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673ff3d61197fZylonBane

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I went ahead and did a little example of what it could look like with another inside. Now with even cruder texture.
I vote for metal inside texture, since even if for some crazy reason we later decide we don't like it that way, we can just duplicate the same texture on both sides.

673ff3d611a8fvoodoo47

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did not check yet, but if it's good enough for you, then it's good enough for me (and the rest of the world).

metal it is.

673ff3d611d46System Shocked

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That must be a non-vanilla texture issue.
And maybe it's just build that way. Not everything must be centered.

Actually, in this instance the larger right decal should be centered. For those of you that don't know, the decals are in fact illuminated lenses. The edges of the black outlines are shaded in order to give the impression that they are slightly recessed. The illuminated lenses fit into these recesses, so that they are flush with the surface of the door.

In any event, the new non-floating decals look far better now than before, and if both can't be centered, so be it.
« Last Edit: 30. June 2015, 03:58:51 by System Shocked »

673ff3d611ff5ZylonBane

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For those of you that don't know, the decals are in fact illuminated lenses.
Oh, that's a fact, is it? You sure it's not just your silly personal theory? 'Cause if you were trying to pass off theory as fact, that would make you quite the obnoxious douchenozzle.

673ff3d6120f9System Shocked

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If you open the editor and look carefully on the back of most of the game's decals, you'll see EMCA Illuminated Lenses Inc.®

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Whatever you say doesn't matter to me as I only support vanilla texture.

673ff3d6124a6ZylonBane

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Nevermind that given the state of technological advancement in SS2 it's highly unlikely that they'd use anything as stupidly primitive as lenses for surface lighting. Given the presence of these light strips on items like wall signs and posters, it would be infinitely more probable that they're some form of flat-panel illumination, like OLED or EL.

673ff3d6125a2voodoo47

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or they could be holographic (the almost complete absence of large screens around the ships would suggest that holo-projecting is used commonly), hence the floating.
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Just another thing about the exploding barrels.
Should I set the origin to the geometry of the individual parts, or should I set the origin in retrospect of the original barrel?
I just thought about the latter one if you guys might have something funky in mind.

It could result in the parts not exploding from the middle but from the outer shell of the barrel instead.

EDIT: added an example
« Last Edit: 30. June 2015, 16:59:11 by Olfred »

673ff3d61285fZylonBane

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Not necessary. Dark lets you specify a relative origin for debris objects. After I posted the previous video I put together a better explosion effect that demonstrates this.
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So, which one do you want now?
It's just one hotkey and a click for me.

673ff3d612a4eZylonBane

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The second attempt, with the grey interiors, I'd say is the way to go. Having an offset origin would also cause the debris pieces to animate strangely when tumbling.
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OK, I will work on that.

What about SHTUP textures, should I bake you some for the debris?

673ff3d612c66ZylonBane

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Nah, just the vanilla-textured versions will do. Shouldn't be much work to update them with the SHTUP textures when the time comes.

Hmm, I haven't even made a high-res version of the cryo barrel texture yet. (adds to to-do list)

Also, lord help me, I'm almost considering requesting a custom toilet paper dispenser object. Or maybe we should just assume that all the SS2 toilets include high-tech space bidets.

673ff3d612dabvoodoo47

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we've actually already talked about this - toilet paper dispensers and other bathroom stuff can be uhh, borrowed from Christine's missions, they should be sufficient unless you've got something very specific in mind. anyway, as far as toilets are concerned, I've got some serious shit planned for beta3.

couldn't resist.
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as far as toilets are concerned, I've got some serious shit planned for beta3
The three seashells, now with a manual?
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The three seashells, now with a manual?
You beat me to it. First thing which came to my mind.

Nah, just the vanilla-textured versions will do. Shouldn't be much work to update them with the SHTUP textures when the time comes.
If you take a look at the textures you will realise it's not that easy to update them because I've been extra lazy and didn't do special UV mapping jiggle juggle but just unwrapped it and then baked (or transfered, if that it easier to understand) the old texture on a new one.
This didn't only save time but also should result in less texture jiggling ingame as there is minimal stretching to the UV.

673ff3d6138bfRocketMan

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Just a quick note... I seem to have lost some of the intermediate iterations of my pipe hybrid in 3ds format which were pretty good, minus the size criticism afaik.  Can you send me your favorite one and I'll grow the model to the correct height?  Otherwise I have to start from scratch and I want to maintain consistency with the other models I played with.

673ff3d61443fvoodoo47

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can't do it before I get from work, but making him the same size as the very last shotgun hybrid would be good, I say.

673ff3d6149d7ZylonBane

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If you take a look at the textures you will realise it's not that easy to update them because I've been extra lazy and didn't do special UV mapping jiggle juggle but just unwrapped it and then baked (or transfered, if that it easier to understand) the old texture on a new one.
I see what you mean. I guess I can ask you to generate unwrapped cryo barrel debris textures when I get around to creating a high-res version of that texture.

673ff3d614b1fRocketMan

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I would be happy to create a toilet paper dispenser model for you.  It sounds right up my alley.

I can also make a  holographic one, so you keep taking a swipe at it with your hand when you need it most but it just stays there, mocking you... unyielding.

673ff3d614deaRocketMan

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can't do it before I get from work, but making him the same size as the very last shotgun hybrid would be good, I say.
Just pondering... why not allow different heights?  For starters it adds some variety to the AI roster but it can also be explained by the different evolutionary paths of the annelids.  The 3 different hybrids already have different postures and appearances, especially the grenade hybrid who looks like a hunchback.  It makes sense he'd be shorter.  The pipe hybrid and shotty have similar stature but they don't necessarily need to be the same height as well.  As long as collision detection and pathfinding don't get broken or anything...

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