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Author Topic: [TL1] Converting boss models for pets  (Read 4478 times)

Offline Anarch16sync

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Re: [TL1] Converting boss models for pets
« Reply #15 on: March 17, 2017, 12:27:36 AM »
Totally off topic... But the lead animator from runic is here, in our humble forum  ??? I'm sooo exited. You honour us @Matthew Lefferts, from all of the Torchmodders a big welcome.

Offline Phanjam

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Re: [TL1] Converting boss models for pets
« Reply #16 on: March 17, 2017, 12:13:27 PM »
o   m   g

I am stunned. I am giddy.  "Welcome @Matthew Lefferts " is all I can think of atm. You really do honor us with your signing-up and posting here!

@Lord Nyriox if we need to reduce the polygons on the models there's a simple way to do that in Blender. I'll give it a shot this weekend and share the models with you.



Offline Lord Nyriox

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Re: [TL1] Converting boss models for pets
« Reply #17 on: March 18, 2017, 06:00:24 PM »
It's also highly likely that characters like Ordrak exceed the bone count for hardware skinning, so if you have any flags in there for that it would cause it to crash.

@Matthew Lefferts, @Phanjam

Well I'll be danged.  Disabling "hardware skinning" DID solve the problem.  Just goes to show you that hardware acceleration doesn't always work…

I'll post a screenshot shortly. 

EDIT:  How do I take a screenshot in-game?  I removed the built-in Windows tools for it… 
« Last Edit: March 18, 2017, 06:12:31 PM by Lord Nyriox »

Offline Anarch16sync

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Re: [TL1] Converting boss models for pets
« Reply #18 on: March 18, 2017, 06:15:47 PM »
EDIT:  How do I take a screenshot in-game?  I removed the built-in Windows tools for it… 

Shift + F9 then search for them in the appdata folder for Torchlight files.

Offline Lord Nyriox

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Re: [TL1] Converting boss models for pets
« Reply #19 on: March 18, 2017, 06:26:43 PM »
Thanks @Matthew Lefferts

Disabling "hardware skinning" worked! 

Screenshots enclosed.   

~ Nyriox


Offline Phanjam

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Re: [TL1] Converting boss models for pets
« Reply #20 on: March 19, 2017, 08:39:09 AM »
Haha! There u go ;) hope he doesnt get stuck in some of the narrower passes! :D



Offline Lord Nyriox

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Re: [TL1] Converting boss models for pets
« Reply #21 on: March 19, 2017, 02:05:27 PM »
@Phanjam

Ha!  As if.

During my early testing for the Dragonkin Overlord, I increased his scaling value to 10 (no joke).  He had a beautiful Godzilla effect (with a lot of clipping through buildings in town), but he walked the narrow spaces just fine.

Also, pets that get stuck eventually skip across the map to where you are.

Now, does anyone have any advice for backporting his skills? 

EDIT:  For now I'm going to experiment with mapping Ordrak / Zealot skills to the Vyrax animations.  Likely I'll also start experimenting with AI support soon. 

Thanks again,
– Nyriox

« Last Edit: March 19, 2017, 05:06:32 PM by Lord Nyriox »

Offline Phanjam

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Re: [TL1] Converting boss models for pets
« Reply #22 on: March 20, 2017, 01:52:36 AM »
...does anyone have any advice for backporting his skills? 
Normally just copying over all the contents of his skill folders will do. But you'll want to look into any .LAYOUT files his skills use, to see what they point to (the sounds and particles mainly) and that those are present / copied over as well for the skill to use. Within the particles, do check that all their components are present/copied over as well. ;)



Offline Lord Nyriox

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Re: [TL1] Converting boss models for pets
« Reply #23 on: March 20, 2017, 04:11:30 AM »
But you'll want to look into any .LAYOUT files his skills use, to see what they point to (the sounds and particles mainly) and that those are present / copied over as well for the skill to use.

Ah. So all those "Resource" references I found (and didn't recognize) in the .LAYOUT files pointed to particles.  That certainly answers my question.

Within the particles, do check that all their components are present/copied over as well. ;)

Well, then.  I'd best get on it. ;}

– Nyriox


Offline Phanjam

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Re: [TL1] Converting boss models for pets
« Reply #24 on: March 20, 2017, 04:53:25 AM »
So all those "Resource" references I found (and didn't recognize) in the .LAYOUT files pointed to particles.  That certainly answers my question.

What will alert you to look into further are all those lines that have <STRING>DESCRIPTOR:. These are things the .LAYOUT will need to execute properly.  Descriptors can be...

<STRING>DESCRIPTOR:Camera Shake
<STRING>DESCRIPTOR:Damage Shape
<STRING>DESCRIPTOR:Layout Link Particle
<STRING>DESCRIPTOR:Timeline
<STRING>DESCRIPTOR:Sound
<STRING>DESCRIPTOR:Unit Spawner
(I think that's it, but there may be others)

The Particles should be easy to find since they are referenced explicitly by their .layout filename with a full path to boot.

Sounds are a little tricky because they are referenced by their GUID. You will have to find that GUID in one of the several .DAT files in the MEDIA\SOUNDS folder (player.dat, skills.dat, etc.) to find out which actual sound files are being used.

I forgot to mention in addition to the Particles and Sounds, the Unit Spawner is important too because it spawns any units (duh) that the skill wants to call.

Within a <STRING>DESCRIPTOR:Unit Spawner "block", the unit referenced is the one in the line <STRING>Resource:.
« Last Edit: March 20, 2017, 08:27:09 AM by Phanjam »



Offline Matthew Lefferts

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Re: [TL1] Converting boss models for pets
« Reply #25 on: March 21, 2017, 06:04:43 PM »
Hellooooo!  Looks like the issue was with the hardware skinning bone count!  I remember dealing with that too.  Glad we could figure it out together.  Reach out to us like that when you get really stuck.  Brian Ward on our community relations team saw the issue sent to us and reached out to me for help.  Messages usually do reach us.

I always wanted to be able to talk to people directly before I worked in games, and it's awesome to follow through on that, on the other side.

Offline Lord Nyriox

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Re: [TL1] Converting boss models for pets
« Reply #26 on: March 21, 2017, 06:46:24 PM »
@Matthew Lefferts
Hellooooo!  Looks like the issue was with the hardware skinning bone count!  I remember dealing with that too.  Glad we could figure it out together. 

Yeah, I had no idea such a limit even existed.  I would have thought the vertices would affect skinning more than the bones.

Reach out to us like that when you get really stuck.  Brian Ward on our community relations team saw the issue sent to us and reached out to me for help.  Messages usually do reach us.

That was pretty much what I was thinking when I sent the support ticket.  We might have figured the issue out eventually, but it would probably take months before any of us tried fiddling with the game options. 

Since we were all stuck running around in circles (and I'm not afraid to ask for help), I felt that someone who helped develop the game might have a better understanding of the issue we were facing. 

I always wanted to be able to talk to people directly before I worked in games, and it's awesome to follow through on that, on the other side.

It's awesome for us all too!  Thanks again for helping out! 

If you're interested, I should have a new version of the pet mod I am working on released in the next couple of weeks (backporting  Skills is a new challenge).  ;} 

See you around,
~ Lord Nyriox,
Necromancer of Torchlight

« Last Edit: March 21, 2017, 06:48:50 PM by Lord Nyriox »

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