Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Imported character is immune from damage #325

Open
ghramsey opened this issue Jan 14, 2024 · 2 comments
Open

Imported character is immune from damage #325

ghramsey opened this issue Jan 14, 2024 · 2 comments
Labels
bug Something which causes issues when using the tools. [TOOL] Script Editor This issue applies to the script editor within OpenCAGE.

Comments

@ghramsey
Copy link
Sponsor

This is related to #308 and I thought I'd made a report about the facehugger being immune too.
I mentioned it, but didn't complete my thought. Here's a short clip. The issue at hand is complete
immunity of the imported character: https://youtu.be/kQAvGiDv3pA

I'm not sure why the load into the reactor core in the video took almost 45s, but I use it to get a clean entry into the alien nest map.

Also, was some weirdness in the android looked like he was doubled for a moment.
This is unique to this playthrough. I had not seen this issue before and it might just be one time.

I tried trigger binding the chr_invicibilty function onto the character and set it to be able to take damage.
I could be implementing it wrong, but it didn't appear to work.

The same thing as in #308 is happening here though. The character appears correct in game and seems to function flawlessly except for total immunity. When looking at the model editor all of the materials are in 'fallback' condition and some textures are actually absent. Or if they're present they're not being imported with same name as the character imported from.

image
image

This is what the Col_Android mesh looks like after import. Something is not merging correctly during import I guess.
I can manually select one of the two meterials from the list. I tried each w/o affect on the issue.
image

For some of the mesh objects the material does not exist. I compared with the model from ReactorCore.
Here's the Part_1: LOD\Mesh0
image
On the left is character from reactor; on the right the same mesh imported to alien_nest.
The significant part is the textures shown CA_LOW_LOD_CHARACTER are absent from the import.

@MattFiler MattFiler added bug Something which causes issues when using the tools. [TOOL] Script Editor This issue applies to the script editor within OpenCAGE. labels Jan 16, 2024
@MattFiler
Copy link
Owner

MattFiler commented Jan 16, 2024

  1. Imported models will use the fallback material in the model manager as the materials are currently only applied within the script tool at the instance within the composites (see Ported models show 'fallback material' for mesh #308). Debating changing this.
  2. Collision is a known issue, and part of why this functionality is still experimental - physics and collision don't yet port, they're the final piece of the puzzle I'm still figuring out (part of Newly added door entities - collision problem #95). I'll leave this issue open as linked though, thanks for raising it officially.

@ghramsey
Copy link
Sponsor Author

AH! I had a feeling that you were going to say the #95 was the ultimate issue.
OK. Hopefully that puzzle will be cracked.

Thank you for the continued work on this project.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something which causes issues when using the tools. [TOOL] Script Editor This issue applies to the script editor within OpenCAGE.
Projects
None yet
Development

No branches or pull requests

2 participants