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19 Guests are here.
 

6736311f9dd79voodoo47

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Should I also do a Ramen Burger?   XD
I don't think it would look good ingame (wormburger?) - it would have to be extremely hires to look properly.
« Last Edit: 09. December 2013, 17:53:57 by voodoo47 »
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It was a joke anyway. I was just looking for a picture I could use as a texture for the inside of the bowl and came across this. I think it is kinda hilarious.

6736311f9e334ZylonBane

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The game includes a texture for a traditional Chinese take-out box, but IIRC there isn't actually a model for one. The texture is only used on a wadded-up piece of trash.

6736311f9e6d5RocketMan

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chop sticks aren't supposed to be sticking up from a bowl of food.  It's disrespectful as it is part of a burial ritual.  99% of ppl wouldn't know or care but just thought I'd mention it anyway.

6736311f9e87cZylonBane

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That's the problem with a culture that's been around for thousands of years-- eventually everything means something. Screw that.

Anyway, correctly scaled chopsticks would be too tiny to even see from outside the Happy Noodle.
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The game includes a texture for a traditional Chinese take-out box, but IIRC there isn't actually a model for one. The texture is only used on a wadded-up piece of trash.

Somehow I can't find the texture, can you tell me the name please?

6736311f9eca5voodoo47

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should be happy.pcx (better version included in SHTUP). and yes, I'm aware of the chopsticks sticking out of the food thing. never said that they should be sticking out you know.
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maybe hapnood.pcx?
I only thought about it as their sigh atop the noodle bar, but haven't thought about it being on a takeout box.

6736311f9ef44ZylonBane

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It's noodbox.pcx. Happy.pcx is the "Happy Hour" sign.  :/

6736311f9f050voodoo47

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ok, happy.pcx is used by the crumpled wrapper, my bad.

6736311f9f321ZylonBane

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Olfred, a bit of a challenge for you, if you're up to it...

On the hydroponics deck, there are a number of Environmental Regulator machines that you have to plug Toxin-A canisters into. But there are some problems with the models--

air_reof.bin ("Air Recirc No Filter")
- The "ENVIRONMENTAL REGULATOR" part of the texture is duplicated as a full self-illum overlay on the model, but they didn't get the scale right, so it also displays parts of the texture on the sides that shouldn't be.
- The slot for the canister is just a black circle. There's no reason it couldn't be part of the model.

air_re.bin ("Air Recirculator")
This is the version of the regulator with the toxin canister inserted.
- The texturing doesn't exactly match air_reof.bin, so the entire model seems to shift when the player uses the canister on it.
- The canister that appears in the regulator slot is different from the Toxin-A model (filter.bin). It should be exactly the same model.

What do you think? Doesn't seem like it would be much work to correct these issues. I'm guessing the hardest part would be creating and texturing the canister slot, but Irrational reused so many generic tech textures in their own models that it should be no problem doing the same here.
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Should be doable.

Do the models get some kind of scaling inside the map? When I compare the models the filter.bin seems as big as the stuff where it should go into.

About doing some modeling for some kind of slot. What about just adding a hole in there, or did you have something specific in mind?

6736311f9f644ZylonBane

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There seems to be no scaling applied to the models in DromEd. I tried manually positioning the toxin canister (filter.bin) in place of the canister built into the other model, and they seemed to be about the same size.

For the slot, nothing fancy, just a cylinder that matches the diameter of the black circle on the texture and provides a snug fit for the canister. Although, the cylinder caps aren't a perfect octagon-- there's a nub sticking out of one side. I guess the slot should have a space for that too, but then it wouldn't match the texture. But that could be fixed in SHTUP. It's tough to say what the best approach is.
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Ah found the problem, somehow it got scaled while I imported it.

So the model would be SHTUP only?

6736311f9fa19ZylonBane

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So the model would be SHTUP only?
Good question. I don't know. It's technically a fix of a flawed model.
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meh, please test

6736311f9fd12voodoo47

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the new model works with the orig textures, so there is no reason why it shouldn't be included in the fixed models pack - however, we better postpone the public release until the new version of SHTUP is finished, as the new model is not compatible with beta 6 (the "environmental regulator" texture won't show at all when it's active).

also, the lighting seems to be quite different, and there is a weird line going right through the new model;
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No, not intentional. Probably some shading issue.
I also see some other errors. I just have been too tired when I made it...

6736311fa0020ZylonBane

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Is the "ENVIRONMENTAL REGULATOR" layer missing in the new model, or just not set to ILLUM 100?

The slot seems okay, but I don't think I like the "lip" sticking out at the bottom. Makes it look like a vending machine.

You've included an updated filter.bin-- what did you change?

6736311fa0130voodoo47

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completely missing when SHTUP b6 is active.

6736311fa02a0ZylonBane

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No I was referring to how it's not lit up in screenshot. But I know what you're talking about. That's because SHTUP replaces that model and includes higher-res text. So that model will have to be updated in SHTUP anyway.
Acknowledged by: voodoo47
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dark engine being an ass
new version

6736311fa05c3voodoo47

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now looks ok with the canister inserted, but still odd without it - sort of too bright, and with some shadowy artifacts around the canister port. looks weird when you insert the canister, as the entire regulator is suddenly darker.

btw, the port/canister is great.

https://www.youtube.com/watch?v=mLfzlTh7gEk
« Last Edit: 15. December 2013, 20:07:53 by voodoo47 »
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dark engine being an ass

It's the same model, I just removed all the parts which don't belong to the "off" version.
I have no idea why it is doing that.
The artifacts is some stupid shading done by the dark engine, the model itself is fine.
Or well, maybe not really just stupid shading, it's stupid shading coupled with wonky lighting.

So apart from that, is there anything else or are you all pleased with the modification?
I can try to lessen the effect, but probably won't get it removed completely. Even though the dark engine support n-gons, there seems to be some kind of limitation so I had to split it up into several faces.

Man, something I think it would be easier to just redo everything in a modern engine than trying to make things work in this one. There is just too much stuff which is cobbled together to just somehow work.

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