Author Topic: Head and cloak issues in the CPP and Project Q  (Read 1914 times)

Legacy_Sir Roderick

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Head and cloak issues in the CPP and Project Q
« Reply #45 on: May 07, 2015, 05:56:48 pm »


               

Yay, good to know I wasn't hallucinating it! '<img'>


 


The fix works!


 


Fat dwarves and half-orcs would probably benefit from the same fix for a_da2.mdl.


 


Good work, on this and all other aspects of Project Q.


 


By the way, since you were wondering earlier whether preloading could cause issues for Project Q, I'm happy to report that Project Q worked just fine for me throughout my OC game. I know it's originally designed so that the haks are meant to be attached to modules that use Q, but just using the haks in reverse-alphabetical order in nwnpatch.ini (with the vd_build and armoury haks excluded) makes them work perfectly in the OC (and probably many other modules that weren't designed with Q in mind).



               
               

               
            

Legacy_Pstemarie

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Head and cloak issues in the CPP and Project Q
« Reply #46 on: May 07, 2015, 06:35:13 pm »


               

Yeah, I know it works with preloading - Shadooow and I kind of pioneered that approach a few years back (along with others I can't recall). I was thinking at the time that maybe something with preloading was messing up animation supers. I'll fix the other one this weekend.



               
               

               
            

Legacy_Shadooow

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Head and cloak issues in the CPP and Project Q
« Reply #47 on: May 08, 2015, 12:07:05 pm »


               


Shadooow, try uncompiling the animation supers in the CPP and see if that fixes your issue.




Im not sure what you mean, but the original file from OTR is uncompiled and this file does the cloak issue itself whether compiled or not.


 


Do you maybe have a version of the vfx fix without additional modification from Q?


               
               

               
            

Legacy_Pstemarie

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Head and cloak issues in the CPP and Project Q
« Reply #48 on: May 08, 2015, 02:26:22 pm »


               


Im not sure what you mean, but the original file from OTR is uncompiled and this file does the cloak issue itself whether compiled or not.


 


Do you maybe have a version of the vfx fix without additional modification from Q?




 


I was referring to the cloak animation errors that Sir Roderick was reporting were in the CPP, not any VFX. You might be able to fix the issue with cloaks in CPP by just importing the animations from the original BioWare models directly into your updated animation supers.


               
               

               
            

Legacy_Zwerkules

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Head and cloak issues in the CPP and Project Q
« Reply #49 on: May 08, 2015, 06:20:47 pm »


               


Maybe that's almost enough bug reporting for one night. I'll finish with an observation regarding the Biorural facelift hak by Toro and Zwerkules.

Is that a bug or not? I mean, is that simply caused by the modified window texture being darker than the original, or is there something here, an illumination effect perhaps, that's supposed to work but doesn't? So, I can't say whether that's a bug or not. Zwerkules can decide.

 




The window texture is simply darker. If you use a torch you'll see that it gets more orange at night. If you like I can give you some files where those windows have a self illumination.


               
               

               
            

Legacy_Sir Roderick

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Head and cloak issues in the CPP and Project Q
« Reply #50 on: May 08, 2015, 09:53:07 pm »


               


The window texture is simply darker. If you use a torch you'll see that it gets more orange at night. If you like I can give you some files where those windows have a self illumination.




 


Yeah, that's what I suspected, and that's why I didn't actually call this one a bug. It was just something to think about. I was curious since I didn't know how windows work in this game: I know they switch the texture but I didn't know whether they emit light too.


It's fine as it is, and actually I wish I could edit the thread title to better reflect the content, since the main discussion here is about heads and cloaks anyway. I just can't see any way to edit that title to take "Zwerkules Facelifts" out of it... Sorry. :/


               
               

               
            

Legacy_Sir Roderick

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Head and cloak issues in the CPP and Project Q
« Reply #51 on: May 08, 2015, 10:26:31 pm »


               


I was referring to the cloak animation errors that Sir Roderick was reporting were in the CPP, not any VFX.




 


Shadooow's "vfx fix" reference was to this link he posted here earlier:


 




So far verified the cloak issue. its caused by a_ba.mdl which I got from here. Project Q uses the same one with more customizations, Looks like this fix brings more troubles than benefits :/. Its not my fix so the only solution is to remove this file from my patch. Maybe Pstemarie or OTR wil be able to fix this.




 


CPP doesn't have any other altered supermodels except for that a_ba which is meant to fix some vfx but apparently breaks the cloak animations in the process.



               
               

               
            

Legacy_Pstemarie

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Head and cloak issues in the CPP and Project Q
« Reply #52 on: May 08, 2015, 11:33:17 pm »


               


Shadooow's "vfx fix" reference was to this link he posted here earlier:


 


 


CPP doesn't have any other altered supermodels except for that a_ba which is meant to fix some vfx but apparently breaks the cloak animations in the process.




 


OK, I don't have CPP installed - waiting until the 1.72 build is final.


               
               

               
            

Legacy_Tarot Redhand

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Head and cloak issues in the CPP and Project Q
« Reply #53 on: May 09, 2015, 12:04:27 am »


               

@Sir Roderick


 I just can't see any way to edit that title

 


Edit the very first post you made in this thread using the full editor (i.e. More Reply Options next to the post button) and you should be able to edit the title of the thread.


 


TR



               
               

               
            

Legacy_Sir Roderick

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Head and cloak issues in the CPP and Project Q
« Reply #54 on: May 09, 2015, 01:17:59 am »


               


Edit the very first post you made in this thread using the full editor (i.e. More Reply Options next to the post button) and you should be able to edit the title of the thread.




 


Thanks! Changed it.


               
               

               
            

Legacy_Sir Roderick

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Head and cloak issues in the CPP and Project Q
« Reply #55 on: May 23, 2015, 06:52:22 pm »


               

The Project Q cloak problem seems to affect more characters of different phenotypes than I had originally noticed. I tried changing my character's phenotype with the crafting menu customizer and noticed some fat phenotypes and some ACP phenotypes still didn't have cloak animations (I don't mean the unarmed fighting styles that don't have visible cloaks at all). Testing everything would be impractical, since Project Q has so many race-gender-phenotype combinations and so many types of animations, and I don't even know what all of them do.


But since we now know that uncompiling the models fixes these issues, I solved them in my own game by batch-uncompiling lots of files. I opened NWN Explorer, clicked open q_race.hak, right-clicked on "Models", extracted the whole folder. Then I batch-uncompiled the extracted mdl files in the directory with the command "nwnmdlcomp -d *.mdl", packed the uncompiled models into a new hak I named "q_race_ascii.hak" and gave it priority over q_race.hak in my nwnpatch.ini.


That solved all the problems with Q's cloak animations. Just to give you an example of what started working, I was testing with a human male, and if I gave him the barbarian fighting style, it had no cloak animation with the compiled Q models, but once I uncompiled them all, the barbarian style also had a working cloak animation. I should probably do the same batch-uncompiling procedure to the models in q_race2.hak, just in case. After all, I don't really know how deep the problem goes, because there are way too many different animations for different races/genders/phenotypes in Project Q, and testing them individually would be a waste of time, but uncompiling all the animation models seems to solve all the problems.


Also, I haven't been using the Q updater, so I don't know if Project Q has already fixed other animation models besides the a_da.

 


 




The window texture is simply darker. If you use a torch you'll see that it gets more orange at night. If you like I can give you some files where those windows have a self illumination.




 




I also had another look at the Biorural windows and fixed them too. First I extracted the entire folder of TTR models from the original game resources, uncompiled the models, did a text search for "selfillumcolor 1" in the contents of the files in the directory, and found it in four files: ttr01_s07_01.mdl, ttr01_s10_01.mdl, ttr01_t07_01.mdl, ttr01_t11_01.mdl. When I looked at the Biorural versions of the same files, they didn't have the "selfillumcolor 1 1 1" line in them, so I copy-pasted it into the same section inside those files and put my edited Biorural models into one of my own haks. Voilà, the Biorural windows now light up at night.



               
               

               
            

Legacy_Tarot Redhand

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Head and cloak issues in the CPP and Project Q
« Reply #56 on: May 23, 2015, 07:45:11 pm »


               

You may be interested to know that the model compiler nwnmdlcomp doesn't handle selfillumcolor at all. I was pulling my hair out as to why the illumination on something I was working on suddenly went out. When I decompiled them I found that nwnmdlcomp  had stripped the lines where selfillumcolor should have been.


 


TR



               
               

               
            

Legacy_Sir Roderick

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Head and cloak issues in the CPP and Project Q
« Reply #57 on: May 23, 2015, 08:17:02 pm »


               


You may be interested to know that the model compiler nwnmdlcomp doesn't handle selfillumcolor at all. I was pulling my hair out as to why the illumination on something I was working on suddenly went out. When I decompiled them I found that nwnmdlcomp  had stripped the lines where selfillumcolor should have been.


 


TR




 


Aha. I've only used it to decompile things, and that way it seems to work (otherwise the selfillumcolor lines wouldn't have been there in the vanilla Rural models when I decompiled them). I also don't compile any files I edit, because the ascii versions are easier to edit and, at least in the case of the Q animation models, seem more reliable as well. But maybe nwnmdlcomp is the reason why the selfillumcolor lines were missing from the Biorural windows?


               
               

               
            

Legacy_Tarot Redhand

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Head and cloak issues in the CPP and Project Q
« Reply #58 on: May 24, 2015, 02:58:46 am »


               

Possible. All I know for sure is that my ascii model glowed in the dark, the compiled version didn't. I wonder if the compiler is more picky than NwN itself and I had entered some data it didn't like but NwN accepted?


 


TR



               
               

               
            

Legacy_Shadooow

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Head and cloak issues in the CPP and Project Q
« Reply #59 on: May 29, 2015, 04:37:42 pm »


               


I was referring to the cloak animation errors that Sir Roderick was reporting were in the CPP, not any VFX. You might be able to fix the issue with cloaks in CPP by just importing the animations from the original BioWare models directly into your updated animation supers.




Sorry but I have no idea what that means or how to do that. I need a help with this task :/ anyone?