Author Topic: Now Available: Forest Dragon  (Read 584 times)

Legacy_Shadooow

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« Reply #15 on: May 07, 2014, 10:01:18 am »


               


While the targeting one was, isn't the animation crash one of those weird issues that only affected some people?




Sorry guys, but setting Targettable = 0 is not a fix but a workaround. Technically speaking.


 


Just saw the Draconic CCC theme - have the dragons in theresame issue? MIght be better to use those models as a base for a new forest dragon.


               
               

               
            

Legacy_Mecheon

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« Reply #16 on: May 07, 2014, 10:43:21 am »


               

They use vanilla animations, so they would not have the same issue


 


And I believe this one doesn't have the issue as its the standard gold dragon. Its only if you use that particular animation set they have the issue



               
               

               
            

Legacy_rjshae

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« Reply #17 on: May 07, 2014, 04:00:24 pm »


               

I'll bet that dragon just absolutely hates woodpeckers... '<img'>



               
               

               
            

Legacy__six

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« Reply #18 on: May 07, 2014, 07:19:59 pm »


               

I heard it through the predatory grapevine that your fungal shambler is amazeballs.



               
               

               
            

Legacy_Rolo Kipp

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« Reply #19 on: May 08, 2014, 07:56:58 pm »


               

<trying to overfill a tiny bag...>


 




They use vanilla animations, so they would not have the same issue


 


And I believe this one doesn't have the issue as its the standard gold dragon. Its only if you use that particular animation set they have the issue




I believe the problem is in element (sub-object) count, rather than a certain animation.


I seem to remember the CEP dragons had a few too many elements (the Remorhaz Pstemarie recently renovated had the same problem before he simplified it).


 


As Shad says, the non-targetable workaround is just that. The models really need a bit of (g)Max love :-)


 


But then again, I haven't visited them in at least three years, so I could be crazy :-P


 


<...and losing his marbles>



               
               

               
            

Legacy_ia.Pepper

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« Reply #20 on: May 08, 2014, 10:40:32 pm »


               


<trying to overfill a tiny bag...>


 


I believe the problem is in element (sub-object) count, rather than a certain animation.


I seem to remember the CEP dragons had a few too many elements (the Remorhaz Pstemarie recently renovated had the same problem before he simplified it).


 


As Shad says, the non-targetable workaround is just that. The models really need a bit of (g)Max love :-)


 


But then again, I haven't visited them in at least three years, so I could be crazy :-P


 


<...and losing his marbles>




 


Too many elements? Does this affect anything else, (like wings perhaps, may need to know considering my current project...) and is it something to be mindful of? Also, what IS the limit? On a single skin mesh or an entire model itself. I think it would be useful to bring this up, for myself and for others who may not realize.


               
               

               
            

Legacy_Rolo Kipp

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« Reply #21 on: May 08, 2014, 11:38:33 pm »


               

<not quite...>


 




Paul how many parts are there to the remorhaz if there is more than 80 then when targeting is enabled it will crash the game, might start there. I duplicated the crash but I am not sure if it occured during an animation or if I was targeting the remorhaz both where happening at the same time.



 



I defer to Cervantes on this one as I haven't pushed those limits recently. :-P


 


This is counting each "node" on the model, including dummies, emitters and certainly the wings of the CEP dragons, but I am not sure it counts elements of add-on objects like PC wings/tails.


 


Could be a good test subject :-)


 


<...with it>



               
               

               
            

Legacy_cervantes35

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« Reply #22 on: May 09, 2014, 12:01:58 am »


               

This info I pass on is only for creatures that I myself know about. Way back in the day when I was doing only creatures I had some discussions with limits on nodes with Brian Chung and he told me the upper limit was 80 nodes on any one creature. More than 80 nodes will crash the game to the desktop when it is targeted.( i.e. if you look at some of the bioware creatures you notice that in some the nodes are actually numbered I believe this was so they could keep track.)


 


Changing the targeting column to zero in the appearance 2DA is the only work around for this, and yes it is only a work around. The creature should actualy be reworked to take care of this problem correctly. 


 


I don't seem to remember any animation problems with Hardpoints dragons just that several of his reworked dragons exceeded this count this why only certain models of his have this problem.


 


This is a project I have on my to do list, because I want to use some of these dragons.



               
               

               
            

Legacy_Carcerian

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« Reply #23 on: May 09, 2014, 12:41:31 am »


               

Quickest way to see animation bug: Make one of hardpoint dragons replace the normal nwn red, and cast shapechange (to dragon), when you cancel the polymorph form, client crashes every time.



               
               

               
            

Legacy_cervantes35

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« Reply #24 on: May 09, 2014, 12:56:13 am »


               

What other animations does it crash with, so when I do rework these I know what to look for when I test  them because I never would have thought of a polymorph spell cancelation test but now that you have brought that up I will test that particular spell.


 


I do know that the red dragon is one of the dragons with the over 80 node count.


 


When you replaced the NWN dragon did you set the appearance 2DA targetable column for the red dragon to zero as there may even be limitations on the work around.



               
               

               
            

Legacy_Carcerian

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« Reply #25 on: May 09, 2014, 02:11:56 pm »


               

I just tested, hardpoints dragons can be "fixed" by swapping to normal green dragon animations, they just dont walk on all fours anymore or need the different breath weapon type.  (same for forest dragon).



               
               

               
            

Legacy_Mecheon

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« Reply #26 on: May 09, 2014, 02:50:03 pm »


               

So its either the walk or run animation that does it, if that's the case



               
               

               
            

Legacy_Rolo Kipp

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« Reply #27 on: May 09, 2014, 03:08:53 pm »


               

<digging in...>


 


Interesting. Animations that crash the client?


Think I'll just look into this a bit myself... :-)


 


Edit: You guys are looking at the 2009 Dragons?


 


<...the archives>



               
               

               
            

Legacy_Pstemarie

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« Reply #28 on: May 10, 2014, 04:07:20 am »


               

I do recall reading a long time ago on the original BioWare forums that creatures with "too many parts" would crash when using polymorph. The post never said how many parts was too may, but its safe to assume that the ceiling would be 80.