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11 Guests are here.
 

673fafdca1c42Kaucukovnik

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I guess I should start a separate topic for my stuff...

673fafdca1e2evoodoo47

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I would have split this into a separate topic long time ago, but there is forum bug that prevents this. don't worry and continue here, we'll split it eventually.

673fafdca2090System Shocked

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@ Olfred,

Spent two hours in the game editor trying to find the info that you need for the transmitter tower, but was unsuccessful.

To hopefully help you more easily find the specific data that you're looking for, I've attached a .rar file which contains my save game folder that puts you right in front of the transmitter tower.

Thanks for your help.

673fafdca21fdYankee Clipper

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Are you able to navigate in the editor? If so, get yourself to the tower. Once you are looking at it, use the menu to select "View|Show/Hide|Object Names". This will display the name and number of all the objects, on all of the objects. The transmitter tower is "A Radar_Dish (668)". The blue text that is displayed describing all those names and numbers can be hard to read against some backgrounds, so to make sure you have the right thing, you can bring the item up in the editor. To do that, select "Edit|Find Object" and plug in your object number. Then select "Editors|Edit Object". You can then check and make sure that what pops up is what you were after.

673fafdca230dSystem Shocked

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@ Yankee Clipper

Thanks for taking the time in trying to assist me. It's greatly appreciated.

Unfortunately, I wasn't able to navigate through the game within the editor. Hopefully, the combination of my game save file and the info within your reply is enough for Olfred to easily work his magic.

Thanks again.

673fafdca2454System Shocked

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And this 'Gravitronic Generator Control Computer' in the UNN Rickenbacker's Pod 1 area, may well be the last object/model which has floating decals http://i.imgur.com/mbOdxOW.jpg and http://i.imgur.com/0qvkT3T.jpg . Game save file is attached.

Thanks in advance.
« Last Edit: 06. September 2015, 16:19:44 by System Shocked »

673fafdca259bvoodoo47

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if you insist;

naceron.bin - Nacelle_On (-4152)
nacerev.bin - Nacelle_Reversed (-4153)


also, got a little custom resource side quest available;

- TU_L.BIN (model needs to be flipped along the z axis/upside down)
- aractube.bin (bad modelling, glass transparent at the base where it shouldn't be)
- biotube.bin (bad modelling, glass transparent at the base where it shouldn't be)

673fafdca26c5System Shocked

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@ voodoo47

I really appreciate your assistance.

Just wondering about the floating decals on the transmitter tower mentioned in forum posts #1341, #1348 and #1349, or has that one been fixed already?

Thanks once again, and thanks to Olfred also.
« Last Edit: 08. September 2015, 09:11:49 by System Shocked »
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also, got a little custom resource side quest available;

- TU_L.BIN (model needs to be flipped along the z axis/upside down)
- aractube.bin (bad modelling, glass transparent at the base where it shouldn't be)
- biotube.bin (bad modelling, glass transparent at the base where it shouldn't be)
Are the packed models any different from the ones which come with the game?

673fafdca2c4avoodoo47

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the turret is orig, but the tubes are custom. quite crude, but they'll do allright once the bottom is fixed.
« Last Edit: 08. September 2015, 18:49:38 by voodoo47 »
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I see.
I will get to it probably next week.
Acknowledged by: voodoo47

673fafdca2e86voodoo47

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bleh, thought I could get away with the turret corpse not being flipped, but guess not - tu_ldam.bin (orig), needs to be reversed along the Z axis as well.

673fafdca30d1voodoo47

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Oh, I already had something nice up my mind about the worms but never bothered to do it since we didn't have any texture artist.
I'll report back when I have something.
just to confirm, yes, even with all that Kaucukovnik's stuff, a 3d model that would give the vanilla pile some depth would still be nice.
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The decal fixes so far. Also a little bit of tweaking.
Does anyone check if all the models I touched are SHTUP compatible?
Sometimes I fix stuff on the model which ZB might have fixed on the texture before.

Maybe I will get to the other models today, else it will need to wait a couple of days.

Worms is also going to take some time.

673fafdca3333voodoo47

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I usually do, unless I forget.

//looks good to go, with or without SHTUP.
« Last Edit: 14. September 2015, 18:38:26 by voodoo47 »

673fafdca343bSystem Shocked

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@ Olfred

Sweet job, as usual, on the 'Transmitter Tower' & 'Grav Generator Control Computer' decal fixes - they look great now.  :thumb:

Thanks again.
« Last Edit: 15. September 2015, 03:17:47 by System Shocked »
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here are the ministrel tubes so far.

about the turret, does it need to be flipped on the z axis or should it be just rotated 180° ?

And I might check on this the forum the next couple of days, but I won't be able to do any work.

673fafdca369evoodoo47

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the model basically just need to be upside down so I wouldn't have to touch it's bank in the editor (one of the editor don't-do-thats). you've already did it with the rick turret. so yeah, just rotating 180° is probably enough (I'm guessing from your post that flipping the z axis and rotating 180° are not the same thing).

//ok, looks like something went wrong;
« Last Edit: 15. September 2015, 08:45:40 by voodoo47 »
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Ah, I really need to setup a new system shock installation to easily swap out testing scenarios.
I weren't able to test the models because I had no textures on the game.
Meh, guess you'll have to wait a couple of days.
The issue is a simple transparency sorting issue which needs tweaking by hand.

About flipping and rotating.
When you look at the turret from the front you have the ammo box on the left.
Flipping would result it being on the left, rotating would result it being on the right.
Especially with the model being animateable flipping might yield more problems.

673fafdca3928voodoo47

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yeah, was expecting something like that. rotating is all that's needed here (as mentioned, can't rotate in editor without negative side effects, so the solution is to rotate the model instead. the AI will look like it's upside down ingame, but everything will work ok because it really isn't).

also no rush, still waiting for the last few audio clips on TTLG.
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Rotating is no big deal, just a couple of minutes. The other thing needs some tweaks which shouldn't take too long.
I'm just on the road right now so there's nothing to work with.

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