#EVTUI (Visual event editing tool)

15594 messages Β· Page 16 of 16 (latest)

solemn zealot
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could be the camera shake

faint plinth
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Huh, maybe so. I guess it'd be more dramatic for super near objects.

solemn zealot
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the clipping is 10

faint plinth
solemn zealot
faint plinth
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Ten!?! Man!

solemn zealot
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set to 10

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there's no doubt now

faint plinth
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Well, goddamn.

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I mean, this may also be in the env.

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IIRC.

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So this field may have it super high specifically to block out the rafters, lmao.

solemn zealot
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well this angle is completely custom so idk if there are other cases like this

faint plinth
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Hmmm...

plucky berry
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Do Jazz events look right offhand in the editor?

solemn zealot
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(no env loads here. what even is an env exactly?)

plucky berry
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Environmental values

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Every field has a default

faint plinth
plucky berry
faint plinth
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The env is set by default, yeah. There may be one in the assets, but if the IDs are all zero it'll pick the field's default. Or some similar logic.

solemn zealot
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the balls are an animation i've been lied to pensivekechi

faint plinth
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Lmaooo, I noticed that with other pool events. Can't believe these lies....

solemn zealot
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looks normal

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tposing aside

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mona has been STABBED by a chair... rip

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oh yeah wouldnt you need to also be able to simulate flowscript for the full render?

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(also a way to handle conditionals)

plucky berry
faint plinth
faint plinth
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Apropos of nothing, I wonder if this background is supposed to be oriented relative to the camera, and the editor is missing that info πŸ€”

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Everything else being near-pixel-perfect makes me think that background is missing something major. But 🀷

solemn zealot
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so its orientation is camera-dependant?

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how do i make it gay then

faint plinth
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I'm fully spitballing here.

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So I have no idea if that's true! But it's one thing worth looking into.

plucky berry
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Hm

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There IS a mesh flag that turns it into a billboard...

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(Always facing the camera)

faint plinth
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πŸ‘€

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Vindication!?

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Do we know which flag that is? I only see it for Metaphor in GFDStudio.

plucky berry
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Not offhand, though if I recall...

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On the first Adam Kadmon battlefield, there's red lights on the corners of your building

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And I believe those use it

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I think some of the leaves on trees in the field with the Hachiko statue also use it.

plucky berry
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Just some of them. Just enough that you'd never notice unless you were looking for it.

faint plinth
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Why.........

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I guess I'd also expect to see it in the aquarium field, etc., if it's in the one I'm guessing it is.

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Principal's office, and so on.

faint plinth
solemn zealot
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happy 15k messages

solemn zealot
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man... one day i might just make a proper list of every (english) singleword

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it would make things so much more convenient...

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oh yeah, and also getting every event-only animation in the more generic animation files

ocean acorn
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i mean i would think the cues themselves are the same its just the sound itself that is affected by language

solemn zealot
solemn zealot
jolly epoch
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Why's this thread suddenly dead?

solemn zealot
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~~because im not doing events rn naocool ~~

jolly epoch
ocean acorn
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uhhh i guess for conditionals > reference global bitflag, being able to see sumbits would be nice? not like required though, its not hard to just check what the summed id should be on amicitia

clever talon
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the game never calls flags like that though

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every instance of a flag being used in p5r is almost exclusively the section and then the flag

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p5 also did that in scripts, just less "pretty"

solemn zealot
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how less pretty was it

clever talon
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it didnt have the 0x?00000 prefix

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so it was just the section length

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0 + (section 1 length) + (section 2 length) +...

ocean acorn
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i said see the summed version not store it that way internally

clever talon
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so itd look something like this
0 + 0x800 + 0x400 + 9

ocean acorn
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my brain just likes seeing summed for some reason

solemn zealot
faint plinth
ocean acorn
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yeah i noticed while checking an event last night

faint plinth
solemn zealot
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imagine touching grass

ocean acorn
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understandable, its just my brain being weird about numbers

jolly epoch
solemn zealot
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tbf if i had a wife i'd touch grass more often too

faint plinth
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also, lookats were kicking my ass and I needed a break

solemn zealot
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take your time

faint plinth
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Okay, I'm losing my mind femcmad Could someone who knows their way around one of the executables (any P5 exe should be fine, since I know the beta builds are more readable) share the lookat calculation part of the code? I cannot for the life of me get the vertical component to work in a way that's consistent across models. I don't know why this is so much harder than the horizontal component!!

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I'm doing this ^^ but I don't know if every calculation I've tried for getting the angle of elevation from the resulting ray is wrong or what....

golden willow
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i could ask swine to give you access to the shared repo so you could take a look at the eboot

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i'm not sure exactly what function would be useful to post in chat atm

faint plinth
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Could be helpful in the long term, although it'd probably take me a while to figure out Ghidra, since I have never used it 🀐

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DC seems to have found the basics based on his message I replied to just above, but I have no idea beyond that.

golden willow
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the functions I've checked rn was the request function for MLa_ which sets up the initial state for lookat (mdlLookAtSetMotion), which is the only command function associated with that evt node (a lot of them usually have a tick one as well bu the tick for lookat is already handled by gfd in mdlLookAtUpdate)

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this isn't a part of the game that I did any deep investigation and it was a while ago so dc would be the best source

faint plinth
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Appreciate your checking, anyway πŸ™‡ Worst case, I'll suck it up and try to get Ghidra working on the eboot, lol. Last thing I did with actual RE was try to look at the eboot with radare2 ages ago, iirc... and for some reason it fully could not analyze it at all πŸ˜”

faint plinth
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...Got it up in Ghidra, but it's going to take me ages to figure out anything this way. The tantalizing references to mdlLookAt.h/c....

faint plinth
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So my main issues are:

  • Making sure I'm doing the right calculations for angle of elevation between the head and the target, and
  • ...making sure I'm using the correct base rotation for the head.

The former should be easy enough to test given the latter being correct, but the latter is what's proving to be particularly inconsistent.

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I see something along the lines of LookAtGetBaseRotation in the eboot, but no luck finding a clear function for it.

faint plinth
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New strat: literally just copy from Unity's lookat/rotatetoward implementations and see how far that gets me naosmiley

amber moth
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I believe in you ajda

balmy basaltBOT
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you can do it Naonod

jolly epoch
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I'm gonna be working on a new event soon, are there any new features with EVTUI I should know about? sumipeek

jolly epoch
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no errors, so we're good SumiThumbsUp

jolly epoch
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btw the reason I'm making another event is because I decided to finally work on doing a shusumi christmas event while my friend tests my inventory mod

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and I'm kinda thinking of taking some inspiration from a fanfic I read once, but it'd take so long to do

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where they go ice skating

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it could be so cute, but I'd have to make a new field, some ice skates, and then do some custom animations

faint plinth
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A whole new field 😱

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I believe in you, though 🫑

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Especially now that field previewing is pretty complete.

jolly epoch
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also the only reason I'm thinking of attempting it is because I don't need to give it collision or anything

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so it should be easier

faint plinth
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Should work for any field that works in the game, init script setup stuff aside.

jolly epoch
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πŸ‘

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ah wait

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I used the wrong thumbsup

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there we go

jolly epoch
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I've never been ice skating, but looking at some pictures of them it shouldn't be a super hard field to make

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but like should I do an outdoor one or an indoor one

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oh hey look at this

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there's one right by the skytree

faint plinth
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I wonder if you could do a pseudo-field with like, a fixed image background + some props and a clear shadow-creating object in the foreground. Like basically just copy + adjust the aquarium, etc.

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But maybe good 2D art is actually harder here, lol.

jolly epoch
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if I were, I'd probably attempt that

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for now I'm just going with something that looks close enough

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actually I wonder if google streetview could help

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if it's close enough to a street

faint plinth
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I mean, the above image is a pretty great angle, tbh.

jolly epoch
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it is, but it might not be the one I end up using for the event

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I'd rather have a mesh

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especially since 3d modeling is something I can actually do

ocean acorn
amber moth
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yeah

faint plinth
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Yeah, hence I said to just copy+edit the aquarium adachi_true

ocean acorn
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yea

faint plinth
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But still... only easier if you actually have a way of getting good 2D field art πŸ˜…

solemn zealot
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just do it in ms paint

faint plinth
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Finally, P5 mspaint mod.

amber moth
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The real way is to 3D model it and then make it 2D

solemn zealot
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3d model then draw over the 3d model

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(unironically a good idea)

ocean acorn
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like actually i should prolly buckle down and do it real quick for that cemetery field we need for #1424140027641860176, would i just like copypaste an existing field that does this and then just change the field textures
ive never worked with fields lol

amber moth
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Yeah that should work

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They might have to be the same size, but I think the billboard feature for events should work regardless.

ocean acorn
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yeah cus we already have a 2d image, i just edited the strikers cemetery png
oh but sky is transparent so i guess something something skybox?

amber moth
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I'm fairly sure there are 2D fields with a skybox. I think the skytree is one of them.

ocean acorn
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cemetery png is shaded for sunset since thats when the strikers event happens so probably a field used in an event with a similar time of day would be good

amber moth
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hmm

ocean acorn
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...is the bridge a png?

faint plinth
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I don't actually know πŸ€”

amber moth
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like the accessway?

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if so then no it isn't

faint plinth
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Either way, should be entirely possible to add a node with the labels + conditions to only ever use the clear evening skybox.

amber moth
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actually iirc the 2D fields don't actually have a field skybox. it's only ever used in events.

ocean acorn
amber moth
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i'm like 90% sure it is 2d

ocean acorn
jolly epoch
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but I can't draw very well anyway, so imma do it the way I actually know how

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plus I can make textures too

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I've mastered the art of procedural textures with blender

solemn zealot
jolly epoch
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well I didn't know you did art

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I just haven't been around when you've talked about it before if you have

solemn zealot
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i havent really

balmy basaltBOT
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the only thing i showed: yuri

jolly epoch
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I kinda started learning programming and blender at the same time

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in my sophomore year of highschool

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I'm nearly 24 btw

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my gosh I graduated almost 6 years ago

faint plinth
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πŸ§“

jolly epoch
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ngl

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idk how much detail I should even attempt to put into the field

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if I do a flat angle facing towards the skytree, I could probably get away with much less

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I could also make heavy use of textures as opposed to geometrical detail to speed things up

amber moth
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Something I just noticed. It seems like the cones in the back aren't correct.

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I remember this being a thing in blender where the rest position is skewed and the pose position is the actual scale of the model.

amber moth
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that's just a model test for redux

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I haven't bothered to remove it yet

solemn zealot
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my favorite persona protagonist: Akaghost

amber moth
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so true

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We wanted to start not kitbashing stuff, so we were doing the hair first.

faint plinth
amber moth
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Yeah one sec

faint plinth
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Seems like it may be a GMD parsing issue, maybe version-related, or maybe missing a flag that turns on/off some field that affects the positional data offset...

amber moth
faint plinth
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Do you remember if you observed the incorrect positioning in the object model or in the field model's object node?

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I'm assuming these are a field object, anyway.

amber moth
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It's not an object actually, it's built into the field. But this is what I mean essentially.

faint plinth
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Oh, I seeeee.

amber moth
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This happens with quite a few models from what I can tell.

faint plinth
#

That's so weird, lmao.

solemn zealot
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the hell

amber moth
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Originally there was an option for fixing the scaling issue in the blender addon but it stopped working a while ago (I think when the metaphor stuff got added).

faint plinth
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The Metaphor update strikes again!!

amber moth
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this import setting specifically.

solemn zealot
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metaphor breaking everything smh my head

amber moth
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The main reason this is an issue is because of sumi funnily enough.

faint plinth
solemn zealot
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gorgeous

faint plinth
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Omg, that infamous model.

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She haunts us....

balmy basaltBOT
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looks like this version has a working version.

works fine on 0.2.1

Jump

[Go to message!](#1351304235320348683 message)

amber moth
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I said version twice and now I can't edit it ;-;

faint plinth
#

Betrayed by the link bot pensivekechi

solemn zealot
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how will you ever recover pensivekechi

amber moth
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Granted I never really had an issue with the rest pose being broken. And when I did that was after it became broken (I just used a workaround). So I can't really confirm if it does.

faint plinth
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I see πŸ€”

amber moth
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I guess I can check it actually

fierce pawnBOT
amber moth
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forgot I was on 2.0. it works.

faint plinth
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Well, at least this vindicates Pherakki a bit, since it's also happening in GFD.

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But OK, nice. I should have enough info to get going with on debugging this.

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If I do find the issue in the Blender tool code, might be a nice occasion to start a fork πŸ€”πŸ€”

amber moth
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Better now than later I guess

faint plinth
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May as well, if it works 🀷

faint plinth
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But I don't remember it breaking there....

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So, that's odd.

amber moth
faint plinth
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Thought so. Weird!

amber moth
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I guess whatever import code is in the addon seems to not translate it correctly.

faint plinth
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Does this mean GFD is doing scaleless rest pose for character models but not field models??

amber moth
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I don't think so, I mean I haven't seen it be an issue.

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I guess so, weird.

solemn zealot
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go QUEEN! assert dominance on the creeps by a-posing! πŸ…°οΈ πŸ’…

amber moth
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Also, for some reason if you do the offsets for F012_029 it's the opposite from what they are ingame.

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in the render view it's the left one and ingame it's the right one.

solemn zealot
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i thought this was fixed

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does it happen on other fields?

amber moth
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It seems to somewhat happen in F012_027.

solemn zealot
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last time i tested i was using f002_005 (shujin rooftop)

faint plinth
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I did fix that recently, yeah. Unless these fields work the opposite way for some reason??

amber moth
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nvm it happens fully on 27 too.

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it was acting weird earlier.

solemn zealot
amber moth
#

one sec

solemn zealot
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the offsets were correct im sure

amber moth
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oh

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how recent was this

solemn zealot
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a while

amber moth
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just making sure

faint plinth
#

Possibly worth updating just to make sure?

amber moth
#

I think it correct

solemn zealot
#

oh no, we have a case in our hands

faint plinth
amber moth
#

oh right

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thats weird, I thought I updated

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okay cool it works now

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the cones are still squished though so yeah it's not an update issue atleast

solemn zealot
faint plinth
#

Nice. The UV and field offset fixes were in the same PR, so makes sense.

jolly epoch
faint plinth
#

...I wonder whether the pre-Metaphor-update GFDStudio version that had the unbroken UVs also has the scaling issue with the cones πŸ€”

solemn zealot
faint plinth
#

(cartoon splat sfx)

jolly epoch
faint plinth
#

adachi_true You know the one.

amber moth
faint plinth
#

They can't?

amber moth
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they just show up as blank and can't be seen no matter how much you zoom in

faint plinth
#

Boooo.

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That is annoying.

amber moth
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i'll find another field

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Okay yeah gfd fields don't have the scaling issue.

faint plinth
#

Ooh!

amber moth
faint plinth
#

Okay, so it really was the Metaphor update in both cases. But I guess GFD has something that smooths over the issue for character models specifically naohmm

amber moth
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No this gfd is 10.2, which the latest is 10.3

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I don't think it'd be any different in older versions

jolly epoch
#

@amber moth that's because GFS files usually don't store textures

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the textures for fields are stored in BIN files

amber moth
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it's not the textures that are an issue

faint plinth
amber moth
#

in blender but not in gfd

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what version did you base the render code off of

faint plinth
#

But it is in EVTUI, which just uses GFDStudio's code.

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I don't remember the exact version, but definitely something after the Metaphor update.

faint plinth
# amber moth

Do we have any events we could test in this field to see whether it works in EVTUI?

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I guess Takemi's confidant events.

amber moth
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sure one sec

jolly epoch
#

like

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GFS files are clearly used for different things despite the process of making them being basically the same as GMDs

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at least on our end

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but like I wonder if they do have those as props but the vertices just get combined with the brushes

faint plinth
#

I think GFS vs. GMD is just a suffix thing for categorization/organization purposes, tbh.

amber moth
#

looks fine, I don't see any issues.

faint plinth
#

So I guess that field's issue in blender is unrelated to the scaling thing.

jolly epoch
faint plinth
#

Maybe so.

amber moth
faint plinth
solemn zealot
amber moth
#

she is actually

jolly epoch
amber moth
#

just in the other room

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I manually moved the camera to the main area

solemn zealot
#

schrodingers' woman

jolly epoch
#

more of an object permanence thing

faint plinth
solemn zealot
amber moth
#

doing the scaleless rest pose option does fix it.

jolly epoch
amber moth
faint plinth
#

Ah, hm.

amber moth
faint plinth
#

Yeah, this is all really weird naotoshrug

amber moth
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I think we need to kill atlus

amber moth
#

Yeah

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It just wouldn't show up no matter what.

solemn zealot
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what if its just shy

amber moth
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I mean i'm sure it's there. I think it's just too big to be viewed in gfd or something

solemn zealot
#

big model problems pensivekechi

amber moth
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I'm not sure why, but for some reason my text edits aren't saved. They show up in game, but then reopening EVTUI it gets replaced with the vanilla BMD

faint plinth
#

The eternal jank 😩

amber moth
faint plinth
#

What's the location of the saved file within your mod directory?

amber moth
#

P5REssentials\CPK\EN.CPK\EVENT_DATA\MESSAGE\E700

jolly epoch
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could be a duplicate though

faint plinth
#

Is it using BMDEmu or no?

amber moth
#

I'm not

faint plinth
#

Hmmm hmm

amber moth
#

Like it saves correctly and the game reads it, but it just doesn't show back up in the editor.

faint plinth
#

What files are the logs showing on event load?

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For once this should definitely be info that's in the logs, lmao.

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Huge.

amber moth
faint plinth
#

...or not pensivekechi

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Is it printing to the console, then? This stuff definitely gets printed somewhere.

amber moth
#

i'll check

faint plinth
#

Should just be a bunch of filepaths in a row.

amber moth
#

it does not look like it's being printed.

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to be clear you mean the git bash console right?

faint plinth
#

I'd assume there if not in the logs, yeah.

amber moth
#

then yeah it's not there

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sadly

faint plinth
#

Are you building a debug or release version?

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Maybe it only prints in debug.

amber moth
#

only release, I could try debug. How do you build debug versions?

faint plinth
#

dotnet run is all it takes for me.

amber moth
#

Oh then I was doing debug the whole time.

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I thought I was building from release lol

faint plinth
#

Oh, then that's weird.

amber moth
#

I think it was happening before I updated too. So I guess it could be something file related instead?

faint plinth
#

I definitely don't think it's a new issue, but it is hard to debug without being able to see what paths are actually being loaded.

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I suppose it could have been from the file management overhaul a few updates back, but script jank has always been an issue, so hard to say.

amber moth
#

I should've made a backup EVTUI before the overhaulpensivekechi

faint plinth
#

You should be able to build from the commit just before that.

amber moth
#

Which one was the overhaul, and what would be the command to build from a commit?

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oh I see

amber moth
#

You do git checkout and then the commit right?

faint plinth
#

Yes, I believe so.

amber moth
#

okay cool let me check this out

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yup, pre overhaul does show the changes

faint plinth
#

I bwoke it pensivekechi

amber moth
#

i'll check 61 just to make sure

faint plinth
#

Well, good find. Maybe I should take a break from being beaten to death by quaternions and start to fix message jank for real....

amber moth
#

You deserve a break

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Well less of a beating atleast

solemn zealot
amber moth
#

yeah 61 did break it

jolly epoch
#

^us to ajda

faint plinth
#

I'm surprised the most recent still has the issue, since I fixed a different issue related to scripts hmm but I guess that was in emulation mode, so this is different.

solemn zealot
#

lookats at @ at me

solemn zealot
#

ryuji that's rude

ocean acorn
#

let him have this

faint plinth
#

A guy can't even become one with his bowl of ramen anymore....

ocean acorn
#

hm, render crashes readonly mode

ocean acorn
#

oh, okay e764_101 crashed out of readonly mode when i looked at render after glancing at a bunch of previews

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(i was trying to figure out what object asset 14, an item, was supposed to be, but preview was seemingly empty and i didnt catch anything of note when render was open)

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although here look at the funni model stacking

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does. does this actually exist

faint plinth
#

Sometimes the EVT refers to item models that don't actually exist 🀷 I usually assume that means it existed during dev and got removed but that the game's engine ignores it if that happens. Buuut there could always be something else going on.

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If anything, it might refer to the next object with a smaller ID? So 7738_001 in this case, I guess. But that'd also be weird, even if consistent with how the game usually handles missing assets.

ocean acorn
#

idr any object being in the invite version of the event thatd change depending on the party member invited, so i feel like it prolly is just nothing
although still weird, esp when i did find a command or two referencing it and they bothered putting an EVT_ASSET_OVERWRITE for it in the init script (that also changes it to a nonexistent model lol)

#

theres a nonzero chance i clog this channel with akechi movie date mod yapping

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(thats why i was looking at this event lol, im making them watch the duhvengers since that seems to be the one they spend the whole damn movie talking during in mementos mission)

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(dont think i could steal the dialogue though unless i want to adapt whole ass chapters of that manga to game events :V)

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(its probably gonna be him bitching about character arcs or something lol)

(also idk which month of the game to put the invite in)

faint plinth
#

I feel like over the summer makes the most sense in terms of the confidant (the weird Summer Fling timeline of it all...), but that probably isn't how the manga does it, if you want to preserve any aspect of that πŸ€”

solemn zealot
ocean acorn
# faint plinth I feel like over the summer makes the most sense in terms of the confidant (the ...

the manga is most of the reason theyre watching duhvengers in specific, im kinda unclear when it is in the timeline since i just kinda read that chapter and the one before it but right before that is basically the entire pts sans oracle and violet on a fishing trip which would be consistent with november?? that feels weird though

but then ren does talk in code about "hey wouldnt you rather be free of this conspiracy bullshit," so...

faint plinth
#

P5 tie-in media all overloads November sooo much 😭

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Like WHEN are we finding time for all that, lads... this month is already crazy....

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Maybe you could replace the night-before jazz club invite with this?

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And maybe there's one over the summer that the scene can call back to?

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(The night-before jazz club invite is forever wild to me, lol)

ocean acorn
#

"im alone right now"

faint plinth
#

"heyyyy, gonna kill you tomorrow, jazz club tonight queen??"

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So, yeah, my initial vote is "one event in the summer that's got the carefree tone of their weird summer fling" and "one event that replaces his 11/19 jazz club invite and is a poignant callback to that"

ocean acorn
#

i forgor there was a jazz invite in november

faint plinth
#

Literally the night before it all goes down 😭

ocean acorn
#

but also wouldnt it be 11/18 since 19 is the actual bossfight

faint plinth
#

Oh, might be 11/18, true.

#

I just know it was right before having to go do the thing.

#

And then was just like a regular jazz club trip? Lmao.

ocean acorn
#

or wait 11/17 since on 18 you have card and also maruki rank 10

solemn zealot
#

yall remember the specific dates?

ocean acorn
#

for some things

#

...wait actually what month of the game is duhvengers out for lol
and do the existing movie invites even respect the movie schedule :V

faint plinth
ocean acorn
#

hold on i literally bookmarked a playlist by that guy who played the game at a rate of 1 day per day so i could check these sorts of things for fanfic purposes

#

why did i not immediately jump to that

solemn zealot
#

tbf acceptable break from reality for gameplay

ocean acorn
#

no yeah im remembering 11/18 right

ocean acorn
#

some people are fuckin weird man lmao

solemn zealot
#

who isnt

ocean acorn
faint plinth
#

There we go, yeah.

ocean acorn
#

bruh when are the movie invites even called idk what to search in my flow dump skob

amber moth
#

can't you just search the dialogue and retrace it from there?

solemn zealot
#

search for messages in the bmd dump containing topics of movies and find the file it came from

#

then see the corresponding flow thingie

ocean acorn
#

i know the ids of the chat invites themselves but ctrl+fing for CALL_CHAT_ARRIVAL(805) gives me nothing

clever talon
#

i have some very (bad) news for you!

#

chats and hangout events are stored/read from counters

ocean acorn
#

yeah i was gonna say

clever talon
#

idr the count but youd have to search for the relevant count to be set to 805

ocean acorn
#

i figured it was probably written to a variable which was then passed to CALL_CHAT_ARRIVAL and/or a count was involved

#

why is it every time i need to do a regex i fogor how to write one and need to look it up

clever talon
#

hangout events are stored wholly in the count and then math is involved

#

(cus they have to split the upper 3 and lower 3 numbers for the event major/minor id)

ocean acorn
#

oh right fakenitro broked

#

oh but these seem to be for og, i feel like they probably didnt move much but idk

#

...i feel like i probably did at least one in my playthrough, if so its probably in my calendar somewhere

ocean acorn
#

AHA, day specific scheduler function ==> sdl_Coop_Holiday_Invite ==> CALL_EVENT(780, 6) ==> this procedure

#

...now to figure out how CMM_HOLIDAY_INVITE_CHATNO works

#

wait wot

solemn zealot
#

lmaaao i forgor i was messing around with evtui when we first got the render and i had saved this 😭

#

yuri jumpscare

#

"i know the feeling" gee i wonder why

jolly epoch
#

I'm thinking

#

maybe an angle like this for the event?

#

haven't worked much on the map, so there's not much to it yet

#

and idk where I can save time by just using textures and HDRIs yet

#

I think the only actual reflective surface will be the ice though, the glass won't be

#

loosely based on this image still, can't find a better angle for one unfortunately

amber moth
#

looks nice so far

amber moth
#

you could probably find similar looking textures and you can just reuse them.

jolly epoch
#

my angle was way off lol

#

this might be closer

#

that cube is just gonna be a tent or something eventually

#

the rest of the background I might just be lazy and use a dome texture for

#

plus I don't want to try to test GFD's limits so I'd rather use as few 3d objects as possible

#

the frame for the sky tree itself was easy at least

#

just a cylinder with some modifiers

#

I'll have to apply them and convert the text to a mesh before I export, but I'm leaving it like this for now since modifiers are easier to tinker with

#

anyway, superbowl's about to start so I need to get off my computer since my family will probably kick me off soon anyway

ocean acorn
faint plinth
amber moth
#

Weird that you can't recreate it, but good that it helped you out.

faint plinth
#

What the--

rocky kelp
#

t h e h o l e

solemn zealot
#

looks sick

solemn zealot
faint plinth
#

I just want to see the Odaiba field 😭 Why is the eternal void here....

solemn zealot
#

thats just odaiba irl

amber moth
#

wait

#

hmm

faint plinth
amber moth
#

so my custom event works, but the non custom events don't.

faint plinth
#

Huh. I guess it's prioritizing the existing file over the modded one.

#

I wonder if the sorting logic is somehow platform-dependent??

#

That would be.......... annoying.

#

If you move the modded BMD for a non-custom event into a custom CPK directory (i.e., not EN.CPK), does it show up in the script selection dropdown?

amber moth
#

I'll check

#

It does

#

and it shows the edits when selected.

faint plinth
#

OK, yeah, between that and the "shows up in game but not in-editor," it definitely seems to be prioritizing showing you the game copy rather than the mod copy. But why πŸ€”

amber moth
#

every copy of EVTUI is personalized

faint plinth
#

True...

solemn zealot
#

never had this problem

faint plinth
#

It's only happening recently when not using BMD emu, apparently.

#

And also only on Windows, I guess? But it might be a bit stochastic.

solemn zealot
#

oh a new word

faint plinth
#

"Okay maybe if I mess with the bone matrices a bit I can get at the scaling and--OH GOD"

amber moth
#

spooky p5r

solemn zealot
#

this is the future italians want

faint plinth
#

Finally... Paper Persona: The Thousand-Year Door....

amber moth
#

morgana😭

weary pelican
solemn zealot
#

P5 if it was good

north cave
jolly epoch
#

I think I'm just gonna finish up my inventory mod before I even finish the custom field since I'm not gonna be done in time for valentine's day anyway

#

and I keep just wanting to improve the inventory mod

#

I'm gonna make one last change to the UI and then just look for mouse controls in the game

#

anything that could clue me in on how to unlock the mouse

jolly epoch
#

I'm gonna leave this here so you can find it again if you need it

solemn zealot
#

Bump

#

I really am starting to want to work on events again. I think for my demo i only have one more of haru and 3 of the kamoshida's will seeds left?

#

If i dont just decide that i acrually want to make a bazillion more events out of nowhere like i often do

jolly epoch
#

@faint plinth can I DM you a zip of my mod for the linux test btw?

faint plinth
jolly epoch
#

ah

#

well

#

I released the mod anyway lol

#

so ig we'll see

rocky kelp
#

I'll test it out tomorrow

jolly epoch
#

you have to go through New Game or load a save

rocky kelp
#

ok

solemn zealot
#

bumping this back to my thread list

solemn zealot
#

holy why did this one take so long to open

solemn zealot
#

πŸ€” i dont remember this...

patent pier
#

huh...

solemn zealot
#

cutscenes are painful

ocean acorn
#

got bored, tried making that jpeg background cemetery field we need for restored events, dont know what im doing, got a crash somehow

#

like somehow this does not seem correct :v

#

also are these not implemented or is my thing out of date

ocean acorn
#

i tried messing with camera values via the slider but um. i dont think theyre supposed to be this large

#

original values by comparison

#

it always gives an int value too

solemn zealot
#

oh yeah the sliders are a bit not very useable

#

also where did ajda go

rocky kelp
#

the abyss

#

probably doing adult things tbh

#

ewwwww

ocean acorn
#

i pulled up the diet building field which i used as base for this, changed the camera coords to match an event that uses said field, and uhhh that sure is a big fat gfd default texture

solemn zealot
ocean acorn
#

tbf this much is probably just skill issue from me but eh

faint plinth
#

Been verrrry busy. Hopefully I'll get it under control soon, but a full time job + a small business + a wife and three cats and family visits does not leave much time for any hobbies πŸ₯Ή

rocky kelp
#

oh wow you're really girl bossing it up

ocean acorn
#

...progress?

rocky kelp
#

I know ajda just said she's busy but I'd really like bmd emulator to be fixed because I really don't like writing the bmd in evtui then copy pasting my stuff to a separate msg bc the evt would see a blank message so I have to do the compiled version

#

it should be an easy fix, right?

#

something like first look at edited msg, if msg command is blank look at original bmd

rocky kelp
#

the fucked up timeline returns

pure folio
#

Is EVTUI only able to edit events within a cpk file? I want to edit one added by rose & violet, but I can't just open the EVT file within the mod folder, it seems?

jolly epoch
#

I think one of the ways I got it to work was by setting it to the ID of an existing event in the CPK

#

and then changing it to the ID I wanted after

solemn zealot
#

you can open any event, even ones with new IDs

#

you have to set the directory to the root folder of the mod

pure folio
#

Thanks! A little janky but I think it's working

ocean acorn
#

its annoying when you bring config folders into the mix since it only reads from mod folder's p5ressentials folder but yea otherwise just chuck mod root at it

rocky kelp
solemn zealot
#

theoretically you could but theres no reason

pure folio
#

Just want to say this tool is amazing! I got an event edit mostly working on the first test thanks to this

sacred musk
#

Is that the one for your kasumi mod

pure folio
#

Getting familiar with event editing on another mod

#

Idk if itll be a public release

sacred musk
#

ah

pure folio
#

What happens when two mods try to edit the same event? Does the lower mod overwrite or does it error like with flowscripts?

sacred musk
#

Afaik the lower mod overwrites it, but if two mods have the same edit the same scheduler it crashes

solemn zealot
#

you sure there isnt scheduler merging?

clever talon
#

conflicting information

#

events and flowscripts are not the same thing

pure folio
#

yeah the scheduler is just a list of functions that need hooks to edit

#

theres no scheduler merging because of that afaia

clever talon
#

it should work with standard flowscript merging

ocean acorn
#

dojima_false the scheduler is just a series of bfs that you can emulate like any other bf

#

i wouldve made that a reply if i knew id get ninjad

clever talon
ocean acorn
#

editing the same procedure of the same bf fails but thats true of all bf emulation not just scheduler

pure folio
#

Thats what I meant, two mods cant hook the same one

trim ridge
#

I completely forgot how to reinstall this.
Anyone mind giving me a hand?