Cate Cineract

Lithtech Jupiter engine

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Johnny LaRue
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Post by Johnny LaRue » Wed Feb 14, 2007 1:55 pm

hello again,

i am currently creating a cinematic for my mod but i cant seem to make the Cate actor do anything.

cate:

Model: Hero Winter
brain: Default
goal: none
cinematic AI: True

I have her in an AI volume & i have set up a trigger to make her :

msg cate (cineract DuckCover)

but she doesn't react at all. I have tried other cineract messages but she just stands there like a statue. I checked out the Japan.lta file just to see how it's cinematic was setup but I couldn't find anything that would explain my problem. I noticed some characters have a "cinematic.ltb" & i was curious if cate needs some child models or other ltb's to get her to animate? Any help would be greatly appreciated!

I also have a couple of screens from my upcoming mod & here are a couple things i have altered:

Image

I imported the molotov cocktail with all the fx from Mob Enforcer into NOlf2 & reskinned it to be a vodka bottle.

Image

the perfect snowmobile for the communist in your family.

ttyl

JLAR

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Post by SPYDAVE » Wed Feb 14, 2007 11:05 pm

I don't know if this will be helpful but ...

I made an old tutorial for cutscenes in NOLF1 ...

http://spydave.net/FRAMES/NOLF1CS.HTML

Alternate source

And yes it is NOLF1 ... so I don't know what all the differances might be, but it might benefit you to at least look at it. Comparing it to the NOLF2 docs might give you some clue.

Sorry I can't be more of a help. I did mess with NOLF cutscenes when the tools were first released, but since I never worked on sp games with NOLF2 I didn't experiment long and it's been so long ago that I did that I don't remember much about it.

:(

I'll tell you what though ... I'll help anyone trying to make sp games ...

I figure you have other things to work on ... so ... go ahead and work on other parts of your project and I'll look into it for you. (After all I re-installed NOLF2 to play your mod so re-installing the tools isn't so a big deal) :D

Sound fair?
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Post by SparedLife » Thu Feb 15, 2007 1:19 am

I looked at this a while back when swapping models from one game to another or when trying to use Cate as a player. I believe you are correct as to specific anims. If you look at Cate in the cinematic folder you will see several Cate LTB's the Cate_CH07 has DuckCover listed as one of the animations. If I tried an anim that was not listed such as when I used Cate as JACK most everything would set Cate in the limbo state with fire erupting (same with any model).

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Post by Johnny LaRue » Thu Feb 15, 2007 12:44 pm

I tried adding the cate_ch07.ltb to the child model properties of my cate actor but still no movement. (not to mention several variations of child models/cineract messages).

hey spydave,

The first thing i did before trying to build my cinematic was check to out your tutorial. It seems that Cate is more cinematic friendly in NOLF1 seeing as a simple AI node can get her moving. You tutorial was very helpful & if i can get my main actor to actually move, setting up the rest of the cinematic will be pretty straightforward.
I'll tell you what though ... I'll help anyone trying to make sp games ...
I figure you have other things to work on ... so ... go ahead and work on other parts of your project and I'll look into it for you. (After all I re-installed NOLF2 to play your mod so re-installing the tools isn't so a big deal) Sound fair?
Are you kidding me? :blink: That's exceedingly generous & i greatly appreciate your effort! :D I hope you get some enjoyment out of my level because i know i certainly had a blast playing "Showdown". :thumb:

My mod is progressing nicely & i really am trying to get it completed by the end of Feb/or Early March.

thanks people once again for your valuable insight :D

cheers

JLAR

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Post by SPYDAVE » Thu Feb 15, 2007 9:19 pm

Yeah NOLF1 was alot more friendly. :D

Thanks for the compliments on SHOWDOWN ... I haven't finished yours yet, but what I played was very enjoyable and entertaining.

Anyways I played around with it and I agree there's some missing animations are something.

What I did was take the cinema part out of the Japan level ... removed everthing not needed and placed the cinema in just a big box to make it easier to work with. (If you like, PM me your email and I'll send it to you). Anyways ... during this cutscene I sent your Duck message exactly the way you had it in this thread. I basically saw Cate jump off screen ... it wasn't pretty.

But let me ask you this ... it is alot different from NOLF1 ... In NOLF1 we had abc files we could load into ModelEdit and preview animations (therefore getting the name of the animation) ... so I'm curious (and I may show my lack of NOLF2 editing right now) how did you come by the message ...

msg cate (cineract DuckCover)

Did you find this in one of the retail example maps?
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Post by SparedLife » Fri Feb 16, 2007 1:06 am

Some Diehard scripting using anims



VList <-1327.609 -54.000 -1214.025><-1224.616 -54.000 -1190.621><-1107.036 -54.000 -1120.395><-1039.614 -54.000 -1023.134>
AI ( Path Set )
AI ( Move Walk )
AI ( Wait Move )

Event "e_karl_inplace"

AnimEx ( Anim "Stand7_6", Rate 1, Loop 1 )

GoTo ( Label l_dialogue )

Wait 0.1

Label l_right

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Post by Johnny LaRue » Fri Feb 16, 2007 8:06 am

how did you come by the message ...msg cate (cineract DuckCover)
i got them from one of Spawn's posts here: :dediticon:


https://www.spawnsite.net/forum/viewtopic.php?f=19&t=391

It's only "Cate" type player models thats seem to act wacky as other models like "sovietwinter" or "Unityagent" respond fine to triggered animation commands or they go to their AINodeUseObjects & it's only a simple matter of timing the camera at the right moment.

i have an alternate way of setting up my cinematic. I have it set up so that Cate is the player (just like if it were a normal sp level ) & it will allow the player to walk around & then trigger the cinematic where my camera object will take over. I may use a "playerlure" in there somehow to control Cate. It won't be the same because you never get to see in the 3rd person what cate is doing but I hope it will still get the theme of the cinematic across.

I will continue to mess around & will check out the japan.lta some more ( i just sent my PM to you Spydave ;) ) thanx


JLAR :)

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Post by Coty » Fri Feb 16, 2007 9:15 am

It sounds like the Cate you are using doesn't have, or can't import the animations. This is probably caused by Cate not having the same skeleton as whatever child you are trying to add to her. Usually cinematic characters have extra face bones for close-up expressions. Or it could be something like the Nolf1 skeleton. You should be able to see the ASCII bone names with a hex editor. Most likely she has extra facial bones than the child models you are trying to add to her.
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Post by SPYDAVE » Fri Mar 02, 2007 2:07 pm

Did you find a suitable workaround?

And did you get the file I sent (hopefully it might help you with experimenting).
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Post by Spawn » Fri Mar 02, 2007 4:23 pm

Not all animations work on all catemodels.. I tried some of the animations from the Japan level and they worked fine.. and a few others (doesn't remember which)
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Post by Johnny LaRue » Sat Mar 10, 2007 11:37 pm

In the spirit of Spawn's post about Isako's Cineract animations:

https://www.spawnsite.net/forum/viewtopic.php?f=19&t=549

I put together a similar list for our beloved Cate. These animations were all tested with the hero.ltb. The hero_casual.ltb should work with most of the animations but the hero_winter.ltb & hero_hospital.ltb probably won't. (a nod goes out to Spawn for compiling the original list :thumb: )


example msg cate (cineract ContactDead)


CATE_CH01
==========
Prepare
CallIt
WishMeLuck

CATE_CH02
==========

ContactDead
StaggerBack
TakePicture
ReactAlarm
Alarmed
StaggerBack
Realization
DodgeSword
RaiseCrossbow
LowerCrossbow
Spin
Recover
WhichOne
SecretAdmirer
Stabbed

CATE_CH03
==========
Hospital
Hospital000
Useful
Temporary
Sashay
ThePoint
Marmara
LitCigar
Study
ThemReds
ButHow
OfCourse

CATE_CH06
==========
WeWereHoping
Dealings
ThatProposal
ThatMeans
WeveAlready
TheresOne
AkronOhio
WeveSearched
HisName
TomGoodman
IHavent
WellSee
Souvenir
StudyHouse
OpenCellar
WakeUp
IHaveToFind
WalksUpToDoor
GreetingHim
HavingATough
ThatsTheSpirit
MakeThat12
TakeYourTime
NowHesMad
INeedYour
CanWePostpone1
CanWePostpone2
YoureVery
ISpared

CATE_CH07
==========
HowDoI
Study
WereBeing
IllStayHere
MyPleasure
MyPleasure2
Kick
Careful
HandsUp
WhoAreYou
DuckCover
Peek
CrouchGetUp
ReactToPolice
Supposing
BadLiar1
IsntThis
ThankYou
EvenIf
LetsJust
RightBack

CATE_CH08
==========
Impressed
EntryLevel
Lifted
LiftedB
StudyPierre
Ambush
IllDrive
YouWontBe

CATE_CH10
==========
RunStop1
LookAround
ReactExcited
RunStop2
IGuessSo
WhatAboutYou
Chuckles
WakeUpOrg
WalkStop

CATE_CH11
==========
Everything
ThereYouAre
YouFoundThem
Fidget
GoodIdea

CATE_CH13
==========
IllBeDamned
AhDontAct
YouThought
ThatsAnother
UhOh
POV
Shudder
DoorClose
HoldGun
Reel
DoesntAnything
GuessIm
Protest
What
Porthole
YouCanDoIt
ThatsJust

CATE_CH14
==========
ManHandler
Reaction
WatchVolkov
Awaken
SeeIsako
IWasWrong
ThrowShuriken
ShurikenRecover
RunsUp
CantSayMuch
YoureBetter
InYourDebt
PleaseStop
RecoilIsako
NothingIsWrong
Sayonara

CATE_CH15
==========
Parachute
Good
LookAtLauncher
PeerDownCliff
Idea
WatchMissile1
ItsTooLate
Targeted
OutCold
HitByLaser
c9WakeUp
GetToFeet
WatchMissile2
OhThankGod
ReachOut1
ReachOut1b
Shoved
ReachOut2
LeanReachOut
Reaching
Explosion
Wounded


JLAR ;)

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Post by Spawn » Sun Mar 11, 2007 12:41 am

Johnny LaRue wrote: In the spirit of Spawn's post about Isako's Cineract animations:

https://www.spawnsite.net/forum/viewtopic.php?f=19&t=549

I put together a similar list for our beloved Cate. These animations were all tested with the hero.ltb. The hero_casual.ltb should work with most of the animations but the hero_winter.ltb & hero_hospital.ltb probably won't. (a nod goes out to Spawn for compiling the original list :thumb: )


example msg cate (cineract ContactDead)



JLAR ;)
Thanks! I was going to do her next (sounds kinky I know) :P
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Post by URA » Sun Mar 11, 2007 8:08 am

Spawn wrote:Thanks! I was going to do her next (sounds kinky I know)  :P
:o :))

Do any of the Cate models and Isako's share the same skeleton?
Or are they different? :unsure:

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Post by Spawn » Sun Mar 11, 2007 1:01 pm

Most Cate and Isako models use the same skeleton it seems. except their multiplayer models who uses skeleton 0 like the rest.

I guess that they didn't bother or couldn't add basic animations to the ones with extra face bones?
and the multiplayer models would never need to have a cigarette or patrol I guess.

Full list of models vs skeletons:

Skeleton 0 (basic skeleton with face bones)
=====


HARMGuard.ltb
HARMIndia.ltb
HARMIndia2.ltb
Bruno.ltb
Schenker.ltb
Jones.ltb
MimeCloak.ltb
soldrwntr.ltb
Director.ltb
Armstrong.ltb
UNITYAgent.ltb
soldrsov.ltb
mime.ltb
researcher.ltb
barnes.ltb
Kamal.ltb
shady.ltb
banerjee.ltb
harij.ltb
pilot.ltb
police.ltb
EAHARMIndia.ltb
bystander.ltb
Pierre.ltb
sovofficer.ltb
SweetShop.ltb
malpani.ltb
fembystander.ltb
sloggins.ltb

Skeleton 1 (basic skeleton without face bones)
=====


player_action.ltb (PlayerAction,PlayerCasual,PlayerWinter)
SSRogue.ltb
SSRogueLaser.ltb

Skeleton 2 (basic skeleton with extra face bones)
=====


hero_action.ltb
hero_winter.ltb
hero_casual.ltb
hero_hospital.ltb
ninja.ltb
Isako.ltb
hawkins.ltb
IsakoBoss.ltb


Skeleton 3 (robot bird)
=====


GenMynahB.ltb

Skeleton 4 (robot)
=====


robot.ltb

Skeleton 5 (unicycle)
=====




MimeKing.ltb

Skeleton 6 (Volkov wheelchair skeleton)
=====


volkov.ltb

Skeleton 7 (super soldier skeleton without face bones)
=====


SSoldierLt.ltb
SSoldier.ltb

Skeleton 8 (Rat skeleton)
=====


rat.ltb
rabbit.ltb

Skeleton 9 (mancrate)
=====


mancrate.ltb
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Post by Johnny LaRue » Sun Mar 11, 2007 3:35 pm

Thanks! I was going to do her next (sounds kinky I know)
LOL

I guess i'm lucky then that i had a chance to do her first! :grin:

Alot of the animations are slight variations of cate looking around & putting her hand on her hip. The Parachute animation is hilarious though. It's still too bad that you cant' get her to do a basic patrol :mellow:

JLAR

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