DrXann Posted May 18, 2016 Posted May 18, 2016 This doesn't have to do with reviews or anything but how does it remove the npc limit.
TheWhitePhoenix Posted May 18, 2016 Author Posted May 18, 2016 @@DT85 - that's the plan... the max8 JO/JA skeleton I uploaded has all the bones (color coded... even the SoF2 facial bones).What the difficulty is gonna be is this: Making all the default models in JKA, along with any custom models, that skeleton.
Tempust85 Posted May 19, 2016 Posted May 19, 2016 The conversion table (a table in the code where base JKA model bones are remapped to the new GLA bones) will take care of it, you just need a capable coder to make one up. @@Archangel35757 We could use the SoFII facial bones, but I'd rather put in our own. I've experimented with this, even keeping the original base JKA facial bones for compatibility. TheWhitePhoenix likes this
Archangel35757 Posted May 19, 2016 Posted May 19, 2016 The conversion table (a table in the code where base JKA model bones are remapped to the new GLA bones) will take care of it, you just need a capable coder to make one up. @@Archangel35757 We could use the SoFII facial bones, but I'd rather put in our own. I've experimented with this, even keeping the original base JKA facial bones for compatibility.Yes, I am planning to use new facial bones because the JO/JA/SoF2 facial bones (except for eyes) are not symmetric about centerline plane... we can link/constrain the SoF2 bones to them for backwards compatibility. TheWhitePhoenix likes this
TheWhitePhoenix Posted May 19, 2016 Author Posted May 19, 2016 @@DT85 & @@Archangel35757 you guys really are working very hard. Just don't overwork yourselves.
Archangel35757 Posted May 19, 2016 Posted May 19, 2016 @@DT85 & @@Archangel35757 you guys really are working very hard. Just don't overwork yourselves. hah... real-life keeps me too busy. But I've got some free time coming up. TheWhitePhoenix likes this
Tempust85 Posted May 19, 2016 Posted May 19, 2016 Won't need SoF2 facial bones, just JKA facial bones for backwards compatibility. While the animation source has the SoF2 facial bones there, doesn't mean they are animated. TheWhitePhoenix likes this
Archangel35757 Posted May 20, 2016 Posted May 20, 2016 Won't need SoF2 facial bones, just JKA facial bones for backwards compatibility. While the animation source has the SoF2 facial bones there, doesn't mean they are animated. well, the JO/JA facial bones are a subset of the SoF2 facial bones.
Tempust85 Posted May 20, 2016 Posted May 20, 2016 Yeah, but no need to include them if they aren't used in JK2/JKA. Plus, there is an in-game bone limit to adhere to I'm pretty sure. Speaking of which, we may as well add cloth bones. Even though they won't be animated, they will be present for any future animation work. eezstreet likes this
Archangel35757 Posted May 20, 2016 Posted May 20, 2016 Yeah, but no need to include them if they aren't used in JK2/JKA. Plus, there is an in-game bone limit to adhere to I'm pretty sure. Speaking of which, we may as well add cloth bones. Even though they won't be animated, they will be present for any future animation work.True, that's fine for only the JO/JA face bones... but,In my opinion the cloth bones need to be it's own skeleton and GLA (bones for tabbards, capes, cloak, robes, etc.) that can be bolted onto the _humanoid.gla in the same way @@eezstreet is planning to do with the new facial.gla. This will avoid bloating the humanoid skeleton with unnecessary bones and keep things cleaner. That's how I recommend doing it. We can simply import the animations and let the 3ds Max ClothFX react to the underlying humanoid animation and bake that into the cloth bones. And then compile a cloth.gla file with Carcass. Playing a humanoid anim will trigger the corresponding cloth anim. TheWhitePhoenix likes this
eezstreet Posted May 20, 2016 Posted May 20, 2016 True, that's fine for only the JO/JA face bones... but,In my opinion the cloth bones need to be it's own skeleton and GLA (bones for tabbards, capes, cloak, robes, etc.) that can be bolted onto the _humanoid.gla in the same way @@eezstreet is planning to do with the new facial.gla. This will avoid bloating the humanoid skeleton with unnecessary bones and keep things cleaner. That's how I recommend doing it. We can simply import the animations and let the 3ds Max ClothFX react to the underlying humanoid animation and bake that into the cloth bones. And then compile a cloth.gla file with Carcass. Playing a humanoid anim will trigger the corresponding cloth anim.To clarify: my way doesn't involve bolting on a skeleton, rather it takes two skeletons (the _humanoid and the _face or the _humanoid and the _cloth or _breasts or something) and replaces an appendage from one with an appendage from another. I think the proper term would be "transplant" But either way, I think that this isn't quite the right thread to be discussing our plans. Archangel35757, TheWhitePhoenix and Tempust85 like this
TheWhitePhoenix Posted May 20, 2016 Author Posted May 20, 2016 To clarify: my way doesn't involve bolting on a skeleton, rather it takes two skeletons (the _humanoid and the _face or the _humanoid and the _cloth or _breasts or something) and replaces an appendage from one with an appendage from another. I think the proper term would be "transplant" But either way, I think that this isn't quite the right thread to be discussing our plans. Well, it gives me insight to what you guys are doing. And I have to say, it's sounds pretty good. Even though I'm not a modeller for JKA, I can tell by what you guys are talking about that you've had some success.
TheWhitePhoenix Posted June 6, 2016 Author Posted June 6, 2016 @@redsaurus, @@eezstreet, there's something you guys should know. I've encountered another error. After JKA Enhanced crashes after engaging in a saber duel with an NPC, here's what it says when it tries to close:The exception Integer division by zero.(0xc0000094) occured in the application at location 0x00000000E910F4.Does this mean anything to you guys? :/
TheWhitePhoenix Posted June 6, 2016 Author Posted June 6, 2016 Which NPC? What map?The one I was using when I did this was being against a Player Npc. Which, also, the Player NPC has been the most guilty of this crash. And also, Yavin Hangar. This crash has also happens with, but is less occuring with other NPCs I engage in Lightsaber duels.
redsaurus Posted June 6, 2016 Posted June 6, 2016 Pretty sure it's fixed in newer builds of OpenJK? If it has, then it should be fixed in the next version of JA:E. I don't see any relevant OpenJK commits since last November though so I'll have to see what I've done that's causing this. If there's a way that this can easily be reproduced (map, npcs, other pk3s needed) that would be useful @
ensiform Posted June 6, 2016 Posted June 6, 2016 @@redsaurus Thinking maybe https://github.com/JACoders/OpenJK/commit/f8eeb44943446cb08d1008842c617cd7c6ee0f2b But the div by zero was fixed here, https://github.com/JACoders/OpenJK/commit/85d17952a9c37c47565f65786d7d7a046035cf5b which is older than you describe.
TheWhitePhoenix Posted June 6, 2016 Author Posted June 6, 2016 If it has, then it should be fixed in the next version of JA:E. I don't see any relevant OpenJK commits since last November though so I'll have to see what I've done that's causing this. If there's a way that this can easily be reproduced (map, npcs, other pk3s needed) that would be useful @I've tested it again, and it's on EVERY map where I summon someone with a blade, be it a sword or a Lightsaber. Blasters strangely enough, are okay. :/ Just blasting away, no pun intended. @@redsaurus, if I may, if you can figure out WHY exactly npcs are REQUIRED to have Saber Offense and Defense to be at least 1 and have a saber style in their NPC file and change it, that would be great. It's kinda...weird having Imperial Officers with swords Force Push me when I'm trying to Grip them and they're not supposed to be Force Sensitive. I save that for the commanders, which I change to Veamon with mass produced Darksabers.
TheWhitePhoenix Posted December 19, 2017 Author Posted December 19, 2017 Old forum back because I have new stuff to talk about. Yay. Anyways....As an update to the review, I found something new with v1.1 and v1.1b (the latest version) of JKA Enhanced.Positives for V1.1: It helps with particular mods that wouldn't load with V1.0. Particularly in question, Deception. Found that out a year after this was posted. While V1.0 kept crashing at the end of the first level and the entirety of the third level, v1.1 worked fine with it.Negatives: The saves, although fixed in v1.1b, have another glaring issue: Scripts in levels like in JO/JA and even in the base game will not run along with it after loading from a quick save or check point.I hope that @@redsaurus is still around, and I know that these things can get tedious (coding is no joke). But any feedback can help. R4D1C4L, dg1995 and General Howard like this
TheWhitePhoenix Posted January 21, 2018 Author Posted January 21, 2018 Yet more reviving stuff from the dead. Yay.This isn't a "criticism" per-se but a discovery/comment on what I found. Apparently, Space maps now LITERALLY make you into a floating and chocking mess. I wonder if @@redsaurus added this feature to make space more realisitc in-game cause once I discovered this, I did a comparison by noclipping out into space using Kotor Flight School in both JKA Enhanced and Open JK. Open JK, I dropped like a rock as usual, JKA Enhanced, I chocked and floated.
TheWhitePhoenix Posted January 21, 2018 Author Posted January 21, 2018 Yes, it’s more like in MP nowAh, THAT explains it.
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