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Offline Icicle

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Fixing VtMB Cutscenes etc.
« on: February 08, 2017, 01:56:58 pm »
Ok, so I'm part of the way through fixing the first cut scene in the tutorial.

This is NOT as easy as I thought it might be.

I fixed muzzle flash issues, and some other things (there's actually more things wrong than I initially thought there were).

Most of it's easy to fix, yes, but there is one big weird setup in regards to the gunfire and bullets.

Does anyone know anything about this animation - submachinegun_attack ?

I can't find any definitions of it anywhere. I've tried everything I know (including mass searching all the files in VtMB for anything with "submachinegun" or "shot" [the decals it makes]). Yeah, I even searched the stuff that doesn't normally unpack from the VPK from the SDK unpacker.

All I found were:
/models/character/shared/female/move_and_ranged.mdl - it's in a huge list of animation names, nothing about defining what it is, so this isn't it? Or is this list sequential, and the data for the gun animation is somewhere else in this file based on the position of the name here??? How the hell would anyone know that
/models/character/shared/male/move_and_ranged.mdl - same thing

The bullets from these Sabbat are not your standard particle emitter effects, nor is there any particle I could find in all the particles that would match the effect that is coming from their guns. The best I found was "bullettrail_emitter.txt" and "bullettrail_distort.txt" but when hooked up to an emitter these do not function at all. I suspect they are used by the guns but the game does something extra with them to make them shoot like that, and also, the decals they can make depends on the materials they strike - no normal particle definition allows this to my knowledge (they can spawn decals from /materials/decals/ or from a sprite in /particles/, but nothing about detecting the surface properties they collide with).

One of the Sabbat doesn't fire at all when he's doing this animation called something like "Sabbat laugh and shoot", it's a broken/unfinished animation, or so it looks like. He doesn't move his mouth, he doesn't make any expressions to suggest laughing, nor does he shoot his gun.  He just moves his gun forward and backward as though he were firing.  I tried rigging another gun attached to his hand and putting a particle emitter from it, but it wouldn't do it.

So I said f**k it and just switched his animation to submachinegun_attack, now he shoots fine with muzzle flash, bullets and everything, because that animation does all those things auto.

But this problem with the bullets looking like they are shooting out of the Sabbat guy's chests is persistent.

I already made my own emitter up with a particle that shoots out almost identically to the bullet fire myself. It even makes decals on collision, so I made them wood for the fence by the Sheriff. But that means removing or sliding the lamppost out of the way, or it'll have wood decal damage on it.  I use this emitter to fix the problem with the Sabbat firing up into the air - it now shows bullets because of this. But if I use it for the guns, I'm going to have to figure out how to get them to animate like they are firing their guns (probably the Sabbat "laugh and fire" animation which only does the gun shaking animation, that might work; then add in the sounds and muzzle flash and bullets myself).

I am gonna take a wild guess and say that it probably shoots bullets from the center of the Sabbat's chest because this is the same animation used for the player when they fire their machine gun.  I don't know for sure but that might be why. No, if you equip the same gun as the player, there are no bullet trails at all. Weird.
« Last Edit: February 12, 2017, 12:06:34 am by Icicle »

Offline Wesp5

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Re: Fixing the Tutorial Cutscenes
« Reply #1 on: February 08, 2017, 02:13:57 pm »
I fixed muzzle flash issues, and some other things (there's actually more things wrong than I initially thought there were).

Can you explain how you fixed the muzzle flash issues or is this about changing the attack animation which I could do?

Quote
/models/character/shared/female/move_and_ranged.mdl - it's in a huge list of animation names, nothing about defining what it is, so this isn't it?

This is indeed it. Open the mdl in PakExplorer, then you can scroll through all animations and see them on a stick model.

Quote
But this problem with the bullets looking like they are shooting out of the Sabbat guy's chests is persistent.

I would really be interested into a fix of that, because I couldn't find one myself...

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #2 on: February 08, 2017, 02:18:13 pm »
Thanks I'll try that.

Once I've completed all the fixes I will share them with you.

(I am writing down every step of what I did to fix this btw, since you already asked me to explain it to you. Necessary because my tutorial map is already a bit different from the Unofficial Patch one anyway.)


Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #3 on: February 08, 2017, 02:28:43 pm »
Quote
/models/character/shared/female/move_and_ranged.mdl - it's in a huge list of animation names, nothing about defining what it is, so this isn't it?

This is indeed it. Open the mdl in PakExplorer, then you can scroll through all animations and see them on a stick model.

Uhh what am I doing wrong here? I don't see any way to look deeper into the .mdl in PackfileExplorer...

(Also I just tried copy and pasting it as a D3D.x and it won't work, since it's not a normal model... .x is text file/readable so I thought that might help but nope.)

« Last Edit: February 08, 2017, 02:33:36 pm by Icicle »

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #4 on: February 08, 2017, 02:31:35 pm »
VPKTool's info dump at the bottom had this:

Animation found : submachinegun_attack
30.000 fps, 4 frames, 0 movements(?)


No other info... I need wayyy more detail than these things are giving (which is almost none).

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #5 on: February 08, 2017, 02:35:25 pm »
Extracting that move_and_ranged.mdl as a .x with VampEd gave only this:

Quote from: VampEd .x file
xof 0303txt 0032

Mesh
{
   0;
   0;
   MeshMaterialList
   {
      0;
      0;
   }
}

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #6 on: February 08, 2017, 02:37:32 pm »
K so unless anyone has some magical tool to suggest which I haven't tried, I'm going to have to get rid of the submachinegun firing animation entirely and just use the broken Sabbat laugh and fire one since all it does is make them move their guns like they are firing.

I don't really want to do this but there's no point in fixing like 3/4 of the issues and leaving the worst issue still there, pfft

Offline Wesp5

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Re: Fixing the Tutorial Cutscenes
« Reply #7 on: February 08, 2017, 02:41:31 pm »
Uhh what am I doing wrong here? I don't see any way to look deeper into the .mdl in PackfileExplorer...

Hm, I couldn't do it either, when I just tried, but I'm sure I saw animations displayed there. Try some of the other shared models! As for the tutorial, for now I have replaced the broken laughing animation with the sneaking one, so it doesn't look as ridiculuous. If you manage to build a convincing alternative usingt the former and new particles I would use it in the patch!

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #8 on: February 08, 2017, 04:17:29 pm »
Yup..

I also noticed another thing wrong with this submachine gun animation, it actually fires TWO bullets side-by-side at once with each shot, looks totally wrong.... new particle effect would fix that too.

I mean I'd rather just fix this animation but looks like that isn't possible so whatever, I checked, it's ONLY referenced in the tutorial map, nowhere else

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #9 on: February 08, 2017, 04:42:02 pm »
Sweet, the sabbat laugh and fire animation works good, no muzzle flashes and no bullets, so I'll put all that in. Fortunately the laugh sounds and bullet firing sounds are not linked to the animation (didn't know that for sure before now), so I won't have to mess with audio and the timing of that...one less thing to do to get this working.

Offline Wesp5

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Re: Fixing the Tutorial Cutscenes
« Reply #10 on: February 08, 2017, 06:52:59 pm »
I see a problem with the firing in the air animation if this includes the bad muzzle flashes already. You can't replace this with the other one and it is rather import for the atmosphere!

P.S.: I checked out the 4 GB patch now and does indeed speed up the game on my 64 bit system, so I will include it with the patch extras :)!

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #11 on: February 08, 2017, 08:16:10 pm »
I see a problem with the firing in the air animation if this includes the bad muzzle flashes already. You can't replace this with the other one and it is rather import for the atmosphere!

P.S.: I checked out the 4 GB patch now and does indeed speed up the game on my 64 bit system, so I will include it with the patch extras :)!

Woo that's great, then I won't need to bundle it into my mod.

Also the up muzzle flash was the first thing I tackled, so it's ok. It's sort of like the Sabbat laugh and fire animation, it just does gun pointing/waving, nothing else.

I'm VERY close to finished, I am just trying to time the bullets with the muzzle flashes so they sync up (I was using a loop for a while and they didn't match).  But it's tricky getting the rate right with a particle emitter that is constantly turned back on, too low and the bullet never appears, too high and there's a stream of them that looks totally wrong.  If all else fails I can rig three emitters and use a python script that flips between them so each one has time to finish...

Also there's some glitches to work out.  There's a THIRD stream of bullets coming from ??????who knows where???? but when the camera faces the Sheriff during their gunfire, this bullet stream is hitting the wall, it's the same as generated by submachine gun animation but I already removed those so there must be another one somewhere???

Also one of the wolves appears for a split second as the Sheriff is summoning them in mine, gotta fix that too

I shot a video of how the original (well my original) looked before I did any fixes, so I can match the bullet spray pattern etc. as best I can.  My fix isn't identical but for all purposes works just as well

Offline Wesp5

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Re: Fixing the Tutorial Cutscenes
« Reply #12 on: February 08, 2017, 08:43:42 pm »
Also the up muzzle flash was the first thing I tackled, so it's ok. It's sort of like the Sabbat laugh and fire animation, it just does gun pointing/waving, nothing else.

Cool, can you post your changes here so I can include them in the upcoming beta?

Quote
I'm VERY close to finished, I am just trying to time the bullets with the muzzle flashes so they sync up (I was using a loop for a while and they didn't match).

Shouldn't we leave the tracers out completely? As you wrote they are not in the game when you use the guns, maybe it looks better without them there as well!

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #13 on: February 08, 2017, 08:51:56 pm »
Also the up muzzle flash was the first thing I tackled, so it's ok. It's sort of like the Sabbat laugh and fire animation, it just does gun pointing/waving, nothing else.

Cool, can you post your changes here so I can include them in the upcoming beta?

Quote
I'm VERY close to finished, I am just trying to time the bullets with the muzzle flashes so they sync up (I was using a loop for a while and they didn't match).

Shouldn't we leave the tracers out completely? As you wrote they are not in the game when you use the guns, maybe it looks better without them there as well!

Well I could make invisible tracers, but something has to make the craters in the wall from the bullet impacts...so.

Hmm...yeah, I like this idea of leaving them out a lot, that means I can just put them back on loop and move on. Cool, I'm doing that.

And yes I have a very specific set of steps for you I will be posting in this thread when I'm finished, with a video comparing before and after. That way if something in the before part of the video doesn't match your Unofficial Patch map, you can skip that part (I'm thinking of the wolves, for example, obviously the bullet/muzzle flash stuff will apply).  If you follow my steps exactly to the letter, you should be able to have it completely solved with only 1 recompile needed.

« Last Edit: February 08, 2017, 08:53:36 pm by Icicle »

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #14 on: February 08, 2017, 08:56:50 pm »
Also, there's a couple more things to fix in the second cutscene...but I'll release this stuff for the first cutscene first, then tackle that one later. This is the most important part anyway

 

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