#EVTUI (Visual event editing tool)

1 messages · Page 15 of 1

faint plinth
#

...aaand I merged the field fixes branch. Sooo be sure to let me know if anything breaks 🙏

faint plinth
#

Very excited about how things are looking at the moment femchappy 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 🤔

solemn zealot
faint plinth
#

Lolll, guess it's still a bit off.

#

Right angle, wrong position, it seems.

solemn zealot
faint plinth
#

(But it may still be rotation-related.)

faint plinth
solemn zealot
#

is there a way to edit current projects? configure is greyed out so i assume it has not been implemented yet

faint plinth
#

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.

solemn zealot
#

i already found it

faint plinth
#

Strongly recommend the backup, because the default behavior is to erase it upon startup if it's ill-formed.

solemn zealot
#

might as well set the rest to tru ig

faint plinth
#

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.)

solemn zealot
#

eye cee

#

the file path doesnt seem case-sensitive? considering when editing i forgor some uppercasing but it worked

faint plinth
#

It should be case-insensitive, yeah.

#

In practice, that has been inconsistent, but mostly because of the emulation implementation jank specifically.

solemn zealot
#

huh cool. i put it inside double quotes and it still worked, while also fixing with single quotes

faint plinth
#

Nice! Yeah, it rewrites the whole thing regularly, lol. Like whenever you load an event, to update your history.

faint plinth
# solemn zealot 🤔

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.

solemn zealot
#

okay this is surprisingly resilient

clever talon
#

inb4 some sort of float precision issue

solemn zealot
clever talon
solemn zealot
clever talon
#

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

solemn zealot
#

these are the ones that are being loaded because of the local var, and are the same ones evtui reads

clever talon
solemn zealot
#

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

solemn zealot
#

other custom events are working great tho

#

(why is ann so shiny)

#

these candles...

#

i wonder why it's rendering like that

faint plinth
faint plinth
#

That and emissive materials.

#

Which, I think the candles are both? RIP...

solemn zealot
faint plinth
#

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.

solemn zealot
faint plinth
#

But I agree it's weird that it's not just using the last positioning 🤔

solemn zealot
#

(in this case it should be first positioning since everything else reads their first possible frame)

faint plinth
#

It probably is emitting from the transparent (translucent) parts, yeah.

faint plinth
#

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.

solemn zealot
#

rarely you'll need multiple fs_ tbh

#

and i already finished this one event so... MakotoSmirk

faint plinth
#

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.

solemn zealot
#

true then i can play shihoann kiss in evtui itself

faint plinth
#

femc 🔥

solemn zealot
#

interesting....

#

divert your attention to the window by the stairs

faint plinth
#

Huh...

amber moth
#

Might be a seperate texture map like the floor detail map.

solemn zealot
#

huh...

amber moth
#

yeah that would be it

solemn zealot
#

why the event in specific has it bright af

amber moth
#

probably some sort of event thing that sets the texture map to that one

faint plinth
#

I'm guessing it's an env thing?

amber moth
#

that could be it too

#

since events use different ENVs from fields iirc

solemn zealot
#

man thats tight

faint plinth
solemn zealot
#

love the window that just goes straight to another building

faint plinth
#

City living 😎

solemn zealot
faint plinth
#

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.

solemn zealot
# solemn zealot

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

faint plinth
#

Weird naohmm

ocean acorn
solemn zealot
#

funny how the real rendering looks more like an error that the one in evtui

#

raining

solemn zealot
#

what if... the building is just gone in the event?

solemn zealot
solemn zealot
faint plinth
#

Huh.......

#

I... don't know why that very specific building would not load during events.

#

Since the neighboring buildings are there???

solemn zealot
#

holdon i'll move the camera in the event

#

btw the classroom in evtui

faint plinth
#

What about the classroom?

#

The windows...?

solemn zealot
#

just showing how it looks lol

faint plinth
#

Ah, lol.

solemn zealot
#

there are no buildings

faint plinth
#

Which IDs did you give the field?

#

Major/minor/sub?

solemn zealot
#

2 2 0

faint plinth
#

Hmmmm, I thought it may be a sub ID thing, but I guess not.

#

Field init script with content specifically detecting an event???

solemn zealot
#

init is not enabled

solemn zealot
#

maybe?

faint plinth
#

Yeah, not the event init script, the field init (FINI) script, lol.

#

Is that what the script timing flowscript check means, I wonder...

solemn zealot
#

baked AO gone wrong

#

literally unplayable

faint plinth
solemn zealot
#

how will atlus adress this...?

clever talon
#

i tried to build this myself from source and it exploded lmfao

clever talon
#

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???

solemn zealot
#

sometimes it goes sometimes it doesnt naothumbsup

#

idk why this is so cursed

faint plinth
#

Every Copy Is Personalized ™️

#

(That's simply the risk of having everyone build from source instead of having a release naotoshrug)

#

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) 😄

clever talon
#

i tried loading an event from a mod and already broke it

solemn zealot
#

which one

clever talon
#

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

solemn zealot
faint plinth
#

Lmao. Now is the first real stress-test.

solemn zealot
#

WAIT

#

nevermind it loaded lol

#

(what am i looking at)

clever talon
#

i dont remember tbh

#

try loading this one

#

this is the stanael awakening event

solemn zealot
#

🤔 it... loads

clever talon
#

that one refuses to render for me

#

well it renders

#

just wrong

faint plinth
#

These types of events still look wack because they basically never use MSD_ meaningfully, which is all the render shows right now 😅

clever talon
#

like

#

there's weird glitching and flickering

#

hang on

faint plinth
#

I wouldn't be too surprised by any of that for the cinematic scenes for now.

solemn zealot
balmy basaltBOT
#

They tend to look, at best, like this:

opened this event again since the people have spoken

Jump

[Go to message!](#1216244753239248976 message)

clever talon
#

it stopped doing the weird render bugs when i hit record on obs

solemn zealot
#

gaslighted by own computer

faint plinth
#

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 🙃

solemn zealot
#

uh

solemn zealot
faint plinth
clever talon
#

ok i just spammed print screen a bunch

solemn zealot
clever talon
#

thats the original one

#

hence why i said from mod files

#

this one is in the no pre-renders mod files

solemn zealot
#

yeah it is in the cbt directory

clever talon
#

you need to copy them out because it has a "non standard" mod load path due to it being a config

solemn zealot
#

i see

faint plinth
#

Cinematic cutscenes are going to be very hard to optimize for 🥹

clever talon
clever talon
faint plinth
#

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 😔

clever talon
#

load the adam scene and watch your pc explode

solemn zealot
#

no flickering for me

#

sometimes a black square pops on the bottom right corner but thats it

clever talon
solemn zealot
clever talon
#

thats why it takes a billion years to load

solemn zealot
#

i was thinking it could be something shido but wasnt sure

ocean acorn
solemn zealot
#

what in the megazord

plucky berry
clever talon
#

funny how exactly the thing i wanted to check is omega broken in here lmao

plucky berry
ocean acorn
#

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

clever talon
#

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

solemn zealot
#

transition event???

ocean acorn
faint plinth
clever talon
#

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

faint plinth
#

Probably just the number of commands, yeah, lmao.

solemn zealot
#

i have so much i wanna add naodead

faint plinth
#

The timeline is the thing that takes longest to set up, really.

solemn zealot
#

but then again, i have a god gamer pc naocool

plucky berry
#

Which version

#

The cbt event or the OG?

#

The clapping people are a pre-render in the OG

solemn zealot
#

cbt

plucky berry
#

Give me your pc handL

clever talon
#

wait no give it to me wtf

solemn zealot
#

which frame are all the models set

amber moth
#

Only if I can have it on tuesdays

ocean acorn
#

lmao lemme try

solemn zealot
#

oh

faint plinth
solemn zealot
#

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?

faint plinth
#

That scrollbar 😨

clever talon
#

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

faint plinth
#

Hm, most field objects should work hmm

solemn zealot
#

why did i keep forgetting i have 32 ram wtf

#

my dumbass being like 'i cant go over 8', like, bitch

clever talon
ocean acorn
#

is it just the 424_002 evt i need

faint plinth
clever talon
#

they are!

solemn zealot
#

i havent made custom field objects, but custom character models work at least

clever talon
faint plinth
#

You can also check the logs to see if it's at least loading the GFS.

clever talon
#

where those be

faint plinth
#

(UserLogs in the EVTUI appdata folder)

amber moth
#

AppData\Roaming\EVTUI

clever talon
#

well it is loading them

#

and the object model is in the correct id

ocean acorn
#

the wall of model commands lmfao

#

i minimized literally every other command row

clever talon
rocky kelp
amber moth
rocky kelp
ocean acorn
#

this literally is a prerendered scene
until you use cbt which is where this evt is from

faint plinth
clever talon
#

yes

#

and it works ingame!

faint plinth
#

Hmmmmmmm.

#

Okay, please do share the relevant files so I can see what the issue is 😅

clever talon
#

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

clever talon
#

oops

faint plinth
ocean acorn
#

my evtui loaded the event in like 0 time which i guess this is the reason i bought the most roided up gaming laptop

solemn zealot
#

mine goes for about 10 seconds

#

(i lied to look good)

rocky kelp
solemn zealot
#

who needs those silly benchmark testing programs when you have this

rocky kelp
#

google stopwatch?

solemn zealot
#

windows

rocky kelp
#

I use my stock android clock app 💀

faint plinth
clever talon
#

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

faint plinth
rocky kelp
#

omg yes

faint plinth
#

(my wife requests I credit her properly for that idea)

solemn zealot
rocky kelp
solemn zealot
#

yuri????????? where?????????

clever talon
#

nowhere, atlus executed him after he leaked p4r

faint plinth
rocky kelp
#

the hit voice actor yuri lowenthal who voices dub anime characters in every 2000's/2010's anime

solemn zealot
rocky kelp
amber moth
#

Already 0/10 game

clever talon
#

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)

rocky kelp
#

ponytail bones going crazy

faint plinth
#

Omfg...

ocean acorn
solemn zealot
clever talon
#

i can say this is haru

#

even though this is not from a persona game

amber moth
clever talon
#

ever since p5r and sumi i do the stupid pointing meme every time i hear her in another game

#

something something irrevocable damage

ocean acorn
#

understandable have a nice day

solemn zealot
#

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 dark

clever talon
#

theyll never be as legendary as yuri lowenthal student talking to yuri lowenthal student

amber moth
clever talon
#

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)

pale linden
#

Seeing them slowly tpose by is possibly the funniest thing I have seen today

clever talon
#

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

pale linden
#

Ah

ocean acorn
clever talon
# clever talon one such example

anyway this is, in fact, Marianne von Edmund from the hit game Fire Emblem Three Houses (or Three Hopes if you prefer that one)

faint plinth
ocean acorn
#

i mean i dont think its that fucky i think its just meant to be called before youve done anything else with that asset

faint plinth
#

True. It's also just a thing that leaves a lot of EVTs broken in the editor until I get a flowscript interpreter running pensivekechi

#

(And have an actual way to track variables.)

solemn zealot
faint plinth
#

Is that a MAA_ or MAB_? Either way, I wouldn't expect it to show up in the render.

plucky berry
#

I assume that's MAA

solemn zealot
#

> <
idk

clever talon
#

morgana is.... a very special case

plucky berry
#

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

faint plinth
#

He is indeed MonaConcern I've got some of his animations working, but not all of them.

faint plinth
solemn zealot
#

i mean, B makes sense as 'base'

plucky berry
#

Mhm

solemn zealot
#

idk a

faint plinth
#

Additive.

plucky berry
#

^

solemn zealot
#

i was thinking it might be that but i was unsure what blend anims were in specific

plucky berry
#

Stuff like expressions

#

Things you'd run at the same time as another anim

solemn zealot
#

isnt there like, an additive to give the character a 'breathing' animation?

#

i wonder if there are more non-facial ones

plucky berry
faint plinth
#

I've seen them in use to add to poses that don't have idle movement built in.

faint plinth
#

🙂‍↕️

solemn zealot
plucky berry
#

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

solemn zealot
#

of course otherwise they would die duh

solemn zealot
#

breathing is also hardcoded irl

faint plinth
#

True...

faint plinth
plucky berry
#

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

clever talon
#

it was one of the new kawakami events they had added for the kasumi event sequences iirc

plucky berry
#

Classroom, DC! Classroom!

clever talon
#

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

plucky berry
#

Indeed...

#

Jazz Club too

clever talon
harsh carbon
#

If it wasn't half covering jonkle that'd be almost cool framing ngl

clever talon
clever talon
faint plinth
#

(That task is in the pinned TODO post and has been for a while, lol.)

strange wharf
#

this shot is cool asl

faint plinth
faint plinth
#

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 naosmiley

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?

plucky berry
#

The major and minor IDs are enough, yeah

faint plinth
#

I seee hmm

plucky berry
#

I think I once had a list of all the possible node properties. I definitely don't anymore, but it might be worth remaking

faint plinth
#

...hrmmmm, it's now loading, but still not showing up naohmm

#

OH WAIT, I think it's still just the resId issue in a different form.

plucky berry
faint plinth
#

Theeere we go!

faint plinth
#

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:

faint plinth
faint plinth
#

Seems like I should get working on making the render frame-aware and not naive so it's less confusing 🙂‍↕️

faint plinth
plucky berry
#

That reminds me

#

The floating gun is normal

#

They use mat animations in the anims to make it invisible when it's not needed

faint plinth
#

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.

plucky berry
#

Actually maybe it's not a mat anim

#

It could be a scale anim

faint plinth
#

Lol???

plucky berry
#

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

faint plinth
#

Omg.............

#

Tiny sword...

solemn zealot
clever talon
clever talon
#

so clearly something is going wrong with gfd's preview

strange wharf
#

is there a mod that does freecam easily for exploring enviroments?

solemn zealot
#

shrinefox's modmenu

#

huh... trying to load dc's lunch hangout event is doing this 🤔

amber moth
#

Looks to be a similar error to what dc posted

solemn zealot
#

oh yeah its very similar

clever talon
#

my mere existence is a stress test

amber moth
#

How do you get the error to trigger? I want to test it

solemn zealot
#

just load it lmao

amber moth
#

I see

clever talon
#

seems like its just an issue with endianess

faint plinth
#

Yeah, it's just inflexible BMD parsing 😅

#

I will fix it, it's just boring 😔

solemn zealot
faint plinth
#

(If you recompile it into a format matching the rest of P5(R)'s BMDs, it should work fine.)

faint plinth
#

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...........)

rocky kelp
#

same issue I had

faint plinth
#

Yeah, I'm testing it on a copy of R&V male romance, lmao.

rocky kelp
#

well I removed the msg files

#

unless you grabbed an older version

faint plinth
#

It's an older version, yeah.

#

I think I have a fix, though 🤞

faint plinth
faint plinth
#

✅ Get BMD parsing to work irrespective of endianness
femc 🔥 (also fixed the issue with trying to parse .bmd.msgs as .bmds lmao)

#

Which is to say, the fixes are merged.

faint plinth
jolly epoch
solemn zealot
amber moth
#

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.

faint plinth
#

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?

amber moth
#

They look like that ingame aswell.

#

Let me get a recording.

faint plinth
#

Interesting hmm

#

(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.

amber moth
#

no idea why this happens specifically.

#

And only for the transition anims

jolly epoch
#

something with the Sumi as protag mod?

amber moth
#

No, I just got an example from a commission I did a while back.

faint plinth
#

CG helps with a lot of mods, but mostly has worked on the beta femc redux mod!

jolly epoch
#

👍

amber moth
#

Yeah that's what I mainly work on.

jolly epoch
#

I don't think I've heard of that one, I'm guessing it's not the other femc mod?

amber moth
jolly epoch
#

ah

faint plinth
#

Akageee LFGHEEFUCKINGHOOO

jolly epoch
#

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

amber moth
#

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.

faint plinth
#

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 ^^

amber moth
jolly epoch
#

since she's wearing that cross

faint plinth
#

Lol, I doubt it.

jolly epoch
#

then they just repurposed it for Hifumi

jolly epoch
amber moth
#

Not sure tbh

jolly epoch
#

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

faint plinth
#

It's not as big, but it's not nonexistent in a big city 🤷

amber moth
#

I feel like it's supposed to be something to help her character design stand out more.

faint plinth
#

Agreed ^^

solemn zealot
#

what we couldve had pensivekechi

amber moth
#

Since it's not really a thing in japan, and her design screams being against the system.

faint plinth
#

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.

amber moth
#

It potentially could have, but considering p5 I feel like it would've just been a passing mention at most.

jolly epoch
#

there's been other christian rebels in media

solemn zealot
#

funny if she summoned satanael

jolly epoch
#

anyway

amber moth
jolly epoch
#

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

solemn zealot
#

she lives in the church attic

amber moth
#

I mean she was designed when they were doing the 'backpacking around the world' idea.

faint plinth
#

The art looks early enough that the game probably would have--LOL, yeah, you beat me to it.

amber moth
#

lol

#

I mean they didn't even finish texturing her from the looks of it.

#

The shirt is one solid color

jolly epoch
amber moth
#

true

#

But yeah within the old premise it could've played a part.

#

But we barely know much about that phase of development.

jolly epoch
#

aight who wants to go kidnap an atlus employee

amber moth
#

We'd have to kidnap soejima

jolly epoch
#

also who here speaks japanese

amber moth
#

theres that one person who did the jp translation for kap

solemn zealot
#

i don't but i can learn

amber moth
#

you can buy learning

solemn zealot
#

true

rocky kelp
amber moth
#

thats true I need to finish the outfit redesigns

rocky kelp
#

she is gay

#

I don't think they're gonna make male romances

amber moth
#

I don't think that would be true

solemn zealot
rocky kelp
#

akage kurusu is such a cool name too

#

glad you chose that over amamiya lol

amber moth
#

glad you like it, we figured it'd be cool to reuse it instead of amamiya

solemn zealot
amber moth
#

Akage Amamiya would be funny though

rocky kelp
#

some people will probably name her that

solemn zealot
#

i cant read this cursed surname

#

mamamia

rocky kelp
#

Ann would totally call akage akage-chan idk why but I see it

#

same with haru

solemn zealot
amber moth
#

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.

faint plinth
#

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.

solemn zealot
#

tbf as it is it works great and you can easily make events already

solemn zealot
amber moth
#

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.

solemn zealot
#

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)

amber moth
#

I'd be down for doing stuff if you need it.

solemn zealot
#

can you exe edit

amber moth
#

Theoretically I can

solemn zealot
#

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 🤔

amber moth
#

iirc theres a guide on zarkadia's server about unhardcoding passives

solemn zealot
solemn zealot
#

spreading the shihoann agenda without even trying

solemn zealot
amber moth
#

np

faint plinth
amber moth
#

How robust is the 2014 event editor?

faint plinth
#

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.

solemn zealot
faint plinth
#

True, but you did have to do a lot of experimenting to get a feel for that stuff.

solemn zealot
#

yes i know im awesome

faint plinth
#

True...

ocean acorn
amber moth
#

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.

solemn zealot
#

big atlus doesnt want you to know about the femc

amber moth
#

It is a real shame theres not that much communication in this department besides stuff like the artbooks.

ocean acorn
#

probably not pensivekechi

solemn zealot
#

i know that 'shoe' is 'kutsu'. this should be enough right

amber moth
#

Technically akage is a word. Because it just means red hair in jp iirc

solemn zealot
#

arent many japanese names like that?

amber moth
#

Probably

weary pelican
#

Akage talk hello?

faint plinth
#

Futaba fourth wall break moment...

faint plinth
#

AAAAAAGH

harsh carbon
ocean acorn
clever talon
#

lmao

#

or is this another 3d maths moment

faint plinth
# clever talon how did you break lookat

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 risepray

clever talon
#

doesnt the model have info about lookat constraint? i could've sworn there was something somewhere in either model/animation

faint plinth
#

It definitely has it on some eye nodes, but not on the head, as far as I can tell 🤔

clever talon
#

did you check the lookat bone

faint plinth
#

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 🤷

clever talon
#

yeah not all models have a lookat bone for some reason

solemn zealot
#

you could say you... have a bone to pick with lookat

amber moth
#

Ann has a lookat bone,

clever talon
#

joker has it on some models

amber moth
#

You'd think it'd be on all of them

faint plinth
#

If there's no lookat bone, do we expect MLa_ not to work? hmm 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.

solemn zealot
#

which models tend to not have them?

amber moth
#

Joker's school outfit doesn't have it.

solemn zealot
#

any chance this bone is for the eyes?

faint plinth
#

The minor NPC models often lack them, I think, but I'll give a closer look.

solemn zealot
#

i dont remember if the generic npcs have those dynamic pupils

faint plinth
#

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 hmm

solemn zealot
#

also, i still dont know exactly how the pupils work, it feels kinda random in how they'll behave sometimes

ocean acorn
clever talon
#

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

faint plinth
#

I couldn't find anything obvious when searching the help forums 🤷

#

Or, well, just the one with custom models.

balmy basaltBOT
#

Ooh 👁️👁️

extra data is how much the head can move in each direction, i think

Jump

[Go to message!](#1211293742783401984 message)

faint plinth
#

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.

clever talon
#

well, lookat has to respect that

faint plinth
#

I see, hmmm.

reef gyro
#

Kinda wanted to use this to create my own events and dialogue, but uh...wow.

ocean acorn
#

i mean u still can its just specific features being jank lol

reef gyro
#

Guess it's a little to daunting for me, the coward that i am if someting isn't easy click and go.

solemn zealot
#

it is easy click and go tho

amber moth
#

once you get the basics down it's not that bad.

faint plinth
#

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).

reef gyro
#

haha, it probably is.

faint plinth
amber moth
solemn zealot
#

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)

reef gyro
#

was able to install thanks to grok. it's using it that no I gotta wade into.

faint plinth
#

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 ✌️

solemn zealot
#

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

clever talon
#

checking with the beta, there are 4 lookat target "types", i have no idea what this means

solemn zealot
#

probably these?

clever talon
#

this may help? may not?

clever talon
solemn zealot
#

well there's also these but they are five

#

all these motion types still use target coordinates btw

clever talon
#

aha!

#

i think i found something relevant

#

57.29578018188477 is used in the angle limit math

solemn zealot
#

no up limit angle?

clever talon
#

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;```
solemn zealot
#

both the shaking and look around motion types only go side to side

#

idk if it coul be that

clever talon
#

the shaking is an animation in the emt

#

iirc

solemn zealot
#

look around is def generated at the moment at least

#

when replaying events i notice how its quite random

clever talon
#

lol

clever talon
# clever talon

anyway, according to the code, these are taken and multiplied by 57.29578018188477, and thats the angle limit?

clever talon
golden willow
#

that'd be 180 / pi

clever talon
faint plinth
#

This is helpful, thank you for looking 🙏

#

I do wonder whether the other target types actually made it to the Royal engine, though....

solemn zealot
clever talon
#

I need you to see this hall of fame quote, never ask me for math

faint plinth
faint plinth
#

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) pensivekechi

clever talon
#

nah, cant be

#

unless they were feeling quirky and they named them differently in both places

faint plinth
#

Hrmmmm naohmm

clever talon
#

so 1 would be common, 2 motion and 3 unknown

#

whatever that is

solemn zealot
clever talon
#

anyway if you need to verify further, the function name in the beta is mdlLookAtUpdateLimitAngle

faint plinth
clever talon
#

"yes"

faint plinth
#

😅

solemn zealot
#

godspeed

faint plinth
#

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 femc

#

(They're technically parsed in GFD, but not labeled beyond being "Bit29Data" and its various unknown fields)

clever talon
#

oops

faint plinth
#

I might need to go back to some nonsense to get torso-moving lookats working, but one step at a time 😤

solemn zealot
#

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

faint plinth
#

Have you compared with vs. without with no other differences?

solemn zealot
#

I havent compared really. Was too focused on making the events and that wasnt getting in the way

faint plinth
#

Makes sense -- it's honestly a pretty minor thing 🤷

faint plinth
#

who up slerping that quaternion~

solemn zealot
#

I slerp that quaternation until = rotation

solemn zealot
#

wait i missed an update?

clever talon
#

btw, what are the current limitations of the render option? want to know before i accidentally break something and its known

solemn zealot
#

no lookat, no character movement aka mmd(which makes more sense to be done when we have more than one frame naosmiley ). 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

clever talon
solemn zealot
#

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

ocean acorn
#

basically everything related to the script tab is extremely extremely fucked up lmao

solemn zealot
#

it was worse, it used to lag the entire program

clever talon
#

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

faint plinth
#

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)
solemn zealot
faint plinth
clever talon
#

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

solemn zealot
#

omg i finally found the waitress. why is it listed as 'pedestrian apron female' in the wiki???? 😭

clever talon
#

oh the text disappeared lmao

faint plinth
#

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
clever talon
#

well, you know what they say, take things one step at a time

clever talon
#

open in browser

#

lol

#

oh

#

discord preview cooked it

#

hang on

#

does this one open

plucky berry
solemn zealot
clever talon
faint plinth
#

I already had to fix it once, lolll.

solemn zealot
faint plinth
#

ZNear was like 0.001 or some shit by default at first naosmiley

ocean acorn
#

barbie doll sumire jumpscare

balmy basaltBOT
#

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:

Jump

[Go to message!](#1216244753239248976 message)

clever talon
#

oh my god lmao

faint plinth
#

It was BAD 😅

solemn zealot
solemn zealot
#

just being lore accurate

#

what would be the equivalent of a 4th dimension zfighting? 🤔

#

ζ-fighting?

clever talon
#

it doesnt happen on the pee ass fore version

solemn zealot
faint plinth
#

She is beautiful...

solemn zealot
#

this model doesnt have a gap 🫠

faint plinth
#

Do you know any events that use the model?

#

Even field scripts and whatnot would be fine.

solemn zealot
#

could be unused. there are a lot of 'apron female'

faint plinth
#

Hmmm...

solemn zealot
#

i wonder if i could just yoink of another female npc

ocean acorn
#

does it have use common anims checked

solemn zealot
#

yes, but without it it has no animations at all

#

0 gap files

#

holy lag

faint plinth
#

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.

solemn zealot
#

it should probably load them after the popup window closes at least

faint plinth
#

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.

solemn zealot
#

why are npc animation so cursed 🫠

#

i have yet to find one whose animation actually works even for them

#

i guess npcs just use different common animation ids

faint plinth
#

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.

solemn zealot
#

i'll just look into events with waitresses

#

THIS IS A PNG????

#

i was bamboozled

faint plinth
#

LMFAO???

#

I've never gone to that location in-game, but. Lmfao.

solemn zealot
#

i only went for the achievement and for the twins

#

uh... we are getting close at least

faint plinth
#

The fact that the image doesn't even cover the full screen and only gets away with it because of the cinemascope......

solemn zealot
#

wait is that why?

faint plinth
#

I assume?

#

Always possible it's a rendering inaccuracy.

#

But yeah that's absolutely in range to be covered by the cinemascope, lol.

clever talon
#

these images do cover the screen though

#

there are loads of fields like that

solemn zealot
clever talon
#

the aquarium is also layered images for example

faint plinth
#

Ah, so it is a rendering inaccuracy moment!

clever talon
#

maybe its something like fov mismatch?

faint plinth
#

Are there multiple camera sets and it's using the wrong one?

faint plinth
#

Mm, yeah, all the 3D assets look like they're in the right place. So I dunno. Could be an FOV thing.

solemn zealot
#

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?

faint plinth
#

Hmmmmm.

solemn zealot
#

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

harsh carbon
solemn zealot
#

seems to be more of a stylistic choice. they dont need to do it like that after all

harsh carbon
#

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

solemn zealot
#

the office looks fine?

#

this art is pretty what a shame i barely paid attention to it

#

there are some slight differences

harsh carbon
#

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

solemn zealot
#

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

harsh carbon
#

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 morgantrue

solemn zealot
#

who knows. there are filters they use sometimes that is applied in the events themselves

faint plinth
# solemn zealot the office looks fine?

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.)

faint plinth
#

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 🤷

solemn zealot
#

Lets goooooo

clever talon
#

i hope you love making collision capsules

solemn zealot
#

finally, waitress

solemn zealot
faint plinth
#

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.

solemn zealot
#

no way...

faint plinth
#

The ones with saucers usually do, lolll.

solemn zealot
#

they ever thought of just... having a saucer model by itself?

faint plinth
#

Blasphemy.

clever talon
#

think of the poor interns, having to attach the cup to the hand helper bone

#

oh the horror

pale linden
solemn zealot
#

too bad i never paid attention to it. its so well made

faint plinth
#

Cute, omg...

pale linden
#

Who is that?

faint plinth
#

Background NPC kid model.

pale linden
#

Huh, would have assumed he's more important

solemn zealot
#

there are a lot of npc models. this is a generic boy one

faint plinth
#

It turns out...... lookats.......... are hard pensivekechi

faint plinth
#

I'm not NOT making progress, but man......................

solemn zealot
#

you can do it trust

faint plinth
#

Wahahaaaagh... why is the vertical lookat component so much more confusing............. 😭naodead

faint plinth
#

Currently contending with the dreaded "sometimes it looks exactly right and sometimes it's completely wrong" pensivekechi

clever talon
#

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

faint plinth
#

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

clever talon
#

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

faint plinth
#

Maybe......... 🥺

clever talon
#

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

faint plinth
#

True, but the animation is also what determines the head height.

clever talon
#

does it really?

#

i dont see a situation where head bone translation matters

faint plinth
#

In cases where characters are sitting and such, it makes a pretty big difference in head height.

clever talon
#

ignore the XZ then

faint plinth
#

🧠

clever talon
#

youd probably have to do something like grabbing the current world transform and then apply the lookat modifiers?

faint plinth
#

I'm doing that, more or less.

clever talon
#

are you taking into account the max/upper limit values?

#

(and did you also remember to include them as negative?)

faint plinth
#

Yep, doing all of that 🫡

clever talon
#

cant say i have any more ideas then

#

other than atlus being quirky with it

faint plinth
#

I'll get there sooner or later. It does help to talk it out, though risepray

#

(If nothing else, it tells me I'm at least not doing something insanely incorrect and needing to start over, lol)

faint plinth
#

This is ancient history by now, but did you end up figuring out what the issue was here with the lookats?

solemn zealot
#

Nope, but i could probably have tested my hypothesis of being related to the torso's or body's rotation somewhat

solemn zealot
#

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

faint plinth
solemn zealot
faint plinth
# solemn zealot yknow, not a priority, but having a way to set a node's color would be very usef...

Maybe hmm 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.

ocean acorn
#

wait wot

faint plinth
#

What's the confusion...?

ocean acorn
#

not really confusion so much as just me being surprised that this is here

faint plinth
#

Ah, I see, lol.

ocean acorn
#

(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

solemn zealot
#

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)

solemn zealot
ocean acorn
#

its a stop command actually, so regret stops playing

solemn zealot
#

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?

clever talon
#

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

solemn zealot
#

ngl that sounds cooler

clever talon
#

it is!

solemn zealot
#

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

clever talon
#

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 ...

▶ Play video
#

skip to 2mins in

solemn zealot
#

how difficult is it to edit the difficulty select screen?

#

because an event def sounds less of a hassle

clever talon
#

hardcoded lol

solemn zealot
#

i'll probably be having something like this then naosmiley

ocean acorn
#

i dont have a bug report or anything, i just thought this was amusing

solemn zealot
#

cendrillon's 4th form

#

ngl it looks sick

solemn zealot
#

(oops)

solemn zealot
#

(i have no idea how i accidentally overwrote sae with a 10yo boy)

faint plinth
#

New mod concept just dropped naostare

weary pelican
#

What have you done Girl

pale linden
#

Pharos is that you?

solemn zealot
#

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

solemn zealot
solemn zealot
faint plinth
#

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...

solemn zealot
#

just make it render a white rectangle when the fov is 180 naocool

#

technically accurate

faint plinth
#

🧠 ⬜

faint plinth
# solemn zealot i thought that was fixed?

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....

solemn zealot
#

thanks atlus

faint plinth
#

All the lookat command info I got from the beta editor makes so little sense in practice, RIP 😭

solemn zealot
#

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?

solemn zealot
#

interesting...

#

seems like the ingame camera has a higher near clipping value?

#

also the angle is definitively different

solemn zealot
#

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

faint plinth
#

Interesting about that rafter in the foreground... maybe a clipping thing, or may be a field loading thing 🤔

faint plinth
solemn zealot
#

trust

amber moth
faint plinth
amber moth
#

You should

solemn zealot
amber moth
#

get the ui toggle mod and compare it

solemn zealot
#

what is the resolution in the render?

amber moth
#

it's definitely more zoomed in ingame

#

iirc it should remove the bars

faint plinth
#

You should also be able to toggle off the cinemascope for the event, if you want.

amber moth
#

that too

solemn zealot
#

cinemascope?

faint plinth
#

Under some of the settings on the timeline tab.

#

The cinemascope is the black/starry frame.

faint plinth
plucky berry
#

You’d be surprised what makes use of it

faint plinth
#

Hm, do we know what the default clip is?

#

I think I have it at 1 if it's not otherwise set by CClp.

plucky berry
#

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

faint plinth
#

(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....

solemn zealot
#

holy shit playing p5 windowed feels weird

faint plinth
solemn zealot
faint plinth
#

This is so cool, omg.

solemn zealot
#

the render ate these pixels pensivekechi

faint plinth
solemn zealot
#

yeah seems pretty accurate, some left pixels aside

faint plinth
#

Might be resolved if you fullscreen it? If not, I'll have to look at why the padding is like that.

solemn zealot
#

it does

faint plinth
#

Okay, cool. So it's just the default Window size getting in the way.

#

Bit of z-fighting happening in there, too, hmmm...

solemn zealot
#

what if it does ingame too but we just can't see it? MakotoSmirk

faint plinth
#

🤯

faint plinth
# solemn zealot

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?

solemn zealot
#

(180 near) thats... thats just gore of my comfort character pensivekechi

#

it partially disappears at 5, fully at 6

faint plinth
#

Damn, 6 seems really high for a default, but maybe......

solemn zealot
#

setting to 2 ingame does this

#

so the default must really be somewhere above 6

faint plinth
#

!!!

solemn zealot
#

i could shove the camera up something's ass and compare the clipping ingame to get the actual value

faint plinth
faint plinth