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Offline Wesp5

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Re: Fixing the Tutorial Cutscenes
« Reply #30 on: February 09, 2017, 07:01:13 pm »
Do you have any info on this?

I think this was another fix of Dllullu or how he is spelled...

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #31 on: February 09, 2017, 07:22:39 pm »
Naw, I Googled DDLullu and a bunch of terms, read through every result for a few pages, nothing...

I also read his posts here (not many exist), as well as the archived version of his account too. Barely 1 page of posts for each account, nothing there about how to fix animations...

though he did mention Hexediting a VTX file to change how the game shadows a model, but I haven't got a need for that right now.  I know how to use a hex editor and have edited some things before, like changing string values without writing to bytes that aren't part of the string. But I don't know the method of how to read through say, a .VTX, in hex, and figure out wtf is going on there.  If someone could tell me the idea behind that I would put effort into it, or better, .mdl, though

Online SCO

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Re: Fixing the Tutorial Cutscenes
« Reply #32 on: February 09, 2017, 08:33:21 pm »
Also the female model animation during the lilly release scene was 'fixed' (hacked so the neck is not akin to a giraffe because of using the same animation as males) but the eyes are very wrong now.

Do you have any info on this?

Any at all, not necessarily on how it was done... like who did it, when, what site it was posted on, etc... I can try and track down more info on editing animations then, could be a big help
Wesp included it from someone else, don't really know more or the details. If you have the orginal game files now that we have a mod-loader, you can go directly to the blood bank and free lilly to see it (basically only need lockpicking 3 i think). Then compare related files both on the UP (+ or not) and the original game. I dunno if map recompilation was done, but i believe not (map recompilation still has those after loading 'yellow warnings on the top right yeah?).
« Last Edit: February 09, 2017, 08:35:26 pm by SCO »

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #33 on: February 09, 2017, 09:20:57 pm »
Also the female model animation during the lilly release scene was 'fixed' (hacked so the neck is not akin to a giraffe because of using the same animation as males) but the eyes are very wrong now.

Do you have any info on this?

Any at all, not necessarily on how it was done... like who did it, when, what site it was posted on, etc... I can try and track down more info on editing animations then, could be a big help
Wesp included it from someone else, don't really know more or the details. If you have the orginal game files now that we have a mod-loader, you can go directly to the blood bank and free lilly to see it (basically only need lockpicking 3 i think). Then compare related files both on the UP (+ or not) and the original game. I dunno if map recompilation was done, but i believe not (map recompilation still has those after loading 'yellow warnings on the top right yeah?).

I see what you mean, compare the patched version to the original to see what's different.

I'll check this out later, maybe when I go to look at the phone animation and see if there's anything I can do to fix it.

I'll have to get a utility that can do a byte-by-byte comparison of the original animation Lily uses with the fixed version, then maybe I can get a clue about how modifying animations works...

I already have the Character animation injector util, I think DDLullu wrote that too? Haven't had a use for it yet but the day might come when I do. Not entirely sure what it does, but from a quick glance at it I think it transfers the ability to do an animation from one character to another...hmm.  That might be cool, like transferring the animation Jack uses to throw the Sabbat in the second alley of the tutorial to someone else or whatever...
« Last Edit: February 09, 2017, 09:22:50 pm by Icicle »

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #34 on: February 10, 2017, 07:22:36 am »
This old Source engine is crazy weird.

I'll test a change to the tutorial cutscene, and one of the Sabbat henchmen doesn't fall down like he's supposed to on time...and I didn't make any changes to ANYTHING that affects him or his animation.  In fact I avoid putting anything on the scripted sequence entities like the plague, seems to screw up things when you do (animation timings wrong and then suddenly everything that follows is out of sync, even though it makes no sense because they're all being fired by separate logic_relays that are themselves called by the sequences of the scene... nothing depends directly on the scripted sequences, all they do is tell the models to perform an animation...........)

Then I test it again twice more, and he falls down properly each time. Final answer is I can't do anything about random glitches, I mean I can fight them with hacky little fixes yes, but there is no way to prevent them all, this game has like a random factor to it that can't be fathomed. Every execution of every scene every single time should be identical but it simply is not 1 out of say 50 times...........

I might try to find a way to totally lock down a character's entity from animating so it stops all animations, and then force it to do the animation on time.  There might be a way to do that.  OR maybe just blowing the entity away and replacing it with a duplicate so fast that you can't see anything disappear. That's a possibility too.

Anyway I've:
Fixed the "lamppost" which is actually a wooden fencepost model with a metal pipe connector on top of it connected to a lamp model... lol, but it works.  The lamppost was too far in however, you could see its mesh was intersecting the mesh of the lamp (it was "inside" the lamp's edge visibly).

Fixed the pestilence swirl effect around the Sabbat that the Sheriff disintegrates by casting a spell at him, it was lingering till the end of the scene, just swirling there as the Sheriff walks off. Now it goes away after the camera shot changes, right after the Sabbat disintegrates.

Added bullet tracers back in, they hit the fence, leave bullet holes, and wood chips fly off.  These collide particle things are new to me so it's a real challenge getting them to look how I want them to.  They don't want to listen to most of the parameters I give to them and wind up doing weird stuff like flying halfway across the map at the speed of light, I just want them to rain down onto the ground like originals.  Anyway I almost have this just need to keep tweaking it

Also made the gunfire faster, to sync more with the sound.  Previously the muzzle flashes were on a 0.2 second timer, so 5 every second, I decreased this to 0.1 second timer, so 10 every second.  Bullets are timed with the muzzle flashes exactly.  Also there's now a light effect flash for each Sabbat's gun every time it fires, looks more like the original did.

As well I put in a lighting effect for the Sheriff for both times he uses his powers, the blue/cyan glow just isn't enough for me, it should be casting some light.  Also I fixed the particle's sprite, it isn't cut off at the edges anymore so it doesn't look like a big blue transparent rectangle anymore.

Also I'm gonna work on making one of the Sabbat move his mouth to laugh.  If I can't force him to do it while he's firing (might be animation conflict, I don't know, never tried this), then I'll make the left Sabbat gunman laugh first, then start firing, as in the original he just stood there for a bit anyway without gunfire coming out, even though he was animating the "Sabbat laugh and fire animation", which is broken and just makes him move his gun like he's shooting.

Also, also, also, also, blahblahblah bling bling bling blah, it'll be ready in a little while I think

Also I might edit the Sheriff's texture a bit to match that concept art a bit more, yeah I probably will, nothing drastic though, probably just a small change for now, like I've been saying I don't want to get heavy into the model texturing yet, takes forever and I'd rather accomplish other things first. What I will do is, instead of giving him dreadlocks (I think his existing hair shape is fine already, after looking at him closer), I will just recolor his texture, make his eyes red (though he'll match the Sabbat's eyes but whatever, it's all vampire bizness), change his skin tone to match, his coat blacker and shinier, and make his shirt red.
« Last Edit: February 10, 2017, 08:51:35 am by Icicle »

Offline Wesp5

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Re: Fixing the Tutorial Cutscenes
« Reply #35 on: February 10, 2017, 10:09:42 am »
Just a quick question: You wrote you added the tracer bullets in again. Can you please point me to the particles or sprites that are used for them so I can edit them out for my version of the tutorial?

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #36 on: February 10, 2017, 11:53:16 am »
Just a quick question: You wrote you added the tracer bullets in again. Can you please point me to the particles or sprites that are used for them so I can edit them out for my version of the tutorial?

Sorry, but I can't.  The reason is because I'm not using the emitter .txt and particle .txt of the original at all - I made my own completely from scratch.  I'm not using the original sprite either.  I couldn't find any of these things, that's why I did all my own.

So the gun firing in my version is made from new emitters attached to the tips of their guns, completely distinct from the original stuff.  The original is just too broken, that's why my instructions to you were so complex, I tried all the simple stuff over the span of those hours I worked on this initially, and it didn't pan out, so it wound up becoming what you saw.

There is no easy fix for this, because if there was, I would have used it...

Since the animations are broken, you either have to track down the particle emitter and sprite yourself (good luck it's like a needle in a haystack with no magnet), or you need to recompile the map with new stuff.  My instructions to you laid out every detail meticulously, even what keys to press and how to press them.  That's the only way you are going to see it totally fixed.  Actually my instructions were missing the gun flash lighting, I only thought of that today, so they would actually have a couple more steps in them...

Even if you fix the particles in that broken animation somehow there are still several problems with this cutscene that can't be fixed without a recompile too (or at least a VPKTool edit).
« Last Edit: February 10, 2017, 11:59:01 am by Icicle »

Offline Wesp5

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Re: Fixing the Tutorial Cutscenes
« Reply #37 on: February 10, 2017, 12:51:00 pm »
I'm not using the original sprite either.  I couldn't find any of these things, that's why I did all my own.

Damn, then I have to keep looking and also need to ask all the other experts! They must be somewhere...

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #38 on: February 11, 2017, 06:04:52 am »
Ok, it's mostly done for now.

I couldn't wait since I'm so close to fixing this stupid thing, and it's taught me so much in the process of fixing it, that it was really a good experience for making me a better mapper.  Combined with working on the embrace scene, this little cutscene taught me a lot about how to make new cutscenes...though I probably wouldn't make them as crazily-designed as Troika's mappers did, the basics are going to have to be the same.

[vimeo]https://vimeo.com/203545040[/vimeo]

Collision particles are really tricky, but I understand them for the most part after doing this.

I was going to put cyan light in for the Sheriff's powers, but once I recolored him it didn't look good anymore -- looked terrible actually, highlighted him in an awful way.

So far:
- I added lip sync and a "party_laugh" animation (all I could find) for the Sabbat, but all it did was make his mouth open like 1 pixel on screen since he's standing so far back from the camera shot, and it ended up interrupting the timing of his following animations... so I put it earlier in the scene, and it wound up being just as the Sheriff walks into the alley, so it sounds like he's laughing at the Sheriff. You can't see him animate, but it doesn't matter because it's really nothing spectacular at all.  It does have the subtitle at the top of the screen from the lip sync I made though. Interestingly, the way it panned out made his gunfire start just off sync with the other gunman, winds up being better because if they're perfectly in sync it just amplifies the one gun sound and looks kind of unrealistic (synchronized gunning, is that an olympic sport?)
- fixed the wolf bug, or it seems ... it loves to look fixed for 5 to 8 trial runs then come back... but this new fix is different from all the others I tried, in that it is timed precisely with the wolf rising out of the ground animation so it has no chance to mess up... the wolf is teleported across the map when the cut scene starts, then teleported back just as its starting to animate...was tricky to get the position of the info_teleport right but once it was lined up it looks the same, can't really tell it has changed much)
- fixed gun flashes, both up, forward for left and right Sabbat
- added light flashing effect back in since original broken animation removed
- timed bullets to coincide with gun flashes for some realism
- bullets use new custom sprite since couldn't find/use old sprite
- bullets collide with fence, leave bullet hole for wood, make custom wood chips fly off
- fixed the star-like particle around the Sheriff's hand from being cut off at the edges and looking rectangular from that
- fixed pestilence swirl effect around gangrel sabbat, was lasting too long, now ends at the right time
- fixed lamppost being inside the rim of the lamp
- gave the Sheriff a recolor to better match the concept art (his bad looking front armor plate under his coat now more resembles the red shirt of the concept art, though it's still modeled as armor and if you were to look closely still does have the bearings of metal a bit, so I dunno it's just colored metal whatever).

AFTER I recorded this video, I tried to run the scene a few more times just to see if it really works every time...and no, it didn't.  I loaded my savegame just before the cutscene up, and the Sabbat gunmen both didn't fall down with the right timing that time.  Then I quit the game, launched again, loaded the save game, and this time only the right Sabbat gunman didn't fall properly at the right time, but the left one did. SO I'm probably going to make body-doubles of these NPCs, put them somewhere the player can't be, and when these guys are about to be jumped on by the wolves, destroy their entities and move the body doubles which haven't had any animations applied in.  That way I think I can defeat this weird animation system causing random screw-ups in the cut scene

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #39 on: February 11, 2017, 03:44:54 pm »
Mind-bogglingly random:

I used my bodydouble teleportation fix on the Sabbat, now they seem to fall down every time.

First time I try it: Everything looks great.

I reload my save game just before the cut scene with F12: Now the left wolf doesn't appear at all, otherwise the scene plays out fine.

Load my save game again: Everything is fine.

I have no idea what this game is doing to screw this up but I think what I can do to get around this, is to not use pre-existing entities on the map to fix the scene.

Instead I will spawn them from python code and then move them in.  That way it will always be there.  Sheesh, pain in the neck to go through this, but at least for anything else I do from here on out in this game, I'll have this knowledge and know how to approach stuff like this.
« Last Edit: February 11, 2017, 03:46:57 pm by Icicle »

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #40 on: February 11, 2017, 06:45:40 pm »
All right, I've tried a lot of things, and it's just not working.

I'm going to put a KNOWN BUGS section in my mod's included .txt file, just warning people about this behavior.

If you load the tutorial and play through it, things will go fine.  It will look great.

But if you for some reason save your game before a cut scene, then load your game, and watch that cut scene, the cut scene will have screw-ups in it. Animation timings wrong, missing characters, etc.

If you load a game, the game just doesn't do a perfect job of loading the map state back to the way it was when it was saved in the original load, that's the bottom line - it's an engine problem, not something I can fix.

Quitting the game, re-entering the game, and loading your save seems to produce the same results.

And the problems aren't consistent either. Sometimes they don't happen at all. Sometimes only half of them happen, and half don't. Makes no sense.

If you save your game, quit VtMB, then start VtMB, load your game, and observe, and repeat this 3 or 4 times, you will have a bunch of different results.  That simply shouldn't happen, but it does.

Anyway, now I'm gonna put my attention on the next cut scene in the tutorial, when the Sabbat shoot at you then Jack tosses one of them.
« Last Edit: February 11, 2017, 07:05:59 pm by Icicle »

Offline Wesp5

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Re: Fixing the Tutorial Cutscenes
« Reply #41 on: February 11, 2017, 08:59:24 pm »
But if you for some reason save your game before a cut scene, then load your game, and watch that cut scene, the cut scene will have screw-ups in it. Animation timings wrong, missing characters, etc.

I think this is a problem already with the original tutorial. If you save and load things get messed up. It's not critical with many other levels, but there are other things not saved correctly, like e.g. the blinding effect of Bach!
« Last Edit: February 12, 2017, 12:53:04 am by Wesp5 »

Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #42 on: February 11, 2017, 11:38:07 pm »
Updated the second tutorial cutscene in VtMB with the new gunfire effect, to fix it after the removal of the broken gunfire animation.

[vimeo]https://vimeo.com/203635782[/vimeo]


Offline Icicle

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Re: Fixing the Tutorial Cutscenes
« Reply #43 on: February 11, 2017, 11:51:00 pm »
Anyway, I'm done with the cutscenes in the tutorial... Don't think there are any more like these that need special attention.

Later, loooong from now because I've been doing this for days, I'm gonna go back and retexture the tutorial, make it a lot darker and change some things up.

Someone suggested making it look more like the Sabbat are attacking, I'll probably find ways to do that.

I'm definitely switching out some of the random ambient sounds in it, I've already changed its music, etc.

But it's like somebody said, there's a bit of mood set by this mod's title screen, intro sequence and then poof it's gone as soon as the tutorial starts because your vision is suddenly filled with yellow and white and brown.  Gonna make the paint on the bricks black I think.

Not that I'm aiming for a constant mood but for the first part yes a bit.  The theater needs more changing too, I was just working on the textures of it today as well.

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #44 on: February 12, 2017, 12:08:05 am »
Renamed the thread so it's not just about tutorial..then I can post about other fixes here too.

I'm going to look at the serial killer cutscene in the Lucky Star motel next.

I haven't seen it in a while so I'm going to look at it again but, I seem to recall this one not leaving a dead body behind after the cutscene...I think I can get one to appear, one way or another..I have a couple ideas on how.

Then I'll probably work on Asp Hole...or Vesuvius...after that.
« Last Edit: February 12, 2017, 12:10:21 am by Icicle »

 

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