Author Topic: NWmax and supermodel help  (Read 681 times)

Legacy_Epitaffio

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NWmax and supermodel help
« on: April 28, 2011, 12:56:11 pm »


               Hi all, i'm trying to rescript and remodel krs_inventory_vfx , but i'm having some problems with supermodels (at least i think with supermodel).

Images are more effective than words.


Human (and all other races) male:
http://i51.tinypic.com/2e5ljdk.png


I use the "fall backward" animation, and the result is this:
http://i52.tinypic.com/v5uzr4.png


This not happen with female pc, so i think it's a supermodel problem (i read somewhere that from the 1.68 patch, the male supermodel are bugged).


Now, some info.

Patch 1.69
No exp

The scabbard is applied with the mdl provided in the original hak with a custom visualeffects.2da (original cleaned and fixed):
Type_FD = D
OrientWithGround = 0
Imp_Impact_Node = xrs_scabbardswd (the mdl)
OrientWithObject = 1

And with this simple script:
ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectVisualEffect(680)), oPc);


I've alredy tried to set different node in the 2da (only the impact and the head node seem to work), i have also tried to edit the male supermodel pmh0.mdl (however no 3D editing skill)



Any help, suggestion, hint? ':crying:'
               
               

               
            

Legacy_OldTimeRadio

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« Reply #1 on: April 28, 2011, 02:51:27 pm »


               Download this archive, unpack the two models to your override directory (I think that should do it) and give it another try.  Better?
               
               

               
            

Legacy_Epitaffio

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« Reply #2 on: April 28, 2011, 03:12:42 pm »


               Nope, same error T_T

btw thanks for the hint
               
               

               
            

Legacy_Epitaffio

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« Reply #3 on: April 29, 2011, 01:04:27 pm »


               Little update, the error happen also when i use the fall back animation and then apply the vfx.. .-.

It's like the supermodel (or the impact node, i think) change when you use that animation T_T
               
               

               
            

Legacy_Epitaffio

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« Reply #4 on: May 01, 2011, 03:02:28 pm »


               I've just found that mounting on a horse, reset and fix the position of the vfx, also the fallback animation while mounted is right *_*

Now, can i extract the position/animation of the horse and apply this to the fall back animation impact node? If yes, how?

I'm thinking also to extract the supermodel/a_ba from an old patch and try to override the 1.69 one, which one i should try, 1.67 maybe?
               
               

               
            

Legacy_OldTimeRadio

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« Reply #5 on: May 01, 2011, 05:02:40 pm »


               Ok, give this a try.

What that is is a test module and a hak which contains a modified a_ba.mdl with a demo module showing the corrected behavior.  In this case when you pull the lever in the module an arrow will appear in the back of your neck.  Fall down backwards, get back up, and the arrow will still be in the back of your neck.  Without the modified a_ba.mdl in the attached hak, however, it would rotate to somewhere around your right arm, so it should be a good stand-in for what you're seeing too.

I think I've narrowed this problem down to a_ba.mdl, there being a rotation key on the impact node someplace in there which is causing the problem.  My solution?  I removed all keyframes from the impact node in a_ba, period.

What the heck, right?  I mean, it's not like it's not attached to torso_g, anyway.  "Who needs keyframes when you're attached to torso_g?" is what I always say.

'<img'>

Just kidding.  I don't like the concept of passing out modified a_ba.mdl's as a solution, especially when the problem is likely contained in a tiny portion of one animation.  So consider this a temporary fix just for you to test and not to be passed around as a real solution.  Let me know if it works.
               
               

               
            

Legacy_Epitaffio

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« Reply #6 on: May 01, 2011, 07:20:00 pm »


               

Let me know if it works.


Yep, it's perfect also with my custom vfx *_*


I don't like the concept of passing out modified a_ba.mdl's
as a solution, especially when the problem is likely contained in a tiny portion of one animation.  So consider this a temporary fix just for you to test and not to be passed around as a real solution.

Why are you not consider this a solution, i mean, what are the negative aspects of leaving this as solution?


btw i love you *_*
               
               

               
            

Legacy_OldTimeRadio

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« Reply #7 on: May 01, 2011, 08:31:54 pm »


               '<img'>

Well, just the process of decompiling a model, loading it up in Max and saving it introduces changes.  Just to go through that process without making any apparent changes, all sorts of changes actually happen.  It's almost always on some very small scale, like the position of a vertex going out to five decimal places instead of 7.  If this were something like a simple creature model it probably wouldn't be worth mentioning.

But a_ba is the Big Daddy and a lot of things plug into that.  So whatever changes (big or small) that my modified copy may or may not have introduced from the original will be reflected in almost all humanoids in the game, period.  On top of that, my "fix" was just to blow away both position and rotation keys for the Impact node in the entirety of a_ba: Not my idea of an elegant solution.

I'm kind of puzzled that this problem hasn't been mentioned before...at least to my knowledge.  You might want to ask around in the scripting forum because I can't imagine that the scripters there haven't seen this.  If it is more widely known, there may already be some (nicer) fix which just pulls out the bad tooth as opposed to the whole jaw.

Oh, and if you need to do massive amounts of searching in a hurry (i.e. to find out if this issue has been mentioned before), I recommend NWN Omnibus.  It's got a couple of the old BioWare custom content forums saved off and you can search them all at once.
               
               

               


                     Modifié par OldTimeRadio, 01 mai 2011 - 07:37 .
                     
                  


            

Legacy_Calvinthesneak

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« Reply #8 on: May 01, 2011, 09:00:25 pm »


               I've found a few various items like this, both male and female.  It seems in the 1.69 patch the nodes adjusted somewhere, I never could figure out where.  I got some very odd behaviour on various robes with certain nodes on reverse orientation, or shifted to very odd positions.  If desired I can dig up the examples, wouldn't take me too long.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #9 on: May 01, 2011, 09:03:07 pm »


               If it's not too much trouble, I'd love to see that.  If only just to sort of get an idea.  I don't know how much time I have to throw at this particular issue, myself, but just getting someone else's observations would be really handy.  Thanks!

Right now the culprit would seem to be (at least from the Track View - Curve Editor) starting around frames 6860-6870:
'Image

But as odd as it might seem that might be a canard, with the Impact node picking up keys from the whirlwind or something like that.  If the Impact node has any keys on it, or so goes my line of thinking, then whomever handled it at some point in the past ran a key baker.  Or maybe something to set bookend or "framing" keys automatically.  Or something like that.

Unless Impact is supposed to move around as a child of torso_g.  It's not, though, correct?  Impact should always stay where it is- I mean, at least in relation to torso_g... (?)
               
               

               


                     Modifié par OldTimeRadio, 01 mai 2011 - 08:17 .
                     
                  


            

Legacy_Calvinthesneak

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« Reply #10 on: May 01, 2011, 09:04:50 pm »


               No problem, will collect these right now.  I should have a few examples.
               
               

               
            

Legacy_Epitaffio

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« Reply #11 on: May 01, 2011, 09:07:22 pm »


               

Oh, and if you need to do massive amounts of searching in a hurry (i.e. to find out if this issue has been mentioned before), I recommend NWN Omnibus.  It's got a couple of the old BioWare custom content forums saved off and you can search them all at once.

Oh yes, i've already downloaded and used your tool '<img'> , but it gave me threads that i've alredy read  : (


I will follow your advice and i will open a thread in the scripting forum. Thanks for all ':wub:'



edit: i just read the other post, my 3D editing skill are near the zero, so i don't known what you are talking about, but i will try to follow you ^_^"
               
               

               


                     Modifié par Epitaffio, 01 mai 2011 - 08:12 .
                     
                  


            

Legacy_OldTimeRadio

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« Reply #12 on: May 01, 2011, 09:12:50 pm »


               You're welcome and Epitaffio when you get that done I'd love to see it on the Vault.  I had wanted to mess with something like that for a futuristic wasteland version of visible gear.
               
               

               
            

Legacy_Calvinthesneak

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« Reply #13 on: May 01, 2011, 09:38:52 pm »


               As a note all of these are robes, and all of them worked correctly with the 1.68 version.  When 1.69 came out the nodes altered somehow, I have opened the models in 3ds and not seen any issues, which makes me suspect the supermodels themselves.

The robe models can be found in this hak:  http://nwvault.ign.c....Detail&id=7286
models: 200, 201, 202, 205, 206

If you have questions, PM me or post back

'Image
'Image
'Image
'Image
               
               

               


                     Modifié par Calvinthesneak, 01 mai 2011 - 08:46 .
                     
                  


            

Legacy_OldTimeRadio

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« Reply #14 on: May 02, 2011, 12:21:59 am »


               Calvinthesneak, the problem you're dealing with there is really bad.  Too bad to be a mere node problem, but maybe just as difficult to track down if you haven't dealt with this kind of thing before. 

So I Ioaded up the pmh0_robe201.mdl from the hak you linked to and hit CTRL-A to select all.  This is what that looked like:
'Image

Notice how each model is surrounded by a bounding box and all the boxes are neatly aligned...except for one?  Clicking around, sure enough, it was the quiver/satchel thing that wasn't displaying right.  To reset the transforms and make NWN display it like Max does, all that needs to be done is to select the problematic object and click the ResetXForm without Safe Pivots checked.  The bounding box orients itself as it should and the model is ready for export.  Be sure to copy it into the hak instead of testing it from your override directory.

'Image

I'm using NWMax Plus by Michael Darkangel but the exact same thing works under regular NWMax.  Here's that model, fixed.  The rest of the problems shoud be solvable with that method.