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Vampire the Masquerade: Bloodlines => Bloodlines Modding => Topic started by: Icicle on February 08, 2017, 01:56:58 pm

Title: Fixing VtMB Cutscenes etc.
Post by: Icicle 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.
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 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...
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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.)

Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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.)

(https://s23.postimg.org/shnznuvpn/packfileexplorer.jpg)
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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).
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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;
   }
}
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 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!
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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.
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 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 :)!
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 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!
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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.

Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 08, 2017, 09:11:59 pm
*lightbulb*

Oh yeah I can do a text search in the map file for this damn submachinegun_attack animation...

There's only two left in the other Sabbat, I'm just gonna switch them out too since I'll be fixing the other Sabbat's firing animation in the second cutscene.

For some reason one of them is standing there firing out of the camera shot for just one part when it's facing the Sheriff I think..weird.

Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 08, 2017, 09:20:12 pm
Ok, taking out the submachine gun animation from those two other Sabbat somehow disables the gun firing sounds entirely, jeez the people who made this map were smoking crack or something lol (sSabbat2_5_proxy < I'm looking at you)

Anyway I'll put them back in, it's easy to do I just have to track down the exact sound.. that won't take long it's probably just the standard submachine gun sound
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 08, 2017, 10:34:34 pm
Nice, nailed the sounds on the first try.  It uses the real mac 10 sound, not sure what the last one was but it wasn't totally correct either (you can even hear the real mac 10 sound in the ambient sounds of the environment while the Sabbat are attacking outside of this cutscene anyway!)

Anyway a couple more things to fix up, minor stuff I think, and then a quick video to compare and I'll post it all here
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 08, 2017, 11:35:34 pm
Wow this f**king wolf glitch is annoying, I mean it's only a 0.5 second glitch but I see it every time so I want it gone... I'll get it just hold on
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 09, 2017, 12:37:05 am
Quick fix? Nuh-uh, I worked on this for 20 hours solid. To fix a 30 second or so scene, lmao!

I still have a few more things I'm going to do with it.

Anyway onto the show. Here's the video comparing old and new. First half is the OLD unfixed version, second half is the new fixed version (plus music added in my mod, also helps tell them apart).

[vimeo]https://vimeo.com/203212072[/vimeo]

Ok, maybe the positioning of the wolves could be improved, seems like the left wolf doesn't bite right into the guy's head that well, but that's not my fault.  Whatever, maybe later.

(I had fix instructions here for Wesp, but he didn't want them so oh well. It'll be fixed in my mod, *Twirls finger* lol)
Title: Re: Fixing the Tutorial Cutscenes
Post by: The Shadow Man on February 09, 2017, 12:32:07 pm
Looks great Icicle. I see you gave the Sheriff new eyes, wouldn't have been my choice to go with fire eyes but I have to admit they look damn cool. Also as I'm on the subject of the Sheriff, have you seen the concept art for the Sheriff? I always liked the outfit he has in that, I even tried to replicate it, It did not go well. Similar story with Strauss, though I at least managed to turn his outfit purple. Maybe if your thinking about changing or adjust their outfits, this might be a good place to look.
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 on February 09, 2017, 03:02:44 pm
And now for the FIX INSTRUCTIONS. Basically if you're Wesp you want this, for anyone else it's a bunch of technobabble for modifying the tutorial map.

Thanks, but this is much more complicated that I anticipated and probably not worth the effort! I already fixed the part with the air firing Sabbat, but there must be an easier solution for the rest by just removing the tracer particles and moving the normal muzzle_flash forward a bit. I will look into this later...
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 09, 2017, 03:21:37 pm
Yeah, the cutscenes are complicated.

Needlessly, way over-complicated, but that's how Troika made them.

Actually the reason it took me so long is because I was trying simpler things first, which didn't pan out.

Looks great Icicle. I see you gave the Sheriff new eyes, wouldn't have been my choice to go with fire eyes but I have to admit they look damn cool. Also as I'm on the subject of the Sheriff, have you seen the concept art for the Sheriff? I always liked the outfit he has in that, I even tried to replicate it, It did not go well. Similar story with Strauss, though I at least managed to turn his outfit purple. Maybe if your thinking about changing or adjust their outfits, this might be a good place to look.

Thanks. Where is the concept art? Can you link me it so I know I'm seeing what you're talking about?
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 on February 09, 2017, 04:24:42 pm
Actually the reason it took me so long is because I was trying simpler things first, which didn't pan out.

I already fixed the forward muzzle_flash and will try to remove the tracers later. I need to do a simpler solution as I don't want to compile the map...

Quote
Where is the concept art? Can you link me it so I know I'm seeing what you're talking about?

If you have the UP with extras installed, it's in the Player Mods/Concept Art/NPC folder.
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 09, 2017, 04:38:17 pm
Actually the reason it took me so long is because I was trying simpler things first, which didn't pan out.

I already fixed the forward muzzle_flash and will try to remove the tracers later. I need to do a simpler solution as I don't want to compile the map...

Quote
Where is the concept art? Can you link me it so I know I'm seeing what you're talking about?

If you have the UP with extras installed, it's in the Player Mods/Concept Art/NPC folder.

Yeah the forward muzzle flash just needed depth_offset 1 to bring it closer to the camera, simple. That still doesn't stop bullets from shooting out of their chests though, lol
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 09, 2017, 05:07:17 pm
Sheriff looks Rastafarian in that concept art to me, his hair resembles dreadlocks... I kind of like that.  Not sure if it would be possible to deform his head enough to get that though. Hmmm

would definitely need to double his texture size, or painting hair onto his head would just be a blurry mess, but it could be done

As for this cut scene, I'm gonna put bullet tracers back into their gunfire, now that I have it setup it's actually really easy, just stretch the bullet sprite out, it's just the timing of the bullets that I have to figure out, I want the muzzle flash to match the bullet fire, there should be one flash per round of bullets obviously

Also I'm gonna make it spray the fence better, and change some other things up
Title: Re: Fixing the Tutorial Cutscenes
Post by: SCO on February 09, 2017, 05:11:07 pm
One animation that needs to be divided into two and hacked to be called on the end of a conversation is the public pay-phone one.

 Though i really think the second part might not be feasible.


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.
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 09, 2017, 05:15:48 pm
One animation that needs to be divided into two and hacked to be called on the end of a conversation is the public pay-phone one.

 Though i really think the second part might not be feasible.

Oh yeah...not sure I can do anything with that.  I haven't got any info on how to edit the existing animations really.  If there wasn't a broken Sabbat animation that only had them moving their guns like they were firing, I woulda been screwed for fixing this cut scene.

But I'll take a look at that phone animation later ofc.

I'm gonna fix the particles the Sheriff uses here too (the sparkles around his hands when he's using his powers), some of them are over stretched and they didn't make them big enough for their sprite, so the sprite is just cut off at the edges.  Hard to notice if you're just casually watching it once but I have this burned into my memory now so I notice everything

Also, my fix is missing the wood chips flying off the fence when the bullets hit, I'll add that

I'm moving the lamppost too, there's no way to detect its surface so it would also throw wood chips, big deal its just a frickin lamppost, don't like how it looks much anyway.. or I might just reskin it later, and slap an invisible block in front of it so it can't be hit... the Sheriff actually has that already from how Troika made it, or you would see blood splatters flying out of the Sheriff's model from bullets hitting flesh surface...... in the original, the blood you see flying in one little moment of the scene is from the Sabbat's bullets hitting the crouching Gangrel sabbat in the back, but he's invincible for the cut scene to play out normally so it doesn't hurt him

I think the broken firing animation shoots the bullet particles with their Y/Z dimension already set randomly, so it looks like the bullets are spaced out randomly in a bullet spray pattern, so that's why the gangrel Sabbat gets shot in the back for one quick camera shot

But I made the new one always start from the tip of the gun and change trajectory as it's flying towards the fence, so I can increase the spray dramatically without it looking unrealistic at the firing point

Also I'm gonna find out if I can make one of the Sabbat move their mouths when they are laughing, while they are doing the firing animation...or just make one laugh and then start firing.  It just seems weird you can hear a laugh and nobody's doing it, though yeah it could be the guy on the ground just out of camera shot...but from how Troika made it, I can tell it was meant to be the gunmen
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle on February 09, 2017, 05:38:21 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
Title: Re: Fixing the Tutorial Cutscenes
Post by: The Shadow Man on February 09, 2017, 06:59:01 pm
Sheriff looks Rastafarian in that concept art to me, his hair resembles dreadlocks... I kind of like that.  Not sure if it would be possible to deform his head enough to get that though. Hmmm

would definitely need to double his texture size, or painting hair onto his head would just be a blurry mess, but it could be done
Well I was mainly talking about his outfit but changing his hair might be a good change too
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 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...
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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
Title: Re: Fixing the Tutorial Cutscenes
Post by: SCO 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?).
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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...
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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.
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 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?
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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).
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 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...
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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.
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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.
Title: Re: Fixing the Tutorial Cutscenes
Post by: Wesp5 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!
Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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]

Title: Re: Fixing the Tutorial Cutscenes
Post by: Icicle 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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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....
Title: Re: Fixing VtMB Cutscenes etc.
Post by: IanW 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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle on February 12, 2017, 07:12:38 am
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:

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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Wesp5 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...
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Wesp5 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...
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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:
(https://s31.postimg.org/ll3kfnfbv/env_particle_emitter.png)

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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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
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...

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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Wesp5 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...
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Wesp5 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...
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Wesp5 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!
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle 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
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle on February 14, 2017, 09:53:02 am
Yeah, so, it's gonna have to be rainboxes.

I just went through every particle in VPKContent with a collide section, there's just nothing there about choosing how it collides or not.  Ugh, damn game.

Anyway, I'll try making a box over the clinic to see if it has the same problem as the point emitter, and if it does, I'll just have to build several smaller boxes around the clinic entrance so it doesn't rain there.  Tedious but I just don't want rain falling out of a cement ceiling...

I suppose this is a good time to build my player location tracking system on the map then.  It will be needed to control which rainboxes are active, but I can also use it for stuff like making the police and hunters better at finding you.

Edit: Yeah, not surprisingly, the rain in the rainbox doesn't collide with the building either.  Whatever, I'll just build the boxes in the spaces between all the buildings.  It will save on framerate anyway, less space to render.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle on February 14, 2017, 10:46:02 am
Yeah ok, I have a framework of a rainbox system worked out, doesn't have the player tracking part built in yet, but I can activate rain regions by calling a python function in the console for now.  Good enough.

Gotta be careful with the rate of the particle emitters too, I tried it with the rain emitter that is already there (not the one that Psycho-A built for the pier), it pretty much murders the framerate and looks like a monsoon, so I'll tone it down...

I'm going to go an extra step and put tinier rainboxes over ledges, so it doesn't draw decals on them.  Looks bad with puddle decals forming in the air off the edge of the ledge every time a drop hits them, blech.

Also, I'm keeping the emitters that follow you for the rain fog.  Generating the fog inside the rainboxes is going to be way more costly.  Have to cut every corner possible to make the effect good without the video performance taking a big hit.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle on February 15, 2017, 01:27:47 am
Clip brushes don't block particles... maybe it's because they lack a surface property.

I need something invisible that's gonna do this for me...maybe tools_invisible. I'll try that.

There are some props like awnings stretched out from the building sides in Santa Monica, characters move under it when it's raining...but the awning doesn't do collision, so the rain is passing through it.  Similar problem to the building overhang except, I don't want to just remove the rain drops from above it - what is happening then, is some invisible hand stopping the clouds from raining in that spot?  Nope, that's no good.  I have a rain emitter without collision decals/splatter, so it doesn't look wrong when it's not hitting the ground. This is positioned in a box above the awning, but the drops are passing through the awning, so I need an invisible thing there to block them and make it look like the awning isn't phased out of reality.

Edit: No, of course not.  That would be too easy!  !@#$ Anyway lol, I'll just have to invent something that does collisions that the player can't see.  Probably just duplicate clip or tools_invisible and add a surface prop to it, then only put this special texture on the side of the brush facing into the raindrops...

Edit: I've tried every non-visible brush, even combining all of them into a single tools brush called tools_rainclip.  Only visible brush faces can block particles, it seems.  That's a drag but if I am really careful shaping my brush, I can hide it under the awning and make the rest of it NoDraw and the player won't be the wiser...

Edit: This is like pulling teeth, I don't know how many times I've said that. Ok so, even adding collision back into my rain emitter doesn't stop the drops from falling through.  The brushes under the awning (three of them to fit the shape of the awning since it dips down in the middle height-wise) all have the same cement texture as the block underneath them.  It's STILL raining through them.  WOW.  OK, I have a couple more things to try.

Edit: Oh neat so it decided once of the brushes I made is an invalid solid but never told me.  Didn't get the message until I restarted hammer. Maybe that's why the drops are passing through .................... Once this is figured out I have it figured out for every situation I need to do this, so it'll work out.....   Can only make 1 change at a time though, then recompile, or I won't know what solves it and what doesn't.......

Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle on February 15, 2017, 03:08:13 am
Ahh finally solved it.................. sheesh.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Icicle on February 16, 2017, 04:17:00 pm
(https://s15.postimg.org/x689bof8b/santamonicaaerialview.png)

So here's an aerial view of Santa Monica.

I'll have triggers setup for all the pink boxes, so when you enter one, it sets a variable tracking your location.

Meanwhile, a function is called which decides which rainboxes should be switched on, and all the others are switched off.

This way, only particle emitter boxes which are visible are being run on the map, which saves framerate and reduces lag.

Additionally, once this is done, I can have a timer tell police/hunters to move to your general location when they are hunting you, so it's not so damn easy to escape (like running into an alley like 5 feet away and crouching for 45 seconds until they give up, ridiculous).

Once the rain system is in place, that's when the real fun begins because then I can add in the thunder and lightning effects to make it seem like a storm sometimes.  It'll probably rain about 45%, storm about 15% more, and be dry the remaining 40% of the time.  I'll have it setup so it does a check every minute to determine what weather pattern is happening.
Title: Re: Fixing VtMB Cutscenes etc.
Post by: The Shadow Man on February 16, 2017, 08:02:10 pm
(https://s15.postimg.org/x689bof8b/santamonicaaerialview.png)

So here's an aerial view of Santa Monica.

I'll have triggers setup for all the pink boxes, so when you enter one, it sets a variable tracking your location.

Meanwhile, a function is called which decides which rainboxes should be switched on, and all the others are switched off.

This way, only particle emitter boxes which are visible are being run on the map, which saves framerate and reduces lag.

This is great

Quote
Additionally, once this is done, I can have a timer tell police/hunters to move to your general location when they are hunting you, so it's not so damn easy to escape (like running into an alley like 5 feet away and crouching for 45 seconds until they give up, ridiculous).

They don't seem to give that easy for me, I often have to dive into a sewer.

Quote
Once the rain system is in place, that's when the real fun begins because then I can add in the thunder and lightning effects to make it seem like a storm sometimes.  It'll probably rain about 45%, storm about 15% more, and be dry the remaining 40% of the time.  I'll have it setup so it does a check every minute to determine what weather pattern is happening.

Cool
Title: Re: Fixing VtMB Cutscenes etc.
Post by: Raving_Neonate on February 16, 2017, 08:12:51 pm
Pretty much like Shadow Man above: only sewer diving helps. This new system though will provide a whole lot more in the dynamics department. Awesome.
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