Unit Mesh Bone Fix Request

Started by Phobos, November 15, 2011, 10:12:31 PM

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Requesting a fix or workaround to hide bone_pelvis in game. This bone shows up as a black triangle between the unit's feet in SWBF1.

Download: http://www.mediafire.com/?d7g7cttk8w99mef

In-Game Bug View


This same bug happens with the Kit Fisto (Nautolan) unit mesh also.

November 16, 2011, 12:15:11 PM #1 Last Edit: November 16, 2011, 01:12:20 PM by tirpider
2 pieces.
So far, I got the big, irregular piece out.
There is still a diamond shaped one left.

The pelvis was missing the FLGS section in it's MODL chunk.
I suspect thats what is wrong with the other piece, but I'm going to scan through all the MODL's to be sure.

-edit-

FIXED
I compared the tag structure of the MODL chunks to that of tat_inf_tusken.msh (It's what I had on hand at the moment) and saw that almost the entire skeleton for rep_hero_quinlan.msh were missing the FLGS field.
I pasted the FLGS field from the Tusken pelvis, to just before the TRAN field in 33 skeleton pieces (adding 396 bytes to the filesize.)
Doing just the pelvis left a piece, thats why I did all the things.

I don't know what the FLGS field does.
But it is apperantly important to BF1.

http://www.megaupload.com/?d=GWX3169E


Thank you very much for fixing Quinlan! You are very helpful. If I can ever get XSI working on my computer I will try what you did.

Here are assets for Kit Fisto and Cin Drallig, the only other units I can think of right now that have blackfoot. http://www.mediafire.com/?1ol0796foadb9bj

November 16, 2011, 08:32:58 PM #4 Last Edit: November 16, 2011, 09:24:35 PM by tirpider
Got it.

Same with these guys. No FLGS field, so I pasted it in.
Didn't use XSI on this. (Haven't opened it in 2 months.) Used my little msh2chunks tool, edited the chunks individually(with a hex editor) and then used chunk2msh and tested in my development/scratch level in bf.
(those tools are at the end of my msh structure notes. I'll make a proper post for them once they are more stable and documented) http://www.swbfgamers.com/index.php?topic=3905.0

I did use my msh edit program to quickly look at the tag structure. I havent released it yet, because it is still very very hackish and buggy. But wingrep verified the non presence of the tags as well.

The trick was rembering how many chunks I edited so I could properly update the MSH2 and HEDR.

File name: KitFistoCinDrallig_no_blackfoot.rar
File size: 3.54 MB
http://www.megaupload.com/?d=K6FY7A50

-edit-
I'm still not 100% happy with these msh's.
There are several addon geometries and I'm not sure the absence of FLGS was the actuall prob. (The bones were nested pretty strangly compared to other msh's.)
I'm pretty sure there is a way to combine and properly name the textures.  (name is simple, but adjusting UV is not)
Fisto's weave animation(lack of it) bugs me, but I'm just glad he made it to BF1 at all. (after dealing with geometry outside of XSI, next is animations.)

Since I don't have answers to the above, I'll just have to promise to re-visit them in the future.

November 16, 2011, 10:27:05 PM #5 Last Edit: November 16, 2011, 10:55:50 PM by Phobos Developer
Very nice work and thanks for doing this Tirpider. Perhaps when your tool is stable enough you can make a tutorial for how to fix bugs like blackfoot with it. I might upload alien model assets 3.5 to include the fixed units. The original gran made by spiderpig and fang is only used a low mesh now and it has blackfoot too, there is not any priority to fix it but you can if you want. http://www.sendspace.com/file/9vekmm

I'm wondering how we can stretch the neck of the Quermian meshes without having to build new animations or skeletons.

I'm wondering if you can inspect the Ithorian mesh and find out why it doesn't work in SWBF1 (instant crash). If you see anything out of place that isn't in other unit meshes that might be the cause. Here is link: http://www.sendspace.com/file/wslr1b

The ultimate aim of my tool is to enable just these kind of fixes AND to facilitate experimenting with crazy values without having to swim through to much hex or forums that wont let you search without signing up. ;) So a write up on this fix is enevitable. (once I figure out how to explain it.) The main thing keeping it back is automaticly updating the size fields in a way that is transperant. IMO, having to adjust sizes for every edit is what makes hexing so intimidating.

I'll have a go at the Gran. The blackfoot I can do pretty quick. (tomorrow sometime)
As for adding the fixed ones to your pack, cool, I'm honored. Don't sweat crediting me for the fixs though, I'm just in this for the fun. I'd be more worried about the original authors.

re: neck stretching.
For me it would start with isolating the points in POSL, then shifting them up and testing.
The skin would stretch as well and might need to be tweaked to accomodate that.
I haven't a clue on how to stretch a bone. No GEOM in the bones, just TRAN , NAME, and MATI. But I'm certain that it can be done.
If there is anything else, then it would have to be discovered from there.
(like if it messes with collisions, looks natural, ect)

I have succesfully moved points within a POSL (MODL chunk) without crashing or messing up envelopes, skins, or animations.
But it took all day (12+ hours) to isolate the points, cycling between the msh viewer, hex editor, and 3d object converter.
That was just to isolate the head.  The last 6 hours were spent on the neck, and I ended up cutting to much out.
It was after doing just that, that I decided a gui msh editor was needed for me to accomplish my dream of a better Tusken army. (without learning XSI.)

If you want me to search on GT for something, just give me the keywords.  I can send you links by PM or something.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Quote from: Buckler on November 16, 2011, 11:51:12 PM
If you want me to search on GT for something, just give me the keywords.  I can send you links by PM or something.
Since I am touching up the release of alien assets 3.5 for tomorrow do you think you could search gametoast for any new alien model releases? There probably aren't any but it doesn't hurt to check.

got it.

File name: gran(old version) (visible bone_ribcage fixed).rar
File size: 117.73 KB
http://www.megaupload.com/?d=ZE8QYMNC
(msh only)

I accidentaly 'fixed' the granmodel4 and BF1 choked(munged fine though), so not all the MODL chunks need to have a FLGS field.

On that same note, I'm testing in the actual game, not sptest, so I have no idea if these msh's are throwing errors in it or not.

re:GT searches.
That was more of a jab at the site. It was terribly inconvienient when I started out and all the answers I read were filled with 'use the search' replies. Their noob control almost turned me off of BF modding altogether. But they have since opened the register function again, and I figured out how to search their site via yahoo and google. (still haven't registered though.)
More for the site than the users though, as they have an incredible amount of information and a lot of hard working modders over there.

November 17, 2011, 02:08:21 AM #10 Last Edit: November 17, 2011, 06:52:39 AM by Phobos Developer
thanks again tirpider, alien asset 3.5 pack is almost ready for release
http://www.swbfgamers.com/index.php?topic=3969.0

I just tested qui-gon jinn and he also has blackfoot. If you can would you fix his mesh too? I will reupload a patched alien assets 3.5 pack when you do
http://www.sendspace.com/file/vi6sun

Fisto, cin drallig, vos, and jinn all come from a heroes side assets pack. I think it was made for swbf2 though which might explain the bugs.

got it.

File name: Qui-Gon_no_blackfoot.rar
File size: 1.56 MB
http://www.megaupload.com/?d=EI7R9WVY

Blackfoot gone.

I'm going to review some of the BF2 models. All these guys with blackfoot has me wondering if it's a feature dropped in BF2 altogether, or just a glitch in someone's exporter. They were also 'missing' (don't know if they were ever there to begin with) the post-MSH2 stuff, like SKL2, BLN2, ANM2, and the first one was missing CL1L. I'm guessing its an exporter issue, but don't know it it is the MSH Viewer, or the XSI one.

All these models have a very simular, Jedi body, so it might just be a problem with this body.

If you run across any more with the blackfoot, post them here and I'll fix them, but I'm also going to try to do a how-to today to spread some of the hex-love.

November 17, 2011, 07:00:05 PM #12 Last Edit: November 17, 2011, 07:18:27 PM by Phobos Developer
great job tirpider. I will include your blackfoot repair kit in the release.

The final upload is done. http://www.mediafire.com/?cmc0791tufpupsk

Right on.
I hope the info helps.
Sorry if it seems unclear at points, been working through severe headaches the last few days.

I like the name 'Blackfoot Repair Kit' :)
And this asset pack is fantastic. It's come a long way since 1.4.

Quote from: tirpider on November 17, 2011, 10:53:02 PM
Right on.
I hope the info helps.
Sorry if it seems unclear at points, been working through severe headaches the last few days.

I like the name 'Blackfoot Repair Kit' :)
And this asset pack is fantastic. It's come a long way since 1.4.
i will be testing your tutorial within the next few days. i want to try removing blackfoot from one of the models using your method. btw have you found any information in the riley pdfs? it seems to talk alot about chunks but mostly lvl not msh