19 PM
...The only hard thing about searching for BadCheat anims is that they aren't listed in the Names.slb. At least, Tahu's wasn't, and I don't see one in this list
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Hexadecimal Mantis 20-Oct-18 05:23 PM
The exe will tell you what animations are used for bad cheat
The Ids get pushed onto the stack
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The Cap'm (Reese) 20-Oct-18 05:24 PM
Well, that doesn't do me a whole lot of good. Plus, if they exist, then they aren't properly implemented and might not be in that list
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The Cap'm (Reese) 20-Oct-18 05:31 PM
...I found an early melee animation. I can see why they changed it.
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V A H K I T I 20-Oct-18 05:32 PM
Seen that one.
We got it working by accident for something
I think we were te4sting in the alpha
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Hexadecimal Mantis 20-Oct-18 05:32 PM
^
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The Cap'm (Reese) 20-Oct-18 05:32 PM
Makes sense. It's under GALI THROW
It probably replaced her standing throw, right?
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V A H K I T I 20-Oct-18 05:33 PM
Ye
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The Cap'm (Reese) 20-Oct-18 05:33 PM
Tahu had something like this too, but it was just a copy of his normal melee
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The Cap'm (Reese) 21-Oct-18 09:02 AM
Checking all of Gali's animations is taking a good while (nothing new to report so far on that front), but I did throw together something else I think is useful: a showcase of all the Fire Elemental's animations! https://youtu.be/4U8_AJXvirI
The Taratoka-Nui is currently infamous for not being damageable. Thus, I've taken the time to do some animation swapping to show off all the animations that ...
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Ondrik🅱 (Ondrej) 21-Oct-18 09:02 AM
oh boi
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Ondrik🅱 (Ondrej) 21-Oct-18 09:40 AM
AAAAAAAAAAAAAAAAAAAAA
I DID SOMETHING
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The Cap'm (Reese) 21-Oct-18 09:43 AM
?
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Ondrik🅱 (Ondrej) 21-Oct-18 09:44 AM
#litestone-dev-archived
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The Cap'm (Reese) 21-Oct-18 03:54 PM
Animations we haven't seen the dragon use at this point:
03 - DR BACK SURFACE 11 - DR HIT ON HEAD 13 - DR TAIL SMACK 1 14 - DR TAIL SMACK 2 15 - DR DEATH
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V A H K I T I 21-Oct-18 03:54 PM
D O C T O R D E A T H
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The Cap'm (Reese) 21-Oct-18 03:55 PM
nate made that same joke when i first saw it in the names slb
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Ondrik🅱 (Ondrej) 22-Oct-18 12:16 AM
I think all these different animations we haven’t seen yet are for different health values.
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ShadowDraikana 22-Oct-18 01:58 PM
HA HA HA I beat you to it Liam 😛
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Ondrik🅱 (Ondrej) 22-Oct-18 01:58 PM
I'm gonna try to damage the dragon once again
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ShadowDraikana 22-Oct-18 01:59 PM
Did you not get it to flash blue once with the grapple fuckery?
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Ondrik🅱 (Ondrej) 22-Oct-18 01:59 PM
yes, but that was only once
I got it to flash blue multiple times
but not how you'd expect
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ShadowDraikana 22-Oct-18 01:59 PM
That proves it DOES have some sort of damage code somewhere just not finished
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Ondrik🅱 (Ondrej) 22-Oct-18 01:59 PM
in the tail smack, when it destroys a part of the platform, it creates like green and blue particles
given that it's during the taunt and that there's 6 parts of the platform and that the dragon has 6 HP, I think that this is where the damage needs to be applied
maybe the "KnockoutState" and sword thing was cut before this build and they just didn't delete it because why tf would they?
Also I need to try the fight without cheating
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The Cap'm (Reese) 24-Oct-18 02:14 PM
There's a RIGHT variation of this as well.
They are g037 and g038 respectively
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The Cap'm (Reese) 24-Oct-18 02:38 PM
Got three more interesting ones here
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Ondrik🅱 (Ondrej) 24-Oct-18 02:38 PM
holy
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The Cap'm (Reese) 24-Oct-18 02:38 PM
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Ondrik🅱 (Ondrej) 24-Oct-18 02:39 PM
I think that's proto animations for divefrommask
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The Cap'm (Reese) 24-Oct-18 02:39 PM
g044, g045, and g046 respectively.
Not entirely convinced about DiveFromMask. Was more thinking MBCH.
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The Cap'm (Reese) 24-Oct-18 03:39 PM
GALI UNDERWATER REACT. This seems to only play for a split second in-game, so here's the full thing.
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The Cap'm (Reese) 24-Oct-18 04:10 PM
@V A H K I T I Sorry to report, but Gali has no BadCheat animation.
00 - GALI IDLE 01 - GALI WALK 02 - GALI RUN 03 - GALI JUMP UP 04 - GALI JUMP DOWN / GALI RUN JUMP DOWN 16 - GALI THROW (early melee) 17 - GALI DRAG START 18 - GALI DRAGGING 20 - GALI RUN JUMP TAKEOFF 21 - GALI RUN JUMP STALL 22 - GALI RUN JUMP LAND 26 - GALI FALL 27 - GALI JU...
If anything? g063 could be used as an anim for doing The Worm since it goes unused 😛
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The Cap'm (Reese) 24-Oct-18 04:21 PM
Will move on to Kopaka and Lewa pretty soon, though I'm beginning to have my doubts on them having it either
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Hexadecimal Mantis 24-Oct-18 04:29 PM
the toa aside from onua pohatu and tahu almost certainly have nothing bad cheat related
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The Cap'm (Reese) 24-Oct-18 04:30 PM
That's my thought at this point, but I'll be checking their anims anyways, so might as well check for it
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Hexadecimal Mantis 24-Oct-18 04:31 PM
There is no data suggesting it in Gctoa::SpeicalProcess. Since this cheat slipped in unnoticed, i doubt they planned to add more things to it
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The Cap'm (Reese) 24-Oct-18 04:31 PM
Probably, yeah. He told me to look, though, so I did.
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ShadowDraikana 24-Oct-18 04:32 PM
It's worth looking at these animations still so we can document them fully
Regardless of whether bad cheat's exist for the other two though that's highly doubtful.
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Hexadecimal Mantis 24-Oct-18 04:33 PM
yea we should still document as many animations as possible
even though most of the documentation is in the files already (edited)
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The Cap'm (Reese) 24-Oct-18 04:34 PM
Well, at least 10 of Gali's anims weren't in the NAMES folder
*slb
not folder
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Hexadecimal Mantis 24-Oct-18 04:35 PM
Onua has a few unused anims floating around too iirc
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The Cap'm (Reese) 24-Oct-18 04:49 PM
Welp, this is the only thing that stood out in the names slb: KOPA SURF SHIELD
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Hexadecimal Mantis 24-Oct-18 04:51 PM
Can you swap that animation with the current surfing one?
I want to see how it looks
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The Cap'm (Reese) 24-Oct-18 04:51 PM
Just a minute. Gotta find that real quick
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ShadowDraikana 24-Oct-18 04:53 PM
optional patch surfing anim
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Hexadecimal Mantis 24-Oct-18 04:54 PM
^^
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The Cap'm (Reese) 24-Oct-18 04:54 PM
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The Cap'm (Reese) 24-Oct-18 07:34 PM
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The Cap'm (Reese) 24-Oct-18 08:17 PM
---
Looks like Kopaka has a similar unused shielding animation to Tahu's.
00 - KOPA IDLE 01 - KOPA WALK 02 - KOPA RUN 03 - KOPA JUMP UP 04 - KOPA JUMP DOWN 16 - KOPA THROW 17 - KOPA DRAG START 18 - KOPA DRAGGING 20 - KOPA RUN JUMP TAKEOFF 21 - KOPA RUN JUMP STALL 22 - KOPA RUN JUMP LAND 26 - KOPA FALL/KOPA FALLING 27 - KOPA JUMP FALL 28 - KOPA STRA...
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The Cap'm (Reese) 24-Oct-18 10:02 PM
Oddly, nothing interesting to report from Lewa's animations.
Don't know why he is the only one who uses all his anims (aside from the surf + shoot ones, but that's not new), but eh.
00 - LEWA IDLE 01 - LEWA WALK 02 - LEWA RUN 03 - LEWA JUMP UP 04 - LEWA JUMP DOWN 16 - LEWA THROW (axe hit low) 17 - LEWA DRAG START 18 - LEWA DRAGGING 20 - LEWA RUN JUMP TAKEOFF 21 - LEWA RUN JUMP STALL 22 - LEWA RUN JUMP LAND 26 - LEWA FALL/LEWA FALLING 27 - LEWA JUMP FALL ...
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The Cap'm (Reese) 25-Oct-18 02:59 PM
Well, I think I discovered the origin of the name of TMBL.
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Ondrik🅱 (Ondrej) 25-Oct-18 02:59 PM
So, what is it?
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Ondrik🅱 (Ondrej) 25-Oct-18 03:00 PM
that's... like... Onua swimming animations
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The Cap'm (Reese) 25-Oct-18 03:00 PM
...What? How'd you get swimming out of that?
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Ondrik🅱 (Ondrej) 25-Oct-18 03:00 PM
TUMBLE IN
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The Cap'm (Reese) 25-Oct-18 03:00 PM
He's doing a tuck and roll
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Ondrik🅱 (Ondrej) 25-Oct-18 03:01 PM
but I'd say with all the work you're doing here, you should be given the sub-role of "Data Miner" (but that's just my opinion)
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The Cap'm (Reese) 25-Oct-18 03:02 PM
Sad thing is that the animation o031 is missing, which is listed internally as ONUA THROW VINE GRAB
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Ondrik🅱 (Ondrej) 25-Oct-18 03:02 PM
it's also missing from the alpha
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ShadowDraikana 25-Oct-18 03:02 PM
I think those are in fact for TMBL considering how small those holes are. This makes sense to me at least
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The Cap'm (Reese) 25-Oct-18 03:02 PM
Yeah
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ShadowDraikana 25-Oct-18 03:03 PM
We need an intermediate build to see when TMBL was cut and when these anims were added
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Ondrik🅱 (Ondrej) 25-Oct-18 03:03 PM
JMMB where u at
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ShadowDraikana 25-Oct-18 03:04 PM
^
I'm still waiting
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Ondrik🅱 (Ondrej) 25-Oct-18 03:05 PM
Well yeah, an update wouldn't hurt
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The Cap'm (Reese) 25-Oct-18 03:08 PM
Sorry to burst the bubble on this a bit, but the TUMBLE anims are in the alpha
So an earlier build might be good too
So really, we need all the builds!!!!!!!!1!!!!
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Ondrik🅱 (Ondrej) 25-Oct-18 03:10 PM
hell yes
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The Cap'm (Reese) 25-Oct-18 03:18 PM
Might be a good thing to implement if we put TMBL back in Onua's level.
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Ondrik🅱 (Ondrej) 25-Oct-18 03:18 PM
NO
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The Cap'm (Reese) 25-Oct-18 03:18 PM
if possible
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Ondrik🅱 (Ondrej) 25-Oct-18 03:18 PM
NO GOD PLEASE NO
NO
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The Cap'm (Reese) 25-Oct-18 03:18 PM
?
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Ondrik🅱 (Ondrej) 25-Oct-18 03:19 PM
That area is so hard
...
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The Cap'm (Reese) 25-Oct-18 03:19 PM
It's just the Lost Woods
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ShadowDraikana 25-Oct-18 03:19 PM
lol wut
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The Cap'm (Reese) 25-Oct-18 03:19 PM
Plus
There's a totem in there
We can just put in a hint
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Ondrik🅱 (Ondrej) 25-Oct-18 03:19 PM
That area is my weakness in Onua's level
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ShadowDraikana 25-Oct-18 03:19 PM
it's easy as shit
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The Cap'm (Reese) 25-Oct-18 03:19 PM
Straight, right, right (edited)
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ShadowDraikana 25-Oct-18 03:19 PM
what are you talking about
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Ondrik🅱 (Ondrej) 25-Oct-18 03:19 PM
if you have the debug key then of course it is
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The Cap'm (Reese) 25-Oct-18 03:20 PM
1. Straight, right, right. There you go. 2. There's an unused sign in there. We can just put a hint in. (edited)
Cool your jets
Here, have a hint:
In order to be proven worthy of continuing, you musst navigate this cave. If you fail this trrial, you will be lost foreverr in the darkness.
doubled the letters for the directions.
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Ondrik🅱 (Ondrej) 25-Oct-18 03:28 PM
I'd say use "forward" instead of "straight"
like "ffail"
then it'd all be on the same line
you know? I could get a conv slb made and add some dialogue
but for now, I'll go to sleep
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ShadowDraikana 25-Oct-18 03:30 PM
Beat you to that already xP
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The Cap'm (Reese) 25-Oct-18 06:41 PM
This one is an older shooting animation. I...can see why they changed it.
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Hexadecimal Mantis 25-Oct-18 06:41 PM
yeaaaaaaaaaaaa
....I can definitely see why
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ShadowDraikana 25-Oct-18 06:41 PM
same
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Hexadecimal Mantis 25-Oct-18 06:42 PM
i wonder if the earlier builds actually used that anim
I wonder if LEGO ever saw it
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The Cap'm (Reese) 25-Oct-18 06:43 PM
On a different note, here's a silly walking animation.
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Hexadecimal Mantis 25-Oct-18 06:43 PM
that looks like it could be used for walking up a steep slope
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G-Bond 25-Oct-18 06:44 PM
looks like something for crouching
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The Cap'm (Reese) 25-Oct-18 06:44 PM
There are a few of these at very slight angles
Not much else from him (aside from a 700 KB+ file for his O meets G anims for no reason), so here's his anim list: https://docs.google.com/document/d/1nrHOIBSTOtjCEULvFpbMV4VSZk27um62wc88FWcniO4/edit?usp=sharing
00 - ONUA IDLE 01 - ONUA WALK 02 - ONUA RUN 03 - ONUA JUMP 04 - ONUA JUMP DOWN 10 - ONUA TUMBLE IN 11 - ONUA TUMBLE 12 - ONUA TUMBLE OUT 13 - ONUA DIG FORWARDS 14 - ONUA DIG 15 - ONUA WINDUP 16 - ONUA THROW 17 - ONUA DRAG START 18 - ONUA DRAGGING 19 - ONUA QUAKE 20 - ONUA RUN...
Pohatu's the last one
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The Cap'm (Reese) 25-Oct-18 06:57 PM
WELP
ALREADY GOT SOMETHING FOR THIS BOI
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Jalaguy 26-Oct-18 08:07 PM
Out of interest, does anyone know if any filenames or anything give a name to the glowing orb pickups that refill your energy meter? I'm kind of intrigued following my realisation that Vuata Maca fruit refill energy in QFTT but health in TLOMN...
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The Cap'm (Reese) 26-Oct-18 08:08 PM
At least in the alpha, the graphic is just called "Fruit"
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JrMasterModelBuilder 26-Oct-18 08:09 PM
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Jalaguy 26-Oct-18 08:10 PM
Okay, yeah, so that's the Vuata Maca fruit health pickup.
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The Cap'm (Reese) 26-Oct-18 08:12 PM
It also looked like this at one point:
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Jalaguy 26-Oct-18 08:13 PM
Ooh, interesting. Like a, uh, cyborg apple.
So does the other pickup have a name, though?
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JrMasterModelBuilder 26-Oct-18 08:16 PM
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Jalaguy 26-Oct-18 08:18 PM
That looks like the ammo pickup, I think?
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JrMasterModelBuilder 26-Oct-18 08:19 PM
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The Cap'm (Reese) 26-Oct-18 08:20 PM
Honestly, I think we could use the sci-fi apple somehow. Maybe for the health/ammo/energy upgrades?
Since I think that was the plan for the sidequests having more meaning
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Jalaguy 26-Oct-18 08:23 PM
Ah, cool, thanks, "sphere" is the energy pickup.
I wonder if they're Amana Volo spheres... If I remember right, the QFTT sprite for those is basically just a sphere rather than anything made from Technic parts...
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Ondrik🅱 (Ondrej) 08-Nov-18 12:57 PM
Okay why the fuck is there an "AmericanFlag.tga" in the art blk
?
BecauseSaffire BecauseSaffire BecauseSaffire BecauseSaffire
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Teylgate 08-Nov-18 12:58 PM
Probably language options
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The Cap'm (Reese) 08-Nov-18 12:58 PM
Probably either a test image or a leftover from the engine they recycled
Or that, yea
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ShadowDraikana 08-Nov-18 02:26 PM
@Ondrik🅱 (Ondrej) Welcome to the giant trash bin that is the Art blk
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Ondrik🅱 (Ondrej) 08-Nov-18 02:26 PM
Well thanks
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ShadowDraikana 08-Nov-18 02:28 PM
the cinematic viewer/editor is crashing when it tries to remove the hud, and the debug code present suggests the devs were having problems with it themselves.
I think it can be made to function though depending on what's left
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Ondrik🅱 (Ondrej) 08-Nov-18 02:29 PM
could you maybe replace the hud removal code with your own code?
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V A H K I T I 08-Nov-18 03:58 PM
I'm working on updating my model archive now for whoever was interest before.
I just got all the Rahi ripped an renamed. Just need to fiddle with the textures
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V A H K I T I 08-Nov-18 04:12 PM
@benji question
How do I export a DAE with relative texture paths? (edited)
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benji 08-Nov-18 04:22 PM
Aren't the textures relative when they come out of the tool?
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V A H K I T I 08-Nov-18 04:23 PM
Not the way they need to be
They're relative directly to the model's path. I want them relative to a TEXTURES folder
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V A H K I T I 08-Nov-18 04:30 PM
So uh...
How do?
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benji 08-Nov-18 04:31 PM
idk, that's not a tool issue
the tool does exactly what it is supposed to do - it translates what is in the .x to the .dae
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V A H K I T I 08-Nov-18 04:31 PM
I'm not asking for tool help, I'm asking how I do a thing with a DAE in Maya. Pac
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benji 08-Nov-18 04:31 PM
If you browse for one texture, it should find all the other textures too, but you have to refresh all the textures for them to take the actual newfound paths
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V A H K I T I 08-Nov-18 04:32 PM
But that sets an absolute path
I can't distribute the models like that
It needs to be relative
*Relative with one absolute folder
Eg: ~Textures/TEXTUREFILE (edited)
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benji 08-Nov-18 04:33 PM
I would do the absolute one, and then open the DAE with notepad++ and find&replace
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V A H K I T I 08-Nov-18 04:34 PM
That seems a little convoluted for something I should just be able to do in Maya. Pac
I have to repoint the textures anyways to set that path in the first place, so that's just extra work
I guess I could do the whole thing in Notepad
I didn't know texture paths in DAE had the file:// prefix, which gives me something to hook into for mass replacement
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benji 08-Nov-18 04:37 PM
well apparently they aren't supposed to (which might be why Blender complains) but Maya makes 'em like that so that's just what I did
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V A H K I T I 08-Nov-18 04:37 PM
Hm
Well maybe I should strip that from these
(Since these are for Modeler's resource)
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benji 08-Nov-18 04:39 PM
as long as you check that it still works for some software
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V A H K I T I 08-Nov-18 04:39 PM
Ye
Well my ideal here is for it to work in ALL software
Otherwise I'm gonna get cucked by Modeler's Resource again in three months
Ay, it works
Gonna try blender now
Also still gotta apply the bump maps to these, so I guess there's still work to be done in Maya
Hecc
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Hexadecimal Mantis 08-Nov-18 04:43 PM
vg resource will cuck you no matter what
I know from experience
they wont accept my btg audio, which btw, is the only known complete audio pack with the correct frequency for all of the sounds
yet they let this shitty one onto the site that has a bunch of things fucked up
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G-Bond 08-Nov-18 04:45 PM
especally when the smash 64 level backgrounds are not even complete (brinstar, peaches castile, sector Z, meta crystal, final destination, and hit the targets are missing) (edited)
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V A H K I T I 08-Nov-18 04:46 PM
Update: Blender still shits the bed
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G-Bond 08-Nov-18 04:47 PM
i mean look at this shit
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V A H K I T I 08-Nov-18 04:50 PM
@🐸 Fraug (The Ass-Man) You want another graphics project btw?
Since I need to add bump maps to half the shit anyways, it would be nice if we could make new ones for the models that don't have any or have only partials.
Eg: The Turaga
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V A H K I T I 08-Nov-18 04:59 PM
............ WOW the Turaga's texture mapping is dumb
See this? This texture that's in part made for the head?
Not actually used for the head.
Not used AT ALL aside from the lime bits,
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The Cap'm (Reese) 08-Nov-18 04:59 PM
oof
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V A H K I T I 08-Nov-18 04:59 PM
It uses the FEET texture
I guess you could say Saffire really SOLEd out when it came to mapping the Turaga's fucking faces. Pac
Saffire 1
Really STOMPING out the competition here
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The Cap'm (Reese) 08-Nov-18 05:01 PM
I feel defeeted by those puns
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V A H K I T I 08-Nov-18 05:01 PM
kappa
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V A H K I T I 08-Nov-18 05:11 PM
Update: Aside from bump maps, Rahi, Turaga, and Bosses are done
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V A H K I T I 08-Nov-18 05:31 PM
Going a little different with this model pack. Going to combine the masks into the DAE for the character they go with since they're rigged to said character by default
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V A H K I T I 08-Nov-18 05:46 PM
Working on the Toa now:
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The Cap'm (Reese) 08-Nov-18 05:47 PM
nice
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V A H K I T I 08-Nov-18 05:50 PM
Feature request for LOMNTool btw @benji
Exporting characters with rigged items en-masse would be easier if LOMNTool could be made to use a single BHD for all selected models.
Eg: Drag and drop Gali.x Gali.bhd, and mk0x.x X5, and all the masks would use the Gali.bhd since that's what they do in game anyways.
As it stands now, in order to export the masks properly for each Toa, I have to copy the same BHD over and over again, renamed for every X model I want rigged to that same skeleton.
Essentially, if LOMNTool doesn't detect a BHD input with the name of the model it's converting, I'd like to to fall back on whatever BHD it DOES see.
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🐸 Fraug (The Ass-Man) 08-Nov-18 05:53 PM
okay so wait what
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V A H K I T I 08-Nov-18 05:53 PM
?
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🐸 Fraug (The Ass-Man) 08-Nov-18 05:53 PM
give me a run down on what youd like me to do?
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V A H K I T I 08-Nov-18 05:53 PM
Everything that doesn't have a bump map
Give it one
😛
(Just characters)
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🐸 Fraug (The Ass-Man) 08-Nov-18 05:54 PM
gotcha. are you remaking textures? (edited)
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V A H K I T I 08-Nov-18 05:54 PM
Not currently.
I'm redoing my model archive with rigs
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🐸 Fraug (The Ass-Man) 08-Nov-18 05:55 PM
so im assuming the toa have bump maps theyre just really low resolution
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V A H K I T I 08-Nov-18 05:55 PM
All the bump maps are as low res as the associated textures
The Toa's bump maps are incomplete in game, but I did that much myself a while ago
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V A H K I T I 08-Nov-18 06:07 PM
Even though it's not usable in game yet, (* coughBenji *) I'm gonna put my fixed Kane Ra model in the pack.
NujuThink 2
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V A H K I T I 08-Nov-18 06:19 PM
Well THAT looks neat
Also apparently Kopaka has a weird bind pose
Saffire 1
His feet are tilted. O_o
Only the toes though
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Hexadecimal Mantis 08-Nov-18 06:29 PM
Btg bind poses are way worse (edited)
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V A H K I T I 08-Nov-18 06:29 PM
Really?
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Hexadecimal Mantis 08-Nov-18 06:30 PM
Yea
You should see takanuva's
what even is this pose?
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V A H K I T I 08-Nov-18 06:32 PM
😐
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Hexadecimal Mantis 08-Nov-18 06:32 PM
It seems so lazy
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Roblord 08-Nov-18 06:34 PM
Something I just realised: why does that Taconuva model have the mata hands if the set was released after those pieces were retired iirc GWchadMEGATHINK
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Hexadecimal Mantis 08-Nov-18 06:35 PM
because EA
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Roblord 08-Nov-18 06:36 PM
Because E GWchadThink
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V A H K I T I 08-Nov-18 06:37 PM
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The Cap'm (Reese) 08-Nov-18 06:42 PM
>Taconuva
yes
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ShadowDraikana 08-Nov-18 06:42 PM
LOL
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🐸 Fraug (The Ass-Man) 08-Nov-18 06:49 PM
okay ill get on that later
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V A H K I T I 09-Nov-18 04:50 AM
That moment you realize the Volo Lutu Launcher and the LOMN grapple use the exact same sound effect, just compressed for the GBA
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 09-Nov-18 05:12 AM
Damn
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UTTER_BODGE 09-Nov-18 02:34 PM
lego alpha team has fairly arbitrary bind poses too
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Jalaguy 09-Nov-18 06:58 PM
I noticed that the upgraded energy balls in the alpha don't display properly when fired for several of the Toa. Do we know if that's a bug, or if the assets just plain don't exist?
I ask because I was thinking that a mod for the beta to swap out the generic energy balls for the element-themed ones would be neat.
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V A H K I T I 09-Nov-18 06:59 PM
You know
I was just thinking about that last night
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ShadowDraikana 09-Nov-18 06:59 PM
It's a texture path issue; should be fixed in the next patch set
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V A H K I T I 09-Nov-18 06:59 PM
The assets all exist
O it's doable
*so
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ShadowDraikana 09-Nov-18 07:00 PM
The air elemental texture thing is a strange story
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V A H K I T I 09-Nov-18 07:00 PM
It would give more variety to the HUD elements too.
I'll tinker with that when I get home
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Jalaguy 09-Nov-18 07:01 PM
Ooh, sweet!
I remember "why's he firing energy balls" being one of my first thoughts on seeing TLOMN footage, hah.
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V A H K I T I 09-Nov-18 07:02 PM
Probably just gonna do it for the HUD elements though
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Jalaguy 09-Nov-18 07:03 PM
Though I guess it does explain why Onua has green energy effects once or twice in MNOG!
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V A H K I T I 09-Nov-18 07:03 PM
It might look odd having overly detailed sprites rapid fire in the beta
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ShadowDraikana 09-Nov-18 07:03 PM
Oh what you're asking is extremely easy
If you want the hud element changed that's a piece of cake too
Speaking of all this
Tahu elemental spheres when Pac
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V A H K I T I 09-Nov-18 07:04 PM
Nah JMMB and Benji. :P
*nag
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ShadowDraikana 09-Nov-18 07:04 PM
reminds me
clearcinema thing
the subroutine for swapping levels is completely broken from what i can tell
the saver code isn't even firing
but that's another issue
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V A H K I T I 09-Nov-18 11:59 PM
@Jalaguy Done
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G-Bond 10-Nov-18 12:00 AM
Who the hell is that in onuas picture?
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V A H K I T I 10-Nov-18 12:00 AM
?
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G-Bond 10-Nov-18 12:00 AM
HMM
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V A H K I T I 10-Nov-18 12:01 AM
Idk what you're talking about. ( ͡° ͜ʖ ͡°)
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G-Bond 10-Nov-18 12:01 AM
Akamaii need to go fuck himself
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V A H K I T I 10-Nov-18 12:02 AM
Pac
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G-Bond 10-Nov-18 12:02 AM
He's photobombing MY BOI
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V A H K I T I 10-Nov-18 12:02 AM
I mean
TECHNICALLY he's one third your boi. ( ͡° ͜ʖ ͡°)
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G-Bond 10-Nov-18 12:03 AM
i dont give a damn he needs to die (edited)
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V A H K I T I 10-Nov-18 12:03 AM
@Jalaguy Had to make some adjustments for Lewa's since he apparently shares Onua's, but thankfully they just copied the same code twice, making it easy. 😛 (edited)
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G-Bond 10-Nov-18 12:04 AM
something doesnt look right about lewas ammo
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V A H K I T I 10-Nov-18 12:04 AM
It's a ball of wind with a spinning tornado in the center
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G-Bond 10-Nov-18 12:04 AM
from the alpha?
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V A H K I T I 10-Nov-18 12:05 AM
Jalaguy and I had the idea to replace the default HUD icons for ammo in the beta with the alpha upgraded energy ball sprites for variety's sake
This will be in the optional patch
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G-Bond 10-Nov-18 12:07 AM
oh will it be like a thing where when you start you just have the normal ammo then at some point get an upgrade
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V A H K I T I 10-Nov-18 12:07 AM
No, it's literally just a cosmetic change
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G-Bond 10-Nov-18 12:07 AM
oh...
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V A H K I T I 10-Nov-18 12:07 AM
If the code for other ammo types still exists at all, it's non-functional
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G-Bond 10-Nov-18 12:08 AM
ah
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omegalucas 10-Nov-18 08:31 AM
But will you change the energy spheres color tp match the icons?
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V A H K I T I 10-Nov-18 08:38 AM
Nah
Maybe
Idk
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Jalaguy 10-Nov-18 08:40 AM
I'd be interested to see how the alpha upgraded spheres look in the beta, at least, even if you don't end up putting it in the optional patch.
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V A H K I T I 12-Nov-18 02:29 AM
Heh, searching around for a thing, I came across this again. https://www.youtube.com/watch?v=kh-cwmzDV1w
"Concept animation" my ass, this is still Onua's default walk animation. Pac
@The Cap'm (Reese)
And see if ya can guess this one. Pac https://www.youtube.com/watch?v=O54HrnGbyV8
A demo for Bionicle: The Legend of Mata Nui.
I'll give ya a hint, it's literally in the most recent posts of #litestone-dev-archived 😛
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UTTER_BODGE 12-Nov-18 02:31 AM
where are those from anyway
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V A H K I T I 12-Nov-18 02:31 AM
Doesn't have the head bob at the end in game though
Probably old Lego.com stuff
A demo for Bionicle: The Legend of Mata Nui.
Just like Onua's, it's the default walk cycle for the Nui Jaga, only a fair bit slower.
On an unrelated note: it really ticks me off that Discord's search function does not distinguish YouTube or website links with previews from files, videos, or embeds.
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SharpieSkunk 13-Nov-18 12:31 PM
So I saw some talk about the old cyborg apple/grenade health pick up, but I couldn't find anything about the old "IN TOA WE TRUST" token
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V A H K I T I 13-Nov-18 12:31 PM
Should be in the Art BLK
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SharpieSkunk 13-Nov-18 12:31 PM
I mean I couldn't see anything about it HERE
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V A H K I T I 13-Nov-18 12:31 PM
Oh. Well.. you couldn't have looked hard enough. 😛
We intend to reuse that for Nobua Mode
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SharpieSkunk 13-Nov-18 12:32 PM
Probably, since I can'tt figure out how to restrict search to one channel on a phone
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V A H K I T I 13-Nov-18 12:32 PM
Oof
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SharpieSkunk 13-Nov-18 12:33 PM
And here I was thinking I made a discovery or at least was the first one to talk about it for some reasonkys
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V A H K I T I 13-Nov-18 12:34 PM
Well it was in some of the earliest screenshots of the game regardless. 😛
It's part of the oldest, pre-alpha HUD elements.
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SharpieSkunk 13-Nov-18 12:34 PM
Oh really? Must have never seen those ones.
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V A H K I T I 13-Nov-18 12:34 PM
All of which are still present in the files
Back before Onua even had textures bb. 😛
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SharpieSkunk 13-Nov-18 12:35 PM
Okay I'm getting serious berenstein bears feelings here because I remember those screenshots but not the hud in them
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ShadowDraikana 13-Nov-18 12:35 PM
HOLY SHIT
THAT'S WHAT THE DEBUG STUFF WAS FOR
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V A H K I T I 13-Nov-18 12:36 PM
?
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ShadowDraikana 13-Nov-18 12:36 PM
Notice the Mask hud elements
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V A H K I T I 13-Nov-18 12:36 PM
The d-pad thing?
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ShadowDraikana 13-Nov-18 12:36 PM
Bingo
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SharpieSkunk 13-Nov-18 12:36 PM
Also that early Pakari is a dead ringer for the design in the MNOG
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V A H K I T I 13-Nov-18 12:36 PM
The model for that never changed
They just added textures (edited)
😛
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ShadowDraikana 13-Nov-18 12:37 PM
up, down, left, right are things referenced in a deceased debug menu segment
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SharpieSkunk 13-Nov-18 12:37 PM
Templar never got the memo then (edited)
Well they did but it took a year
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V A H K I T I 13-Nov-18 12:38 PM
Templar's vectors never included the textures of these modes, so it's likely they had to draw them manually when applicable.
This is most evident in early content like Gali vs the Tarakava, where she looks pretty much like this. Her only details being what was part of the source model. (edited)
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SharpieSkunk 13-Nov-18 12:40 PM
I always thought that was a stylization choice, but after seeing TNGA I guess not
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V A H K I T I 13-Nov-18 12:40 PM
Yeah, they literally just vectorized the LOMN models in the earliest parts of the game with little to no additional drawing of details.
Gali even still has the spikes on her legs here if you notice
Also @ShadowDraikana, das pre neat. Is that code still active? Cause all those HUD elements still exist. (edited)
Those ones however are mostly outside the art blk in the Hud folder.
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ShadowDraikana 13-Nov-18 12:44 PM
None of it is intact
It was just a list of names
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SharpieSkunk 13-Nov-18 12:45 PM
I've been looking through the alpha build since I was reinstalling it all
Haven't had any blks to touch yetowo
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V A H K I T I 13-Nov-18 12:46 PM
Fair enough. 😛
I'm just looking through the image collection I made for Liam R back in the day. I still love how spot on the bosses ended up being to the concept art.
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SharpieSkunk 13-Nov-18 12:46 PM
And sweet jesus how many gunk textures do you need to draw smiley faces on
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V A H K I T I 13-Nov-18 12:46 PM
Taratoka Nui is the only one that really deviated.
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Ondrik🅱 (Ondrej) 13-Nov-18 12:47 PM
mud man looks like something you see in a triple A game trailer today
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V A H K I T I 13-Nov-18 12:47 PM
Most likely for similar reasons Perfect Chaos looked like he did
Ye, his concept art got updated later on
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SharpieSkunk 13-Nov-18 12:48 PM
Dreamcast Perfect chaos I assume and not SADX perfect chaos who left his lighting on the bus
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V A H K I T I 13-Nov-18 12:48 PM
Both actually
They were supposed to look like Generations Perfect Chaos but did not due to technical limitations.
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SharpieSkunk 13-Nov-18 12:49 PM
That design is still on the Lost World murals though
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V A H K I T I 13-Nov-18 12:49 PM
Ye
Also while we're digging in concept art, I want to do THIS somewhere and I don't even know where we'd begin.
@ShadowDraikana
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The Cap'm (Reese) 13-Nov-18 12:50 PM
There are a couple things from the concept art that would be cool to include
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V A H K I T I 13-Nov-18 12:50 PM
The concept art had some neat shit. A lot of shit even got in to the pixel
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The Cap'm (Reese) 13-Nov-18 12:50 PM
The Akaku frozen in ice was a notable example
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ShadowDraikana 13-Nov-18 12:51 PM
^^^
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V A H K I T I 13-Nov-18 12:51 PM
Like this
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ShadowDraikana 13-Nov-18 12:51 PM
Yeah that did make it in
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V A H K I T I 13-Nov-18 12:51 PM
And yeah, I was just gonna bring up the akaku concept
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ShadowDraikana 13-Nov-18 12:51 PM
Oh wait a minute that reminds me
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V A H K I T I 13-Nov-18 12:51 PM
I'd also prefer to see Lewa carried like this in future patches
The way he rides now just looks goofy with their scale
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ShadowDraikana 13-Nov-18 12:52 PM
@The Cap'm (Reese) Did you see any Kopaka animations that looked like they were for the Matatu
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The Cap'm (Reese) 13-Nov-18 12:52 PM
Um
Not that I recall
I'll check my list
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V A H K I T I 13-Nov-18 12:52 PM
Use the old shooting animation
😛
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ShadowDraikana 13-Nov-18 12:52 PM
heh
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The Cap'm (Reese) 13-Nov-18 12:52 PM
NO
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ShadowDraikana 13-Nov-18 12:53 PM
Well I ask because the OSI says there are supposed to be animations being called when the mask is turned on
I just noticed it last night
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V A H K I T I 13-Nov-18 12:54 PM
Btw Nate, we'll be streaming Spyro today around 4 if you wanna drop by and talk current goings on.
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The Cap'm (Reese) 13-Nov-18 12:54 PM
There was the group of animations that looked like blocking with the shield. k055, k056, k058
No NAMES entries, unlike TAHU SHIELDING
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V A H K I T I 13-Nov-18 12:55 PM
SPEAKING OF
The way the Hau works kinda bugs me.
One, how does it block heat?
Two, why does it NEED TO YOU'RE FUCKING TAHU
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The Cap'm (Reese) 13-Nov-18 12:56 PM
Heh
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V A H K I T I 13-Nov-18 12:56 PM
ASFDAFDSGHH
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ShadowDraikana 13-Nov-18 12:56 PM
Sure I was thinking about hopping on today actually
and yeah that bugs the hell out of me
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Ondrik🅱 (Ondrej) 13-Nov-18 12:57 PM
I'd also like to join a stream, but I don't know what I'd be talking about hehe
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ShadowDraikana 13-Nov-18 12:57 PM
Toa of Fire is somehow suffering from heat stroke? 😛
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The Cap'm (Reese) 13-Nov-18 12:57 PM
Blocking heat I can kinda explain (maybe the energy barrier is heatproof or some shit), but you've got me on point 2 (edited)
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ShadowDraikana 13-Nov-18 12:57 PM
If this was the Nuva with the Kal, it would make sense. Here? nope.
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V A H K I T I 13-Nov-18 12:58 PM
But yeah, we should totally do the frozen Akaku thing. Doesn't even need to have much fanfare or anything, just put it in a breakable frozen block hanging from the ceiling.
Cause uh
Right now it's just chilling on the floor.
So unless y'all got any better ideas... Pac (edited)
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ShadowDraikana 13-Nov-18 12:58 PM
there's no ceiling in that room though
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V A H K I T I 13-Nov-18 12:59 PM
Then we'll make one
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Ondrik🅱 (Ondrej) 13-Nov-18 12:59 PM
wow you really don't want me dropping there from oob do you (edited)
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ShadowDraikana 13-Nov-18 12:59 PM
yes we will
visn must die as well
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Ondrik🅱 (Ondrej) 13-Nov-18 01:00 PM
I'll just clip through the ceiling
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ShadowDraikana 13-Nov-18 01:00 PM
Gotta say though, I think I may try taking a crack at the area again. No promises though.
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V A H K I T I 13-Nov-18 01:00 PM
Ye
Anyways I've gotta go get ready for driving lessons at quarter to, so I'll be back in a bit
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ShadowDraikana 13-Nov-18 01:02 PM
Aight
I'll do something as soon as I get things de-fucked here
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V A H K I T I 15-Nov-18 12:01 AM
Can't tell if prototype, or just really bad model. NujuThink
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G-Bond 15-Nov-18 12:01 AM
realy bad model
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V A H K I T I 15-Nov-18 12:01 AM
You know what it reminds me of though?
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G-Bond 15-Nov-18 12:01 AM
his throwing arm is upsidedown
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V A H K I T I 15-Nov-18 12:01 AM
( ͡° ͜ʖ ͡°)
GWcorbinTopKek 1
God ALL the models in these comics are weird af.
This is just...awful. It looks like a kid's first attempt with 3D Studio Max. How did Sega approve this trash? And yes, Rouge is naked. This aired in Pakista...
( ͡° ͜ʖ ͡°)
OH MY GOD THESE COMICS ARE JUJST FUCKING MEMES THROUGH AND THROUGH
WRYYYYYYYYYYYYY
@Hexadecimal Mantis Pac
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G-Bond 15-Nov-18 12:07 AM
His left arm is soo wrong
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V A H K I T I 15-Nov-18 12:08 AM
OwO
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G-Bond 15-Nov-18 12:08 AM
BZZZZZZZZZZZZZZ
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V A H K I T I 15-Nov-18 12:12 AM
I DON'T REMEMBER MY TAMARU BEING THAT FAST
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G-Bond 15-Nov-18 12:13 AM
What the fuck is wrong with the kakama
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V A H K I T I 15-Nov-18 12:14 AM
NOW HOLD THE GOD DIDDLY DAMN FUCK UP
H W A T
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G-Bond 15-Nov-18 12:16 AM
wait
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V A H K I T I 15-Nov-18 12:16 AM
ANBD NOW WE'RE JUST GOING FULL MATRIX, OKAY.
Who directed this comic? Hideo Kojima? ( ͡° ͜ʖ ͡°)
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G-Bond 15-Nov-18 12:16 AM
what is up with galis pose when she meets maku
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V A H K I T I 15-Nov-18 12:17 AM
She thicc
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G-Bond 15-Nov-18 12:17 AM
also secret nuva symbol on the ga-koro panel
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V A H K I T I 15-Nov-18 12:19 AM
I have no words. These comics are just...
I love it
I love it so much
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G-Bond 15-Nov-18 12:20 AM
TAHU THATS THE WRONG ARM
NNNNNOOOOOOOOOOOOO
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V A H K I T I 15-Nov-18 12:21 AM
WHAT ARE THESE POSES
I SWEAR TO GOD IF THESE COMICS DO NOT ALREADY HAVE JOJO EDITS, I AM GOING TO DO IT MYSELF
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G-Bond 15-Nov-18 12:21 AM
His right arm dough
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V A H K I T I 15-Nov-18 12:21 AM
OH MY GOD
Tey like.. ACTUALLY BROKE THE MODEL
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Swordsworth 15-Nov-18 12:24 AM
what happened to that one jojo edit of kopaka approaching pohatu like jotaro approaching dio
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V A H K I T I 15-Nov-18 12:24 AM
The one I made? 😛
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Swordsworth 15-Nov-18 12:24 AM
ye
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V A H K I T I 15-Nov-18 12:24 AM
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Swordsworth 15-Nov-18 12:25 AM
I hope also someone saved/pinned tahu doing the default dance that I linked lmao
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V A H K I T I 15-Nov-18 12:25 AM
AJKDFTGDYHUJKGIFHG
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G-Bond 15-Nov-18 12:25 AM
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V A H K I T I 15-Nov-18 12:25 AM
FUCK
I suddenly feel a lot better about Saffire
Pac
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G-Bond 15-Nov-18 12:26 AM
oh you'll love the ending (edited)
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V A H K I T I 15-Nov-18 12:27 AM
They remade that one render
Just... because?
What?
I CANNOT GET OVER THESE RIDICULOUS POSES (edited)
TAHU IS LITERALLY THE CHAD
Um
UM
AM I FUCKING HIGH OR SOMETHING
IS THIS ACTUALLY REAL?
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G-Bond 15-Nov-18 12:29 AM
GWcorbinTopKek
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V A H K I T I 15-Nov-18 12:32 AM
Aaand the Mangai ow takes up like.. 50% of the entire fucking island
MFW
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G-Bond 15-Nov-18 12:33 AM
once that thing blows up nothing is left
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V A H K I T I 15-Nov-18 12:35 AM
I guess could call that volcano KRAKATOA.
( ͡° ͜ʖ ͡°)
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G-Bond 15-Nov-18 12:35 AM
GWfroggyKermitReee
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Ondrik🅱 (Ondrej) 15-Nov-18 12:36 AM
AND the rest of the island is flat
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V A H K I T I 15-Nov-18 12:45 AM
Full meme appreciation post.
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G-Bond 15-Nov-18 12:46 AM
dont forget the broken arms
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V A H K I T I 15-Nov-18 12:50 AM
I'm re-meming the whole thing actually
Stand by
Putting in effort
Pac
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V A H K I T I 15-Nov-18 01:34 AM
I made this image and I hate it already. Pac
@G-Bond
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V A H K I T I 15-Nov-18 02:01 AM
That is not how that works, but okay. Pac
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sweg (Andrew) 15-Nov-18 07:49 AM
2001 game development
featuring chad and jojo
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Ondrik🅱 (Ondrej) 15-Nov-18 09:51 AM
It’s no longer a “model”, it’s a “3D computer image”
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G-Bond 15-Nov-18 09:51 AM
BecauseSaffire
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ScrapMetaru 15-Nov-18 10:00 AM
This is why magazine people shouldn't write about computers.
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🐠 Magikarp 15-Nov-18 04:26 PM
tahu has the wrong left arm
and i am officially triggered
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Eljay Johnsen 15-Nov-18 08:25 PM
What do you mean? That's clearly Lewa doing wearing his best Tahu cosplay.
😛
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V A H K I T I 19-Nov-18 04:27 PM
@Coders @Data Miners Anyone feel like looking at animations today?
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benji 19-Nov-18 05:06 PM
Not it (edited)
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Hexadecimal Mantis 19-Nov-18 05:09 PM
Not it
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Omega12 19-Nov-18 05:33 PM
Not it
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ShadowDraikana 19-Nov-18 05:35 PM
Not it
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The Cap'm (Reese) 19-Nov-18 05:35 PM
i am actually unable, so not it?
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V A H K I T I 19-Nov-18 05:37 PM
You all fucking suck. xD
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V A H K I T I 19-Nov-18 06:09 PM
@JrMasterModelBuilder ?
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JrMasterModelBuilder 22-Nov-18 04:51 PM
Do we know where the character voices are defined?
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V A H K I T I 22-Nov-18 04:51 PM
Yes
char_conv in Main.blk
That seems to also be where camera angles are defined if what I'm reading is correct.
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JrMasterModelBuilder 22-Nov-18 04:52 PM
Yeah, I mean, where are there audio files referenced?
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V A H K I T I 22-Nov-18 04:53 PM
Oh, uh...
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JrMasterModelBuilder 22-Nov-18 04:53 PM
Or are they procedural?
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The Cap'm (Reese) 22-Nov-18 04:53 PM
I think that's the convo slb
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V A H K I T I 22-Nov-18 04:53 PM
Or animevents
One or both of those reference the soundtable
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The Cap'm (Reese) 22-Nov-18 04:53 PM
I know it isn't random because Nate was able to rig up specific clips for my Alpha turaga stuff
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V A H K I T I 22-Nov-18 04:54 PM
Either way, sound files in general are handled by soundtable.slb (edited)
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JrMasterModelBuilder 22-Nov-18 04:54 PM
What are some audio file names?
Of their voices?
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V A H K I T I 22-Nov-18 04:54 PM
All of them
AFAIK
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The Cap'm (Reese) 22-Nov-18 04:54 PM
GaliConverseShortSurprise
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V A H K I T I 22-Nov-18 04:54 PM
And then everything that needs sounds just references the soundtable by pointers.
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The Cap'm (Reese) 22-Nov-18 04:55 PM
LewaConverseLongRegular1
TuragaConverseShortSurprise
etc etc
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V A H K I T I 22-Nov-18 04:58 PM
What do you want your icon name to be?
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The Cap'm (Reese) 22-Nov-18 04:58 PM
Moi?
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V A H K I T I 22-Nov-18 04:58 PM
Ye
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The Cap'm (Reese) 22-Nov-18 04:58 PM
Reese Bagshaw should be fine. I'm kind of trying to ween away from my old screen name
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V A H K I T I 22-Nov-18 05:02 PM
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The Cap'm (Reese) 22-Nov-18 05:03 PM
Thank
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Hexadecimal Mantis 22-Nov-18 05:03 PM
wow that was fast
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The Cap'm (Reese) 22-Nov-18 05:04 PM
'twas, but I ain't complaining
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V A H K I T I 22-Nov-18 05:04 PM
I had the Kaukau started last night. I just vectorized it and did the text.
Wow
We're Gen 1 Pokemon now. (edited)
Pac
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Hexadecimal Mantis 22-Nov-18 05:04 PM
kek
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V A H K I T I 22-Nov-18 05:05 PM
I'm the best one
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The Cap'm (Reese) 22-Nov-18 05:05 PM
you don't look like vaporeon
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V A H K I T I 22-Nov-18 05:05 PM
kappa
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Hexadecimal Mantis 22-Nov-18 05:06 PM
Umbreon is best
and the most basic
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The Cap'm (Reese) 22-Nov-18 05:06 PM
that's a weird way to spell glaceon
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Hexadecimal Mantis 22-Nov-18 05:06 PM
If i'm being honest, Glaceon is probably the best design
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G-Bond 22-Nov-18 05:07 PM
The Avokii is better.
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The Cap'm (Reese) 22-Nov-18 05:07 PM
Glaceon is kind of my favorite 'mon all around. Design and usefulness.
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Hexadecimal Mantis 22-Nov-18 05:08 PM
My favorite pokemon is cloyster
Not for the design, but purely for its usefulness (edited)
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The Cap'm (Reese) 22-Nov-18 05:09 PM
I do appreciate a good Cloyster (though I usually pick the water starter, so I never really use one)
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Hexadecimal Mantis 22-Nov-18 05:09 PM
Watch a replay of a Pokémon battle between Hexadecimal Mantis and Kirdy ([Gen 7] OU)
This is why it's my favorite Pac (edited)
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The Cap'm (Reese) 22-Nov-18 05:12 PM
OK yeah I can see why
yeesh
I mostly know Glaceon for wiping out half of Cynthia's team in Platinum in one hit each
when it was ten levels lower than all of them
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Hexadecimal Mantis 22-Nov-18 05:14 PM
yea Ice types in general will do good against her team
Cause of the Garchomp and Roserade
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The Cap'm (Reese) 22-Nov-18 05:14 PM
And Togekiss.
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Hexadecimal Mantis 22-Nov-18 05:14 PM
ye
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V A H K I T I 07-Dec-18 01:19 AM
One of these days we need to take a crack still at reverse engineering Bionicle Heroes DS.
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Hexadecimal Mantis 07-Dec-18 01:22 AM
perhaps
maybe after BTG Pac
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V A H K I T I 07-Dec-18 01:23 AM
Well the whole reason I want Heroes REd is for a remake project.
Essentially a direct port/remake on the Quake engine
However the rom uses a non-standard format for basically everything.
Making even getting music and sprites damn near impossible.
Nevermind models.
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Hexadecimal Mantis 07-Dec-18 01:24 AM
of course it does.
Shovelware engines are gureto
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V A H K I T I 07-Dec-18 01:24 AM
Pac
I know of a couple of other games that use a similar STRUCTURE, but I'm not sure whether or not it's the same engine.
I'd have to look it up again.
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Hexadecimal Mantis 07-Dec-18 01:25 AM
worth a shot. Look how well the i-ninja thing turned out
and the ben 10 thing also helped
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V A H K I T I 07-Dec-18 01:25 AM
True. Well gimmie a minute, I think I can find the info again.
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Hexadecimal Mantis 07-Dec-18 01:25 AM
if its only slightly different, and tools exist, it will be EZ
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V A H K I T I 07-Dec-18 01:26 AM
I can tell you right now however that unlike most DS games, the internal stuff is split between two big files.
Rom.bin, and Sounddata.rom
And you can look over both right now if you like. I ripped them a while ago and filed them away. Uploading...
Ah here we go.
Sims 2 DS also uses the SoundData.rom file
As does LEGO Indiana Jones DS (edited)
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Hexadecimal Mantis 07-Dec-18 01:28 AM
i believe that game is supported by that new sappy alternative
have to double check though
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V A H K I T I 07-Dec-18 01:28 AM
Sappy?
That's GBA boi
Pac
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Hexadecimal Mantis 07-Dec-18 01:29 AM
oh right
It's late Pac
Was there a sims game on the GBA?
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V A H K I T I 07-Dec-18 01:29 AM
I am interested in this new Saptap alternative though. Does it support non-Sappy engine games now?
Ie: Metroid Zero Mission
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Hexadecimal Mantis 07-Dec-18 01:29 AM
its slowly implementing stuff for specific games
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V A H K I T I 07-Dec-18 01:30 AM
Nice
Anyways, a lot of Lego game seem to use this format.
Lego Star Wars II DS came up as well
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Hexadecimal Mantis 07-Dec-18 01:30 AM
okay rom.bin right off the bat i can tell the first chunk of the file is pointers
to what I don't know
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V A H K I T I 07-Dec-18 01:31 AM
Probably the rest of the game data
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Hexadecimal Mantis 07-Dec-18 01:32 AM
same with the sounddata (edited)
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V A H K I T I 07-Dec-18 01:32 AM
The Urbz : DS
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Hexadecimal Mantis 07-Dec-18 01:34 AM
i thought someone got the heroes ds music already?
i remember hearing about it
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V A H K I T I 07-Dec-18 01:35 AM
The original pre-console mixes yes.
Which are good for our purposes, but I still want to RE the game files
Hello everyone, Recently I decided to take a look at the NDS version of Bionicle Heroes game. I've made a script that can import the 3d models from the...
Maver strikes again
But Idk what the containing files are
He also never posted the script. REEE
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Hexadecimal Mantis 07-Dec-18 01:39 AM
well we could probably replicate it
bms scripts are not usually complicated
besides, i like this structure already
now we have conformation that sub archives exist
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V A H K I T I 07-Dec-18 01:40 AM
Well if you have time go nuts. Cause if the models are just THERE, then we can get started anytime.
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Hexadecimal Mantis 07-Dec-18 01:40 AM
that would explain some of the pointer business
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V A H K I T I 07-Dec-18 01:40 AM
While these files are not standard for the DS, BMD0 for models IS
Which means we already have support once we get past this archive.
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Hexadecimal Mantis 07-Dec-18 01:40 AM
yea but they are also compressed with who knows what
so the individual archives are gonna be a pain in the ass as usual
but this main archive shouldn't be too hard
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V A H K I T I 07-Dec-18 01:41 AM
Nice
Make no mistake btw, I don't plan on taking time out of LOMN for this just yet. But I wouldn't mind tinkering in my free time.
Playing the @JrMasterModelBuilder card might be good here too. Pac
👌 1
Litestone 1
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benji 07-Dec-18 01:48 AM
how do we feel about Discord Rich Presence support? (like showing the level someone is playing)
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V A H K I T I 07-Dec-18 01:48 AM
I'm for it
I'm for looking at Gramps' model more though ( ͡° ͜ʖ ͡°)
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Hexadecimal Mantis 07-Dec-18 01:52 AM
^
I have an idea.
@benji whatever you do, do not look at that model
Pac
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V A H K I T I 07-Dec-18 01:52 AM
Topkek
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benji 07-Dec-18 01:53 AM
more like 'I absolutely do not want the great models ingame'
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V A H K I T I 07-Dec-18 01:53 AM
( ͡° ͜ʖ ͡°)
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benji 07-Dec-18 01:53 AM
hecc fine
is there an issue I can go to for all the files I need to reproduce the issue?
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V A H K I T I 07-Dec-18 01:54 AM
No because I hadn't had a chance to set it up yet, but I'll send you the files now
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benji 07-Dec-18 01:54 AM
an issue is all I ask for
(with files attached)
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V A H K I T I 07-Dec-18 01:55 AM
It'll take me longer to make an issue than to just send you the files. xP
To reproduce, just pack the X into the Onua BLK and run the game.
I'll make an issue now as well I guess
Can't attach the files directly apparently
"We don't support that file type"
😡 1
Noose 1
NujuThink 1
Angery 1
kys 1
@benji
Oh, I can put it in a zip apparently. I'll just do that.
Done
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benji 07-Dec-18 02:11 AM
where did you make the issue?
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V A H K I T I 07-Dec-18 02:12 AM
Steps to reproduce: Pack the X file into the Onua.blk and load the game into his level. Onua.zip
👍 1
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benji 07-Dec-18 02:13 AM
I'll be testing against the alpha because the formats are identical
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V A H K I T I 07-Dec-18 02:13 AM
aight
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benji 07-Dec-18 02:16 AM
so the dae crashes because the textures are weirdly set up, is the dae a blender one?
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Hexadecimal Mantis 07-Dec-18 02:17 AM
I believe it is
@V A H K I T I
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V A H K I T I 07-Dec-18 02:18 AM
Ye. It'll work if you convert it with Maya though IIRC
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benji 07-Dec-18 02:23 AM
ok so first I'm flipping the backwards (black) faces
using Mesh Display > Reverse
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V A H K I T I 07-Dec-18 02:24 AM
Ye, we don't know why that keeps happening
@Grampa Walker
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benji 07-Dec-18 02:25 AM
to reiterate, I love this model
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V A H K I T I 07-Dec-18 02:26 AM
ye
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UTTER_BODGE 07-Dec-18 02:28 AM
it is a good model
a very nice model
it pretty
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benji 07-Dec-18 02:31 AM
some of the textures have a weird part added to the filename
that could be the issue, right?
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V A H K I T I 07-Dec-18 02:31 AM
How could THAT cause the model to turn into THIS?
Btw: The FBX adds extra bones, which is why I tried working with the DAE
Neither solved the issue.
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benji 07-Dec-18 02:32 AM
man it looks great even in the viewport
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V A H K I T I 07-Dec-18 02:32 AM
I even tried binding the new model to the completely OG skeleton.
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benji 07-Dec-18 02:32 AM
is this skeleton not og?
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V A H K I T I 07-Dec-18 02:33 AM
It is, but if you're using the FBX, it will have extra bones
Blender apparently adds an "end" bone to every exposed armature
it's weird as fuck
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benji 07-Dec-18 02:34 AM
why doesn't the dae have them?
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V A H K I T I 07-Dec-18 02:35 AM
No idea
It's only FBX that blender fucks up
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benji 07-Dec-18 02:46 AM
well, I can reproduce the issue just fine
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V A H K I T I 07-Dec-18 02:46 AM
Yep
Kinda hard to miss THAT abomination
😛
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benji 07-Dec-18 02:55 AM
I'm not sure how to even go about debugging this tbh
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V A H K I T I 07-Dec-18 02:56 AM
.-.
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UTTER_BODGE 07-Dec-18 02:58 AM
desperate prayers
and/or blood sacrifice
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benji 07-Dec-18 02:59 AM
actually wait, I have leads
the .x doesn't go back to .dae properly so that's a hint
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V A H K I T I 07-Dec-18 03:01 AM
NujuThink
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benji 07-Dec-18 03:08 AM
ok, so the dae has the root bone Bip01 but the .x doesn't...
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V A H K I T I 07-Dec-18 03:08 AM
.-.
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benji 07-Dec-18 03:10 AM
so the issue is sometimes the root bone is dropped. But why did it not do that when I originally coded?
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V A H K I T I 07-Dec-18 03:12 AM
YOu were tired? 😛
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benji 07-Dec-18 03:12 AM
what? how would me being tired affect how the program works?
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V A H K I T I 07-Dec-18 03:13 AM
you missed something?
😛
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benji 07-Dec-18 03:14 AM
no, I mean the code hasn't changed, if it is broken now then it was broken back then
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V A H K I T I 07-Dec-18 03:14 AM
o
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benji 07-Dec-18 03:14 AM
alright I found the code, it kinda sticks out
but what is no for... 🤔
wait that actually isn't it
ah, found it
the issue actually isn't my code
for some reason Maya nukes the first bone name
you can tell it should be there by the space
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V A H K I T I 07-Dec-18 03:18 AM
But it only does so on these models?
Once again, I blame Blender
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benji 07-Dec-18 03:20 AM
I'm looking into it, but it looks like the model that I imported into Maya didn't count the base bone as part of the bones that influence the mesh
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V A H K I T I 07-Dec-18 03:22 AM
😐
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benji 07-Dec-18 03:26 AM
ok I think I found out how to fix it in Maya, but it's kind of a pain, maybe there's something we can do to the .blend before exporting
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V A H K I T I 07-Dec-18 03:29 AM
.-.
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benji 07-Dec-18 03:30 AM
well, you learn something new every day
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V A H K I T I 07-Dec-18 03:30 AM
?
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benji 07-Dec-18 03:31 AM
about how to add a bone influence to an already skinned mesh
in Maya
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V A H K I T I 07-Dec-18 03:31 AM
o
Confirmed this works in game?
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benji 07-Dec-18 03:32 AM
no
well, the bone name is added even if it's at the end and the weird space is still at the beginning
does not in fact fix it
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V A H K I T I 07-Dec-18 03:36 AM
oof
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benji 07-Dec-18 03:36 AM
I'm checking to see if manually adding it to the front of the names list has any effect
ah no it won't
does definitely change the garbled shape though
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V A H K I T I 07-Dec-18 03:42 AM
Well... it's a start.
Does it at least resemble... anything yet? 😛
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benji 07-Dec-18 03:43 AM
nope, just a different jumble
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V A H K I T I 07-Dec-18 03:44 AM
Oof
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benji 07-Dec-18 03:50 AM
well it turns out I didn't fix the issue when I thought I did so there's still a lead to follow
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V A H K I T I 07-Dec-18 03:54 AM
.-.
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benji 07-Dec-18 04:10 AM
could you view this .x and post a screenshot?
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V A H K I T I 07-Dec-18 04:11 AM
Normals are weird again. Otherwise looks fine
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V A H K I T I 07-Dec-18 04:20 AM
I take it you're onto something?
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benji 07-Dec-18 04:22 AM
no
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V A H K I T I 07-Dec-18 04:22 AM
Rip
I'm gonna try and get some sleep for now then unless you still need me currently?
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benji 07-Dec-18 04:25 AM
nope
you're good
I'm going to go to sleep too once i test whether alphabetizing the bones like the original model has any effect
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V A H K I T I 07-Dec-18 04:26 AM
Aight. Keep me posted. Good luck. :3
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benji 07-Dec-18 04:32 AM
exactly zero effect, bone order does not matter
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benji 07-Dec-18 04:41 AM
update: more bones were detatched by blender (neck1 and spine2) because they had zero influence.
adding them in had no effect.
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V A H K I T I 07-Dec-18 12:28 PM
Fuckin blender
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Ondrik🅱 (Ondrej) 07-Dec-18 12:29 PM
wot
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benji 07-Dec-18 02:04 PM
that was me confirming it's not blender's fault
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V A H K I T I 07-Dec-18 03:40 PM
@Hexadecimal Mantis Any progress on BHDS?
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Hexadecimal Mantis 07-Dec-18 03:42 PM
Me? Didn't we figure those out already?
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V A H K I T I 07-Dec-18 03:42 PM
No no, Bionicle Heroes DS. Pac
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Hexadecimal Mantis 07-Dec-18 03:42 PM
oh
I thought you meant the Bhd extension (edited)
Auto correct
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ShadowDraikana 07-Dec-18 03:43 PM
That's something I haven't been asked about for half a year
Forgot it existed 😛
jk
I saw that Hex. how the fuck did it autocorrect to that
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V A H K I T I 07-Dec-18 03:47 PM
Seriously though, any progresss?
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Hexadecimal Mantis 07-Dec-18 03:48 PM
Not yet.
I haven't worked on it
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V A H K I T I 07-Dec-18 03:52 PM
oof
Have some I N I T I A L P. Pac
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 07-Dec-18 03:54 PM
no
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Hexadecimal Mantis 07-Dec-18 03:55 PM
Bepsi
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The Cap'm (Reese) 16-Dec-18 02:33 PM
Glancing through alpha Taniwa's animations on a whim. Dummied out all animations except the idle and replaced the idle to see all the animations. TLDR, I found the hard mode version of this boss 😛
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Ondrik🅱 (Ondrej) 16-Dec-18 02:34 PM
who the fuck thought that this was a good idea
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The Cap'm (Reese) 16-Dec-18 02:34 PM
It's just a result of my replacing the idle animation with something shorter (as its programmed to shoot when its idle ends if you're far enough away)
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The Cap'm (Reese) 16-Dec-18 02:48 PM
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Ondrik🅱 (Ondrej) 16-Dec-18 03:02 PM
f
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The Cap'm (Reese) 16-Dec-18 03:32 PM
God, the Taniwa is so weird. I can't just test the animations by swapping. Some only play properly when preceded by other animations (as if the model needs to be adjusted to the right position first), so now I need to dummy out each individual animation in order to check where each one actually plays
and since this boss is extremely broken...
bleh
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The Cap'm (Reese) 16-Dec-18 03:53 PM
Interesting. In the beta, the Taniwa's model snaps to from the basic shooting pose to the appropriate succ position to the "taunt" initial position even if its animations are missing
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V A H K I T I 16-Dec-18 05:09 PM
It probably uses split triggers, which I'm GUESSING have something to do with animation sequencing.
The Tohunga for instance have two of these. One for walking and one for idling.
Whenua has a few more, and you can see just how broken he is.
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The Cap'm (Reese) 16-Dec-18 05:54 PM
Here are all the Taniwa's animations. It has no NAMES slb or ID file, so I have no "official" names here (alpha has an id file, but it's empty): https://docs.google.com/document/d/1_uUGKhrADvJNvHsgc8LW-1Ao-QFcLXUpTO6hI_fI450/edit?usp=sharing
02 - Idle 03 - Right Arm Suction Forwards 04 - Right Arm Suction Backwards (ALPHA ONLY) 05 - Right Arm Suction, Forwards to Backwards (ALPHA ONLY) 06 - Left Arm Suction Backwards (ALPHA ONLY) 07 - Left Arm Suction Backwards Idle (ALPHA ONLY) 08 - Left Arm Suction Forwards to ...
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V A H K I T I 16-Dec-18 05:59 PM
👌
If you plan on doing this with all characters, might I suggest also making these into new ID lists and putting them in the dropbox?
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The Cap'm (Reese) 16-Dec-18 06:17 PM
ID lists are shoefitter things iirc
I was specifically checking for how the hell this boss was supposed to work in the alpha by glancing at the anims (and cataloguing them cuz why not)
I...think I have a bit of an idea on how it was supposed to work?
Firstly, the boss really doesn't need that damn invisible wall
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V A H K I T I 16-Dec-18 06:19 PM
Well yeah, I know the ID lists are a Shoefitter thing, but having a text based list of animations has already proven useful to me once before.
(Editing Nobua's movelist since it's based on Onua's) (edited)
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The Cap'm (Reese) 16-Dec-18 06:20 PM
But I think the general idea was that you'd have to bait it into using the succ attack on one side of its body, then you'd run around to its back and hit it there somehow
and fair
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The Cap'm (Reese) 16-Dec-18 06:31 PM
Working on that now
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The Cap'm (Reese) 16-Dec-18 06:39 PM
Does this look good? Making sure before I shove it in the blk
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The Cap'm (Reese) 16-Dec-18 06:48 PM
Actually hold a sec, I think I found what hy21 and hy22 are
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V A H K I T I 16-Dec-18 06:51 PM
Oh no, I didn't mean an SLB
just a text list like what you have on docs, but as a plain text file in a folder somewhere on the dropbox
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The Cap'm (Reese) 16-Dec-18 06:52 PM
oh
where would I put that then
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V A H K I T I 16-Dec-18 06:54 PM
TLOMN Patch Assets\WORKING DIR\Other Tools\Animation IDs seems like as good a spot as any
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The Cap'm (Reese) 16-Dec-18 06:54 PM
Got it
Should I add the ones I did for the Toa too, then?
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V A H K I T I 16-Dec-18 06:54 PM
ye
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The Cap'm (Reese) 16-Dec-18 07:03 PM
And done
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The Cap'm (Reese) 16-Dec-18 07:25 PM
(added the dragon since I forgot I made his list too)
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V A H K I T I 19-Dec-18 07:29 PM
@The Cap'm (Reese) I have a question.
Does Pohatu have a riding animation anywhere?
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The Cap'm (Reese) 19-Dec-18 07:30 PM
Yeah. Has about two copies as well
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V A H K I T I 19-Dec-18 07:30 PM
Because currently when he's on the Kane Ra, he's literally just in a T pose.
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The Cap'm (Reese) 19-Dec-18 07:30 PM
I'll check my list
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V A H K I T I 19-Dec-18 07:30 PM
Mind taking a video of what it looks like? It could be like the villager's run animation.
Ie: it's just a T pose that bobs along the ground.
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The Cap'm (Reese) 19-Dec-18 07:32 PM
p036, p066, and p074 are all the same animation (p036 is POHA RIDE, p066 is POHA SHOOT RIDE (though it looks the same), and p074 is seemingly an unnamed copy of p036)
gimme a sec, finishing up something
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V A H K I T I 19-Dec-18 07:32 PM
Interesting that he has a shooting animation.
Since you can't even DO that.
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The Cap'm (Reese) 19-Dec-18 07:32 PM
It looks exactly like POHA RIDE.
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V A H K I T I 19-Dec-18 07:33 PM
Ah, so there is a complete animation here? It's not just a t pose?
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The Cap'm (Reese) 19-Dec-18 07:33 PM
And it's also under the name POHA RUN SHOOT FALL
for some reason
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V A H K I T I 19-Dec-18 07:33 PM
Huh
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The Cap'm (Reese) 19-Dec-18 07:33 PM
1 sec, I'll get a vid of each to be safe
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V A H K I T I 19-Dec-18 07:34 PM
Well if there is indeed a finished animation here, that tells me the T pose is a movelist issue.
Fun. Pac
I had honestly kind of hoped it was just an incomplete animation otherwise being called correctly, because then we could just copy/paste a new one once we get BKD parsing down.
But nooooo, it HAD to be an improper movelist entry. Or lack thereof.
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The Cap'm (Reese) 19-Dec-18 07:40 PM
Gimme a minute. I'll show you what they look like
Ah. p066 isn't a copy, my mistake.
It actually is POHA RUN SHOOT FALL, but it's also listed as POHA SHOOT RIDE
p037 is the one I was thinking of that was a copy
that's POHA RIDE THROW
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The Cap'm (Reese) 19-Dec-18 07:48 PM
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V A H K I T I 19-Dec-18 07:49 PM
Oh
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The Cap'm (Reese) 19-Dec-18 07:49 PM
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V A H K I T I 19-Dec-18 07:49 PM
So that IS normal then
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The Cap'm (Reese) 19-Dec-18 07:49 PM
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V A H K I T I 19-Dec-18 07:49 PM
Yeah it's an incomplete animation
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The Cap'm (Reese) 19-Dec-18 07:49 PM
ayup.
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V A H K I T I 19-Dec-18 07:49 PM
Good
That makes things relatively easier
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The Cap'm (Reese) 19-Dec-18 07:49 PM
Or, alternatively, it's finished and they didn't want to bother making something more complex
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V A H K I T I 19-Dec-18 07:50 PM
Which is dumb
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The Cap'm (Reese) 19-Dec-18 07:50 PM
BecauseSaffire
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V A H K I T I 19-Dec-18 07:50 PM
Cause it's literally just a mobile T pose
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The Cap'm (Reese) 28-Dec-18 07:00 PM
Can't find the animation ID folder in dropbox, so here's a list of Rock Boi's animations. Applies to alpha and beta.
...side note, where's the WORKING DIR folder @V A H K I T I ?
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V A H K I T I 28-Dec-18 07:04 PM
I removed it due to complaints about the constant syncing of files. I figured everyone uses their own structure anyways
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The Cap'm (Reese) 28-Dec-18 07:04 PM
oh
ok
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The Cap'm (Reese) 28-Dec-18 07:36 PM
Side side note, but I guess animation porting doesn't give a shit about model. This is Gali with the Taniwa's idle animation.
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V A H K I T I 28-Dec-18 07:37 PM
Wot
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The Cap'm (Reese) 28-Dec-18 07:38 PM
I wanted to see if Gali's model would stretch to hell if I ported one of the Taniwa's animations, but it didn't. Figured it looked strange enough to show off.
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ShadowDraikana 28-Dec-18 07:38 PM
the hell
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The Cap'm (Reese) 28-Dec-18 07:38 PM
Replaced Gali's idle for the Taniwa's (g000 for hy02)
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V A H K I T I 28-Dec-18 07:39 PM
It looks oddly...normal
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The Cap'm (Reese) 28-Dec-18 07:39 PM
Yeah, that's what suprised me
I'll probably try some of the stranger animations in a few minutes for shits and giggles.
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ShadowDraikana 28-Dec-18 07:41 PM
hehe
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The Cap'm (Reese) 28-Dec-18 07:47 PM
...I think Gali is possessed by Pazuzu.
That neck turn...
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V A H K I T I 28-Dec-18 07:49 PM
Hecc
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ShadowDraikana 28-Dec-18 07:49 PM
da fuq
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The Cap'm (Reese) 28-Dec-18 07:50 PM
CMON CMON SHAKE IT UP BABY NOW TWIST AND SHOUT
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V A H K I T I 28-Dec-18 07:51 PM
Boi
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ShadowDraikana 28-Dec-18 07:51 PM
this is some pretty fascinating shit
try other boss animations
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The Cap'm (Reese) 28-Dec-18 07:52 PM
Oh, just wait. I've got an idea before I try that.
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V A H K I T I 28-Dec-18 07:52 PM
I guess I should try out more Toa animations on Nobua.
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The Cap'm (Reese) 28-Dec-18 07:53 PM
see? all my fucking around is helpful
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V A H K I T I 28-Dec-18 07:53 PM
Boi
If you want, go ahead and try various animations on him
What we really need right now are grab and strafe
And also a fixed camera
@JrMasterModelBuilder You free to maybe look into the latter?
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ShadowDraikana 28-Dec-18 07:55 PM
PLS
I'm seriously wondering if the player cameras are somehow hardcoded
because I sure as hell tore the OSI apart looking for where it was handled
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JrMasterModelBuilder 28-Dec-18 07:56 PM
Look at what?
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ShadowDraikana 28-Dec-18 07:57 PM
NobuaCam (TM)
basicaly where the camera that follows behind the player is controlled
as is it's sky high for Nobua but works properly for other toa
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The Cap'm (Reese) 28-Dec-18 07:58 PM
When you're fighting the Toa, but really need to answer the phone (ignore the Tarakava text)
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V A H K I T I 28-Dec-18 07:59 PM
????????????????????
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The Cap'm (Reese) 28-Dec-18 07:59 PM
Replaced the Taniwa's idle with the horn blowing animation
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ShadowDraikana 28-Dec-18 08:00 PM
LOL
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The Cap'm (Reese) 28-Dec-18 08:01 PM
side side side note, but I love how the Tsunami animation is in Gali's files but still isn't used
Giving Tahu the dragon's idle makes him look like he's putting his arms on an invisible table
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The Cap'm (Reese) 28-Dec-18 08:14 PM
...so I replaced his idle with DR TAIL SMACK, and...
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ShadowDraikana 28-Dec-18 08:17 PM
LMFAO
wow
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The Cap'm (Reese) 28-Dec-18 08:21 PM
K, this'll be a 2 parter. Here's Tahu with dr13 (DR TAIL SMACK 1)...
...and here it is with the Kakama
@V A H K I T I What animations are Nobua's sidesteps?
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ShadowDraikana 28-Dec-18 08:26 PM
I'm rofl rn
why did we not do this sooner
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The Cap'm (Reese) 28-Dec-18 08:29 PM
...I think I might have used the "Hello, my baby!" joke a bit early
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V A H K I T I 28-Dec-18 08:30 PM
LMAO
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The Cap'm (Reese) 28-Dec-18 08:30 PM
Those are Gali's alpha sidesteps
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ShadowDraikana 28-Dec-18 08:30 PM
same lol
anyway bois I gotta run
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V A H K I T I 28-Dec-18 08:30 PM
🅱
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ShadowDraikana 28-Dec-18 08:30 PM
I'll keep at Nobua and poke at the Takara a bit
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The Cap'm (Reese) 28-Dec-18 08:30 PM
Have yourself a good night
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ShadowDraikana 28-Dec-18 08:31 PM
same to you
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The Cap'm (Reese) 28-Dec-18 08:35 PM
...Wairuha's aren't much better
...fuck me, it keeps getting worse
I could've sworn Lewa's would be better
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G-Bond 28-Dec-18 08:39 PM
GWcorbinTopKek BecauseLitestone
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The Cap'm (Reese) 28-Dec-18 08:42 PM
...this...actually looks okay...? @V A H K I T I
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V A H K I T I 28-Dec-18 08:42 PM
It does?
Pac
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The Cap'm (Reese) 28-Dec-18 08:43 PM
Comparatively.
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V A H K I T I 28-Dec-18 08:43 PM
That's not saying much. 😛
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The Cap'm (Reese) 28-Dec-18 08:44 PM
Look, I'm running out of sidesteps here, and out of them this is the best.
And it's safe to say I can't use Kopaka's
And that's it.
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V A H K I T I 28-Dec-18 08:49 PM
Amazing
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The Cap'm (Reese) 28-Dec-18 08:50 PM
So it's Tahu's or we make our own. Or we keep using Onua's, I guess.
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The Cap'm (Reese) 29-Dec-18 09:07 AM
I'll note that MUDM DODGE LEFT seems to be a copy of the laughing animation
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G-Bond 29-Dec-18 09:11 AM
WHAT IS LOVE. BABY DON'T HURT ME. DON'T ME. NO MORE.
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The Cap'm (Reese) 29-Dec-18 12:36 PM
Mudman's animations. The dodge right is the only notable one, but eh.
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ShadowDraikana 29-Dec-18 04:38 PM
Odd question but does anyone still have the Onewa conversation crash still?
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Ondrik🅱 (Ondrej) 29-Dec-18 04:39 PM
I don't for a long time
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The Cap'm (Reese) 29-Dec-18 04:39 PM
I have never had that crash on me
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ShadowDraikana 29-Dec-18 04:39 PM
Same
I'm not sure how that would have fixed itself but okay
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The Cap'm (Reese) 29-Dec-18 04:39 PM
An accidental fix is still a fix.
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ShadowDraikana 29-Dec-18 04:39 PM
Unless someone provides evidence otherwise I think we can close that one up
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V A H K I T I 07-Jan-19 10:38 PM
YO
I JUST MADE A FUCKIN RIDICULOUS DISCOVERY
IT'S TIME TO PLAAAAY
WHAT'S
TAT
SOUND SAMPLE
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The Cap'm (Reese) 07-Jan-19 10:39 PM
calm down
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V A H K I T I 07-Jan-19 10:39 PM
No
Because I just found a Bionicle sample in a Sonic game
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The Cap'm (Reese) 07-Jan-19 10:39 PM
which game
Mania?
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V A H K I T I 07-Jan-19 10:39 PM
Colours
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The Cap'm (Reese) 07-Jan-19 10:39 PM
oh
Which song?
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V A H K I T I 07-Jan-19 10:40 PM
The Tropical Resort map theme
The clip is above
It's that one iconic robotic voice/grinding sound used in The Bionicle Music and The Bionicle Age.
Funnily enough, that's the longest I've ever heard the sample go on for.
Colours seems to have played the whole thing. Pac
If I hadn't been tinkering around to help @🐸 Fraug (The Ass-Man) get Colours set up right in Dolphin, I'd have never found this. I only noticed it cause I was idling on the map and fucking about with settings.
Now I really wanna find his samples too, cause it's clear that everyone and their mother has them at this point
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V A H K I T I 07-Jan-19 11:11 PM
Aw man
Sonic Colours DS ALSO uses the sample.
YOU KNOW WHAT THAT MEANS KIDS
Man I never thought I'd find myself data mining SONIC COLOURS for BIONICLE sounds.
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V A H K I T I 08-Jan-19 02:57 AM
Edit that's closer to Bonk stuff.
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ScrapMetaru 08-Jan-19 02:25 PM
Sounds like a thick accent saying "now you can crit"
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The Cap'm (Reese) 09-Jan-19 07:32 PM
So I'm not sure if anyone looked at this, but those fish Rahi hanging in alpha Ga-Koro actually are functional Rahi in the game
They're sfsh specifically
Functionally they're the same as tfsh (only one animation, for swimming) but I think they're a bit more aggressive. Maybe. Don't quote me on that.
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V A H K I T I 09-Jan-19 08:13 PM
Huh
Also
Anyone ever notice this?
It's in the Tura BLK.
Seems to be a list of coordinates defining the boulder spline in TA05
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The Cap'm (Reese) 09-Jan-19 08:14 PM
Huh. Odd.
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V A H K I T I 09-Jan-19 08:15 PM
Also
I say it's in the Tura blk
I mean ONEWA'S tura BLK
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The Cap'm (Reese) 09-Jan-19 08:16 PM
...oh
that's...different
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V A H K I T I 09-Jan-19 08:16 PM
Wait nvm I had the wrong thing open
xP
But
it's not uncommon
Remmeber the onu koro model in ta-koro
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The Cap'm (Reese) 09-Jan-19 08:16 PM
yep
reminds me. nate found that this is gali's gly3 puzzle subroutine: glyph3_lev4_puzzle
of note there: lev4
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ShadowDraikana 10-Jan-19 02:24 PM
most lev6 blks have that txt file stuffed into them
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Ondrik🅱 (Ondrej) 10-Jan-19 02:28 PM
ye
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Ondrik🅱 (Ondrej) 19-Jan-19 12:13 PM
@ShadowDraikana I'm pretty sure the strings slbs are/were an early test of the stringtables (edited)
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Ondrik🅱 (Ondrej) 19-Jan-19 12:46 PM
haka slbs
And Dseq
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ShadowDraikana 19-Jan-19 01:05 PM
@Ondrik🅱 (Ondrej) Yep, the strings slbs aren't actually the things the alpha tries grabbing oddly enough. It goes for the .tbl files which are literally just renamed slbs I think
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Ondrik🅱 (Ondrej) 19-Jan-19 01:07 PM
yes
they're renamed slbs
wait a minute
weren't tbl files also the first strings in the osi?
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ShadowDraikana 19-Jan-19 01:07 PM
yep
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Ondrik🅱 (Ondrej) 19-Jan-19 01:08 PM
should I make a stringtable to tbl converter?
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ShadowDraikana 19-Jan-19 01:08 PM
I mean there's no reason to do that right now
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Ondrik🅱 (Ondrej) 19-Jan-19 01:08 PM
true
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ShadowDraikana 19-Jan-19 01:09 PM
The language test screen isn't going to be something I can implement easily because doing so causes the quit button to start crashing
plus it itself needs a lot of work to be useful
If you want to write something in the meantime though, nothing's stopping you from doing so
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Jalaguy 04-Feb-19 12:06 PM
Hey, I've been researching the whole thing of Akamai and Wairuha's names being swapped around, and was wondering if anyone's aware of any evidence/remnants of that in TLOMN's data? Thanks! (edited)
(Context: "akamai" translates to "wisdom", and this profile for the Rua from the PowerPack's website:)
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Ondrik🅱 (Ondrej) 07-Feb-19 03:25 PM
I have a question
Has anyone actually looked at what all the fonts in the game are?
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ShadowDraikana 07-Feb-19 03:26 PM
Actually, I did when I was messing with Shoefitter
or most of them anyway
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Ondrik🅱 (Ondrej) 07-Feb-19 03:26 PM
oh, can you tell me how to do that?
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ShadowDraikana 07-Feb-19 03:28 PM
if you want to test, the alpha works better in this regard instead of generating a new art blk each time. basically I used shoefitter's screen to swap fonts around since the main menu had a tendency to garble things other than what's used
usually by just renaming stuff
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Ondrik🅱 (Ondrej) 07-Feb-19 03:28 PM
I tried renaming the fonts, but it never worked
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ShadowDraikana 07-Feb-19 03:29 PM
OH
I was renaming them in the OSI
they're loaded by the global class
and very weirdly at that
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Ondrik🅱 (Ondrej) 07-Feb-19 03:31 PM
ahh, understandable
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ShadowDraikana 07-Feb-19 03:32 PM
even though shoefitter had loaded the fonts through it's own code, the game was grabbing the last listed font string in the global class. So I had to add the font into the global class before Shoefitter could utilize the correct font.
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liquidelectricity 15-Feb-19 05:08 PM
@Jalaguy those early bionicle words/names have a history of being swapped around and losing their meaning. For example "Matau" is a fish hook from Maori lore, which would have suited Nokama better (whose name meaning escapes me)
going back to the bionicle sample conversation, does anyone have the sample from the Toa canister quicktime vids? The one with the ominous title drone with a sand/wind storm fade?
I actually had it at one point back in 2000 when my uncle gave me copies of Acid with some soundFX. that sample was one of them. It was labeled "Mystery" and for the life of me I can't find it
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V A H K I T I 15-Feb-19 05:14 PM
Sony Acid?
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liquidelectricity 15-Feb-19 05:15 PM
lol, yeah
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V A H K I T I 15-Feb-19 05:15 PM
What version do you recall?
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liquidelectricity 15-Feb-19 05:17 PM
i wish i could remember. it was a long time ago. I don't think the sample was bundled with the program, it may have just been bundled with other sounds he downloaded off freeware sites at the time
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V A H K I T I 15-Feb-19 05:17 PM
Oof
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liquidelectricity 15-Feb-19 05:19 PM
but the track was called "Mystery"
there was also Sonic Foundry Sound Forge 6.0, i found that disc
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JrMasterModelBuilder 15-Feb-19 05:37 PM
A lot of old software is available on archive.org
Also betaarchive, if you have an account (I do).
There's probably some sound sample CD's on them also.
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KrazyK 13-May-19 02:49 PM
Hey, what’s the easiest/best way to rip the 3D models from LoMN? Just curious because I’ve been working on a Bionicle MOD for Age of Mythology and I’d like to use the models for it.
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benji 13-May-19 03:50 PM
- extract the characters blk file with the blkfile.py script - convert the character .x to .dae with LOMNTool - import dae into 3d software
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V A H K I T I 13-May-19 03:51 PM
I would have a full pack of the game's models if Benji's tool was made in such a way that I didn't have to dupe a bunch of files just to get rigs, but I can't rag on him too much since he's busy with higher priority things right now.
Just don't expect it to be quick if you want to get all the masks too. Pac
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benji 13-May-19 03:51 PM
All the masks rigged to every character*
If you don't mean to mod LOMN, then just get one copy of each mask and parent it to the face bone
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V A H K I T I 13-May-19 03:53 PM
@benji Reminder for when you have time: https://github.com/TheLegendOfMataNui/game-issues/issues/254
LOMNTool needs the ability to export multiple rigged models with one BHD as long as they all share it. For instance, every single mask, tool, or ANY object that is rigged to a character shares thei...
LOMNTool needs the ability to export multiple rigged models with one BHD as long as they all share it. For instance, every single mask, tool, or ANY object that is rigged to a character shares their BHD, but you can't just EXPORT with that ONE BHD. Currently it is required to copy, rename, and paste multiple instances of the same file to match the skinned mesh, and achieve the desired result. This in some instances such as mass exporting, can be incredibly time consuming and tedious when it need not be so.
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benji 13-May-19 03:54 PM
Yeah I'm aware
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V A H K I T I 13-May-19 03:54 PM
Just making sure. 😛
How goes the animation R&D anyways?
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KrazyK 13-May-19 03:59 PM
Cool, thanks!!! I appreciate the tips, and I love the work you guys are doing on LoMN. This is childhood dream come true!
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ShadowDraikana 11-Jun-19 04:09 PM
Just came across something in my R&D and I'd like to look into it further: what is event 79 tied to in both builds?
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ShadowDraikana 11-Jun-19 07:49 PM
also need to know what button 79 is
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The Cap'm (Reese) 20-Jun-19 04:42 PM
Some early HUD graphics, back when mudball, mudsphere, and vinegrab were in use.
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The Cap'm (Reese) 20-Jun-19 04:58 PM
There's also an early version of the earthquake that has the same size and fadeout.
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V A H K I T I 20-Jun-19 05:01 PM
Neat
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The Cap'm (Reese) 20-Jun-19 05:03 PM
My guess from these (and some other early HUD graphics) is that before the sliding HUD, using a power would play one of these gifs and then fade out completely.
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The Cap'm (Reese) 20-Jun-19 05:33 PM
Oh, and this. No clue on this one.
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UTTER_BODGE 20-Jun-19 05:34 PM
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ShadowDraikana 20-Jun-19 05:34 PM
ha
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The Cap'm (Reese) 20-Jun-19 05:35 PM
I didn't know the Natural Killer Cyborg was in this game
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omegalucas 21-Jun-19 02:27 PM
Jaller?
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The King 21-Jun-19 03:33 PM
*Jala
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omegalucas 21-Jun-19 05:02 PM
Pretty sure he was already Jaller when he had this face
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 21-Jun-19 05:27 PM
Onuablankstare
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The Cap'm (Reese) 07-Jul-19 04:15 PM
This is an amazing animation. Pure quality on display. RTPL SIDEWAYS. (Ignore the Pakari, had to model swap to see these anims.)
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V A H K I T I 07-Jul-19 04:22 PM
:v
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The Cap'm (Reese) 07-Jul-19 04:22 PM
This isn't a result of model swap either. This is the actual "animation."
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ShadowDraikana 07-Jul-19 04:25 PM
that would be painful if you ask me
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The Cap'm (Reese) 07-Jul-19 04:26 PM
I'm guessing this was supposed to be some sort of dodging animation that you were only supposed to see for a second
But it's sloppy as hell regardless (edited)
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ShadowDraikana 07-Jul-19 04:27 PM
Saffire secret technique Pac
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The Cap'm (Reese) 08-Jul-19 06:38 PM
Found some more neat shit.
Inside the alpha's mocm folder is the Huna's emotion masks
From left to right: Sphere02, sad3, eyesclosed3, angry3, and suprised3.
Sphere02 has some sort of thing covering the inside of the eye hole, while eyesclosed3 looks no different from the normal Huna as far as I can tell.
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V A H K I T I 08-Jul-19 07:36 PM
Ah yes, I love the mask of Sonic
Pac
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The Cap'm (Reese) 08-Jul-19 07:37 PM
heh
Odd that they put this into a separate characters folder instead of Onua's folder
and under whatever mocm means
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Grampa Walker 09-Jul-19 08:27 PM
Why are we all here?
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The Cap'm (Reese) 09-Jul-19 08:27 PM
heh
Just to suffer?
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Grampa Walker 09-Jul-19 08:27 PM
Also, is it just me, or does the last Huna remind anyone else of Samus a bit?
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The Cap'm (Reese) 09-Jul-19 08:28 PM
A bit, yeah
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ShadowDraikana 10-Jul-19 08:41 PM
@JrMasterModelBuilder Any idea on what the bit flags used in the movelist slbs are and where they're handled in the exe? If that doesn't provide any clues Shoefitter may be our only hope here.
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The Cap'm (Reese) 10-Jul-19 10:18 PM
On a...semi-related note (animations are in movelists, so kinda)? Found some odd animations with the Fikou-Nui
On a...semi-related note (animations are in movelists, so kinda)? Found some odd animations with the Fikou-Nui
First, there's s007, which...I have absolutely no clue what this is.
Second is s004. This is technically the second half (I assume) of s003, which is just the spider spinning around in circles endlessly.
Lastly, there's s008, which appears to be (I assume) some sort of leadup animation to s007? It's hard to discern the purpose of these.
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The Cap'm (Reese) 10-Jul-19 10:39 PM
@V A H K I T I Got some new SPEEN for you. Here's s003.
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V A H K I T I 11-Jul-19 03:41 AM
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V A H K I T I 11-Jul-19 06:40 AM
Maybe it's part of an attack where it would jump and burrow into the ceiling? Idk
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ShadowDraikana 11-Jul-19 01:42 PM
clearly they had bigger plans for this thing
worth pointing out that s007 (breakdance lol) is actually in the movelist, meaning there's either a way to trigger it or it was something to be triggered via OSI
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ShadowDraikana 13-Jul-19 03:30 PM
does anyone know why some classes are located in a particular sub-section of the OSI rather than the usual "class" section.
case in point. why is this class here for example
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Ondrik🅱 (Ondrej) 13-Jul-19 03:32 PM
Saffire be like
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ShadowDraikana 13-Jul-19 03:33 PM
lol
that class is for PZZL, btw
I just want to know why it's there and not in with the other puzzle classes
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benji 13-Jul-19 03:57 PM
it's because we (the LSS decompiler) thinks that it inherits from whatever folder it's in
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Orikume (Space Waifu) 03-Aug-19 08:37 AM
@ShadowDraikana If you're still curious about those Fikou Nui animations, I believe it was for some sort of "Top attack"which I guess would function like a Beyblade. BS01 has concept art of this which I'll link https://biosector01.com/wiki/File:Concept_Art_TLOMN_Onua2_Spider.png
Concept art found in the files of The Legend of Mata Nui.
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ShadowDraikana 03-Aug-19 10:04 AM
Interesting
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V A H K I T I 03-Aug-19 12:30 PM
SO the animations are leftover from a previous model iteration?
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The Cap'm (Reese) 03-Aug-19 12:30 PM
Seems so
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V A H K I T I 03-Aug-19 12:31 PM
YOu know it's funny too
This concept art IS IN THE GAME
We just forgot about it
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The Cap'm (Reese) 03-Aug-19 12:31 PM
in terms of a boss fight that's not a bad idea for an attack (as odd as it looks)
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Ondrik🅱 (Ondrej) 10-Aug-19 05:10 AM
So, I found a sound named "findnightvismask.wav"
like a softer version of pickupmask
Maybe that could be used for something
like picking up a grappling hook would get you this
or picking up a quest item
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The Cap'm (Reese) 10-Aug-19 09:34 AM
It's used in also a o meets g
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ShadowDraikana 10-Aug-19 10:48 AM
^
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ShadowDraikana 20-Aug-19 06:17 PM
@Coders can we get a list together of what each event ID is tied to? Like onevent ID 4 fires with trigger planes for example. I think its worth making a list at this stage so we know what does what. (Apologies for the ping but I want to make sure you guys are aware)
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ShadowDraikana 16-Sep-19 09:45 AM
good talk Pac
one month later
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Ondrik🅱 (Ondrej) 16-Sep-19 09:45 AM
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ShadowDraikana 16-Sep-19 09:48 AM
anyway what does the function gctriggerplane::setplaneresponse do? In the osi the function has three args, this.handle, param1, param2. In usage examples two ints are passed to it. So what exactly does all that do? Setting it to 3, 3 makes the trigger act like a wall, that much I know
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V A H K I T I 16-Sep-19 01:06 PM
Well to me it sounds like it does exactly what it says it does
The ints change what the trigger its applied to does.
It changes the plane's response to character interaction.
What you should be asking is what other kinds of responses the game has programmed for it.
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ShadowDraikana 16-Sep-19 01:27 PM
Thats what I mean
I want to know what the ints are for
Thought I made that kinda obvious
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V A H K I T I 16-Sep-19 01:27 PM
Well I mean... it's just numbers. Tinker! 😛
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ShadowDraikana 16-Sep-19 01:27 PM
Well I ask because I dont know if ther are effects we arrnt seeing. Some of this isnt visible
because i cant figure out why vlgs has sone of its triggers set up to use this when it works just fine without it
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ShadowDraikana 19-Sep-19 10:45 AM
And Im already confused by this lmao
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ShadowDraikana 19-Sep-19 11:00 AM
the initial function looks empty with a couple references elsewhere? Da fuq
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ShadowDraikana 20-Sep-19 09:22 AM
do we have any earthly idea why a sound defined as a "3D" sound in the soundtable instead of a "regular" sound fails to play period
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The Cap'm (Reese) 04-Dec-19 09:35 PM
So I randomly looked into MBCH today, and it turns out it has thirty two unused models.
Some of them are just low poly versions of existing models (like the door and the boulder), but there's also an old and somewhat different water model, an old plant model, and 25 small, angular models that I can't determine the purpose of
So just in case it wasn't already clear how unsure Saffire was about what to do with MBCH, there you go. 😛
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Mohcirshii 07-Dec-19 05:32 PM
so
is this only for LOMN datamining?
because I'm trying to look at some sprite assets from this apk in better detail
but idk how to open atlas files
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kaltathenoblemind 07-Dec-19 10:21 PM
is MBCH from LoMN?
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The Cap'm (Reese) 07-Dec-19 10:22 PM
yes.
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kaltathenoblemind 07-Dec-19 10:22 PM
where can i find it?
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The Cap'm (Reese) 07-Dec-19 10:22 PM
alpha files, lev2
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kaltathenoblemind 07-Dec-19 10:22 PM
thankyou 😄
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Mohcirshii 08-Dec-19 08:18 PM
Anyone know how atlases work?
eurgh
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The Cap'm (Reese) 28-Dec-19 06:57 PM
Looked at Onua's alpha ids list and confirmed that animations 37 and 38 were uphill/downhill walking animations
so at some point they were planning on hills changing animations
waitwaitwait
the early laser shooting animation
It's in the alpha
so
They were already starting to replace the combat by v0.006...? (edited)
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The Cap'm (Reese) 22-Jan-20 08:56 PM
I sure do love an early morning run
early version of the running animation present in the alpha
one of six early animations in the TNGA folder
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🌻 sher1bot! 🌺 22-Jan-20 08:57 PM
ok but mood
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Nyarah Ghost (^Φ ω Φ^)∫ 12-Feb-20 01:56 PM
Revivingbionicle.mp4
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Nyarah Ghost (^Φ ω Φ^)∫ 12-Feb-20 03:35 PM
I'm curious, are there any infected masks in the data of the game? With an actual infected texture I mean (like the Hau)
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Ondrik🅱 (Ondrej) 12-Feb-20 03:40 PM
massive throwback incoming in 3
2
1
44 4F 20 4E 4F 54 20 4C 45 54 20 59 4F 55 52 20 53 54 52 45 4E 47 54 48 20 42 45 20 54 41 52 4E 49 53 48 45 44 20 42 59 20 4E 4F 4E 2D 42 45 4C 49 45 56 45 52 53 https://t.co/LJ812yXSo0
all the great masks are in the game, but only the hau has the dissolution effect
as in, their infected variants
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Nyarah Ghost (^Φ ω Φ^)∫ 12-Feb-20 03:42 PM
Yooooo
That is sick
Designing Muaka-style infected masks for my build of Ganto's Makuta MOC was big fun, I'd love to do the whole bunch at some point
Although, I'm not sure how well that would work on a Kaukau
Maybe spray paint the whole thing except for the visor black and go from there? :p
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Nyarah Ghost (^Φ ω Φ^)∫ 12-Feb-20 03:52 PM
Has anyone on Team Litestone dabbled in editing character textures? It would be fun if I could design and mod in infected mask textures but I have no idea if it's possible how I would even do that (I'm plenty tech-savvy but have no such experience beyond working in pepakura back in the day)
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Nyarah Ghost (^Φ ω Φ^)∫ 12-Feb-20 04:09 PM
Holy mukau.
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UTTER_BODGE 12-Feb-20 04:25 PM
still my best mod
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Nyarah Ghost (^Φ ω Φ^)∫ 12-Feb-20 04:25 PM
If you don't mind me asking, What would be a good way for me to get a start into learning things like that? Texture modding, I mean
I think modding infected mask textures into the game would be Big Fun
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The Shadow Emperor 12-Feb-20 04:28 PM
best thiccbricc content
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The Cap'm (Reese) 12-Feb-20 04:48 PM
Actually, on the topic of the infected mask textures
The Hau is actually based on an old pre-alpha HUD element
From what I gather, using a power (such as a mask or glyph) would cause the graphic to appear, spin once, then fade out
The Hau used for Rahi deaths is a modified version of the Hau from those HID graphics
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Nyarah Ghost (^Φ ω Φ^)∫ 12-Feb-20 04:51 PM
Neat!
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Mohcirshii 25-Feb-20 07:28 AM
Can anyone help me find the sprite sheets in the files of this game? All I've managed to get is the sound effects
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Mohcirshii 25-Feb-20 02:10 PM
sad
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V A H K I T I 25-Feb-20 02:15 PM
What kind of game is it? 2d/3d?
Either way it's proooobably made in Unity
So those tools will be useful.
Also if it is, (and probably even if it's not) most of the data you want isn't going to be in the APK. I'll be in the data folder or obb files
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🌻 sher1bot! 🌺 25-Feb-20 02:18 PM
COLOSSATRON
FUCK I LOVE THAT GAME
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JrMasterModelBuilder 25-Feb-20 03:11 PM
Looks like the game engine is called Mortar.
If you unzip the APK it looks like all the texture are .tex files.
Dunno anything else about either of those things, but they might be proprietary/undocumented.
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Nyarah Ghost (^Φ ω Φ^)∫ 25-Feb-20 03:15 PM
No that means only Texans can view it
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Mohcirshii 25-Feb-20 06:33 PM
Well I'm texan and I can't..
Also ayy @🌻 sher1bot! 🌺
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🌻 sher1bot! 🌺 25-Feb-20 06:35 PM
its likely. the games produced by halfbrick, and they seem like theyd have the resources to build a custom engine
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Mohcirshii 25-Feb-20 06:36 PM
I'm actually trying to get the sprite sheets so I can make 3D models of *colossatron and some of the enemies (edited)
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🌻 sher1bot! 🌺 25-Feb-20 06:36 PM
oooh
have you checked spriter's resource?
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Mohcirshii 25-Feb-20 06:38 PM
They aren't on there na
But ya looks like tex and atlas files, tho I will check data and obb like vahkiti said
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Galgo 26-Feb-20 05:13 AM
How feasible would it be to make a game save generator?
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Ondrik🅱 (Ondrej) 26-Feb-20 05:13 AM
for lomn?
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Galgo 26-Feb-20 05:13 AM
since half the time saves are corrupted
yep
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Ondrik🅱 (Ondrej) 26-Feb-20 05:14 AM
not very hard
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Galgo 26-Feb-20 05:14 AM
yesterday I got from Onua's level to the end of Pohatu's almost without a hitch
it was unprecedented (edited)
but then I jumped into the pit that leads to kopaka's level and couldn't get out and had to restart, and what do you know my save was corrupted
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V A H K I T I 26-Feb-20 11:39 AM
Since a few beta versions ago, Saves are just plain stock-standard XML files now.
So yeah, definitely not hard.
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ShadowDraikana 26-Feb-20 11:56 AM
i mean... this wouldn't be needed if we can fix the actual problem (which requires coders i know)
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Galgo 26-Feb-20 02:14 PM
Any idea what the underlying problem is? (edited)
ok so I read the chat history, the front end causes it
at least I know
anyways I played through the front end, from Onua to the end of Pohatu's level relatively (for this game) without a hitch, and it felt... almost like a real game!!!!!
although in addition to the bugs, some parts of the game are just poorly designed
the first Kopaka area for example has that massive stone peak and the platforms just barely jut out enough to be climable
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Galgo 10-Mar-20 06:12 AM
How much of LOMN’s build history is known?
Is there a timeline or compilation of all the development info we have?
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Ondrik🅱 (Ondrej) 10-Mar-20 06:17 AM
development started around spring 2000, lego received weekly snapshots
massive refactor likely between alpha and beta builds we have
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Galgo 10-Mar-20 06:20 AM
When would you estimate the two screenshots I posted are from?
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Ondrik🅱 (Ondrej) 10-Mar-20 06:24 AM
definitively before the alpha we have
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Dymkobierca 10-Mar-20 12:53 PM
Is the first one from that cave where you can meet Kapura?
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The Cap'm (Reese) 10-Mar-20 12:53 PM
An early version, yes.
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kaltathenoblemind 10-Mar-20 01:45 PM
there is no chance that we'll find more versions of loMN right?
nobody with extra alpha and beta disks
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V A H K I T I 10-Mar-20 01:46 PM
Unlikely but technically not impossible
Lego got weekly snapshots throughout 2000 and 2001
So statistically speaking with LEGOs tendency to archive everything in a vault, there are probably more. Albeit likely behind lock and key
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kaltathenoblemind 10-Mar-20 01:48 PM
that is true. i was thinking more like spare or doubles saffire had.
wonder what stuff would have been on there. doubt we'd have had a makuta model or more of level 7 mangaia
since the beta we have seemed to have reduced the makuta level
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Galgo 10-Mar-20 07:46 PM
Where did our alpha come from?
also do we know much about Tale of the Tohunga's development history?
honestly I consider it the better of the two games
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The Shadow Emperor 10-Mar-20 08:08 PM
The alpha was given to us anonymously
I don't know much about its development history but I do agree with you there. Quest for the Toa can get quite wonky at times but it feels like a much better realized product. I think it did a much better job with island's wildlife and enemy variety in general, but I don't hold that against LoMN too much because working with 3D models takes more time (edited)
actually on that note, the Brakas sprite was found in the game's data relatively recently (edited)
so it seems there's still stuff from that game that's yet to be found
here's a fun fact: Darvell Hunt (physics coder for LoMN) ended up not getting a Bionicle credit since the game was cancelled, while his son got one in QftT by working as a beta tester after school
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joint-Dogg666 10-Mar-20 08:31 PM
I’m 99% sure that bird boi isn’t in the final game
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The Shadow Emperor 10-Mar-20 08:44 PM
it isn't. but it could be in the files
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The Cap'm (Reese) 10-Mar-20 08:50 PM
LoMN's files or QftT's
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joint-Dogg666 10-Mar-20 08:53 PM
sorry, i meant that i don't think it's on the cartridge anywhere
from what i've seen combing through the sprites
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joint-Dogg666 10-Mar-20 09:13 PM
there are really only 2 things i've found from opening QftT in a tile viewer that i haven't mentioned a million times before. one of them is this:
which looks a lot like this prerelease image: https://biosector01.com/w/images/bs01/d/d8/QftT_Beta_Village.jpg
the other one is (near as i can figure) an unused title screen? it looks pretty messy, but it seems to be the three virtues/"BB" logo, the word Bionicle, and the title Tales of the Tohunga
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The Shadow Emperor 10-Mar-20 10:10 PM
oh you're the one who found the Brakas!
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joint-Dogg666 10-Mar-20 10:11 PM
yup, that's me!
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The Shadow Emperor 10-Mar-20 10:22 PM
what does the title screen look like in the final game?
just "BIONICLE"?
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joint-Dogg666 10-Mar-20 10:26 PM
yeah, it's the lego logo and "BIONICLE" over a drawing of the starting beach (edited)
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The Shadow Emperor 10-Mar-20 10:29 PM
huh
I was just looking at it and it's strange that they show that, and then there's a white flash only to show the same screen but with the language selection
maybe that first screen would've been the one you found
would it be possible to restore it?
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joint-Dogg666 10-Mar-20 10:47 PM
maybe, but it's definitely too involved for me to kludge my way through.
since the final title screen is 256 colors and the original is 16, the former takes up more space in memory, so it would take, like. actual gba programming skill and not just copy/paste
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The Shadow Emperor 10-Mar-20 10:54 PM
oof, I see
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joint-Dogg666 11-Mar-20 12:22 AM
anyway, i got curious, so i pieced this together by hand. (take it with a grain of salt - the color palette isn't the original, and any other mistakes are mine)
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V A H K I T I 11-Mar-20 01:02 AM
❤️
YOu should send that at the prerelease koro to Peri
I'm sure she'd love to see that
Nice to see a concrete reference to the original name btw.
IIRC it never launched with that title, it was only referred to in news about the game prior to release
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The Shadow Emperor 11-Mar-20 01:06 AM
I showed both to her
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V A H K I T I 11-Mar-20 01:06 AM
nice
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joint-Dogg666 11-Mar-20 01:42 AM
i'm glad other people find this stuff interesting!
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Rexfor 15-Mar-20 05:36 PM
Im currently having trouble with this game
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The Cap'm (Reese) 15-Mar-20 09:23 PM
As in a bug or something else?
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Rexfor 16-Mar-20 11:06 PM
Well I got the controls right but its the curser part
and the width hight thing too
sometimes the game window likes to vanish because the curser is in the very bottem right of the PC screen even though its not.
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Ondrik🅱 (Ondrej) 17-Mar-20 04:19 AM
oh, yeah
that's known
and it's very annoying, even to me
the best thing I can say is Alt+Tab out of the game, then Alt+Tab back in
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V A H K I T I 17-Mar-20 04:19 AM
It's a DGVoodoo thing/limitation.
The game doesn't natively have windowed mode at all yet
So by extent it doesn't really have proper implementation for cursor locking (edited)
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V A H K I T I 19-Apr-20 07:06 AM
Been a while since a proper post on topic here, but I just figured out another SLB I guess.
Running some experiments in CAVE I noticed the targets SLB, and knowing what we know now about the Rock Elemental, I made the connection that it has to do with morph targets for the diggable walls.
So that's a thing
Like I guess we knew that judging from the binary template, but I don't think we ever knew how it was used
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V A H K I T I 19-Apr-20 07:30 AM
Furthermore, Rock boi has a targets SLB of his own
Meaning this is neither entirely hard-coded, nor limited to just the walls (edited)
Which begs the question: Why does the rock elemental flip the fuck out?
AAAAAAAAA I FIGURED IT OUT. Mostly.
Fuckin
Morphing miodels work the same as skinned models
Ie: Vertex merging makes them fucking explode apparently.
Which means.... that's probably not a skinning issue, but something to do with the actual mesh imports?
Possible good information for @benji to know
Either way I have the rock elemental morphing now. It's not perfect, but it looks miles better than it did
@Grampa Walker It ya boi. Almost. :p
I'm not sure why some parts are still exploding, but it's progress
Okay I think I know what the problem is
Some of your models have more or fewer verts than the rest.
I'm going to assume for the time being that they need to be identical for the morph system to work correctly.
The discrepancy in vertex count would account for the way polygons seem to shift around on some parts of the model but not others
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UTTER_BODGE 19-Apr-20 07:46 AM
oh boy do I have a new slb type to implement into the editor
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V A H K I T I 19-Apr-20 07:47 AM
Idk how feasible it would be to implement this, but you could maybe do it if Unity has a way of previewing morph targets? Though I doubt it would be accurate to the game unless you can figure out how to replicate its algorithm.
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UTTER_BODGE 19-Apr-20 07:47 AM
I mean the logic behind morphing shapes isn't complex
I just dunno if unity will like me playing with procedural meshes in the editor outside of play mode lol
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V A H K I T I 19-Apr-20 07:48 AM
Well it's worth a try I guess. Though I don't think you need put in too much work to get the SLB imported
target SLBs are literally just a list of entries with a number and a model pointer (edited)
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UTTER_BODGE 19-Apr-20 07:48 AM
typically such things are just "take vertex X in the model and smoothly move it towards the position of vertex X in the next model"
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V A H K I T I 19-Apr-20 07:48 AM
:p
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UTTER_BODGE 19-Apr-20 07:48 AM
repeat for all vertices
das it
so of course if you have more or less verts the whole thing becomes fucked
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V A H K I T I 19-Apr-20 07:49 AM
Well that explains that then
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UTTER_BODGE 19-Apr-20 07:49 AM
or if verts are defined in different orders it's fucked
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V A H K I T I 19-Apr-20 07:49 AM
It's nice to know that this isn't hard coded shenanigans at play here, and we can in fact still mess with these.
Cause I really like Walker's new rock elemental model
And the actual boss model is the first successful use of vertex colours on a character model. 😄
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UTTER_BODGE 19-Apr-20 07:51 AM
fun fact: there's such a thing as vertex animation where this sort of principle is applied to models like keyframes for much fancier animations
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V A H K I T I 19-Apr-20 07:51 AM
Oh yeah I'm aware of that
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UTTER_BODGE 19-Apr-20 07:51 AM
that's how animation works in the PS1 crash bandicoot games iirc?
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V A H K I T I 19-Apr-20 07:51 AM
For the longest time people thought BTG used vertex animation
And yea, crash did that
Cause it was a much easier way to make fluid and expressive animations at the time
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UTTER_BODGE 19-Apr-20 07:52 AM
without a metric fuckton of bones
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V A H K I T I 19-Apr-20 07:52 AM
At the time the only alternative was the way Mario 64 did it
With big chunky segmented meshes
Naughty Dog didn't want that
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UTTER_BODGE 19-Apr-20 07:53 AM
but yeah generally speaking models for vertex morphs like this should be identical except for the vert positions
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V A H K I T I 19-Apr-20 07:54 AM
Right now I'm more interested in the fact that morphs are effected in the same way as skinned meshes.
Ie, they go fucking apeshit if the verts are merged. :p
It means that this issue with LOMNTool isn't just limited to the code for skinning, but is more widespread.
That was just the first place the issue became tangible.
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ShadowDraikana 19-Apr-20 09:01 AM
...we've known what the targets slb does for a while now
i pointed this out like ages ago that the targets slbs are for morph objects
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V A H K I T I 19-Apr-20 09:04 AM
Fair.
Well at any rate, this changes things for the bosses if we can figure out the vertex issue
Because if all it needs is that plus something to call the function, we can just add more frames if we want a better morph
Which I'm sure Walker will be happy about. :p
now the fact that morph targets don't like vert merging is new
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joint-Dogg666 01-May-20 06:29 PM
Does either version of LoMN have a Tohunga model similar to Templar's? (Specifically I'm interested in the thin arms and broken heels)
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UTTER_BODGE 01-May-20 06:29 PM
yes, that model and its textures are from LoMN
saffire had plenty of assets from the game to use for MNOG (many vectors in that game were rendered from LoMN models)
there we go
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joint-Dogg666 01-May-20 06:32 PM
Good to know. Is this model actually used, or is it just in the files somewhere?
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UTTER_BODGE 01-May-20 06:32 PM
that's from ta-koro, unused
it's just a static unrigged model
my guess is they imported to use as scale reference when modeling it
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joint-Dogg666 01-May-20 06:33 PM
Interesting. Thanks!
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UTTER_BODGE 01-May-20 06:34 PM
by the earliest build we have they'd already updated the real animated model
so it's just that leftover unrigged ta-koro model afaik
iirc templar had done a little bit of polygon reduction on the version in backlot
removed some faces on the feet or something?
I attempted ripping it once but the state of shockwave tools at the time had me go lolfuckthis
so I got a really ugly result lol
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joint-Dogg666 01-May-20 06:36 PM
Yeah, the insides of the feet don't have faces
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UTTER_BODGE 01-May-20 06:37 PM
textures are same as LoMN but with color baked into em and crunched down to tiny jpgs
iirc
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joint-Dogg666 01-May-20 06:38 PM
yup
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V A H K I T I 01-May-20 09:07 PM
I'm super bothered by that actually.
Cause the texture for the arms is not present in lomn
Again, by our earliest build it had already been replaced with the final texture which doesn't quite line up.
Same for the head
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UTTER_BODGE 01-May-20 09:08 PM
oh?
so the backlot textures are the closest we have for those?
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V A H K I T I 01-May-20 09:08 PM
ye
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UTTER_BODGE 01-May-20 09:08 PM
interesting
could probably clean them up/upscale them/redo them if we really wanted to for some reason
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V A H K I T I 01-May-20 09:08 PM
We'll probably do that for the museum
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r543 (@mention for replies) 07-May-20 02:59 PM
There's better shockwave tools now which should make it possible to rip the model.
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V A H K I T I 07-May-20 03:15 PM
Oh we've had the model for a while.
It's just not viable for any real use outside the museum
I think @JrMasterModelBuilder ripped it. If he still has it.
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JrMasterModelBuilder 07-May-20 03:19 PM
IDK where I put them.
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V A H K I T I 07-May-20 03:19 PM
Hecc
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JrMasterModelBuilder 07-May-20 03:45 PM
I just ripped them again, using binwalk --dd='.*' tohunga.W3D to dump from each image's offset and 010 Editor's JPEG template to cut off the extra data after the image.
That's just the textures, not sure if there are tools to rip the meshes and such @r543 (@mention for replies) (edited)
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V A H K I T I 07-May-20 03:47 PM
You did get the model at some point
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JrMasterModelBuilder 07-May-20 03:47 PM
I did? I though I just had the W3D.
Which can be viewed in that Shockwave model viewer thing.
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joint-Dogg666 07-May-20 03:48 PM
This tool converts Shockwave 3D World Files (W3D) to Wavefront OBJ, Material and Image Files (OBJ, MTL, and TIFF.) - tomysshadow/Shockwave-3D-World-Converter
I used this, there are some stray verts but it's otherwise fine?
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r543 (@mention for replies) 07-May-20 03:49 PM
@JrMasterModelBuilder Afaik you're in the Shockwave Server by Tomysshadow as well, there should be tools to rip meshes there. Yeah that, are there still issues now?
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UTTER_BODGE 07-May-20 04:00 PM
Ah James got it
I remember that being kinda janky
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V A H K I T I 07-May-20 04:00 PM
Oh?
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UTTER_BODGE 07-May-20 04:00 PM
¯\_(ツ)_/¯
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V A H K I T I 07-May-20 04:25 PM
It is a bit jank yeah. Pre-posed and all
But it's literally identical t the LOMN model with the exception of the removed feet sole polys
So I can just apply the materials to that
Fun fact btw
I used the prototype arm from this model for the disk sashes in the new Rebuilt equipment. 😛
Oh yeah.
Unless I'm mistaken, both LOMN and Backlot are missing the head texture.
This is why I didn't recognize it in Tales of the Tohunga. @joint-Dogg666
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joint-Dogg666 07-May-20 04:41 PM
They are both missing the head texture, but the head used in that one render is a completely different model
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V A H K I T I 07-May-20 04:42 PM
Nah, they're definitely the same. Remember LOMN models weren't exactly high quality. :p
That was probably either a newer vaiation, or done with normal maps/textures (edited)
Or just hand painted to give it depthj
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joint-Dogg666 07-May-20 04:43 PM
So... a different model, but probably based on the same physical prototype?
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V A H K I T I 07-May-20 04:43 PM
Most likely.
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joint-Dogg666 07-May-20 04:44 PM
Good to know.
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Grampa Walker 12-May-20 01:23 AM
PRobably late to this convo, and not fully up-to-date on the haps, but I can help with fitting up the model to the current Matoran skeleton, and seeing if I can upscale that texture for the arm, as well.
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Galgo 01-Jul-20 11:29 AM
AI upscaled LOMN prealpha pics
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V A H K I T I 01-Jul-20 02:06 PM
I don't remember this one
Still have the source image?
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Galgo 02-Jul-20 01:28 PM
@V A H K I T I
I wish we had at least one prealpha version :(
Thanks once again to Mr. David Madden for providing the clips after the first three. Expect to see this and more at a later date in LOMN REBUILT's new movie viewer menu. :)
what is this?
is this how they rendered the gameboy stills?
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