resizing streamed peds

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midmaxmg
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Joined: Fri Mar 18, 2022 6:23 pm

resizing streamed peds

Post by midmaxmg »

Hi,

So my adhd got me hyper-fixated on PED modeling, so last month I have been watching countless videos and reading numerous tutorials and I got a small concept but still lost on a lot, I recently figured out how to resize PEDs and did so successfully on a non-streamed PED, however I tried doing so on a streamed PED and it was a complete fail. In OpenIV and 3Ds it looks fine, however it looks like a monster when I loaded it into the city. There aren't any videos or tutorials that I have come across for streamed peds. There has to be something that I am missing and all the tutorials I have seen are for either using a non-streamed ped, like IG_bankman which has everything in one .ydd and .ytd.

The reason is for when adding clothes, it will be much easier to add and export a single file rather then the entire ydd.
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Oleg
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Re: resizing streamed peds

Post by Oleg »

In general, it should be exactly the same as non-streamed ped. I would recommend to make several tests to see whether the game handles changes from several files or not: e.g. try original .yft and modded .ydd files combination and compare it to modded .yft and modded .ydd files - are they the same? quite likely the game could read skeleton from a different location rather than the one you've replaced. For example, streamed multiplayer male/female model skeleton get several versions in different patches, it's tricky to find the one the game actually uses.
midmaxmg
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Re: resizing streamed peds

Post by midmaxmg »

I was thinking the same as I export each individual ydd, but I think as you mention it is grabbing the original .yft file, "mp_m_famdd_01".


I have tried using the modded .yft and .ydd and got this results: https://imgur.com/8Fqqrv5

Then when I added the original.yft with the modded .ydd it laoded as the normal ped.


Side things on zmodeler side of how I imported and exported the files:

https://imgur.com/Xai9eak
https://imgur.com/LGfOJjm
https://imgur.com/Pex8nAG

I don't mind making a video later in the day of the what I'm doing in zmodeler if it would make it easier to see where my errors are

EDIT 3/20:
Finally got it to work, was just trial and error and almost breaking my computer
Yobian
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Re: resizing streamed peds

Post by Yobian »

Hello. Can you please share your solution? I'm facing the exact same issue. I'm following this tutorial:

https://www.youtube.com/watch?v=tb_JzPsWeGI&t=341s

I can resize non streamed peds, but when I try to do it with a streamed ped (Retriever), I get a weird malformation (the front legs are really short and the ped is in the middle of the floor).

https://ibb.co/S5cPb7W
https://ibb.co/HtZWt03
https://ibb.co/TLXb9gk
https://ibb.co/q06t40Z

I tried A LOT of combinations (default skel, modified .ydd, moving skeleton parts, just the .skeel axe, the roots...) but I can't find the reason why this is happening.

Thank you in advance.
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Oleg
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Re: resizing streamed peds

Post by Oleg »

This issue has been discussed over here:
viewtopic.php?p=69245#p69245

The game has some build-in logic to put ped or animated skeletal creature's feet to the ground. I have tried a lot of different methods to get rid of this effect while I was trying to make Coyote model bigger, but the issue is still there - front feet are like feeling where the ground was (relative to animated model's skeleton). A lot of different technique were tested, but none of them seem to work.

Edit: While I was typing the above, I've got one more idea to test. Will report the result in the evening.
Yobian
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Re: resizing streamed peds

Post by Yobian »

Thank you so much for your fast reply Oleg. It's sad to see that there's no known solution for this issue. I'm trying to make a custom ped of a Pokemon and the dog animations are interesting (opening mouth and this kind of stuff). But the creature is big, so the default size doesn't fit at all.

If you are successfull with your idea please, let me know.

Thank you so much!!
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Oleg
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Re: resizing streamed peds

Post by Oleg »

nope, nothing seems to work right.

the only thing that makes situation slightly better is renaming SKEL_L_Hand and SKEL_R_Hand bones to something else (like SKEL_L_Finger10 SKEL_L_Finger11). Even removal of IK_L_Hand and IK_R_Hand from skeleton does not solves the issue (even though this is exactly the reason - the game uses IK on front paws ("hands") of an animal and puts them to the ground). The animation being played on an animal suppresses bones positions that you alter in .yft file, so this is a combination of issue of in-game feet IK and animation files for animal movement.
Yobian
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Re: resizing streamed peds

Post by Yobian »

Thank you again Oleg. Since I want to do it for a machinima, I think the best thing I can do is to scale the rest of the things (the map and the other human peds). It's painful, but seems like it's the only option.

Thank you so much for the help!!
Yobian
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Re: resizing streamed peds

Post by Yobian »

Hello again, and sorry for the repost, but I think I have the solution.

The problem is that the front hands need to be in contact with the floor. So, why don't just erase the rig of the model related to hands? (keeping the rig of the hierarchies above)

I'm trying to do it (erasing the paint when selecting hands), but when I export the .ydd and then import again, the front hands are painted again. Do you know why is this happening and how can i solve it?

Thank you in advance!!
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Oleg
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Re: resizing streamed peds

Post by Oleg »

I have tried that too, but this does not give significant improvement. Yes, it makes things better, but it looks like forearms are get affected by IK placement too. Removal of forearms makes rigging awful.

Bones removal from skeleton involves:
1. painting of another bone weight instead of original bone (e.g. r_forarm instead of r_hand).
2. bone removal.
3. export of skeleton (will assign new IDs onto bones, so mesh rigging will get messed)
4. rename old skeleton and move it out of hierarchy into another branch.
5. import of exported skeleton (the one with removed bones and different IDs on other bones).
6. binding of geometry to re-imported skeleton. Do not unbind geometries first (neither delete old skeleton). The bind of new skeleton should be applied to a mesh that is currently bind to an old skeleton (with removed bones). This assignment will automatically remap geometry's IDs from old skeleton to new skeleton
7. export of .ydd file.

To be honest, the task is very hard to handle properly and I tested already a lot of variations including skeleton alternation with additional bones injection to create offsets. None of these made the proper result in game yet.
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