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Topic: Curious how the SCP is coming along!
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67b511792e374ZylonBane

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So see the result and tell me what you think about it.
http://s7.directupload.net/file/d/3417/hm6vyw3x_png.htm
Looking good! That being said...

How's the poly count on those? Bear in mind that the entire set of tools is repeated four times on the object that uses them (island top (-3563), kitchent.bin).

The hooks need to be evenly spaced. It looks really strange having them arbitrarily placed like that. It's fine having unused hooks on either side of the frying pan.

Whisk: Its head looks like the head of an electric mixer. Hand whisks are more elongated, and don't have a central core. Having a whisk at all is problematic-- they're inherently high-poly, and that sort of thin, high-detail modeling just isn't part of SS2's visual aesthetic.

Pestle: No. Just no. There's no such thing as a hanging pestle (that I could find any evidence of), one that size would weigh about ten pounds, and why would you even have a pestle over a stovetop?

Lighter: Not a fan of this either. Even if the stovetops on the VB were gas, gas stovetops light themselves. A tool like that is for outdoor grilling. It has no place in a professional kitchen.

For possible replacement ideas, I recommend an image search for "hanging kitchen tools". It brings up a ton of stuff like this:

Image: http://www.dropshiponline.co.uk/images/871125280193.jpg
Image: http://indianapublicmedia.org/eartheats/files/2010/11/Kitchen-Utensils.jpg
Image: http://en.academic.ru/pictures/enwiki/75/Kitchen_utensils_hanging_below_a_spice_rack.jpg
Image: http://imgc.allpostersimages.com/images/P-473-488-90/60/6026/Z8YB100Z/posters/stainless-steel-kitchen-utensils-hanging-on-a-rack.jpg

I notice there's no pastry spatula. One of those would be easy to fit in, and low-poly.

And there's no problem with a little duplication. Multiple sized knives, spoons, etc. As noted above, the original texture is repeated four times in the object that uses it. Now that the tools will be modeled directly into the object, they don't have to be the same set of tools repeated four times. They can be mixed up and randomized a bit.

What do you need to get these textured?
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A pestel I assume. Good work Olfred!
A pestel! I broke a ceramic one in half yesterday, go figure.

Hey I used to watch that show! Funny cooks. :)
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While there may be gas stovetops that light themselves, I assure you that there are ones that don't as well. And that is a professional kitchen lighter. https://www.google.com/search?q=professional%20kitchen%20lighter&tbm=isch
Whether they would have gas in the VB kitchen is a different question though.
Maybe a blowtorch would work instead and it looks more interesting.

67b511792ec21RocketMan

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Of all the implements in that image, I have to say the lighter bothered me too, not because of it being for BBQs or w/e but more because of how inappropriate it seems in the this time period.  The rest of the stuff I wouldn't even notice, which is probably a good thing.  I'd take one look at it and be like (kitchen stuff) and then look away.
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Of all the implements in that image, I have to say the lighter bothered me too, not because of it being for BBQs or w/e but more because of how inappropriate it seems in the this time period.

But think of how handy it would be in emergencies;)
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How's the poly count on those? Bear in mind that the entire set of tools is repeated four times on the object that uses them (island top (-3563), kitchent.bin).

Counting tris, it's at: 4274

The hooks need to be evenly spaced. It looks really strange having them arbitrarily placed like that. It's fine having unused hooks on either side of the frying pan.

Well it's already arbitrarily in the original so I just kept it, but wouldn't be big to change it.

Whisk: Its head looks like the head of an electric mixer. Hand whisks are more elongated, and don't have a central core. Having a whisk at all is problematic-- they're inherently high-poly, and that sort of thin, high-detail modeling just isn't part of SS2's visual aesthetic.
That's because it's an electric whisk, duh.

Pestle: No. Just no. There's no such thing as a hanging pestle (that I could find any evidence of), one that size would weigh about ten pounds, and why would you even have a pestle over a stovetop?
I don't know why it's over a stovetop, maybe some sci-fi special cooking *shrugs*
It's just what I interpreted from the original.
And hanging pestels are usually hung with a string, but I didn't wanted to higher the polycount with something like that.

Lighter: Not a fan of this either. Even if the stovetops on the VB were gas, gas stovetops light themselves. A tool like that is for outdoor grilling. It has no place in a professional kitchen.
There is enough food which gets set on fire and a lighter is pretty usual in a kitchen, or just to light a small gas torch for e.g. crème brûlée.

For possible replacement ideas, I recommend an image search for "hanging kitchen tools". It brings up a ton of stuff like this:
It's not that I had no idea what could be added, it's just that I didn't wanted to stray too much from the original.

And there's no problem with a little duplication. Multiple sized knives, spoons, etc. As noted above, the original texture is repeated four times in the object that uses it. Now that the tools will be modeled directly into the object, they don't have to be the same set of tools repeated four times. They can be mixed up and randomized a bit.
Well I could do four different sets who have all evenly played hooks and the tools spread properly.
Is that four of those bars, or eight bars?

What do you need to get these textured?
Someone who does the texture.

67b51179309d8RocketMan

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.....and the whole operation grinds to a halt.



At least the UV on stuff like this isn't a nightmare.  If it were an AI it'd be a different story.

67b5117930b40voodoo47

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lemme post a teaser picture to lighten up the mood.
[elevator_redone.jpg expired]
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 :D

 :D

I think my face is stuck this way now.  :D

67b5117930e3aZylonBane

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I've had no internet access at work for the last two days, and likely won't have any for weeks to come. Arrgh.
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What kind of employer allows such inhumane working conditions? Go on strike!

[strike.jpg expired]

67b5117931224voodoo47

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last time my employer tried something similar, I've ended up with a netbook and my own internet connection.

67b5117931470Join usss

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lemme post a teaser picture to lighten up the mood.

I noticed tons of poorly-aligned textures like that in Deus Ex and sorted them too. I wonder how it came to be, that the games were released with the occasional crappy alignment (other than deadlines & milestones). When building I get obsessive about it and end up taking ages on each room, which probably is exactly why the designers didn't bother themselves. It is tedious sometimes.
Or maybe they were simply oversights, but there are too many to all be oversights.
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I appreciate that someone fixes these things, though to be honest I never noticed that wrong texture. I find other things more immersion breaking, like the railings not throwing any shadow on the walls. Or the question where light comes from in this elevator.
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Or the question where light comes from in this elevator.
Ouch, you just hit the nerve of my aching pet peeve with lightening in most games.

67b51179318baZylonBane

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Shadows on small thin objects in Dark do NOT look good. The lightmap resolution is too low. Those handles have no shadows on purpose.

67b5117931ce8voodoo47

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I appreciate that someone fixes these things, though to be honest I never noticed that wrong texture.
I have watched quite a few LPs, and around 1/4 of people notice that the elevator is a different room on each deck, with different textures, different dimensions, different obj placement. spent quite some time to make sure they are exactly the same (as they are just one room, story-wise).
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Now that you mention it, I think I noticed the different dimensions too at some point. And told myself: "Ah, can't be. Musta been dreaming that." I just don't have the eye for those texture problems. I don't know why. Guess I'm brushing over those subconsciously too.
Regarding the railing shadows: I guess one could make a copy of the railing with a black texture, 30% opacity and 45° rotation. Slap it flush on the wall so the end points meet with the real railing. Just an idea, maybe for the second release. And a lit ceiling. Okay, I'll stop now. :)
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I have watched quite a few LPs, and around 1/4 of people notice that the elevator is a different room on each deck, with different textures, different dimensions, different obj placement. spent quite some time to make sure they are exactly the same (as they are just one room, story-wise).

Just out of curiosity then, how does the game logic that ferries your stuff in between levels work? I have fond memories of cramming the elevator full of stuff and taking it between levels during our co-op sessions (often dangerously overloading it to the point of causing the game to crash during transitions until we re-organized things).

Do they just have the elevator in each level encompassed in some sort of special entity that says "make any object within persist in the same relative location for all other levels that have this same entity" or somesuch?

67b511793229dvoodoo47

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pretty much. the thing is, if you cram in too much stuff, there will be a lot of physics collisions when the next level loads, and bad stuff might happen because of this, like items being pushed out from the room into the walls, disappearing completely, and even crashing the game (now that we have NewDark, it's quite possible that those crashes are fixed, but items will still disappear if there are too many collisions).
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What if elevator had a few containers for easy item storing?
So player didn't have to store everything lying on the ground and taking a risk to loose items.

67b511793249cvoodoo47

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it would make little sense story-wise, and also it would probably be a bit too much of a change, remember, SCP is pretending trying to stay as close to the original game as possible.

just don't bring too much junk into the elevator and you will be fine.

67b511793298fZylonBane

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Don't stuff the elevators full of crap. That's stupid. Pick someplace in one of the levels to store stuff.

Just out of curiosity then, how does the game logic that ferries your stuff in between levels work?
https://www.systemshock.org/index.php?topic=5656.0
« Last Edit: 25. October 2013, 23:46:46 by ZylonBane »

67b5117932b73voodoo47

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https://www.youtube.com/watch?v=Cxz3TcVTQPY

the audio gets slightly off sync at the end, this is a youtube thing, everything is ok ingame. and just for fun, lets see how many fixes can you spot.
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