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Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #45 on: February 12, 2017, 02:20:39 am »
Uh, I'm confused.

The Nocturne theater in LA Hub doesn't match with the back of the theater area in the tutorial at all?

Is this a different theater?

If so why is there a way to get into it by the sewers, leading to a theater which doesn't even match?

Boggle......

Behind the LA hub theater, there's just a parking garage... no chopshop etc....
« Last Edit: February 12, 2017, 02:23:09 am by Icicle »

Offline IanW

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Re: Fixing VtMB Cutscenes etc.
« Reply #46 on: February 12, 2017, 05:51:31 am »
It's supposed to be the same theatre, and the Tutorial map is supposed to be vaguely "downtown," but yeah, the Tutorial map doesn't match up with Downtown LA at all. If a remake ever happens, that's something I'd like them to fix.
Ian A. A. Watson
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Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #47 on: February 12, 2017, 07:12:38 am »
Spoiler for Figuring stuff out:
From the rectangular box of the platform by the doors at the back of the theater (door to edge of cement block), approximate distances to edge of  the map in the tutorial (edge of the streets in the hub, except for the X- which is the edge of the map by the parking garage):


      TUT        HUB
X- -> 2132    vs 1060 (Y+)  (Hub needs +1072)
X+ -> 1256    vs  888 (Y-)  (Hub needs +368)
Y+ -> 1871    vs 1185 (X+)  (Hub needs +686)
Y- -> 1159    vs 1474 (X-)  (Hub needs -315)


Talking about the hub's X/Y dimensions here:

To match on X, Hub needs 371 more units of area.
To match on Y, Hub needs 1440 more units of area.

So to make the hub match the X dimension, either the road in front of the Empire Arms hotel would have to go, or the road from the corner of LaCroix's building to Confession would have to go.  This is a problem, in and of itself, as both roads are the only way to get around other than tight alleyways (how are cars driving there).  Any fix around this would require making another road and maybe another 'overpass' too

To make the hub match the Y dimension, the parking garage building stuff on the corner across from LaCroix's building would have to go.  The parking garage entrance can stay, and the building on the other side of that entrance can be styled to look like the garage.

And then all of this requires modifying the bus and sewer maps to match as well...

Better solution is just to make the Nocturne theater defunct, as in, it's not the theater that is in the tutorial at all. That theater from the tutorial can be linked to the map somewhere else, and sewers changed, as well as the maps (but less drastically).

Or, make the theater defunct, remove sewer access and just remove the theater quest entirely, which I'm leaning towards...

I'm going to be doing work to make things match better and there's just no way I can leave this aside if I'm doing stuff like that.  I don't HAVE to do this stuff, but since I have put such attention to detail in this now, I'll never stop noticing now that I've started so...yeah.

I'm going to:
  • Make the Nocturne theater have a completely new interior - it's not the theater in the tutorial.  I'll probably make this a movie theater instead. Interior will be based on the shell of the Nocturne in the LA hub.  This will probably be a late night theater that runs until near dawn...I'll have to think up a new challenge to make it quest-worthy.  Some security guards in the area that movie-goers aren't supposed to be, but something else too.
  • Change the quest for the theater. You'll still be doing the same thing, but to a different place.

So in this mod, the theater at the beginning is not the theater in the LA hub. They don't match, never did, so it's not the same location.
« Last Edit: February 12, 2017, 08:02:37 am by Icicle »

Offline Wesp5

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Re: Fixing VtMB Cutscenes etc.
« Reply #48 on: February 12, 2017, 08:36:14 am »
So in this mod, the theater at the beginning is not the theater in the LA hub. They don't match, never did, so it's not the same location.

That's what I told you already ;)! But I think somebody posted a sketch about how both should be merged here some time ago...

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #49 on: February 12, 2017, 08:58:30 am »
Trouble with merging them is the area outside the theater doesn't match either, and there's no room in downtown hub for that layout...besides, the amount of planes in that map is close to max, even though Psycho-A changed the compiler to allow it, the engine still has a hard limit.

They're not the same location, so I'm changing the exterior look of the theater in the tutorial so it doesn't have the same textures. I think I'll make some more touches to the interior on the sp_theatre map too, just so the cutscene has more to it.

I never even noticed any of this stuff on my playthroughs so it's no big deal really, but since I'm examining this game like an archaeologist taking a fine comb to a dust covered relic, I'm discovering things I never noticed before.  It's not my intention to sneer at the original game, but inconsistent details will have to be attended to, I'm just like that.
« Last Edit: February 12, 2017, 09:03:20 am by Icicle »

Offline Wesp5

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Re: Fixing VtMB Cutscenes etc.
« Reply #50 on: February 12, 2017, 12:16:56 pm »
It's not my intention to sneer at the original game, but inconsistent details will have to be attended to, I'm just like that.

I'm like that myself, but there are issues where I draw the line, like the inside/outside differences too. Speaking off, I still can't remove the tracers and this does not only affect the tutorial! Get your character a MAC-10 or UZI, turn the camera so it looks at his front and then fire away! You will see the same stupid tracer lines coming all over the player body. We need to remove them, but I already checked particles/bullertrails and effects/tracers and nothing seems to work...

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #51 on: February 12, 2017, 06:38:34 pm »
It's not my intention to sneer at the original game, but inconsistent details will have to be attended to, I'm just like that.

I'm like that myself, but there are issues where I draw the line, like the inside/outside differences too. Speaking off, I still can't remove the tracers and this does not only affect the tutorial! Get your character a MAC-10 or UZI, turn the camera so it looks at his front and then fire away! You will see the same stupid tracer lines coming all over the player body. We need to remove them, but I already checked particles/bullertrails and effects/tracers and nothing seems to work...

Oh crap... Maybe I tried the wrong gun then?

I built my particle effects using x_speed, y_speed and z_speed so I had to use different emitters for each direction (like the Sabbat in the second alley needed a new effect for shooting at you, because he's turned the opposite direction from the ones in the first alley).

The particles travel relative to the world, not the emitter, and I'm not sure how to get around that.

I don't think I have anything I can use on a particle effect that would tell it to orient itself to the direction of the emitter.  I was first under the impression it should do that already, but it wasn't doing it for things like the muzzle flash.

So how do the guns work?  Maybe the particle effects of animations are hard coded?  Because they most certainly do travel relative to the direction the character/gun is pointed...

Maybe the "Attaching Type" property of env_particle is the mystery. It has barely any info, but I bet there IS a way to tell an emitter, "ok since you're pointed that way, orient all your particle effects that way in a rotated system".  Doesn't make sense otherwise, why even bother pointing the emitter a certain direction?

I mean look at its appearance in Hammer, totally suggestive you can do this:


It's really hard to track down particle effects from animations... I mean it's not impossible, but it's like taking a tangled ball of all colors of string and pulling it apart so you only have a string of one color in your hand.  Since I can't find the particle effect for that shooting animation yet, I tried tracking down the Sheriff's particle animation instead, starting with a search for .txt in /particles/ that have "aura_blue" in them, since that is the particle he uses (I first found it, to fix it, just by using a big list of files with thumbnails on, and picked it out because I recognized its shape and color).

I can actually write a powershell script that takes the sprite file out of a particle effect and then traces back all the other particle effects from it, and gives you a list of all emitters/particle .txts that link to it.  Otherwise it's pretty damn confusing and time consuming, even with Find in All Files feature in Notepad++...yeah I think I'll make that.
« Last Edit: February 12, 2017, 08:03:16 pm by Icicle »

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #52 on: February 13, 2017, 03:20:45 am »
Ok so my script works, here's an example.

First I launch it through DOS.  I'm testing with the text "bloodlines", so this will find anything with a sprite name that has "bloodlines" in it:

Code: [Select]
C:\powershellscripts>findparticles bloodlines
-1--------------------------
Processing:
          Target: C:\Games\VtMB\Madness_Network\particles\bloodlines*.tga
Secondary target: C:\Games\VtMB\SDKContent\VPKContent\particles\bloodlines*.tga
-2--------------------------
Getting directory list of "C:\Games\VtMB\Madness_Network\particles\ALL .txt!
-3--------------------------
Getting directory list of "C:\Games\VtMB\SDKContent\VPKContent\particles\ALL .txt!
-4--------------------------
Starting recursive search through all .TXT for bloodlines*.tga - all the way back to emitter particle .txt files.
---------------------------------------------------
RUNNING STEP 4 IN POWERSHELL...
Attempting to start c:\powershellscripts\findparticlesps.bat "bloodlines" as user "<computer name>\administrator" ...

C:\powershellscripts>

--------------

Example #1:

In this example, I change it so it checks VPKContent and my project separately (no files are excluded from VPKContent based on my project):

Code: [Select]
================ Particle Hunter ================
1: Quiet mode disabled. (Type '1' to turn it on.)
2: VPKContent-only mode disabled. (Type '2' to turn it on.)
3: project and VPKContent checked separately. (Type '3' to prioritize project.)
 :
 : (no differences-check between project/VPKContent necessary)
Q: Type 'Q' to abort this operation.
S: Type 'S' to start this operation.
Please make a selection: s



***************************************************************
Step 4 - Starting recursive search through all .TXT for bloodlines* - all the way back to emitter particle .txt files.
    Target dir: C:\Games\VtMB\Madness_Network\particles\
   Target dir2: C:\Games\VtMB\SDKContent\VPKContent\particles\ (checked independently of target dir, no prioritization)
***************************************************************
...

...

Particle hunting for bloodlines...

Checking particles in C:\Games\VtMB\SDKContent\VPKContent\particles\ ...

sprite text 'bloodlines' found in: C:\Games\VtMB\SDKContent\VPKContent\particles\bloodlinestemp.txt
---------------------------------------------------------------
- RECURSIVE SEARCH FOR ALL PARTICLES/EMITTERS: ----------------
---------------------------------------------------------------
0--> C:\Games\VtMB\SDKContent\VPKContent\particles\bloodlinestemp.txt
0--> [Line #4]  sprite          "BloodLines2"
1-->     C:\Games\VtMB\SDKContent\VPKContent\particles\titlescreentemp2_emmiter.txt
1-->     [Line #15]             particle        "BloodlinesTEMP"
2-->         C:\Games\VtMB\SDKContent\VPKContent\particles\titlescreentemp_emmiter.txt
2-->         [Line #9]          particle        "TitleScreenTEMP2_emmiter"
---------------------------------------------------------------
Checking particles in C:\Games\VtMB\Madness_Network\particles\ ...

sprite text 'bloodlines' found in: C:\Games\VtMB\Madness_Network\particles\bloodlinestemp.txt
---------------------------------------------------------------
- RECURSIVE SEARCH FOR ALL PARTICLES/EMITTERS: ----------------
---------------------------------------------------------------
0--> C:\Games\VtMB\Madness_Network\particles\bloodlinestemp.txt
0--> [Line #7]  sprite          "BloodLines2"
1-->     C:\Games\VtMB\SDKContent\VPKContent\particles\titlescreentemp2_emmiter.txt
1-->     [Line #15]             particle        "BloodlinesTEMP"
2-->         C:\Games\VtMB\SDKContent\VPKContent\particles\titlescreentemp_emmiter.txt
2-->         [Line #9]          particle        "TitleScreenTEMP2_emmiter"
1-->     C:\Games\VtMB\Madness_Network\particles\m_clans_emitter.txt
1-->     [Line #134]         particle    "bloodlinestemp"
2-->         C:\Games\VtMB\Madness_Network\particles\mm_cursor_emitter.txt
2-->         [Line #54]         particle    "m_clans_emitter"
---------------------------------------------------------------

Done
...

Matches in VPKContent: 1
Files referenced in VPKContent: 5

Matches in project: 1
Files referenced in project: 3



Press any key to continue . . .

To summarize the result, it found particles in both VPKContent and my project's /particles/ folder, each with the same filename (but different paths), and reported on them both by recursively tracing each linked file.


--------------

Example #2:

Same as above except I turn on prioritization for my project, and tell it to redo the comparison between VPKContent and my project (let's say I've added particle .txt files to, or removed particle .txt files from, my project recently, that's why I would do this).

Code: [Select]
================ Particle Hunter ================
1: Quiet mode disabled. (Type '1' to turn it on.)
2: VPKContent-only mode disabled. (Type '2' to turn it on.)
3: project is prioritized, VPK content secondary. (Type '3' to check separately.)
4: project-to-VPKContent differences will be re-done. (Type '4' to use existing file.)
 :
Q: Type 'Q' to abort this operation.
S: Type 'S' to start this operation.
Please make a selection: s



***************************************************************
Step 4 - Starting recursive search through all .TXT for bloodlines* - all the way back to emitter particle .txt files.
    Target dir: C:\Games\VtMB\Madness_Network\particles\
 Secondary dir: C:\Games\VtMB\SDKContent\VPKContent\particles\ (used only when not found in target dir)
***************************************************************
...
First, subtracting all files listed in target dir from secondary dir.
    Created temp file: C:\powershellscripts\particles\vpk-plist-temp.txt
 (please wait while making subtractions, this might take some time)
  REMOVE from secondary VPK list: blooddrops
  REMOVE from secondary VPK list: bloodexplosion_spatter
  REMOVE from secondary VPK list: bloodexplosion_trails
  REMOVE from secondary VPK list: bloodlinestemp
  REMOVE from secondary VPK list: bloodshotreturnburst_fx2
  REMOVE from secondary VPK list: bloodtrickle_emitter
  REMOVE from secondary VPK list: blood_guardian_death_fx1
  REMOVE from secondary VPK list: blood_guardian_death_fx2
  REMOVE from secondary VPK list: blood_guardian_summon_emitter
  REMOVE from secondary VPK list: bradbury_blood_rain
  REMOVE from secondary VPK list: bradbury_wagonwheel_emitter
  REMOVE from secondary VPK list: burnigembers
  REMOVE from secondary VPK list: chang_blast_fx3
  REMOVE from secondary VPK list: debries
  REMOVE from secondary VPK list: drip
  REMOVE from secondary VPK list: d_animalisim_bodysmoke_emitter
  REMOVE from secondary VPK list: d_animalisim_ground_emitter
  REMOVE from secondary VPK list: d_animalism_bat_trail_emitter
  REMOVE from secondary VPK list: d_animalism_wolf_into_emitter
  REMOVE from secondary VPK list: d_animalism_wolf_into_emitter2
  REMOVE from secondary VPK list: d_auspexaura_calm_kindred_emitter
  REMOVE from secondary VPK list: d_dementation_bedlam_emitter
  REMOVE from secondary VPK list: d_dementation_bedlam_fx1
  REMOVE from secondary VPK list: d_dementation_bedlam_fx2
  REMOVE from secondary VPK list: d_dominate_cast_emitter2
  REMOVE from secondary VPK list: d_dominate_suicide_pact_emitter2
  REMOVE from secondary VPK list: d_dominate_suicide_pact_fx1
  REMOVE from secondary VPK list: d_dominate_suicide_pact_fx2
  REMOVE from secondary VPK list: d_dominate_suicide_pact_fx3
  REMOVE from secondary VPK list: d_fortitude_aura_emitter
  REMOVE from secondary VPK list: d_partial_resist_dem_emitter
  REMOVE from secondary VPK list: d_partial_resist_dom_emitter
  REMOVE from secondary VPK list: d_potence_1bp_bodyglow2-normal
  REMOVE from secondary VPK list: d_potence_1bp_bodyglow3
  REMOVE from secondary VPK list: d_potence_1bp_emitter
  REMOVE from secondary VPK list: d_potence_1bp_emitter_flashstart
  REMOVE from secondary VPK list: d_potence_1bp_emitter_hand
  REMOVE from secondary VPK list: d_potence_1bp_handglow2
  REMOVE from secondary VPK list: d_potence_hit-1_emitter
  REMOVE from secondary VPK list: d_potence_hit-2_emitter
  REMOVE from secondary VPK list: d_potence_hit-3_emitter
  REMOVE from secondary VPK list: d_potence_hit-4_emitter
  REMOVE from secondary VPK list: d_presence_afraid_emitter
  REMOVE from secondary VPK list: d_presence_cast_emitter1
  REMOVE from secondary VPK list: d_presence_cast_emitter2
  REMOVE from secondary VPK list: d_presence_cast_emitter3
  REMOVE from secondary VPK list: d_presence_cast_emitter4
  REMOVE from secondary VPK list: d_presence_cast_emitter5
  REMOVE from secondary VPK list: d_presence_daze_emitter
  REMOVE from secondary VPK list: d_presence_mezmerize_emitter
  REMOVE from secondary VPK list: d_protean_1bp_emitter
  REMOVE from secondary VPK list: d_protean_3bp_emitter
  REMOVE from secondary VPK list: d_protean_4bp_emitter
  REMOVE from secondary VPK list: d_protean_5bp_emitter
  REMOVE from secondary VPK list: d_thaumaturgyhit_emitter_old
  REMOVE from secondary VPK list: d_thaumaturgy_bloodboil-fx5
  REMOVE from secondary VPK list: d_thaumaturgy_bloodrip_emitter
  REMOVE from secondary VPK list: d_thaumaturgy_bloodrip_projectile
  REMOVE from secondary VPK list: d_thaumaturgy_exlpode-fx2
  REMOVE from secondary VPK list: d_thaum_bld_blood_boil_tgt_emitter
  REMOVE from secondary VPK list: d_thaum_bld_cauldron_explode_tgt_emitter
  REMOVE from secondary VPK list: d_thaum_bld_cauldron_tgt_emitter_old
  REMOVE from secondary VPK list: electrical_sparks_spark1
  REMOVE from secondary VPK list: electrical_strike
  REMOVE from secondary VPK list: embersmokedummy
  REMOVE from secondary VPK list: embrace_bleeding_neck
  REMOVE from secondary VPK list: embrace_bleeding_neck2
  REMOVE from secondary VPK list: embrace_bleeding_neck2_female
  REMOVE from secondary VPK list: embrace_bleeding_neck_female
  REMOVE from secondary VPK list: ethereal_flame_fire04-bubble
  REMOVE from secondary VPK list: ethereal_flame_fire04-tornado
  REMOVE from secondary VPK list: ethereal_flame_fire04
  REMOVE from secondary VPK list: ethereal_fling_fire04
  REMOVE from secondary VPK list: falling_dust_particle
  REMOVE from secondary VPK list: fireball_emitter
  REMOVE from secondary VPK list: flameprojectile2
  REMOVE from secondary VPK list: flameprojectile3
  REMOVE from secondary VPK list: flamethrowerfire_emitter
  REMOVE from secondary VPK list: gargoyle_land-fx1
  REMOVE from secondary VPK list: gasoline_fire_emitter
  REMOVE from secondary VPK list: impactfx_bloodspatter_base
  REMOVE from secondary VPK list: impactfx_mc_generichit3
  REMOVE from secondary VPK list: impactfx_mc_generichit4
  REMOVE from secondary VPK list: impactfx_mc_generichit5_normalmap
  REMOVE from secondary VPK list: impactfx_melee_generic
  REMOVE from secondary VPK list: impactfx_ranged_generic
  REMOVE from secondary VPK list: inspection_emitter
  REMOVE from secondary VPK list: inspection_insight_emitter
  REMOVE from secondary VPK list: inspection_insight_stars
  REMOVE from secondary VPK list: inspection_stars
  REMOVE from secondary VPK list: lightbulb_pop_spark1
  REMOVE from secondary VPK list: lightbulb_pop_spark2
  REMOVE from secondary VPK list: ming_xiao_slimetrail_emitter
  REMOVE from secondary VPK list: ming_xiao_slimetrail_fx1-1
  REMOVE from secondary VPK list: ming_xiao_slimetrail_fx1
  REMOVE from secondary VPK list: mm_cursor_emitter
  REMOVE from secondary VPK list: muzzleflash_emitter
  REMOVE from secondary VPK list: m_bru
  REMOVE from secondary VPK list: m_cam
  REMOVE from secondary VPK list: m_cels
  REMOVE from secondary VPK list: m_cels2
  REMOVE from secondary VPK list: m_clouds
  REMOVE from secondary VPK list: m_fire
  REMOVE from secondary VPK list: m_fire2-emitter
  REMOVE from secondary VPK list: m_fire2
  REMOVE from secondary VPK list: m_gan
  REMOVE from secondary VPK list: m_mal
  REMOVE from secondary VPK list: m_nos
  REMOVE from secondary VPK list: m_sab
  REMOVE from secondary VPK list: m_tcz
  REMOVE from secondary VPK list: m_tor
  REMOVE from secondary VPK list: m_tre
  REMOVE from secondary VPK list: m_ven
  REMOVE from secondary VPK list: nivdot
  REMOVE from secondary VPK list: nivdot2
  REMOVE from secondary VPK list: raindrops
  REMOVE from secondary VPK list: raindrops2
  REMOVE from secondary VPK list: rainsplashdummy
  REMOVE from secondary VPK list: rainstain
  REMOVE from secondary VPK list: rain_box_emitter
  REMOVE from secondary VPK list: rain_follow_emitter
  REMOVE from secondary VPK list: smoke1
  REMOVE from secondary VPK list: smoke2
  REMOVE from secondary VPK list: sparks_warrens_computers_emitter
  REMOVE from secondary VPK list: splashdummy
  REMOVE from secondary VPK list: sp_burningembers
  REMOVE from secondary VPK list: sp_observatory_2_ash_fx1
  REMOVE from secondary VPK list: sp_observatory_2_tree_firesky_emitter
  REMOVE from secondary VPK list: steamrelease_emitter
  REMOVE from secondary VPK list: steamrelease_timer
  REMOVE from secondary VPK list: temple_spike_fx1
  REMOVE from secondary VPK list: temple_spike_fx2
  REMOVE from secondary VPK list: vomitblood_emitter
  REMOVE from secondary VPK list: vomitblood_spatters
  REMOVE from secondary VPK list: vtm_glowtemp
  REMOVE from secondary VPK list: warehs_expln_debries
  REMOVE from secondary VPK list: warehs_expln_top_wndw_ws_emitter
  REMOVE from secondary VPK list: waterdrops
  REMOVE from secondary VPK list: waterdrops2
  REMOVE from secondary VPK list: waterdrops_emitter
  REMOVE from secondary VPK list: waterdrops_timer
  REMOVE from secondary VPK list: watersplash_emitter
  REMOVE from secondary VPK list: w_thirtyeight_flash-1

...

Particle hunting for bloodlines...

Checking particles in C:\Games\VtMB\Madness_Network\particles\ ...

sprite text 'bloodlines' found in: C:\Games\VtMB\Madness_Network\particles\bloodlinestemp.txt
---------------------------------------------------------------
- RECURSIVE SEARCH FOR ALL PARTICLES/EMITTERS: ----------------
---------------------------------------------------------------
0--> C:\Games\VtMB\Madness_Network\particles\bloodlinestemp.txt
0--> [Line #7]  sprite          "BloodLines2"
1-->     C:\Games\VtMB\Madness_Network\particles\m_clans_emitter.txt
1-->     [Line #134]         particle    "bloodlinestemp"
2-->         C:\Games\VtMB\Madness_Network\particles\mm_cursor_emitter.txt
2-->         [Line #54]         particle    "m_clans_emitter"
1-->     C:\Games\VtMB\SDKContent\VPKContent\particles\titlescreentemp2_emmiter.txt
1-->     [Line #15]             particle        "BloodlinesTEMP"
2-->         C:\Games\VtMB\SDKContent\VPKContent\particles\titlescreentemp_emmiter.txt
2-->         [Line #9]          particle        "TitleScreenTEMP2_emmiter"
---------------------------------------------------------------
Checking non-overwritten particles in C:\Games\VtMB\SDKContent\VPKContent\particles\ ...

Done
...

Matches in VPKContent: 0
Files referenced in VPKContent: 2

Matches in project: 1
Files referenced in project: 3



Press any key to continue . . .

Here the results are similar, but the VPKContent match has been excluded because the filename is the same, so only the one in the project is shown; this is just like the game, as the game will only turn to the VPKs for a file if it can't find it in your project.


(This is all with quiet mode off for demonstration; if it's on, this is significantly less spammy.)

Anyway, this untangles the particles folder, taking all the effort out of figuring out which sprites go to which particles, and which emitters call those particles.
« Last Edit: February 13, 2017, 03:51:28 am by Icicle »

Offline Wesp5

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Re: Fixing VtMB Cutscenes etc.
« Reply #53 on: February 13, 2017, 08:34:51 am »
Anyway, this untangles the particles folder, taking all the effort out of figuring out which sprites go to which particles, and which emitters call those particles.

How does this help with the tracer problem? I have the feeling the tracer sprites in the materials/effects folder are not used and the tracers are just small lines so basically they could be anything...

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #54 on: February 13, 2017, 09:28:15 am »
Anyway, this untangles the particles folder, taking all the effort out of figuring out which sprites go to which particles, and which emitters call those particles.

How does this help with the tracer problem? I have the feeling the tracer sprites in the materials/effects folder are not used and the tracers are just small lines so basically they could be anything...

I never said it specifically helped with it.

It will help with any problem relating to anything that uses a sprite in any of the two /particles/ folders.

If there is a sprite used for that animation, and it does use a particle file, then this could help. Otherwise there is nothing you can do about that problem.

For that problem, the most likely candidate is bullettrail_distort.txt. If it is that, all it needs is some X/Y and Z adjustment.
« Last Edit: February 13, 2017, 09:35:42 am by Icicle »

Offline Wesp5

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Re: Fixing VtMB Cutscenes etc.
« Reply #55 on: February 13, 2017, 04:01:41 pm »
For that problem, the most likely candidate is bullettrail_distort.txt. If it is that, all it needs is some X/Y and Z adjustment.

I already played around with that and the bullettrail_emitter itself but never saw any changes...

Offline Icicle

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Re: Fixing VtMB Cutscenes etc.
« Reply #56 on: February 13, 2017, 06:09:05 pm »
For that problem, the most likely candidate is bullettrail_distort.txt. If it is that, all it needs is some X/Y and Z adjustment.

I already played around with that and the bullettrail_emitter itself but never saw any changes...

Yeah then the particle effects for animations are probably hard-coded. I'm still gonna look around though, and that's the purpose of the tool I just made, so when I find a sprite I think might be it, I can easily trace all references to it with no effort.

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Re: Fixing VtMB Cutscenes etc.
« Reply #57 on: February 14, 2017, 05:29:44 am »
Ya so I think I saw this mentioned somewhere before, when I mentioned that rain wasn't working on the Santa Monica hub when I recompiled the map, but the precipitation part of particles is broken or something.

I took precipitation out of the rain_emitter, and it started raining again fine, except the particles don't collide with anything.  They just fall through everything, buildings, the ground, so they don't make the rain splash decals.  I want the decals, but the worst part of this is if you stand under some cover, it's still raining around you...through the building above you (like in front of the medical clinic or Asylum for example).

Then I took precipitation out of the particles too, and now it does the rain splash decals with the ground, but it's still not colliding with the building tops.  Maybe it's because the building tops are nodraw; I'll try changing them to a texture.

Edit: Ahh, the rain is originating from exactly the height of the building tops, so it's not even hitting them.  I'll have to mess with the buildings a little and see if that helps.

Edit: Nope, halfway down the medical clinic is another block. It's not a func_detail, it's world geometry, and it already has a brick texture facing upwards, but that's not blocking it. I'm gonna make sure the texture has surface properties.

Edit: Increased the particle bounds to double. Now the rain falls from higher up.  It's still passing through the inner block of the overhang of the medical clinic. BUT it's hitting the ledge right beside it perfectly fine.  If it starts inside a block, it seems to not care about collision until it's passed out of the block before hitting another, then it collides. Sheesh. Maybe there's a workaround.  It CAN'T start up in the skybox, or you'll see rain splash decals in the sky where the skybox meets the map...ugh.  I wonder if there's a way to tell an emitter "Don't spawn particles here if it's inside a block".  Don't think there is...  Worst case I can just make sure the rain particles are starting just below the skybox, and then lower the buildings by 1 unit or so, so the particles collide with the building geometry instead of passing through it.

Edit: Shrank the particle bounds to half of original sizes, rain became more sparse but same problem (expected this).  Also, precipitation 1 does not stop rain from falling through ceilings at all, it's pretty much useless from what I can see.  Big problem here, because solid world geometry AND func_details all the way to the skybox count for nothing towards the collision of the rain particles, so the rain falls through them and then standing under the overhang of the medical clinic or Asylum is like standing in the middle of the street, equally drenched in rain.  Unacceptable...must find a solution.

Edit: I completely eliminated a block inside the overhang of the medical clinic, even changed the up-facing texture to the same tile used on the block beneath the medical clinic door.  The rain still falls through the ceiling.  Is something regulating it so it has to fall a certain distance before it collides?  Seems ridiculous because I can't find anything that would cause that in the particle files.
« Last Edit: February 14, 2017, 08:53:36 am by Icicle »

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Re: Fixing VtMB Cutscenes etc.
« Reply #58 on: February 14, 2017, 09:03:08 am »
Ya so I think I saw this mentioned somewhere before, when I mentioned that rain wasn't working on the Santa Monica hub when I recompiled the map, but the precipitation part of particles is broken or something.

You should ask Psycho-A about this or copy the rain he did for the pier map. As far as I remember, the original rain always falls only in a small radius around the player and this will not work after recompiling a map!

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Re: Fixing VtMB Cutscenes etc.
« Reply #59 on: February 14, 2017, 09:35:47 am »
Ya so I think I saw this mentioned somewhere before, when I mentioned that rain wasn't working on the Santa Monica hub when I recompiled the map, but the precipitation part of particles is broken or something.

You should ask Psycho-A about this or copy the rain he did for the pier map. As far as I remember, the original rain always falls only in a small radius around the player and this will not work after recompiling a map!

If I use rainboxes like he did on the pier, I'll have to use triggers so that rainboxes that are across the map aren't running.  They chew up some framerate from being so big. I realized this issue when I added smoke to Confession, the entire interior except for the staircase and Venus' meeting room is all particle boxes like the rain, and the sheer size of it causes a little lag.  On a hub this would be much worse...

That's why I'm trying to get it going with the emitter that chases you first, but I'm not having much luck with it. It would be perfect, if it would just collide with buildings instead of always raining no matter where you stand.

Also, it'll be a lot of rainboxes, because I tried making one big one, and the game freaks out over it in the console, and claims the scale value is something like 26,000, which isn't the way I compiled it (I compiled it with a scale value of 1).

Maybe it is colliding, and I'm wrong about how collision works: Maybe if I put a "self" definition in collide and make it so it stops it dead, it will actually stop passing through buildings.  Really I didn't realize this but it might be passing through the ground where it makes the decal too. Hmm

Edit: No, I put in a self part into the collide and for a test just made it bounce away from the ground so it definitely doesn't travel in the same direction...it's still going through the ceiling. Sheesh
« Last Edit: February 14, 2017, 09:49:28 am by Icicle »

 

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