66ef22ea0c52e

66ef22ea0cce3
3 Guests are here.
 

66ef22ea0d624logical

66ef22ea0d691
sarge945
Oh dear... that is a serious condition, please visit an eye doctor as soon as possible.  :D

Joking aside, I did say difference was small. It is not that unnoticeable though.

66ef22ea0d7dfeldrone

66ef22ea0d849
There's always the struggle between fixing things or keeping them faithful.

Sneakily keeping my eye on this thread!
Acknowledged by 4 members: Nameless Voice, ThiefsieFool, Join2, logical

66ef22ea0d999voodoo47

66ef22ea0d9f9
pretty ok, but would recommend tweaking the texture to make him look less cuddly/puppy eyed.
Acknowledged by 2 members: icemann, Hikari

66ef22ea0db00icemann

66ef22ea0db5b
As long as it doesn't end up like Rebirth did, with some models that looked great and some that looked very out of place or average.

66ef22ea0df5cRocketMan

66ef22ea0dfb7
pretty ok, but would recommend tweaking the texture to make him look less cuddly/puppy eyed.

What would be wrong with that?  He's human after all.  Must all characters in the game look menacing or creepy?

66ef22ea0e0caZylonBane

66ef22ea0e137
You only ever see two alive male humans in the entire game anyway, so it hardly matters.

66ef22ea0e1fbvoodoo47

66ef22ea0e25a
that has never stopped us - remember that one object that is only used once in the entire vanilla game, and we still fixed it knowing that there is pretty much zero chance nobody will ever notice?
66ef22ea0e4e7
You only ever see two alive male humans in the entire game anyway, so it hardly matters.
There's also ghosts. Also fanmissions can use that stuff

66ef22ea0e6e5ZylonBane

66ef22ea0e74d
There's also ghosts.
Are you really going to make me explain that ghosts aren't alive?
66ef22ea0e86a
That's a straw man argument. The point was they are same model with semi-transparent texture
Acknowledged by: Hikari

66ef22ea0ea26ZylonBane

66ef22ea0ea7a
The point was they are same model with semi-transparent texture
How much would you care to wager on that assertion?
Acknowledged by: Chandlermaki

66ef22ea0eb32RocketMan

Acknowledged by: Chandlermaki

66ef22ea0ece5eldrone

66ef22ea0ed37
It's used mostly for the humans in starting levels as well as cortez, suarez, watts. IIRC.

Ghosts have the same face, but actually have closed eyes, but they're translucent and very brief moments that it's easy to miss it.

My list is massive, but I occationally go back to the older things I've made to touch up colors, contrast and various things, moreso when I'm moving them ingame, It's essentially every single ai-mesh and, hostile things like turrets being remade.

Luckily we have a new importer/exporter for ai-meshes which makes this work a little bit less messy.


Here's another one showing the weird properties of an extremely lowpoly head and choosing which angle you want to recreate faithfully:


[crew_progress.jpg expired]
Acknowledged by: ThiefsieFool

66ef22ea0edfcZylonBane

66ef22ea0ee4f
Oh yeah, Suarez and Tommy, forgot about them. Poor guys didn't even rate getting their own custom model.

66ef22ea0f04feldrone

66ef22ea0f0b4
ZylonBane
To be fair, only Diego got a custom one if we don't count bloome, the rest are using these four.

I almost didn't believe the two with caps are used in the game when I imported them, even though I've already seen them all over the place. They're shorter, they have very strange texturing and I almost dismissed them as early development models that they forgot in the files.


[corpseheads.jpg expired]

66ef22ea0f166voodoo47

66ef22ea0f1b7
that's why they cannot overdo the polycount and detail. it would be even more obvious.

66ef22ea0f441RocketMan

66ef22ea0f49e

Luckily we have a new importer/exporter for ai-meshes which makes this work a little bit less messy.


what's this??

66ef22ea0f729ZylonBane

66ef22ea0f7a6
Now I kind of want a cap model, just to scatter a few around. Like, the VB crew are all issued caps as part of their official uniform, but almost nobody actually wears them.

They're shorter, they have very strange texturing and I almost dismissed them as early development models that they forgot in the files.
You're half right. They are early models. In the gamesys hierarchy they're under "Old Corpses".
« Last Edit: 03. October 2022, 22:56:08 by Moderator »
Acknowledged by: sarge945

66ef22ea0fbaaeldrone

66ef22ea0fc02
RocketMan
We had this issue of characters ending up with short legs when imported from the game, and I've seen this issue in various other places where people import the ai-meshes, including the most recent rebirth models being almost a head shorter than the vanilla models, possibly from importing, making changes and re-exporting without noticing the character shrunk.

I also didn't want to deal with the planes for rigging a character, so it's an armature and proper weightpainting now, there's also the ability to import the animations into blender to better preview the rigging.

As an example, the worm on the new hybrids are more segmented and needs to deform properly as the hybrid turns their head, which would've been impossible to do in a good way before:
[assassin.jpg expired]
[headrigging.jpg expired]

66ef22ea0fcb6voodoo47

66ef22ea0fd07
better AI mesh tools would be a godsend.

66ef22ea0fdc7ZylonBane

66ef22ea0fe27
If memory serves, the reason the Rebirth human models were shorter was because the author wanted their head to be closer to the player's camera view. Never agreed with that decision. Anyway, leg-shrinking is a new one.

66ef22ea0ff3dvoodoo47

66ef22ea0ff91
yes to the Rebirth models height, and the legs do like to break with the current tools, it seems.

also, since you (eldrone) are apparently working on the EE AI meshes, I'll pop the request here as well (originally posted on discord) - please, if possible, the shotgun hybrid's shotgun stub should be a subobject, to ensure compatibility with mods. I can attach the modified vanilla model if reference is necessary.

66ef22ea10437RocketMan

66ef22ea10493
RocketMan
We had this issue of characters ending up with short legs when imported from the game, and I've seen this issue in various other places where people import the ai-meshes, including the most recent rebirth models being almost a head shorter than the vanilla models, possibly from importing, making changes and re-exporting without noticing the character shrunk.

I also didn't want to deal with the planes for rigging a character, so it's an armature and proper weightpainting now, there's also the ability to import the animations into blender to better preview the rigging.

As an example, the worm on the new hybrids are more segmented and needs to deform properly as the hybrid turns their head, which would've been impossible to do in a good way before:
But you still use the 3dstobin front-end to bring them back into dark?  I've had problems in the past with unknown errors trying to bring models into the game and spent hours bringing pieces of the model in to see where the defect was.  An alternative method for importation would be great but what you're showing above is also very handy... I just don't know if I can use it personally because it involves blender and 2 words you mentioned that I never heard of, which means I'm not educated enough in 3d modelling techniques to know what I'm doing with that tool.

Your name:
This box must be left blank:

System Shock takes place on a space station named ...:
3 Guests are here.
As I said: fruitless.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66ef22ea1156d