Author Topic: animation problem with scaled model  (Read 496 times)

Legacy_NWN_baba yaga

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animation problem with scaled model
« on: February 14, 2014, 07:34:39 pm »


               Yo all,

I´m experimenting with a new scale for nwn. I downsized everything to 50 % to have more space within the tiles... I just dont like groups and features are great for what i have planed.

So my problem is i scaled down a human dude to 50 % of his original size but his walk cycle is always out of sync whatever change i do in the apperance file. I can give him veryslow and a walkdistance to exact 50 % less of what he is normaly walking but it just dosnt work. Anyone ever tried a downsized human npc out who had a good setup?

It´s realy important, i´m very advanced in what i have planed and done...
               
               

               
            

Legacy_OldTimeRadio

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animation problem with scaled model
« Reply #1 on: February 14, 2014, 08:28:56 pm »


               Baba, I'm not sure if this is going to help but I think it's a different approach:  If I grab c_ymale01.mdl (appearance 226) and change the scale of his base, his walkcycle seems okay.  Like this:

'Image

Walkcycle looked okay at that point.  I then changed his "targetable" column in appearance.2da to 0 and set his MOVERATE, WALKDIST and RUNDIST to SLOW, 0.83 and 1.66, respectively.  Copied those from "Old Man", appearance 239.  Didn't see anything unusual, walkcycle-wise with those changes.

That help?  There might be other issues with doing it this way, but I can't recall off the top of my head what they are.
               
               

               


                     Modifié par OldTimeRadio, 14 février 2014 - 08:29 .
                     
                  


            

Legacy_Pstemarie

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animation problem with scaled model
« Reply #2 on: February 14, 2014, 08:48:10 pm »


               If you downsize the supermodels and reset the scale to 1.0 then everything should work fine. You'll need to adjust all the values in appearance.2da as well - probably have to cut them by 50%.
               
               

               


                     Modifié par Pstemarie, 14 février 2014 - 08:48 .
                     
                  


            

Legacy_NWN_baba yaga

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animation problem with scaled model
« Reply #3 on: February 14, 2014, 09:25:21 pm »


               Thank you 2 for your quick help. Will try that out later today.

The problem is that the guy always walks much to fast. But the scale is very cool. So i use 20m*20m
in the end. That´s a much better scale to work with;)
               
               

               
            

Legacy_NWN_baba yaga

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animation problem with scaled model
« Reply #4 on: February 15, 2014, 07:54:02 am »


               So that worked OTR. Thank you once again:) You have to set him as Very slow in the toolset but thats ok. I think NPC´s will move always at the same speed with little exceptions...

Be ready for some pixel old school but ligthmapped art;)
               
               

               
            

Legacy_Shadooow

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animation problem with scaled model
« Reply #5 on: February 15, 2014, 08:33:48 am »


               I was creating miniPCs and the huge problem was a step-side movement (A, D keyboard) which worked as if the character was 100% height - mean, that my miniPC moved by a 50 steps instead of one...

Also the weapon glows and size was problematic, but maybe this won't be so noticeable on 50% height.
               
               

               
            

Legacy_NWN_baba yaga

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animation problem with scaled model
« Reply #6 on: February 15, 2014, 01:31:58 pm »


               I have to redo everything anyway. Tiles, objects and all npc´s so that will not be a problem. And only
the movement animations seems to be always off at first. My npc´s will have 6 frames per second at max. too... '<img'>
               
               

               
            

Legacy_OldTimeRadio

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animation problem with scaled model
« Reply #7 on: February 15, 2014, 06:22:09 pm »


               

NWN_baba yaga wrote...
So that worked OTR. Thank you once again:)

'<img'>

I don't know how much time you have to do it, but I know a lot of people out there including me would love to see a WIP thread for whatever this project is.  Some of the most useful information I've come across were threads like that, especially ones which highlighted what didn't work along with what did.
               
               

               
            

Legacy_NWN_baba yaga

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animation problem with scaled model
« Reply #8 on: February 16, 2014, 02:45:22 pm »


               I can do that. But for now i´m mostly building up or testing everything in the style i want it to look so there is nothing "really" complete yet. I got the trees and the whole look of the natural environments done and some house geometry. It´s just so much work to unwrap everything because of the lightmap/ complete render in 3dsmax which i use for the textures. I basically unwrap every detail and bake the lightmaps into it. It´s looks awesome already and even on watersurfaces i have trees casting real shadows on it. But all pixelated...

Well, enough talk. I will show you guys some of the work soon:)
               
               

               
            

Legacy_KlatchainCoffee

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animation problem with scaled model
« Reply #9 on: February 16, 2014, 04:27:52 pm »


               Baba... do you mean you are working on a REAL reflective surface in NWN?(!)

Can this lead to an actual real mirror placeable (as well as reflective water)?

*is severely intrigued*
               
               

               
            

Legacy_NWN_baba yaga

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animation problem with scaled model
« Reply #10 on: February 16, 2014, 05:12:43 pm »


               No Klatchain. I bake the shadows from the trees into the terrain textures + the stream texture. When the stream texture with the shadows "rendered" onto it is animated it looks like the shadows move too. No reflection or to fancy stuff but like i said. Real lithing and real shadows;)

But all this leads to a nogo for the nwn tilebased system. You can only have features and groups for one scene only and from there on you move to another. Like in quest for glory, monkey island etc. No free roaming, just doing adventuring in specific designed places and only a few filler features for "combat/ ambushes" in alleys and the forest etc.

It´s quest for glory NWN based in 3d in my own world.
               
               

               


                     Modifié par NWN_baba yaga, 16 février 2014 - 05:16 .
                     
                  


            

Legacy_OldTimeRadio

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animation problem with scaled model
« Reply #11 on: February 16, 2014, 07:01:22 pm »


               Ah, now I remember.  You spoke about something similar some time ago.  I wish I'd made some kind of headway on the issue I brought up then.  I was just in OllyDBG night before last, once again trying to make headway (and failing) on the parameters required for the texture-related goodies the source indicates are still hanging out in the NWN code.  If those things can ever be sussed out, the Bioware internal model compiler (if not the toolset and game, itself) should be able to get those into binary and work.

Anyway, are you doing Render To Texture for all that stuff?  If you could snag a demo or whatever of Flatiron, could make your job a little easier.  I always wanted to see what a full shadow bake on a unique scene would look like and what that would be like to walk through, in-game. 

Very stylish idea, Baba!
               
               

               


                     Modifié par OldTimeRadio, 16 février 2014 - 07:03 .
                     
                  


            

Legacy_NWN_baba yaga

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animation problem with scaled model
« Reply #12 on: February 17, 2014, 07:29:42 am »


               Yeah, render to texture for everything. Mostly i unwrap the models myself and only for things like walls and trims, beams etc. i let the unflatten option do his silly work and update the skin manually so everything is in a better order and the resolution doesnt gets to smale. The texture resolution gets lower anyway but thats ok. I tried a 256*256 texture (not fully used) for one house front with texture filter "0" option later ingame and it looks exactly like in those old PSX1 game silent hill. So no texture filtering later for anything. Some things need more detail and they have em;)

And the scenes are getting better and better, nwn should have had the option to choose lightmaps from the very start. The difference is unbelievable. I got my first tavern almost ready and will show it later. Only 2 little omni lights and it´s cool....

And man OTR, if you ever do some progress on the lightmaps i kiss your butt:D The way i´m doing it is time consuming and ... all handmade '<img'>
               
               

               


                     Modifié par NWN_baba yaga, 17 février 2014 - 07:37 .
                     
                  


            

Legacy_NWN_baba yaga

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animation problem with scaled model
« Reply #13 on: February 17, 2014, 10:18:50 pm »


               oh well... i just went trough 4 hours of a lets play silent hill 1 and i have an idea for even using the tilesystem with lightmaps. It just depends on how you set the light. As an example for a sewer straight tile. Just use one omni in the middle, lit out the scene, keep the borders dark and voila you can use them... So slowly many other things are coming together...

The quality of my work is better than that from silent hill, so no worry. But they did it perfect for their time and hardware and i love the general feeling of this old art. '<img'>
               
               

               


                     Modifié par NWN_baba yaga, 17 février 2014 - 10:47 .