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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
A pestel I assume. Good work Olfred!
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.
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:
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?
lemme post a teaser picture to lighten up the mood.
Or the question where light comes from in this elevator.
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).
Just out of curiosity then, how does the game logic that ferries your stuff in between levels work?