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Create shared scientist models. #97

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88 tasks done
malortie opened this issue Feb 12, 2022 · 6 comments
Closed
88 tasks done

Create shared scientist models. #97

malortie opened this issue Feb 12, 2022 · 6 comments
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@malortie
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malortie commented Feb 12, 2022

HL1 LD <-> Op4 LD

  • Same/Identical meshes
  • Same hitboxes
  • Same sequences for those available except:
    • eye_wipe
    • fall_elevator
  • Different sequence FPS

HL1 LD <-> Blue Shift LD

  • Different meshes
  • Different hitboxes
  • Same sequences for those available
  • Different sequence FPS

HL1 HD <-> Op4 HD

  • Same/Identical meshes
  • Same hitboxes
  • Same sequences for those available except:
    • dryhands
    • fall_elevator
    • lean
  • Different sequence FPS

HL1 HD <-> Blue Shift HD

  • Same/Identical meshes
  • Same hitboxes
  • Same sequences for those available
  • Different sequence FPS

Additional information

1 - Slick head is used as 4th model head. Rosenberg will be moved to a separate model.

2 - HL1 LD scientist mouth bone controller max value is 20 while max in Blue Shift is 16. This will work as long as the max value is used when calling SetBodygroup()

3 - In Op4 crouch_idle sequences, the hands are a bit offset away from the head. The HL1 corresponding sequences will be used since they have correct hand placement.

4 - In Op4, the sequence fall_elevator is identical to fall in HL1. The sequence fall.smd is reused without changing the sequence name. HL1 and Op4 now use the same model. fall_elevator is unused in Op4.

5 - In Op4 HD, the fifth head (clipboard) uses Glasses while the LD uses Einstein. For consistency, Einstein is used since the LD came before HD.

6 - The following sequences were not available in HL1 HD and were converted from HL1 LD:

  • scicrash
  • scicrashidle

7 - The following sequences were empty in Op4 HD and were replaced by those in HL1 HD:

  • dryhands
  • lean

8 - The following sequences were empty in Op4 HD and were converted from Op4 LD:

  • of1_a1_cpr2
  • cpr_gesture1
  • cpr_gesture2

9 - LD -> HD sequences do not animate the scientist tie in HD. The tie can sometimes be seen clipping through the body. Fixing this issue requires manually animating the sequence. At least, those sequences are not used in the game so this can be fixed later. See #28

10 - Blue Shift skeleton hierarchy is different from normal HL1 and has different bone length for the most part. When converting from Blue Shift LD -> HL1 LD, the bones length is recalculated to use the target length (HL1). In some animations, the hands and feet may not entirely match the position of the original animation. In almost all situations, the pelvis is translated to the original animation pelvis position, then the following adjustments are made for specific sequences:

  • Ground animations: The pelvis is translated so that the feet are positioned halfway between both feet in the original animation.
  • Sitting/leaned animations: Feet positions can be translated upward if they clip through the ground.

In addition, for converted sequences, and because LD/HD meshes have different size and volume, the hands can sometimes end up clipping through the body. Fixing this may require translating hands at specific frames, or manually editing the animation.


Tasks:

  • Add Op4 ZR bone controller
  • Add Op4 new heads
  • Replace Rosenberg head with Slick head
  • Add newspaper bodygroup

Add Op4 sequences:

  • germandeath
  • of1_a1_cpr1
  • of1_a1_cpr2
  • of1a1_sci1_stretcher
  • of1a1_sci2_stretcher
  • of4a1_hologram_clipboard1
  • of4a1_hologram_clipboard2
  • of1a1_prod_headcrab
  • cage_float
  • table_twitch
  • interogation_idle
  • interogation
  • cell_idle
  • kneel_idle
  • cpr_gesture1
  • cpr_gesture2
  • thrown_out_window

Add Cleansuit scientist sequences:

  • scientist_throwna
  • scientist_thrownb
  • scientist_beatwindow
  • scientist_deadpose1
  • scientist_zombiefear
  • dead_against_wall
  • teleport_fidget

Add Blue Shift sequences:

  • diesimple_rose
  • cower_chat_die
  • dead_in_truck
  • cower_chat
  • boost
  • boost_idle
  • rose_glance
  • elev_dead1
  • elev_dead2
  • tap_idle
  • tap_down
  • railing_chat1
  • railing_chat2
  • telework1
  • telework1_stand
  • telework2
  • telework3
  • wallwork1
  • wallwork2
  • wallwork3
  • wallwork4
  • wallwork5
  • rose_console1
  • rose_console2
  • rose_console3
  • tele_jump1
  • tele_jump2
  • handscan
  • eating
  • working_console
  • ponder_console
  • cower_vents
  • ponder_teleporter
  • power_pipes
  • in_theory
  • you_go
  • sim_ack
  • sim_lever
  • hambone
  • rose_signal
  • chum_walk
  • chum_idle
  • crowbar_swing
  • open_gate
  • work_jeep
  • drive_jeep1
  • drive_jeep2
  • rose_outro

Add Civilian scientist sequences:

  • sit1
  • sit2
  • playgame1

Add Civilian newspaper scientist sequences:

  • idle1 -> paper_idle1
  • idle2 -> paper_idle2
  • idle3 -> paper_idle3

Add Civilian console scientist sequences:

  • idle1 -> console_idle1
  • work -> console_work
  • shocked -> console_shocked
  • sneeze -> console_sneeze

Add Gordon scientist sequences:

  • tram_glance

Add Cower scientist sequences:

  • cower_die
@malortie malortie self-assigned this Feb 12, 2022
@malortie
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malortie commented Feb 12, 2022

@SamVanheer

Please, can you review the following models in branch model-scientist and confirm if they can be merged ?

Each model contains all custom scientist sequences.

@SamVanheer
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I've checked out the models and they all look fine, although i think we should rely on the default scientist model for the Opposing Force and Blue Shift campaigns. If all of the variants are functionally identical then there's no reason to have the others. Just an LD and HD variant will do.

@malortie
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malortie commented Feb 23, 2022

I have released a minor update for HD scientists and LD Blue Shift.

I tweaked the fps for c1a0_catwalk and c1a0_catwalkidle for HD scientists. In LD/HD the fps is identical but the HD has about half the LD number of frames, which results in animation in HD playing approximately twice faster. The issue is present in the HL1 game.

I adjusted the LD Blue Shift c1a0_catwalk so it's the same as the others for consistency.

I will check each cinematic sequence (not used by AI) that has a different fps, see if it's used in game and adjust if the result is not too different. Unused sequences will be set to default scientist sequence fps.

Details

c1a0_catwalk

LD

frames: 81
fps: 16

duration = 81 / 16 = 5.0625

HD

frames: 41
original fps: 16
original duration = 41 / 16 = 2.5625

new fps: 8
new duration = 41 / 8 = 5.125 (closest)

c1a0_catwalkidle

LD

frames: 50
fps: 12

duration: 50 / 12 = 4.16666666666

HD

frames: 26
original fps: 12
original duration: 26 / 12 = 2.166

new fps: 6
new duration: 26 / 6 = 4.33 (closest)

@malortie
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malortie commented Feb 25, 2022

@SamVanheer

The HL1 and Op4 LD/HD scientist now use one model. The models/op4/scientist.mdl and models_hd/op4/scientist.mdl have been removed.

I will inspect Blue Shift models and see if I can standardize fps for cinematic sequences so it's consistent across all games. Once this is done, I will merge the model-scientist branch.

I created #27 that documents changes that will need to be made to maps to ensure the correct sequences play. Further required changes will be documented.

@malortie
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The scientist models have been updated. The following changes were made:

  • One LD model is used for HL1/Op4 and a separate model for Blue Shift.
  • A single HD model is used for all 3 scientists.
  • eye_wipe_op4 removed since it is not used in Op4 game.
  • Minor improvement in HL1 LD hitboxes.
  • Rework of HD hitboxes so they are approximately the same as LD HL1.
  • Fixed sequence fps in LD models 180_left and sitlookright playing faster than their respective counterpart.
  • Adjusted fps of shared sequences in LD Blue Shift and HD model to match approximately the default HL1 model sequences duration.

Tested:

  • models/scientist.mdl and models_hd/scientist.mdl in Blue Shift where scientist.mdl is used.

Untested:

  • models/bshift/scientist.mdl but expected to work since it still uses it's original mesh and animations. Sequence durations are also the same across all scientist models.

Please can you confirm if I can close the issue ?

@SamVanheer
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I think the scientist models have everything they need, so yeah you can close the issue.

@malortie malortie added the model label Dec 31, 2022
@SamVanheer SamVanheer transferred this issue from another repository Mar 21, 2023
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