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  #31  
Old 05-06-2016, 09:45 PM
doacleric doacleric is offline
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Looks like the entire bottom half of the model doesn't animate.

Makes you wonder what else we've been looking at incorrectly all these years...
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  #32  
Old 05-06-2016, 09:58 PM
khanable khanable is offline
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Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
Small iksar 2hs update in this increasingly non-technical-discussion thread...

It kind of bugged me: I played and dev'd on a server that used an earlier client for several years, and we used the iksar 2hs animation for both 2hs and 2hb. It's been a few years since I logged in there, but I couldn't remember the animation being that bad. Figured I would remember something like that.

I had a little project on the backburner, making an API/framework for using EQ's graphics in programs. This thread got me working on it a bit again, and I just got to the point of supporting classic model animations. I figured I might as well use Iksar to test it out.

Turns out my memory isn't failing me. The 2hs animation -- the same one that comes with Titanium, and that hasn't changed since the Kunark CD -- looks a lot less wonky than what gets loaded by the Titanium client.

First ever screengrabbing and youtubing from me...
What it looks like in Titanium: https://www.youtube.com/watch?v=atVitN1wG0I
What the animation data looks like when treated like any other animation data: https://www.youtube.com/watch?v=JlF0pwuNuAc

Note the lack of sinking into the ground, and the involvement of both hands. That's what it's supposed to look like. Somehow, the Titanium client is corrupting the animation, or loading it incorrectly. The way it goes makes me think that it might be mis-aligning the "bones" from the skeleton with the animation, e.g. applying the motion that is meant for the left arm to the pelvis instead or something. Would explain why the left arm doesn't move, and the weird sinking into the ground.

Pretty weird that just this one animation would be affected, though.
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https://www.youtube.com/watch?v=pDxoj-tDDIU
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  #33  
Old 06-19-2016, 11:26 PM
renordw renordw is offline
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This needs to be fixed, and put in the proper patch files. I remember when EQ first launched, the wolf form was not broken. Then somewhere before Kunark, it started looking slowmo and I quit my druid
Last edited by renordw; 06-19-2016 at 11:28 PM..
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  #34  
Old 06-20-2016, 01:52 AM
renordw renordw is offline
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I also changed all the combat and damage animations of the wolf to 50. 20 seemed too fast, 50 is perfect. I'm the happiest ranger ever!
Last edited by renordw; 06-20-2016 at 02:04 AM..
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  #35  
Old 06-20-2016, 07:46 PM
renordw renordw is offline
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https://www.youtube.com/watch?v=5p3d...ature=youtu.be
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  #36  
Old 06-20-2016, 08:13 PM
Zheta Zheta is offline
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Any fix for the super slow Gnome sitting animation?

Also, the Wolf/Iksar fixes are amazing, thanks!
Last edited by Zheta; 06-20-2016 at 08:27 PM..
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  #37  
Old 06-21-2016, 03:18 PM
Muggens Muggens is offline
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Very nice work! I hate the slow running wolf animation so this was great to find.
I've been thinking of small stuff that could be introduced as custom content but I guess most of it can be done like this.

One: Is it possible to make characters with Safefall training Not to go into the flopping dive animation when jumping off high places? Maybe instead just keep the encrouched jump animation for a longer time? It would be really cool.

Two: Is it possible to make miniturized and slicker feet for halfling hobbits, making em even hotter?
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  #38  
Old 06-22-2016, 02:03 AM
Zaela Zaela is offline
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Quote:
Originally Posted by Zheta [You must be logged in to view images. Log in or Register.]
Any fix for the super slow Gnome sitting animation?
Maybe I'll find some time and put together a tool to muck with and/or swap out animations for arbitrary models... bit busy lately though.

Although, do gnomes have a unique sitting animation? Worth noting that classic player race models share a lot of their animations. There's really only four complete sets of animations -- Wood Elf male, Wood Elf female, Ogre female, and Iksar male. Other races might have one or two unique animations of their own, but they all fall back to one of the four main sets. I do see that gnomes have one unique animation, L03... I think that might in fact be for sit/stand (standing is just sitting in reverse), now that I think of it.

Quote:
Originally Posted by Muggens [You must be logged in to view images. Log in or Register.]
Is it possible to make characters with Safefall training Not to go into the flopping dive animation when jumping off high places? Maybe instead just keep the encrouched jump animation for a longer time?
Would need to inject custom code into whatever client routine triggers that animation during falling; it could theoretically be done, but it's outside of my purview and probably not worth the effort for the devs... Swapping out the falling animation for another animation entirely, for everyone in all situations would be doable with simple datafile edits, but making it hold the crouching position rather than playing the crouch animation over and over probably wouldn't be doable since some extra state-changing stuff would be needed there, which again would need injected code.

Quote:
Originally Posted by Muggens [You must be logged in to view images. Log in or Register.]
Is it possible to make miniturized and slicker feet for halfling hobbits, making em even hotter?
Could be done. Probably would need to export the model data from EQ's custom format into something a 3D modelling tool like Blender understands, tweak it, and then import it back into EQ's custom format. EQ's model format is pretty well understood now, so it would be reasonable easy to make a tool to do that. I'm no 3D modeling person, though...

Alternatively it might be easier to find the vertices at the end of the feet in the EQ model data and tweak some numbers to make them closer to the body and whatnot. Would take little coding, but lot of tedious trial-and-error to find the vertices and good numbers for them, though.
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  #39  
Old 06-22-2016, 07:42 AM
Muggens Muggens is offline
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Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
Could be done. Probably would need to export the model data from EQ's custom format into something a 3D modelling tool like Blender understands, tweak it, and then import it back into EQ's custom format. EQ's model format is pretty well understood now, so it would be reasonable easy to make a tool to do that. I'm no 3D modeling person, though...

Alternatively it might be easier to find the vertices at the end of the feet in the EQ model data and tweak some numbers to make them closer to the body and whatnot. Would take little coding, but lot of tedious trial-and-error to find the vertices and good numbers for them, though.
Thanks! Who's into 3d modelling? Free muffins for life if you can do it.
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  #40  
Old 09-01-2016, 09:59 PM
Muggens Muggens is offline
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Heres something I am curious about: Are you able to make the female character models "relax their arms" ?
as Ive noticed Human, Dark elf, Erudite, High Elf and perhaps more female character models always have their arms in a ready position, not "dropping" them by their side, relaxed like the male char models. Id be cool to see them relaxed yeah
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