#EVTUI (Visual event editing tool)
1 messages · Page 15 of 1
Very excited about how things are looking at the moment
Now's probably a good time to start working on some basic frame-awareness in the rendering, even if full playback is still a few steps away 🤔
🤔
btw
(But it may still be rotation-related.)
?
is there a way to edit current projects? configure is greyed out so i assume it has not been implemented yet
It's a placeholder, yeah.
If you really need to in the meantime, it's UserCache.yaml in the EVTUI appdata folder, but you may want to keep a backup in case you mess up the formatting.
i already found it
Strongly recommend the backup, because the default behavior is to erase it upon startup if it's ill-formed.
might as well set the rest to tru ig
Only BF and BMD emulation does anything right now.
Even that behavior is likely to change, though... I'd rather let users decide per file which they want to do.
(Emulation or not.)
eye cee
the file path doesnt seem case-sensitive? considering when editing i forgor some uppercasing but it worked
It should be case-insensitive, yeah.
In practice, that has been inconsistent, but mostly because of the emulation implementation jank specifically.
huh cool. i put it inside double quotes and it still worked, while also fixing with single quotes
Nice! Yeah, it rewrites the whole thing regularly, lol. Like whenever you load an event, to update your history.
Btw, can you share a copy of this event + a screenshot of what it Should look like (aka, what it looks like in-game)? I think you already shared a few, but just to keep all the info in one place when I try to make a fix.
okay this is surprisingly resilient
inb4 some sort of float precision issue
i was gonna do that but got distracted
does it support half an A press
🤔
oh thats WAY off
are you sure they dont move the field and that command isnt implemented?
some events do this
as an example, the first satanel event moves the entire field for the camera shot where Ann is isolated
these are the ones that are being loaded because of the local var, and are the same ones evtui reads

this is fully new lol
NO WAY
i deleted the following nodes and it is working now
@faint plinth it seems to be reading multiple nodes
i get very different results every time i add a new node
i have no idea how this could even happen
its incredible. every node i add completely changes everything. even when they have identical values
seems to be only a fs_ issue
other custom events are working great tho
(why is ann so shiny)
these candles...
i wonder why it's rendering like that
Oooh, yeah, it is for fields specifically at the moment. That makes sense.
Because transparency is still not handled very well, lol.
That and emissive materials.
Which, I think the candles are both? RIP...
any idea how this is happening
If you have multiple nodes moving the field around, it will apply all of them in a row 🤷 Kinda just how the placeholder rendering implementation has to work for now if we also want FOD_ , FAB_, and FAA_ to also work. But it should definitely not do that any more as soon as there's actual frame-awareness in the render.
not an expert on this, but seems like it is handling the transparency okayish, considering how i havent seen many transparency issues, but with an emissive material it is also emitting from these 'transparent' pixels?
But I agree it's weird that it's not just using the last positioning 🤔
(in this case it should be first positioning since everything else reads their first possible frame)
It probably is emitting from the transparent (translucent) parts, yeah.
Yes, for other commands, but it isn't for frame commands at the moment. That's by design for this initial naïve implementation to let multiple field commands affect the render.
I could separate field positioning from the rest of the field commands if it's that much of an issue, but if not, it should be fixed when the rendering is frame-aware.
Yeah, I figure it's probably a better use of time to work on getting actual playback 😅
Rather than making this naïve version more convenient, unless it's actively getting in the way.
true then i can play shihoann kiss in evtui itself
🔥
Huh...
Might be a seperate texture map like the floor detail map.
huh...
yeah that would be it
why the event in specific has it bright af
probably some sort of event thing that sets the texture map to that one
I'm guessing it's an env thing?
man thats tight

love the window that just goes straight to another building
City living 😎
🤔 i should be able to test this?
The difference could also be related to skybox emmissive..ness? emissivity?
You could also change the time of day and weather and see what that does.
the previous one was playing at the much brighter 'afternoon' phase, 'after school' lighting does this
its almost as if the window's texture becomes pure blue
Weird 
maybe you should just make that the name 
funny how the real rendering looks more like an error that the one in evtui
raining
true...
what if... the building is just gone in the event?
okay it almost def is the building not loading
if this was the sky, then it would've been orange, but it is looking at below the horizon line in the skyblox, which is a blinding blue
the rain looking different could be just because of the effect they put on the window itself
Huh.......
I... don't know why that very specific building would not load during events.
Since the neighboring buildings are there???
Ah, lol.
there are no buildings
2 2 0
Hmmmm, I thought it may be a sub ID thing, but I guess not.
Field init script with content specifically detecting an event???
init is not enabled
oh lmao i got confused
maybe?
Yeah, not the event init script, the field init (FINI) script, lol.
Is that what the script timing flowscript check means, I wonder...

how will atlus adress this...?
ok so i figured it out, apparently the github desktop app was not cloning some stuff, no idea how since thats supposed to be using git clone internally???
Every Copy Is Personalized ™️
(That's simply the risk of having everyone build from source instead of having a release
)
But it also means most people won't bother + there's a built-in excuse if it doesn't work (until I actually make a release) 😄
which one
from custom bonus tweak's no prerenders thing
(I copied the files to a separate mod so it would have the "standard" path)
lol i tried to load the satanael event and it crashed
i am already inflicting evils beyond your comprehension just by existing
same here
Lmao. Now is the first real stress-test.
🤔 it... loads
These types of events still look wack because they basically never use MSD_ meaningfully, which is all the render shows right now 😅
I wouldn't be too surprised by any of that for the cinematic scenes for now.
dw i got you
They tend to look, at best, like this:
gaslighted by own computer
LOLLLL.
I also get the flashing for scenes that have more assets to render.
It tends to go away after a bit 🤷 but this may be worth some frame buffering solution at some point. Once I can figure out how to do that 🙃
uh
there's literally no camera here

ok i just spammed print screen a bunch
wait there's nothing. just a movie
thats the original one
hence why i said from mod files
this one is in the no pre-renders mod files
yeah it is in the cbt directory
you need to copy them out because it has a "non standard" mod load path due to it being a config
i see
Cinematic cutscenes are going to be very hard to optimize for 🥹
dont they just load a camera anim file, which gfd supports
They probably do, yeah.
I'm more concerned about the flashing and how much optimization it'll take to get rid of that + not have abysmal framerate for bigger scenes like this 😔
load the adam scene and watch your pc explode
no flickering for me
sometimes a black square pops on the bottom right corner but thats it
wait i think i know which one is this lmao
i was thinking it could be something shido but wasnt sure
perfect project name 
Yeah every single one of those clapping guys is a separate individual entry 
funny how exactly the thing i wanted to check is omega broken in here lmao
There’s over 100 of them iirc
i should try loading the loki reveal, i already need to figure out what the hell frankensteining i need to do to make a rematch transition event that doesnt just crash
oh wait i know what i should check
some custom evt from p5ex that used the enemy entry
time to see where i put the files
transition event???
lmao basically same thing happened with 1/12 scene
In theory that shouldn't be a problem if it's the same model, because the code will only load it the once. But good lord...
it is the same model
but the evt still takes forever to load lmao
probably a parsing thing?
so many model commands lol
they are all individually animated
Probably just the number of commands, yeah, lmao.
the more yall talk of events the more i wanna go back to making my new ones
i have so much i wanna add 
The timeline is the thing that takes longest to set up, really.
very quick for me
but then again, i have a god gamer pc 
Which version
The cbt event or the OG?
The clapping people are a pre-render in the OG
cbt
Give me your pc 
wait no give it to me wtf
which frame are all the models set
Only if I can have it on tuesdays
lmao lemme try
oh
This type of event tends to do everything in a wave of MAB_s every so often.
i accidentally put the event in e424 folder not e420 oops
okay it loaded after the computer whirring just a bit
holy shit
how long did it take yall to load this?
That scrollbar 😨
he was banished to the void
i think i found an issue
field objects not being loaded
this field is a dummy gfs that contains collision, and a bone to load a "field object" which is then the actual field model
Hm, most field objects should work 
here
why did i keep forgetting i have 32 ram wtf
my dumbass being like 'i cant go over 8', like, bitch
its a custom one

is it just the 424_002 evt i need
I'd still expect it to work, as long as all the assets are in the mod directory...
they are!
i havent made custom field objects, but custom character models work at least
Share assets so I can test? 
You can also check the logs to see if it's at least loading the GFS.
where those be
(UserLogs in the EVTUI appdata folder)
AppData\Roaming\EVTUI
5 million commands be upon ye
nice
I bet this is what the prerendered cutscenes look like
this literally is a prerendered scene
until you use cbt which is where this evt is from
Does the node define the resId of the field object?
Hmmmmmmm.
Okay, please do share the relevant files so I can see what the issue is 😅
event id 010_831
this has a bunch of other junk thats probably unrelated but y'know, easier to just send the whole thing
832 pretends to load but camera is broken too
and the enemy animation command doesnt seem to work
pffft
☝️🤭
my evtui loaded the event in like 0 time which i guess this is the reason i bought the most roided up gaming laptop

just a bit
who needs those silly benchmark testing programs when you have this
google stopwatch?
windows
I use my stock android clock app 💀
I really need a loading widget to soften the blow of this for bigger events, lmfao.
for reference, while i dont think this is the final final version, the event should look something like this
instead he got sent to the void and the camera is also wrong
Wait, omfg... the TAKE YOUR TIME image......
omg yes
(my wife requests I credit her properly for that idea)
your wife is awesome
I'm so used to aleks lee I was jumpscared by Yuri lowenthal
yuri????????? where?????????
Oh, nice, the reference will be helpful.
the hit voice actor yuri lowenthal who voices dub anime characters in every 2000's/2010's anime
you could say yuri was... on thin ice 
yosuke voiced by someone other than yuri lowenthal is a crime
Already 0/10 game
anyway the only reason i havent done custom events is because i have too much knowledge about VAs in other games so id just be stealing random voicelines just for the sake of reusing them rather than them fitting in the context
one such example i'd use (this was when we did the first ever model import into Fire Emblem Engage so there were things to fix, and then apparently i never recorded this again with the fixed model)
ponytail bones going crazy
Omfg...
have her randomly drop that on jonkler and akechi itll be so funny
these?
exactly!
one such example
i can say this is haru
even though this is not from a persona game
Reminds me when I first found out she voiced a main character in an old game I used to play as a kid (Marta in Tales of Symphonia: Dawn of a New World).
ever since p5r and sumi i do the stupid pointing meme every time i hear her in another game
something something irrevocable damage
understandable have a nice day
talking about it, when going around shujin and overhearing the gossip, i swear that there are some voicelines voiced by mishima's and haru's vas. and it always catches me offguard, cause it sounds like they are insulting you 
theyll never be as legendary as yuri lowenthal student talking to yuri lowenthal student
Cause haru and mishima secretly hate joker
also backporting that evt to ps3 was a major pain in the ass because back then script compiler just had this thing called "sumbits" by default which aggregated flag numbers
so instead of having "section X, flag Y" it was just "flag Y"
which naturally broke the entire event in ps3
(white void warning)
Seeing them slowly tpose by is possibly the funniest thing I have seen today
basically, the spot where Ann and Shiho are, and the NPC behind to the left of Joker, are all controlled by flags
they use evt asset replace commands
but the animation pack loading logic has to be handled in the evt itself via flags
Ah
oh yeah, EVT_ASSET_OVERWRITE
anyway this is, in fact, Marianne von Edmund from the hit game Fire Emblem Three Houses (or Three Hopes if you prefer that one)
My beloathed 🥹
i mean i dont think its that fucky i think its just meant to be called before youve done anything else with that asset
True. It's also just a thing that leaves a lot of EVTs broken in the editor until I get a flowscript interpreter running 
(And have an actual way to track variables.)
🤔
Is that a MAA_ or MAB_? Either way, I wouldn't expect it to show up in the render.
I assume that's MAA
> <
idk
morgana is.... a very special case
That reminds me, I was confused for the longest time why 'B' was for the main anims and 'A' was for the Blend anims...
Until I saw the symbols code
He is indeed
I've got some of his animations working, but not all of them.
LOL, it really is confusing naming, rip.
i mean, B makes sense as 'base'
Mhm
idk a
Additive.
^
i was thinking it might be that but i was unsure what blend anims were in specific
isnt there like, an additive to give the character a 'breathing' animation?
i wonder if there are more non-facial ones
That's just straight-up hardcoded 
There are these, though, yes.
I've seen them in use to add to poses that don't have idle movement built in.
mean these?
🙂↕️

I know for a fact that they apply a hardcoded breathing one to NPC IDs below a certain point
You can spawn an NPC without a proper animation set, and they'll still have the breathing effect while T-Posing
of course otherwise they would die duh
Pffff...
breathing is also hardcoded irl
True...
I think I have seen indirect evidence of this, though, which is some minor NPCs in classroom events being posed properly with no idling in the editor, when I know they have idle movement in-game.
Mhm
I vaguely recall trying to do something with a classroom event from Royal, and the NPCs were doing the breathing thing while hunched over their desks, which just looked odd
it was one of the new kawakami events they had added for the kasumi event sequences iirc
Classroom, DC! Classroom!
i think from when joker gets called to the counseling room or whatever
yes
i remember that one because it also had some camera issue
the camera was ending up like inside the wall
If it wasn't half covering jonkle that'd be almost cool framing ngl
oops
its this BMD btw, which works perfectly fine ingame
Oh yeah, I still need to make sure the custom part of BMD parsing can handle both types of endianness. I think if I just turn the magic string into an int it'll be fine, more or less....
(That task is in the pinned TODO post and has been for a while, lol.)
This one loads for me (although it looks pretty silly lmao)... did you recompile the BMD at some point? Or is it from an older version of the game? 
For this one, the camera issue is because, by the time the fade-in is done, the CMD_ command is also in progress -- but the current render doesn't look at CMD_, only CSD_ for positioning. If you copy the CMD_ positioning over, it looks at least slightly more accurate:
I still don't know what the deal is with the field... or why his gun is always floating around??? But one step at a time, I guess 😅
Oh....... this one does not have a resId 
Cylinder01
fldLayoutOfModel_major = 0
fldLayoutOfModel_minor = 69
fldLayoutOfModel_animNo = 0
fldLayoutOfModel_animLoop = 0
The editor's logic requires that for a field object, but I guess the game doesn't??
If resId isn't required, is there a specific flag to check for field objects on a node, or are the major and minor IDs above enough for the game's logic?
The major and minor IDs are enough, yeah
I seee 
I think I once had a list of all the possible node properties. I definitely don't anymore, but it might be worth remaking
...hrmmmm, it's now loading, but still not showing up 
OH WAIT, I think it's still just the resId issue in a different form.
🗿 These are not in a nice group.
Theeere we go!
(I think the other reason the camera looks funky is because it keeps picking the wrong one of the two CSD_s, for whatever reason)
Right now I just added the logic that if major and minor are present but resId is not, it assigns a resId of zero, but I have no idea what the game does there.
Comparison shot from the video:
Is this the camera you're expecting for 832? It's another case of the naive logic just picking the wrong one of the two CSD_s.
Not sure what you mean about this, though. Just that the MAB_s aren't showing up in the render? That's expected at this point.
Seems like I should get working on making the render frame-aware and not naive so it's less confusing 🙂↕️
OK, pushed a fix that accounts for this, so the field above should load properly. The dependencies do need to be re-installed, since it also required a small change to the glmodel-drawing code.
That reminds me
The floating gun is normal
They use mat animations in the anims to make it invisible when it's not needed
Makes sense, but I'm still surprised it's not marked as not visible, because the editor does hide nodes/meshes that are marked as such. See Ann's metaverse model above, which usually has two masks if previewed outside of the game.
Lol???
That's how they do it for the party's weapons
When you swap between gun and melee, the other one is scaled exceptionally small so you can't see it anymore
Thank you
Yes i recompiled it since it needs to be edited as it completely lacks any bustup expressions and/or singleword voicelines
double the yuri
its still invisible by default in the actual game
so clearly something is going wrong with gfd's preview
well this looks fun
is there a mod that does freecam easily for exploring enviroments?
shrinefox's modmenu
huh... trying to load dc's lunch hangout event is doing this 🤔
Looks to be a similar error to what dc posted
oh yeah its very similar
How do you get the error to trigger? I want to test it
just load it lmao
I see
seems like its just an issue with endianess

(If you recompile it into a format matching the rest of P5(R)'s BMDs, it should work fine.)
Oh............. I think the issue may be more stupid than endianness 😐
(If there's a relevant msg in the same location, it's trying to read that as a BMD instead...........)
same issue I had
Yeah, I'm testing it on a copy of R&V male romance, lmao.
TL;DR: regex-based file search without a $ at the end of the pattern 
✅ Get BMD parsing to work irrespective of endianness
🔥 (also fixed the issue with trying to parse
.bmd.msgs as.bmds lmao)
Which is to say, the fixes are merged.
HDJDFHSDKJFNSDKJFHSDJK????
looks normal to me
when you slay so hard you collapse into yourself
I've actually had something similar happen before when exporting animations from blender.
I'm not sure if I still have any examples.
Here we go, I've only ever had it with the transition anims from joker's main GAP. It's like there's an extra invisible keyframe that gets put in that makes the duration really long. But it can't be edited at all, the only way I've been able to fix it was to change the duration back to what it originally was before the export.
Huh, that kinda makes sense. The above happened when I tried to put multiple animations on the model at once -- e.g., a base pose + blinking.
Since the blinking animation loop is longer, some base animations would just stop after a bit and then restart once the blinking looped. This one was an odd case where it instead did All That before the loop restarted....
It's a known limitation of the current EVTUI implementation -- each animation needs its own timer instead of all sharing one. But I wonder what this all means as it relates to your case 🤔 Did you see what those animations looked like in-game? That is, does it seem like a GFDStudio implementation issue?
Interesting 
(And good, because it means I don't need to fix another thing, lol)
Hm, hm, hmmm 🤔
That could be something specific to walking animation, I suppose. The fact that it doesn't always show up, I mean.
Yeah it's definitely just that one anim whatever that one may be.
no idea why this happens specifically.
And only for the transition anims
what are you working on again?
something with the Sumi as protag mod?
No, I just got an example from a commission I did a while back.
CG helps with a lot of mods, but mostly has worked on the beta femc redux mod!
👍
Yeah that's what I mainly work on.
I don't think I've heard of that one, I'm guessing it's not the other femc mod?
ah
Akageee 
I didn't realize there was a femc in the beta files
the only "femc" stuff I've seen was like the old Kasumi concept art
and idk if she was ever planned to be a femc to begin with
I think it was just a myth
Kinda, it's not fully confirmed. But there's a lot going for this specific character being very important. The main things that started it were these images that gave a lot of new context for a character that was barely known about before this point.
IIRC there was some evidence in Smash's implementation of Sumi being planned as femc at some point, of all things. But Akage is from much earlier concepts, yeah ^^
Before this she was just an untextured model use as a test for sizing things (test_size). Along with some concept art that was shown off.
do you think that the idea of having a christian church in p5 might have been due to this character?
since she's wearing that cross
Lol, I doubt it.
then they just repurposed it for Hifumi
well christianity is not nearly as big in japan as it is in the west
Not sure tbh
so it's kinda odd there's a church in the game at all
and I kinda wonder if it was maybe because of this character and then got repurposed
It's not as big, but it's not nonexistent in a big city 🤷
I feel like it's supposed to be something to help her character design stand out more.
Agreed ^^
what we couldve had 
Since it's not really a thing in japan, and her design screams being against the system.
It's such early concept art that I simply think the necklace looked cool and that was that.
But yeah, I think the cross-wearing doesn't have the same connotations.
It potentially could have, but considering p5 I feel like it would've just been a passing mention at most.
doesn't mean she couldn't be christian
there's been other christian rebels in media
funny if she summoned satanael
anyway
well yeah thats what I mean
anyway, I just think it'd be interesting if that line of thought either eventually led to them making a church be in the game or if it would have been important to her
but clearly they heavily refactored what p5 was supposed to be
she lives in the church attic
I mean she was designed when they were doing the 'backpacking around the world' idea.
The art looks early enough that the game probably would have--LOL, yeah, you beat me to it.
lol
I mean they didn't even finish texturing her from the looks of it.
The shirt is one solid color
it's a fashion statement
true
But yeah within the old premise it could've played a part.
But we barely know much about that phase of development.
aight who wants to go kidnap an atlus employee
We'd have to kidnap soejima
also who here speaks japanese
theres that one person who did the jp translation for kap
i don't but i can learn
you can buy learning
true
akage I can't wait to play you and have strawberry yuri with sumire <3
thats true I need to finish the outfit redesigns
why she looks so gay
Have you seen how small the skirt is?
I don't think that would be true
(lets be real if she was actually the mc done by atlus, she wouldnt
)
glad you like it, we figured it'd be cool to reuse it instead of amamiya
me irl
Akage Amamiya would be funny though
some people will probably name her that
then kiss her
I can't wait to have the render view done honestly. We've thought of a lot of story ideas that hopefully will work out nicely.
Outside of bugfixes, I do want responsive rendering to be the next thing done 🙏 Even if it's just incremental, I think I could have something there soon.
tbf as it is it works great and you can easily make events already
you can do it. i 🐝lieve in you
It does, we just have a lot on our plate rn to do that we can't really get to it (and some of our dev team don't have the patience to boot up the game over and over).
I also 🐝lieve in you aswell.
i wonder if it would be good for me to eventually have something somewhat resembling the concept of a team myself, but i honestly am not seeing a need? (it helps im not changing art and models lol)
I'd be down for doing stuff if you need it.
can you exe edit
Theoretically I can
talking about it, i imagine quite a few mods have already done passive skill editing right? i should be able to ask for permission to use the patch files that are already done 🤔
iirc theres a guide on zarkadia's server about unhardcoding passives

spreading the shihoann agenda without even trying
saving this for later. thanks
np
This makes me think -- I feel like my actual metric for a first release is minimizing a "boots-per-edit" ratio, although I don't know exactly what the goal threshold is 😆
How robust is the 2014 event editor?
Hard to say, since it's for such an old version of the engine so it's missing a bunch.
But I think that is a good comparison.
tbf once you get a good feel for this stuff you dont need many boots lol. made even better by the render for stuff like coordinates
True, but you did have to do a lot of experimenting to get a feel for that stuff.
yes i know im awesome
True...
not enough to have a conversation 
I wonder if Soejima would respond to emails or something?
Though I imagine he wouldn't say anything about akage even if he was asked about her.
big atlus doesnt want you to know about the femc
It is a real shame theres not that much communication in this department besides stuff like the artbooks.
do you know enough for an interrogation?
probably not 
i know that 'shoe' is 'kutsu'. this should be enough right
Technically akage is a word. Because it just means red hair in jp iirc
arent many japanese names like that?
Probably
Futaba fourth wall break moment...
AAAAAAGH
https://fxtwitter.com/Fortnite/status/2011191086346354925 they're all hitting this lowkey
hi futaba
how did you break lookat
lmao
or is this another 3d maths moment
These are my experiments trying to calculate it based on MLa_ target coordinates, but I don't super know what I'm doing 😅 Aside from the obvious thing of min/max angles, if there's common knowledge I'm missing... well, any tips are helpful 
doesnt the model have info about lookat constraint? i could've sworn there was something somewhere in either model/animation
It definitely has it on some eye nodes, but not on the head, as far as I can tell 🤔
did you check the lookat bone
No properties show for that, as far as I can tell.
Also, I didn't see a bone called lookat on every model (only some of them), so I've just been using Bip01 Head 😅 which is possibly wrong....
Some lookats also move the torso, which I was just gonna use one of the Bip01 Spines for, but that could also be wrong 🤷
yeah not all models have a lookat bone for some reason
you could say you... have a bone to pick with lookat
Ann has a lookat bone,
joker has it on some models
You'd think it'd be on all of them
If there's no lookat bone, do we expect MLa_ not to work?
I'm pretty sure it's being called for models without it....
But it's definitely possible it's doing nothing for at least some of those.
which models tend to not have them?
Joker's school outfit doesn't have it.
any chance this bone is for the eyes?
The minor NPC models often lack them, I think, but I'll give a closer look.
i dont remember if the generic npcs have those dynamic pupils
If it is indeed the lookat bone we're looking for, I'll have to figure out what that means for torso rotation and eyes-only lookats 
also, i still dont know exactly how the pupils work, it feels kinda random in how they'll behave sometimes
gap has lookats, no?
least in blender
i know i remember seeing some info about it somewhere in something related to models, i just dont remember where
i know this because lookat used to cause issues with custom skeletons because they also defined the position of the bone
I couldn't find anything obvious when searching the help forums 🤷
Or, well, just the one with custom models.
Ooh 👁️👁️
extra data is how much the head can move in each direction, i think
[Go to message!](#1211293742783401984 message)
But that does seem to be GAP-specific... which I didn't think lookat was inherently?
But it seems like I may definitely be missing something on that.
well, lookat has to respect that
I see, hmmm.
Kinda wanted to use this to create my own events and dialogue, but uh...wow.
i mean u still can its just specific features being jank lol
Guess it's a little to daunting for me, the coward that i am if someting isn't easy click and go.
it is easy click and go tho
once you get the basics down it's not that bad.
There will be a release at some point, but only once it is more of an easy click and go (for folks who aren't insane like GK lol).

haha, it probably is.
❤️
https://discord.com/channels/746211612981198989/1459702317229281362 this thread goes through on installing it if you don't know how.
if you are somewhat familiar with the concepts of video editing or anything with a timeline, you'll begin to understand easily all that's happening (or at least the stuff that is implemented)
was able to install thanks to grok. it's using it that no I gotta wade into.
Probably easiest to start poking around events where you know what they look like or have a video of gameplay on hand, so you can see what in the editor is making things happen. Beyond that... this thread is open for you to ask away ✌️
most of the time if i just throw myself at something for long enough, i'll get something to work even if i dont have much idea of whats going on
its all about ignoring the mental block
i'd recommend the power of yuri to motivate yourself through. it always works
checking with the beta, there are 4 lookat target "types", i have no idea what this means
probably these?
this may help? may not?
ah, might be
well there's also these but they are five
all these motion types still use target coordinates btw
aha!
i think i found something relevant
57.29578018188477 is used in the angle limit math
no up limit angle?
type 1 and type 2 seemingly dont have angle limits set, wonder if they're reused from type 0?
@faint plinth wake up!!!!!!!!!!!! this is relevant!!!!!!!!!!
let me copypaste here
work->Parts[0].UpLimitAngle = 0.8726646;
work->Parts[0].DownLimitAngle = 0.5235988;
work->Parts[0].LeftLimitAngle = 1.047198;
work->Parts[0].RightLimitAngle = 1.047198;
work->Parts[3].UpLimitAngle = 0.0;
work->Parts[3].DownLimitAngle = 0.0;
work->Parts[3].LeftLimitAngle = 0.08726646;
work->Parts[3].RightLimitAngle = 0.08726646;```
both the shaking and look around motion types only go side to side
idk if it coul be that
look around is def generated at the moment at least
when replaying events i notice how its quite random
lol
anyway, according to the code, these are taken and multiplied by 57.29578018188477, and thats the angle limit?
seen here
radian to degree conversion moment
that'd be 180 / pi
see, im too dumb to do 3d math, when i try you end up with wide caroline
This is helpful, thank you for looking 🙏
I do wonder whether the other target types actually made it to the Royal engine, though....
good thing they were through on that. a single 1.0e-14 off would've ruined everything
I need you to see this hall of fame quote, never ask me for math
(because GK has tried them and they don't seem to work without coordinates being on also)
heh, BO
anyway, I've used/posted this video a lot during dev, seems like you may need it now too
Pinned for future use, lol.
But yeah, I assume the target types are these here, which I've gotten out of the beta editor. And which don't seem to work in practice (unless you specify the coordinates regardless) 
nah, cant be
unless they were feeling quirky and they named them differently in both places
Hrmmmm 
man i feel bad for any modder of my future games
anyway if you need to verify further, the function name in the beta is mdlLookAtUpdateLimitAngle
and if you don't already have the beta analyzed and with symbols on ghidra, you can have mine
Thank you for looking into it
Now we'll see what I actually manage to make of it all, lol.
"yes"
😅
godspeed
On the bright side: Pherakki the goat managing to contribute even without being here, by actually having the "extra" animation data parsed in the Blender tool.. so I can use the lookat animations for real instead of rotating Bip01s manually like an animal 
(They're technically parsed in GFD, but not labeled beyond being "Bit29Data" and its various unknown fields)
oops
I might need to go back to some nonsense to get torso-moving lookats working, but one step at a time 😤
Im still very confused about the torso thing
I guess i just tick it on most of the time, but maybe that messes with animations by the looks of it? Idk
Have you compared with vs. without with no other differences?
I havent compared really. Was too focused on making the events and that wasnt getting in the way
Makes sense -- it's honestly a pretty minor thing 🤷
who up slerping that quaternion~
I slerp that quaternation until = rotation
btw, what are the current limitations of the render option? want to know before i accidentally break something and its known
no lookat, no character movement aka mmd(which makes more sense to be done when we have more than one frame
). talking about it, it only renders the first nodes in the timeline, not the first frame. doesn't render overlays, nor effects. if a field has another position node, then that also gets used, creating some jank.
if you have a fully custom event (aka making one out of a new unique id), it needs a compiled bmd/bf file to be able to load them, and if you save that file, that gets brought to the femulator folder and the next time you open the program, you'll get this
(thats not specifically render but good to know)
if you add a new asset, then you have to reload the event to display it
you can, however, change outfits. they update without needing to reload
oh, interesting
must be some path weirdness
oh yeah, MAA (additive animations) are not rendered yet
there's also no confirm button when closing, so make sure to triple save before closing
basically everything related to the script tab is extremely extremely fucked up lmao
it was worse, it used to lag the entire program
btw, for the z-fighting, the game actually has explicit values in the ENV
i think its called something like nearclip
clip near? i just know it contains those two words
i know this because in the remaster they messed with the rendering process but didnt update any ENVs and now some parts of maruki fields have some nasty z-fighting and i had to fix by messing with env lol
The short version:
- All message/script stuff is kinda jank and to be reworked soon, so use it at your own risk
- The render view is basically just proof-of-concept, so it only shows an approximation of the first shot of an event (it's only through jank wizardry that GK and co. have figured out how to make it usable in its current state lol)
i mean, this is pretty useful imo
lmfao
she's speechless
There are explicit camera commands for this, too (CClp?). Most other env commands..... will require me to understand how to do anything with shaders 🥹
like, these fields are just cursed
this happens ONLY on some maruki fields and nowhere else
wait even her hair was zfighting
what in the world did they do here lmfao
omg i finally found the waitress. why is it listed as 'pedestrian apron female' in the wiki???? 😭
lipsum shared this image with me a while ago, I think this is from the PS4 version of P5R? but i dont think there should be any relevant differences
oh the text disappeared lmao
My to-do list in approximate order:
- Show lookats in render (in-progress); maybe attachments, too
- Actual frame-awareness in render, including accounting for more animations and movements rather than just
MSD_ - Overhaul message/script stuff
well, you know what they say, take things one step at a time
open in browser
lol
oh
discord preview cooked it
hang on
does this one open
Mmmmm... Technnically CClp does exist, yeah... But I could never get it to match what an ENV's settings could do
this worked
anyway, dont worry too much about z-fighting i guess, because even atlus messed it up
I already had to fix it once, lolll.
>i dont think there there should be any relevant differences
>the raidou in the room
ZNear was like 0.001 or some shit by default at first 
"what Raidou?" - Atlus
barbie doll sumire jumpscare
Ah, the good old days of zfighting (a month ago)
Ooooh, I think I actually found something that improves it a bit. The camera's zNear being too close to zero decreases the resolution overall... so there's some quality to be gained by increasing that, even just a little bit. Not a total fix, but we're getting somewhere. Before/after:
[Go to message!](#1216244753239248976 message)
oh my god lmao
It was BAD 😅
the hell happened to her leg anyway
tbf maruki's reality is literally zfighting
just being lore accurate
what would be the equivalent of a 4th dimension zfighting? 🤔
ζ-fighting?
She is beautiful...
this model doesnt have a gap 🫠
Do you know any events that use the model?
Even field scripts and whatnot would be fine.
could be unused. there are a lot of 'apron female'
Hmmm...
i wonder if i could just yoink of another female npc
does it have use common anims checked
It's reloading the assets 🤷
Must be taking a while because the number doesn't exist and it's backtracking to find one that does, or something.
it should probably load them after the popup window closes at least
Yeah, it'd be nice to do stuff in the background more often, but I'm not very good at that kind of detailed threading stuff. So it will have to be optimized later.
why are npc animation so cursed 🫠
i have yet to find one whose animation actually works even for them
pfft
i guess npcs just use different common animation ids
There are definite groupings for the common anims, but I don't know if there's a good way to know ahead of time which ones are right for a given model.
i only went for the achievement and for the twins
uh... we are getting close at least
The fact that the image doesn't even cover the full screen and only gets away with it because of the cinemascope......
wait is that why?
I assume?
Always possible it's a rendering inaccuracy.
But yeah that's absolutely in range to be covered by the cinemascope, lol.
the aquarium is also layered images for example
Ah, so it is a rendering inaccuracy moment!
maybe its something like fov mismatch?
Are there multiple camera sets and it's using the wrong one?
Mm, yeah, all the 3D assets look like they're in the right place. So I dunno. Could be an FOV thing.
im changing the fov and doesn look like its getting any closer to whats being shown ingame
myabe the png is just rendered wrong idk?
Hmmmmm.
im gazing into the forbidden
i wonder if p3 or p4 ever had somewhere that was basically all png like here
the director's office is also just png right? the 3d model is a single desk
to my knowledge no, every area/field in those games are 3D modeled
seems to be more of a stylistic choice. they dont need to do it like that after all
closest they get in P3/P4 is making some background details purely textured or obviously for fields that only show up in cutscenes they don't model anything the camera won't see lol
the office looks fine?
this art is pretty what a shame i barely paid attention to it
there are some slight differences
seems like the game does render the backgrounds differently then
not sure if it's a case of the game doing strecthing/skewing that evtui doesn't or vice-versa but that's what it looks like to me
the different colors i think are just an effect of the filters they use for different parts of the day
yeah there are no nodes in the event that could've added this
i didn't think the colours needed mentioning since that's obviously an ENV thing since it applies to the models too lol
but that is 
who knows. there are filters they use sometimes that is applied in the events themselves
Mostly fine, but it's still slightly off if you look at the right and left edges. (Although maybe that goes away if you maximize the editor in this case, idk.)
Okay, I thiiink I got the right/left component of the lookats working (ignore Haru/Mona/Futaba in this example). There was slerping, there was lerping... and there's still the up/down component to do 😅
Not sure what I need to do to get Ann's hair to work properly....
Guess hair physics are handled separately 🤷
Lets goooooo
ann's hair and some other stuff uses real time physics
i hope you love making collision capsules
bruh why didnt i look into the diner's own event first 
finally, waitress
what is happening here
Some Beauty and the Beast shit...
Lol, some cups have the animations for drinking them baked in rather than acting as attachments. I guess this one has that set via MSD_ for some reason.
no way...
The ones with saucers usually do, lolll.
they ever thought of just... having a saucer model by itself?
Blasphemy.
think of the poor interns, having to attach the cup to the hand helper bone
oh the horror
Jedi
ohmigosh this animation is so cute
too bad i never paid attention to it. its so well made
Cute, omg...
Who is that?
Background NPC kid model.
Huh, would have assumed he's more important
there are a lot of npc models. this is a generic boy one
It turns out...... lookats.......... are hard 
I'm not NOT making progress, but man......................
you can do it trust
Wahahaaaagh... why is the vertical lookat component so much more confusing............. 😭
Currently contending with the dreaded "sometimes it looks exactly right and sometimes it's completely wrong" 

i know this probably wont help you but from the code it seemed like it was standard stuff like "cast a ray from character head bone into look at location" and calculate from there
It's definitely something along those lines... the hard part is correctly factoring in whatever rotation the head already has from animations + the model's positioning, etc. 🥲
Pretty literally a moment like
why not try "ignoring" the rotation data from animation and just calculate from the base rotation?
and then you can just have the lookat "supercede" the animation rotation
might just work
Maybe......... 🥺
it makes sense logically
if the animation has the head rotated 25 degrees, and then the lookat makes it end up at 40, then the animation's rotation just became irrelevant
True, but the animation is also what determines the head height.
In cases where characters are sitting and such, it makes a pretty big difference in head height.
ignore the XZ then
🧠
youd probably have to do something like grabbing the current world transform and then apply the lookat modifiers?
I'm doing that, more or less.

are you taking into account the max/upper limit values?
(and did you also remember to include them as negative?)
Yep, doing all of that 🫡
I'll get there sooner or later. It does help to talk it out, though 
(If nothing else, it tells me I'm at least not doing something insanely incorrect and needing to start over, lol)
This is ancient history by now, but did you end up figuring out what the issue was here with the lookats?
Nope, but i could probably have tested my hypothesis of being related to the torso's or body's rotation somewhat
yknow, not a priority, but having a way to set a node's color would be very useful for events with a lot of nodes. i could use it to easily mark characters and conditional trees at least
the more i think about it the more i realize how useful this would be
since this is not here: have insert and empty frames update frj_'s index
That list is specifically about message/script stuff, but it might be worth having TODO collections for other things.
why do i consistently forget this
Maybe
I'm not sure what the most convenient selection of tools for the timeline is going to be. I know for sure I want (a) sub-rows within each category per asset, and (b) a search tool.
...But I don't really know what the best way to do branching will be. Possibly that'll come when I also figure out variable storage, so whatever won't activate based on the current values is grayed out. Or something.
wait wot
What's the confusion...?
not really confusion so much as just me being surprised that this is here
Ah, I see, lol.
(its an unused command to play awakening lol)
(its right before when cendrillon normally appears in this event)
wait theres another one where will power starts instead lol
forceskip sounds useful tbh. i use it sometimes just at the beginnig to store values i can easily retrieve from later (usually the camera transform)
whats the value of the cueid below this one? is it used?
its a stop command actually, so regret stops playing
these forceskips in the middle of nowhere are probably from during development. must've been more convenient to keep the commands there instead of completely deleting while still testing things?
they're absolutely dev leftovers
force skip is how they hide the old difficulty select
instead of being a dedicated menu sae would ask you
and all of that is still in the evt
ngl that sounds cooler
it is!
how it is in the game is like
>"you were enjoying every second of it huh?"
>(was i enjoying it...?)
>difficulty select ui
>"...you should know your place"
i dont think he actually reacts differently does he
i should probably port this to PC now that I patched the debug script command to set the current day to work
https://youtu.be/8_4GcRgTT8c?t=64
This mod will be bundled in with the upcoming Switch mod I announced on my twitter
https://x.com/DeathChaos25/status/1956559878090117267
This mod will allow the user to optionally skip the entire prologue and tutorials section of the game, and start immediately on the first "real" gameplay day when the first deadline officially begins, it also ...
skip to 2mins in
how difficult is it to edit the difficulty select screen?
because an event def sounds less of a hassle
hardcoded lol
i'll probably be having something like this then 
i dont have a bug report or anything, i just thought this was amusing
New mod concept just dropped 
What have you done Girl
Pharos is that you?
i would love this
holy moly it has been a good while since the last crash
🤔
okay thats weird. pressing "from ext?" when you dont have those animations is crashing too
i thought that was fixed?
or am i misremembering...?
also, setting this to 180 makes the render tab make an error popup like, every frame (which makes sense but should perhaps be specifically handled to not have hundreds of windows be opened)
💀 yeah this has to be fixed
at rest for comparison
(at rest in the render tab)
lmao this is how the game handles it
AAAAAA
I forgot about this issue 😅 But also perhaps a fix to prevent every-frame errors in general (e.g., by having one turn off the rendering) is in order...
🧠 ⬜
Oh yeah, I never actually did anything to fix this, so idk why it works or doesn't 🤷 I should probably figure that out, but the crashes are a Windows Exclusive ™️, so it's more a matter of changing how the previewing UI works to prevent it from coming up....
first video: me setting all the lookats to 'middle' speed type.
second video: me setting all the lookats to 'slow' speed type
thanks atlus
All the lookat command info I got from the beta editor makes so little sense in practice, RIP 😭
btw its the same thing with 'direct', which is weird cause i remember it working? idk
considering how the head moved a bit down... maybe it just reset? why?
interesting...
seems like the ingame camera has a higher near clipping value?
also the angle is definitively different
nevermind its not
it's not 100% pixel perfect overlaying but you can still tell that its perfectly accurate
i should probably do this test again when mla is implemented
Interesting about that rafter in the foreground... maybe a clipping thing, or may be a field loading thing 🤔
I have been working on it continuously and still can't get it right 
trust
It looks like it's more zoomed in tbh
I'm about ready to ask DC for screenshots of the full lookat code, honestly 😅
You should
i'd have to get exact dimensions to be able to tell if there's a difference or not
get the ui toggle mod and compare it
what is the resolution in the render?
it's definitely more zoomed in ingame
iirc it should remove the bars
You should also be able to toggle off the cinemascope for the event, if you want.
that too
cinemascope?
Under some of the settings on the timeline tab.
The cinemascope is the black/starry frame.
It’s a clipping thing
Not sure how it would be more zoomed in if everything else is aligned as well as it is. Clipping or field object toggling seems more likely 🤔
You’d be surprised what makes use of it
Hm, do we know what the default clip is?
I think I have it at 1 if it's not otherwise set by CClp.
When we tried porting jazz stuff to base P5, for example, we discovered that the camera is actually placed inside a wall
And Royal just used clipping to not show it
(A fair amount of things also don't use clipping when I'd expect them to, lol. Like the left windowed wall of the classroom and the curtains during class events.)
I really thought that'd be a clipping thing, but nope, fully toggled off....
holy shit playing p5 windowed feels weird
But yeah, maybe default (near) clip is higher than I have it 🤷
okay got very accurate dimensions now
This is so cool, omg.
the render ate these pixels 

Might be resolved if you fullscreen it? If not, I'll have to look at why the padding is like that.
Okay, cool. So it's just the default Window size getting in the way.
Bit of z-fighting happening in there, too, hmmm...
what if it does ingame too but we just can't see it? 
🤯
If you add a CClp and set the near clip to, like, 2, does the rafter disappear from the render? Or how high does the clip need to be before it does?
(180 near) thats... thats just gore of my comfort character 
it partially disappears at 5, fully at 6
Damn, 6 seems really high for a default, but maybe......
!!!
i could shove the camera up something's ass and compare the clipping ingame to get the actual value

Interesting that everything else is aligned, but the rafter still isn't exactly....


