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2 Guests are here.
 
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Well, I don't have 3dsmax.
Have fun RocketMan ;)
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You can get a three-year educational licence. Just give them some fake credentials, and they'll issue it to you, because registration bots don't care.

67400a589b10fRocketMan

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I think Olf has finally developed a sick enjoyment of doing static models for ZB and Voodoo by now so he's nudging me to take this one instead :P

67400a589b2f1voodoo47

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well, you were the only person that was willing to grab the Rebirth models right under their disjointed necks.
Acknowledged by: RocketMan
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I simply don't have the time to get myself used to another program. And if I do I want to keep and use it for longer.
Acknowledged by: RocketMan
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voodoo47
What exactly do you want fixed? Any particular high-priority animation issues?
I'm a very slow worker, and I've got a lot on my plate as it is, but who knows.

67400a589b640voodoo47

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if you are asking about Rebirth, the models have broken joints. this causes problems with all effects that use joints (launching projectiles, placing attachments etc).

as for Pinkdot's tool, I understand that it allows creation of new motions, rigging of skeletons and other model stuff (that I have no idea about) in a (relatively) painless way (meaning, much better than the vanilla tools).
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I was referring to defects in the original animations — something that SCP could provide fixes for.
as for Pinkdot's tool, I understand that it allows creation of new motions, rigging of skeletons and other model stuff
Currently it only lets you produce motions for existing NPCs.

67400a589ba2evoodoo47

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yeah, I'd like to see them overhauled too, but nobody want's to touch them (Olfred did some tweaks, but more work is needed).
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All motions suffer from not being cleaned up after motion capturing.
Biggest problem are the ankles. They were probalby set up incorrectly at recording.

67400a589bc1bvoodoo47

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what I find most annoying is that most AIs, when slain, end up in ridiculously floaty positions because of an appendage sticking out in some dumb way.
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Maybe you can also control some of this behaviour with flags.
I had some problem with the spiders death animation and no matter what I did, it never seemed right.

On a completely different note.
I managed to set up a new testing friendly SS2 installation.
Here are new ministrel tubes.
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Here's the turret.
I based the damaged one of the one for SCP.

The damaged turret immediately fell down, so I couldn't check if it's at the right place. If it needs any repositioning or if you can tell me what needs to be done to test it, just go ahead.

67400a589c09dvoodoo47

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looks good as far as I can see - thanks.
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So, is there still anything open?
I kinda lost track of what there is to do.

67400a589c265voodoo47

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I think the doom3 shotgun still needs a proper vhot. will have to go through the topic.

67400a589c5f7ZylonBane

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I kinda lost track of what there is to do.
I've lost track of so much to-do stuff between SCP and SHTUP that I can't even remember what I've forgotten anymore.

Like, you know that small TriOptimum box with the fake inset bevels on the texture? I was going to ask you to actually model those bevels into the object for SHTUP. Totally forgot to do it though. In fact I have no recollection of even writing this post.
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I think the doom3 shotgun still needs a proper vhot. will have to go through the topic.
Ah yes, the doom3 shotgun which needs the vhot moved a bit.

In fact I have no recollection of even writing this post.
I don't think you ever did.
Just give me a model name, creating some inset should be fairly easy.
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The problem is not really the vhot placement, but the fact that the tube of this model is way too big and thus it covers most of the muzzeflash graphic.

Now I played around a bit with the placement and found a distance which still looks OK and makes you actually see the muzzleflash.
If anyone want to experiment with a bigger muzzleflash you might pick up the old model for it.

67400a589cc1dvoodoo47

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was half joking, but checked and added to the full package and attached to the post. and just for the record, the world object texture looks completely screwed up.
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Well, I didn't touch the world model.
Is this a suggestion that I should take a look?

67400a589d011System Shocked

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was half joking, but checked and added to the full package and attached to the post. and just for the record, the world object texture looks completely screwed up.

The updated OP refers to a 'Version 2.1' but it's not listed, if it in fact actually exists.

67400a589d11cvoodoo47

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changed the version.

yeah, the weird world texture is orig, was not suggesting anything else. feel free to take a look, but you would have to remake the texture from scratch or rip it out from Doom3, and I doubt that's worth it.
Acknowledged by: System Shocked

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