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Topic Summary

Posted by: voodoo47
« on: 22. March 2025, 14:02:28 »

I did something similar for the Spoon mod, and it turned out ok.
Posted by: ZylonBane
« on: 22. March 2025, 13:59:54 »

The last few icons I've made, I just place the object in DromEd on a black background, set its thickness to 0.01 or something like that to simulate orthographic rendering, turn off lighting, and screenshot.
Posted by: Olfred
« on: 22. March 2025, 13:42:09 »

Wasn't speaking about the bottles specifically. More in a general sense when it might come to something else you need an icon for.
Posted by: voodoo47
« on: 22. March 2025, 13:34:49 »

the bottles? naah they are good.

though now that I think about it, the vodka label seems a bit off with the hires texture loaded. I'll look into this later, right now it's crunch time for SCP maps.
Posted by: Olfred
« on: 22. March 2025, 13:25:36 »

If you got any needs like that I could probably slap together a render in blender. (With the usual waiting time from me included, sorry)
Posted by: voodoo47
« on: 22. March 2025, 08:52:54 »

mostly the latter, but I did use the ingame texture to source the proper colors for the vodka bottle. this worked out ok because they are so lowres - 30 pixels tall and 7 pixels wide. it's literally just arranging a 150-something piece puzzle until everything fits.

any proper texture guy would probably laugh seeing me hunched over the screen and dragging pixels around, but hey, whatever gets the job done..
Posted by: ZylonBane
« on: 22. March 2025, 03:30:24 »

Did you screenshot the models to make those bottle icons, or manipulate the original icons?
Posted by: voodoo47
« on: 20. March 2025, 10:18:30 »

ok, proper v15 is now up.
  • sgen1.bin, sgen2.bin - Shield Generator (-2603) [fixes the generator model visibly dropping down when overloaded]
  • reccount.bin - Store_Counter (-2303) [fixed texturing and lighting]
  • recwall.bin - no archetype, Kool Aid rec2 fake wall object [better lighting]
  • botlevo.pcx, botlech.pcx - proper inventory icons for the fixed vodka and champagne bottles
Posted by: voodoo47
« on: 01. January 2025, 22:38:19 »

yes, sometimes a thing is not perfect. that's not a good reason to discourage people from using the thing.

either way, rolled back for now.
Posted by: ZylonBane
« on: 01. January 2025, 22:25:33 »

Breaking detail present in the original models IS worse.

This sort of thing is exactly why I discourage anyone from installing this as a standalone mod.
Posted by: voodoo47
« on: 01. January 2025, 22:17:54 »

yes. yeah, probably should roll back. though technically, they just have a different issue, so whether they are better or worse is debatable.
Posted by: ZylonBane
« on: 01. January 2025, 22:14:15 »

Does this still contain the broken shield generator models?
Posted by: sarge945
« on: 16. December 2024, 16:13:12 »

Thanks for fixing the store counters
Posted by: voodoo47
« on: 16. December 2024, 13:52:24 »

v15 is up;
  • sgen1.bin, sgen2.bin - Shield Generator (-2603) [fixes the generator model visibly dropping down when overloaded]
  • reccount.bin - Store_Counter (-2303) [fixed texturing and lighting]
  • recwall.bin - no archetype, fake Kool Aid rec2 wall object [better lighting]
Posted by: Salk
« on: 22. October 2023, 05:56:20 »

Congratulations on the v13 release!

And thanks.
Posted by: voodoo47
« on: 21. October 2023, 19:22:49 »

and the 50k download mark has been passed silently.

anyway, v13 is up. //and v14. a few more objects to make it more in line with some SCP objects.
Posted by: Olfred
« on: 01. November 2016, 23:06:44 »

congrats, Olfred.
uuhm yaaay!
But the credits should also go to you for packaging and managing it. And everyone else who keeps on reporting me broken fixable models in an easy to work fashion :)
Posted by: voodoo47
« on: 01. November 2016, 22:42:16 »

well, who knows what the future holds.
Posted by: Marvin
« on: 01. November 2016, 22:25:50 »

Well, my idea was that this project is a pure bugfix collection, similar to the misdml fixes, and should be included in the game regardless of anyone's personal taste or aesthetic preferences since it does not contain anything that could be remotely considered as debatable or dubious. The download count is just further proof.
Posted by: voodoo47
« on: 01. November 2016, 21:59:38 »

the tool is something you run before you start to load mods, not a mod loader. for now.
Posted by: Marvin
« on: 01. November 2016, 21:47:43 »

lets celebrate 20K downloads with a small update (v12). Fixed Objects is officially the most downloaded NewDark SS2 mod - congrats, Olfred.
Then it should probably be integrated into SS2Tool, no?
Posted by: voodoo47
« on: 01. November 2016, 21:19:12 »

eeegrh nope, managed to skip them somehow - added and reuploaded. not my brightest week.
Posted by: ZylonBane
« on: 01. November 2016, 20:35:20 »

Added the cans, barrels, and broken conduit?
Posted by: voodoo47
« on: 01. November 2016, 18:53:37 »

lets celebrate 20K downloads with a small update (v12). Fixed Objects is officially the most downloaded NewDark SS2 mod - congrats, Olfred.
Posted by: Olfred
« on: 05. December 2015, 21:32:59 »

Uhm, just read the guide he linked to.
Posted by: Roarkes
« on: 05. December 2015, 21:24:44 »

I meant where in what SS2 folder this gets put in ? But, thanks for the mod order.
Posted by: voodoo47
« on: 03. December 2015, 21:39:22 »

https://www.systemshock.org/index.php?topic=4447.0 (see the picture). the most important thing is to have it above SCP, and below Tacticool (and SHTUP-ND).
Posted by: Roarkes
« on: 03. December 2015, 21:32:57 »

Where this gets installed to ?
Posted by: Olfred
« on: 15. November 2015, 20:19:03 »

OK.
Posted by: voodoo47
« on: 15. November 2015, 18:52:58 »

I can.
Posted by: Olfred
« on: 15. November 2015, 18:47:19 »

Can you edit download numbers now?
Posted by: voodoo47
« on: 15. November 2015, 16:11:10 »

v11 is up. monkeybraiins.
Posted by: voodoo47
« on: 01. November 2015, 07:31:14 »

not sure about the shield anymore, but flashes have a reason of being there, they need to be low enough in the hierarchy for everything to work properly with FMs. it's a bit of an odd place, but it makes things work.
Posted by: ZylonBane
« on: 01. November 2015, 03:00:53 »

Also, there should be no reason to include shtflash.bin and shtflash.pcx. Those are for the shotgun muzzle flash, which only exists in custom gamesys's that would include their own version anyway. Also probably shouldn't have shield.bin, since that's just a high-poly version of the shuttle shield dome. Nothing wrong with the original object.
Posted by: voodoo47
« on: 31. October 2015, 19:53:31 »

it is in the last public package though - must have forgotten to add it to the readme.
Posted by: ZylonBane
« on: 31. October 2015, 19:24:37 »

Just noticed the list of models in the first post doesn't seem to include secd01.bin.
Posted by: voodoo47
« on: 28. June 2015, 09:25:33 »

yes, the stellar map is not included for the moment, as it's not a direct replacement for the orig model. it will probably be included in SHTUP.
Posted by: System Shocked
« on: 28. June 2015, 09:18:33 »

I installed v10 and found that the fixed files for stellar.bin   http://i.imgur.com/QDrnAlb.jpg   are not included.

I installed stellar.zip file posted by Olfred -  BEFORE  http://i.imgur.com/mD1Zr5i.jpg  AFTER  http://i.imgur.com/W4KfMVW.jpg

Posted by: voodoo47
« on: 23. June 2015, 12:16:48 »

10k downloads - yaay for Olfred. looks like the people like their objects smooth.
Posted by: voodoo47
« on: 15. June 2015, 13:53:33 »

v10 is up. nearing 10k downloads total.


  • ammoss.bin, ammohes.bin, ammoaps.bin - (all types of) bullets (-35) [shoddy mapping of the bullet texture at the open part of the clip]
  • lift01.bin - Lift 1 (-237) [decals floating off the model]
  • lift01_w.bin - Lift 1 Walls (-125) [decals floating off the model]
  • hydo.bin, hydo1.bin, hydo2.bin, hydo3.bin, hydo4.bin, hydo5.bin - (all types of) New Hydro Doors (-3539) [decals float off the surface]
  • acces_df.bin, acces_d.bin, acces_g.bin - Core Access (-2747) [all model variations have decals that float off the surface]
  • consoleh.bin - Ceiling Console (-2450) [missing back polys]
  • recwallb.bin - broken rec kool aid scene wall [incorrect textures mapped on the broken part]
  • all shutle, and sh models - [various issues on shuttles and shuttle parts]
  • lightr.bin - Wedge Light (-1593) [object lit improperly]
  • atek_h.bin - [cracks on the hand pistol model]
  • comforce.bin - Comforce Door (-4791) [decals floating off the model slightly]
  • conduit.bin, conduit1.bin, conduit2.bin, conduit3.bin - Conduit (-185) [legs too short by 0.32 DromEd units, middle two white pipes clip into each other]
  • conduitr.bin - Rick Conduit (-94) [same issues as conduit.bin]
Posted by: voodoo47
« on: 01. November 2014, 03:07:14 »

09 is up, dl count +4914.
Posted by: voodoo47
« on: 05. September 2014, 20:13:38 »

well, the orig model was also quite shoddy. anyway, I'm slightly leaning to not making it spin - the fixed objects mod should be about fixed models, and nothing else.
Posted by: ZylonBane
« on: 05. September 2014, 19:40:54 »

Should it be in the archive then? Rigging it to spin is the only reason it was modified.
Posted by: voodoo47
« on: 05. September 2014, 08:18:14 »

I see no reason why it shouldn't be possible, but I was under the impression we want to keep this SCP exclusive.
Posted by: ZylonBane
« on: 05. September 2014, 03:34:36 »

It would be good, if possible, for the DML to add a rotation tweq to ventfan.bin.
Posted by: voodoo47
« on: 07. August 2014, 23:12:47 »

added v08a with the proper wedge light.
Posted by: Primitive Primate
« on: 16. July 2014, 19:36:59 »

My bad. I made a folder and put the folder in it. Fixed now.
Posted by: voodoo47
« on: 16. July 2014, 19:33:18 »

no such problem here. make sure you have downloaded and extracted it properly.
Posted by: Primitive Primate
« on: 16. July 2014, 19:29:11 »

I'm getting an unrecognized error in blue's 1.09
Posted by: voodoo47
« on: 16. July 2014, 19:03:42 »

ok, v08 is up. I do bloody hope I've got everything all right - report any issues here. old releases will be cleaned up later this week.

conduit parts were re-enabled, and dml fixed, so they should work without issues now, but do be extra vigilant when smashing conduits, and should the debris look odd, let me know.
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