#How to tell what object models a field loads?
261 messages · Page 1 of 1 (latest)
not sure if base game models do it like this, but it's possible to see which models are loaded via checking the properties of bones
yeah I don't think fields do that
okay nvm I think I found something
these seem to correspond to object models? don't know how the game determines which ones get loaded or not though because some of them are missing
Do these get referenced in the field's INIT script...? i.e., by FIELD_OBJ_MODEL_LOAD and/or FIELD_ITEM_MODEL_LOAD?
...Those name patterns look more like field textures than like models, though. The above two functions refer directly to OBJECT and ITEM models by id, and usually seem to be followed by positioning commands -- so I'm not sure what information they'd need from the field model itself.
(In other words: items and objects definitely do get loaded in the FIELD/INIT/ scripts, but the question is whether that's how all item/object models get loaded, or just some conditional ones.)
well the naming convention follows how the object models are named
so I'm assuming it has something to do with them
Wait, -- remedial question, now that I think I'm understanding your question better -- the objects within the field's model are toggleable / don't just always load with the field?? I was thinking of the external objects and items in MODEL/FIELD_TEX/OBJECT/ and MODEL/ITEMS/ above.
(That seems obvious now from the above screenshots but 🤯 ... carry on.)
I'm wondering how the game determines what object models get loaded
The screenshot I posted is from the field model itself and given the name, I'm assuming it has to do with the actual placement of the objects
just checked on a game model and basically fldLayoutOfModel_major is the major id of a mesh iin this example 57 bc it's loaded m057_204 and fldLayoutOfModel_minor is 204
you can view this by checking the bone properties, changing major and minor id here can make the game load a different field object mesh
So are the two m057_074s (_01 and _02) loading duplicates of the same mesh on two different bones...?
yeah ig so
I swear I clicked that and it didn't show anything 🤔
I guess I'm just blind, thanks 
well nothing seems like it's missing from the list so I wonder why this door is just missing
It's possible they're loading but just in a different location to where they should be
if the models were missing it would've softlocked
my hunch was that it was something handled through some obscure script somewhere
idk field scripting that well though
okay so it turns out those objects being spawned were a part of this GFS. note to self (and anyone else), check all the GFS files when you do things like this lol
If you enable logging - you should also be able to see the items model files that are loaded separately (rather than as part of the the map) when you load into it, and when you trigger events on the map, it should also tell what gets loaded. the logs are obviously very verbose,
idk why, but I've tried enabling the file access thing that's part of the CriFSv2 thing
and it just doesn't work for me
😦 - no logs are generated?
well not like it matters now because the thing is just softlocking after porting the scripts over and I have no earthly idea why xd
if you check the logs, you might see if its trying to open a file that doesnt exist or something
doesn't say. It just stops
does teh game crash or is just black screening?
just softlocks when I try to load the field
its worth alt tabbing to the console and see what is happening there
It just stops printing anything after a few
It's also printing a bunch of things that have nothing to do with this field which is just confusing me
map load
hmmmm
sounds like the scripts are trying to call something they can't find
might be worth sharing the files?
well whatever the problem is, it seems to be with the init script
and I barely understand what any of this is doing lol
sounds silly, but worth checking that import statement - in case its case sensitive
I don't think it is, but if it was then it wouldn't even be compiling
true..
are you essentially overriding the royal 157_013 field and associated scripts?
or are you giving it a new code
I just took the vanilla script and converted the bitflags
but I side-by-sided them and most of it is the same anyway
so it looks like the vanilla script is calling another script in it
var2 = FLD_SCRIPT_READ( 157, 13, 100 );
but the royal script seems to be calling
var2 = FLD_SCRIPT_READ( 157, 13, 120 );
its in procedure index 6
to be fair the original script also does call 157, 13, 120
but that procedure call doesnt exist in royal, and in the original bit is turned on by that procedure
assuming i've got the right file, it seems to be about a path block?
(at least the msg is)
hm
idk what to do about this tbh lol
but I think it's that whole thing where the card thing forms a wall or something
i mean i might be clutching at straws
yeah idk, I'm very lost on this one
might be worth sharing the whole mod that you've got so far see if someone can debug the script in context
does this look right?
i get a softlock when the enemy attacks me though:
Binder_Find: CALENDAR\P5_DANGER_CHA09_A.DDS
Register_File: CALENDAR\P5_DANGER_CHA09_A.DDS
Binder_Find: CALENDAR/P5_DANGER_CHA09_A.DDS
Register_File: CALENDAR\P5_DANGER_CHA09_A.DDS
CRI # W2007060101:Can not open file. (err = 3, path = CALENDAR\P5_DANGER_CHA09_A.DDS)
(but thats likely because i warped there, and so there's no palace ruler set currently)
is that why it's trying to load the unused one for Wakaba lol
yes
but thats just because im not in a palace mode
and i used console commands to warp
gotcha
weird
it was softlocking on me whether I tried warping there from mod menu or going there naturally
hmm i use zmenu from the title menu
ive disabled every other mod except p5 essentials as well

huh. I just tried again, but doing the thing that mod menu does where you can go into the test field from title screen
and warping there
and it worked
yeah the whole map loaded fine for me
maybe my saves are just fucked somehow?
maybe?
i will say though, the event in the room with the guard has the camera in the wrong place i think
when you go through the double doors at the end
yeah, that EVT file probably got updated
(assuming its controlled by an EVT and no the script directly)
yeah idk how these cutscenes work
that don't like transition to full-blown events
and the log just spitting like 700 files that have nothing to do with this field at me is really not helping
I don't see it loading an EVT or anything though
well going off Amicitia, that's Kamoshida confessing
huh
just checked the BMD for it and that seems to be right
ok yeah, i must have done something weird. i ran the scene again, and this time in the logs i dont see an evt file
i can see exactly when i loaded into the map, therefore i removed all the title sequence stuff that gets loaded at the beginning of the log file
a good way to find the part where you map loads in the logs (if you're not doing it from an event) is to look for the 2MAPID and find the first instance of that. so for your map i searched for 2157_013_010.ENV and then scrolled down from there
yeah my log just has a bunch of random shit in it
like loading The Reaper for some reason
loading stuff from a different field entirely
huh thats odd
i dont see that at all D:
but yeah, that scene is not an evt controlled one, which suggests its does via a script
when i triggered the control panel, I did notice that the card wall sudently reappeared and then disappeared
weird
I should probably find a video or something, it's been so long since I actually played vanilla P5 I don't remember how these things are supposed to play out lol
its probably:
SCRIPT/FIELD/FSCR0157_013_110.BF
oh that's probably what these are referring to
yez
time for some more drag and drop and pray it works
yup its that event
i just checked on youtube
and then checked teh msg for that event
Persona 5 let's play with Jay from the Kubz Scouts! It's almost time for the final show down with Sae! Leave a LIKE for more!
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[msg e382_240_mes01 [Shadow Attendant]]
[s]Inconceivable. How have you managed[n]to make it this far...?[n][w][e]
[s]You truly are pests... Every time you[n]think you've crushed them, they just[n]come crawling back in.[n][w][e]
I think this line must be the camera controller:
FLD_CAMERA_LOCK();
FLD_CAMERA_LOCK_INTERP( -788.0983f, 387.1212f, -76.1532f, 0.0066f, 0.7436f, -0.0072f, 0.6686f, 0 );
FLD_CAMERA_SET_FIXED( -788.0983f, 387.1212f, -76.1532f, 0.0066f, 0.7436f, -0.0072f, 0.6686f );
probably
but with the original file, hopefully it will work?
trying it now, was just gonna go through them to see if anything needed to be converted for whatever reason
well pretty sure sound effects are missing, but it seems to work? https://streamable.com/17thmu
nothing immediately jumps out at me, but I won't rule out the possibility
Arcana Confidant Relationships Playlist - https://www.youtube.com/playlist?list=PLsAjV_cgGiHcT7kN8OsN9tzoDFdS0xe6u
Test Answers Playlist - https://www.youtube.com/playlist?list=PLsAjV_cgGiHfCYasascpK6V5RSCoRdF1d
Mementos Playlist - https://www.youtube.com/playlist?list=PLsAjV_cgGiHfWPYrnch5Xc23mQVhGKpSc
Persona 5 Playlist - https://www.youtube.c...
its generally quiet anyway
hm
oh well, something to figure out later
other than that, the locked door not being so locked, the safe room door effects not working for some reason, and the minimap stuff
everything else seems to work?
also those 2 doors don't have the right prompts either for some reason
it might be because certain bitflags ahvent been set?
or certain counts
ah no, minimap is deffo broken, because other pats of saes palace work
yeah idk what to do about that
the vanilla minimap for this area has 2 different dds files
and I don't think it even loads the 2nd one in Royal now
idk if that has something to do with the bin files in FIELD/PANEL/ROADMAP or not, not sure what those are doing
also pretty sure the position is just completely off too lol
not sure, I thought I made sure all the bitflags were the same, but can't hurt to check again I guess
in royal is the door locked when you warped there?
the bin filedefines the minmap layers
apparently anyway
oh there's a template for it? wtf
it's not locked regardless of how I get there
why does 010 always do this to me
btw which ddoor is unlocked?
the first one on the left from where you spawn in
it's supposed to be locked but isn't
yeah
also when i press the button the cards retract and the sfx does play
yeah its locked for me in the files that you sent
for 010 is it definitely importing the header properly?
how can I tell?
yeah
and inside it has include.h, types.h, and utils.h?
yup
it was either there or the fork that DC had not that long ago
ah i think i used the fork that secre-c had
was having this same problem trying to use the FTD template the other day too
idk what the deal is
yeah ive not had any issues
the last time I had an issue like this, it was because my 010 was too out of date or something
but this is v14
sooo
idfk
thing just hates me I guess
lol
I'm just gonna download the templates again ig
really don't feel like downloading 010 again if that's the problem zz
nope still happening
💀
I just downloaded the ones from tge
I tried on all 3 of them and it said the same thing
hallelujah it works
so uh, what exactly am I looking at here then lol
oh this is what does the whole layers thing
I see
still doesn't quite explain why the position is completely off
dumb question, does the roadmap.tbl need to be updated with the info?
i reverted all your changes and just tried to load your _0 dds file (replacing the games version):
just to make sure there were no DDS issues
I'm trying to mess with some of the stuff in there atm, but idk how to get any of the files in the tbl out without them becoming a jumbled mess
wait so does that mean they're screwed up or something? because that looks like it's only loading half of it
No it’s probably the royal versions of that map roadmap files are much smaller, so it’s cutting it off,
Since in royal that room is so small
I only swapped the dds, nothing else
I see
I feel like you were onto something with the roadpack tbl but like
how do you get the files out of this thing lol
yeah I tried that but it seems to just turn everything into a jumbled mess
Is there a template?
the roadmap one seems to work for these files
I checked the vanilla texpack.bin and it doesn't have this problem
so idk if it means it's like a template problem or PersonaEditor doesn't like saving the Royal ones properly or what
hmm
whats the field id again
157_013?
so there is an entry in royal one for that map (as expected - since the map has a new version)
thats for royal
i notice that if i saw the names of the DDS, it partially shows, but theres some kind of black square over it
🤔
I'll have to try to mess with it again later today
although idk why it just doesn't want to save properly for me
i used the fork of persona editor from secrec repo