Demo File Format FAQ


Achtung

 

Posted

[ QUOTE ]
Object question: Does anyone know if there are any good placeable light fixtures available?

[/ QUOTE ]

Pretty sure there aren't any that are actual objects (NPC models).

However, some models, like the Singularity pet, appear to be null/invisibile models and the visible part is then the FX applied to that model. I believe this is commonly done in the game using the model "Puddle" which appears to be an invisible and non-collidable object and is used as a placeholder to apply FX to.

If there was an FX that gives the lighting effect you are looking for, you might be able to do it that way.

Depending on what MOVs Puddle (or another invisible model) will accept, you might also be able to use a MOV such as "TORCH" (the MOV that the CoT in the Hollows use to hold a torch) to create lights. Torches, in this case, but there may also be a MOV for flashlights (such as the Hellions use at night when breaking into a building) or other lighting-type things. Not all MOVs are available to all models, though, so these may be limited to people-types and not available to the invisible models.


EDIT: Yeah, just tried the Torch MOV idea with Puddle and it's not a supported MOV for that model, so going with Puddle + FX is my best suggestion.


CoH Codex : Demo Models/FX/MOVs : Demo Info

Arc 111022: "Doctor Geist and the Scientific Method"

 

Posted

Doing the TORCH MOV may not be required. That's probably just an animation that holds up one hand. From what I've seen, carrying things is normally just a maintained FX. That's the way weapons and other devices work. So maybe you just need the torch FX on the puddle. If that doesn't work, there are lots of other maintained effects that provide light in some form, like glowing hands from Hasten or burning hands from some Fire powers. See if they can be maintained on a puddle.

Another option is to make a PC with a glowing aura, and find a way to hide the PC without hiding the aura.

But I think the best solution would be to use a Photon Seeker. They're little balls of light, maybe exactly what you're looking for.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

[ QUOTE ]
I was hoping that the lazer lights of the PDP or the spot lights that show up all over the city were objects, but no such luck.

[/ QUOTE ]

I recently worked on a script to parse a demo file and categorize the objects. (Planned to use it on COV, or maybe as a cheat to find plaques, badges, etc.) Then I ran a character very fast all around AP. You get PCs, NPCs, mobs, cars (the blimp is considered a car), and doors (the Hospital teleport pads are doors). Nothing else. No badges, no plaques. I can easily identify mob spawn points, mission doors, and special NPCs, but that's it. I should probably try some more zones, just to see what else there is.

Think about it. The most efficient way to handle objects is to have the server deal with as few as possible. If an object can be completely controlled (animated) by the client, there's no need for the server to manage it. Things like spotlights, building lights, and flags can all be controlled by the client, because nothing can affect their animations. Doors are the only objects that a client cannot completely control, so they're the only objects that show up in demo files. The map itself probably defines the topography as well as client controlled objects with their MOVs.

Anyone have a map editor? That's what it would take to sniff out plaques and badges, or to put lights where you want them.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

[ QUOTE ]
Doing the TORCH MOV may not be required. That's probably just an animation that holds up one hand. From what I've seen, carrying things is normally just a maintained FX. That's the way weapons and other devices work. So maybe you just need the torch FX on the puddle. If that doesn't work, there are lots of other maintained effects that provide light in some form, like glowing hands from Hasten or burning hands from some Fire powers. See if they can be maintained on a puddle.

Another option is to make a PC with a glowing aura, and find a way to hide the PC without hiding the aura.


[/ QUOTE ]


Most of the eye-candy MOVs, such as TORCH, are entirely self-contained. The torch isn't applied by an FX. Most weapons I've seen are the way you describe, where the weapon is actually an FX, but all the ambience MOVs include all the graphics and player-associated objects within the MOV itself. There is no FX.

For an aura, there's no need to hide a PC. You can just apply that FX to Puddle, put puddle where you want, and you're all set. Unlike MOVs, most FXs (EDIT: auras, anyway) appear to be model-independent.


CoH Codex : Demo Models/FX/MOVs : Demo Info

Arc 111022: "Doctor Geist and the Scientific Method"

 

Posted

[ QUOTE ]
ok heres a stupid question but how do i rotate the camera in fron of my character ( to see my face ) i can only rotate the sided and up and down but they don't allow me to view my toon from the front im having a little trouble understanding camera postion right now :-P

[/ QUOTE ]
Just change the position of the CAM to move it a few feet in front of you then change the yaw (in the PYR command) by adding or subtracting 1.5.


 

Posted

Umm, just FYI; if you still need a place to host Cityofvillans.com; I'm sure the Liberty League server can accomdate it, as long as it's not graphics/media heavy. Let me know if I can help....


 

Posted

[ QUOTE ]
Umm, just FYI; if you still need a place to host Cityofvillans.com; I'm sure the Liberty League server can accomdate it, as long as it's not graphics/media heavy. Let me know if I can help....

[/ QUOTE ]

Hosting the CoV site and data isn't the issue. Plenty of space and bandwidth at Heroes Hideaway. I'm just having a few issues with the database and getting it to display properly.

Honestly, I haven't had the time to do anything to resolve it in the last week or two. Possibly I can get things done tomorrow night.


 

Posted

Hey all,

With the film festival contest announced, I decided to put some time into the Codex's Demo Content Resources (model names, maps, movs, etc.).

I've added an FX page and have the first batch up that I have sorted. I'll be rolling out more this weekend, along with additions to the Model Names, Maps, & MOVs.


CoH Codex : Demo Models/FX/MOVs : Demo Info

Arc 111022: "Doctor Geist and the Scientific Method"

 

Posted

Many thanks Scuzzbopper!


 

Posted

FYI, I noticed some new commands in demo files while testing update 5. The new commands are "HP" and "HPMAX", both followed by a floating point number if I recall. I expect this is so that you can see status bars (or HP at least) in demo recordings.

I can use it to help with mapping. I wrote a script to find things in a demo file. I have my high level char run around a zone in a search pattern. I've used it on many of the lower level zones to locate contacts, mob spawn points, and other interesting things. This will let me map mob levels as well, based on their HP.

And when CoV comes out, I expect to have a lot of fun with it.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I guess those HP will be so they can track a bar over the enemy's head. You can see the HP go down as you fight, which might make tracking damage for powers a LOT easier. I wonder if the endurance values will be next?

Here's a fun one....

0 174 MOV TOSSGNOME
0 174 FX OneShot 104 GENERIC/FX_GOBLIN_FLY.FX 0

and

FX Maintained 107 GENERIC/FX_GOBLIN_SMOTHER.FX 0


 

Posted

New Demo Edit program up. No big changes except it handles the HP and HPMAX commands in demos.


 

Posted

Bad news on the HP values. I was looking at them to try to determine exact pet damage. No good. The values reported for yourself (and maybe other players) are exact. The values reported for mobs appear to be rounded to 5 HP. Basically, the same values you see if you click on the mob and hold your cursor over the HP bar in the target window. :-( Not good enough to determine exact brawl numbers, or hardly even get close. Maybe if I figure out how it rounds, and use Enhancements to get right around that value. Hmm.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Got some new stuff coming down in I7.....

1. You can now record demos in bases! You still get the blank MAP command but it is followed by a new BASE command. The map is encoded in binary so I wouldn't try to edit it. If you demorecord while editting the base you get the same camera angles but the base doesn't change. New items do not appear and the lighting changes I made didn't happen in the demo. Still, this will be great for people recording base raids!

2. Recluse's Victory has a big DYNARRAY command right after the Time. The data consists of several number pairs. The first number in the pair is normally 0 (evil?), 50 (neutral?), or 100 (good?). The second has always been 0 so far. More DynArray commands appear throughout the demo updating the landscape. I didn't have any demos that show the map that displays who owns what sectors but I wouldn't be surprised if it showed the real situation!

3. A new SKYFILE SKY command appears in missions and bases. I fiddled with this a lot but couldn't see any change when I changed the values. Maybe something for the future?

4. PHYSICS is in! Blown up cars blow up in demos, too (though the pieces probably don't go in exactly the same directions). NPCs have some new moves like "MOV RAGDOLL_BELLY".


On the downside, my demos seem to be getting a little out of sync between animations and movement. My character will slide forward a bit, then start running, for instance. Also, even though my registry says to use high shaders, they aren't getting used in demo playback for some reason.


 

Posted

I've put a new version of the Demo Edit program up. I didn't really add anything yet, I just made it so the program doesn't choke on the new commands.

There's some strangeness going on with the ragdolls. I don't see any RAGDOLL_BELLY commands showing up in my demos now but there is a DEFAULT_DEATH move. Also, it looks like a few maps no longer work on demo playback. (Though I haven't checked today's patch yet.)


 

Posted

I have 2 demos that won't play. I assumed it was because I forgot to use /demostop before exiting. But that shouldn't be the case, right?

The maps are the Clockwork King at the end on Synapse's TF & the Eden Trial. I tried looking at the end of the files & they appear to be the same as the end of a working file.

Are the maps bugged? Any editing hints that might fix them?
Thanks


"So, what do you want? A Be-Able-To-Hear-Things Award?" - Skwisgaar Skwigelf

"im sorry that at lvl 40 you still dont know how to play your toon. have fun with your brute " - focusinc

My Toons

 

Posted

My demos dont seen to work anymore. Everytime I try to play one it crashes COH and it needs to repair the next time I play. I noticed this start happening when I tried to play a demo after my account expired. Later that night I reactivated it and it hasnt worked since. Anyone help out there ?


 

Posted

I dont know how long its been since this thread has been active but I'm just getting into the coh/cov movie making and I'm interested in how you put the main npc's like statesman, posi and recluse in the movie. and if its just like the costume swap then please let me know the stuff to put in to turn my toon into one of them for movie posing purposes


Many Sg's
3 Accounts
Over 60 toons
Endless Loyalty
Art commissions! and wordpress!

 

Posted

It's pretty easy. Say you have a player in there that looks something like....

<font class="small">Code:[/color]<hr /><pre>
0 4 NEW YourCharacter
0 4 COSTUME 1 9bc3ff -12.350402 -0.780952 0.000000 -0.529304 -0.614652 -0.563855....
0 4 PARTSNAME Tight Tights_Shiny Lightning 310099 00fdff
0 4 PARTSNAME Both_Amp Tights_Shiny Pattern_6 310099 00fdff
0 4 PARTSNAME Standard skin_head_11 Lips 0000ff 990002
0 4 PARTSNAME Robotic_01 Tech_Banded_01 none 737373 ffffff
0 4 PARTSNAME Smooth smooth_01 Lightning 310099 00fdff
0 4 PARTSNAME Jewel Jewel_01a Jewel_01b 00fdff 00cc78
0 4 PARTSNAME Japan_01 Long_01a Long_01b 4cfdff 3fbeff
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME Monocle_01 Lens_01a Lens_01b 00a9ff ffffff
0 4 PARTSNAME none none none 990002 00547f
0 4 PARTSNAME Smooth spiked_01a spiked_01b 310099 c7c7c7
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME none none none ffffff 990002
0 4 PARTSNAME Robotic_Both_03 Robotic_Clean none ffffff 990002
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME none none none 4cfdff ffffff 000000 000000 Auras/Female/StarburstGlow/StarGlowFists.fx
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME none none none 990002 ffffff
0 4 PARTSNAME none none none 00000000 00000000
0 4 PARTSNAME none none none 00000000 00000000
</pre><hr />

You just replace all that with an NPC like....

<font class="small">Code:[/color]<hr /><pre>
0 4 NEW Akarist
0 4 NPC Model_Akarist
</pre><hr />

Notice that the "0 4" at the start of each line is the same as it was before. That's important. You should have 0's in your demo, too, but the 4 will likely be a different number. Be sure to keep the same number that's in your demo, not the 4. (That's the ID number the game uses to keep track of what's happening to whom.)


 

Posted

[ QUOTE ]
What about pausing the demo file? And yes, I'm thinking of a some matrix like effects in doing that but also in doing something on the order of switching the camera to the pov of the villain, activating crane kick, and then zooming out with the knockback. Neat concept, I know it'll be a pain to do, but if I can get it to work it will be fun to see.

[/ QUOTE ]

Thats not really all that hard to do...just "Splice in" the commands to the character you want to actually be moving, in between the actions of all the other things in the scene...ther rest of the Demo will freeze until that character's commands are done.


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!