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7 Guests are here.
 

673f46ebb13a2RocketMan

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Yes, it's stupid and I've forgotten to comment on it half a dozen times.  Grenades don't have ejecting casings and fusion cannons use prisms, which are fictional but if I were to interpret what they are, they are only spent when all the ammo is spent, not every shot.  It's not a "clip" of prisms as far as I'm aware.

673f46ebb1725ZylonBane

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Grenades don't have ejecting casings
Well, they do have casings, but yeah, I'm pretty sure they don't pop out the side as they're fired. I think they're dumped when you reload.
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Depends on the mechanism of the gun. But looking at the gun you see in SS2 it looks like you eject them all upon reloading.

673f46ebb1c6dRocketMan

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Well, they do have casings, but yeah, I'm pretty sure they don't pop out the side as they're fired. I think they're dumped when you reload.

Poor wording but you got what I meant.  Not like ejecting brass style.

You could get fancy and have some drop on reload but I don't think it's necessary.  The ejecting brass novelty is only really good for bullets and shells.

673f46ebb1d7aZylonBane

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I did notice that ADaOB had casings ejecting at the wrong angle-- popping out perpendicular to the gun rather than parallel to it.
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Would it even be possible to add like, new animations for reloading and such?

673f46ebb23fdPrimitive Primate

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Would it even be possible to add like, new animations for reloading and such?

And idle animation?

I'd love to see this.

673f46ebb26e0RocketMan

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I did notice that ADaOB had casings ejecting at the wrong angle-- popping out perpendicular to the gun rather than parallel to it.

...I feel like I'm missing something obvious.  Aren't casings supposed to exit the breach perpendicular to its long axis?  If the casings traveled parallel to it, how would they exit the breach?

https://www.youtube.com/watch?v=cnovh3w2qRM

Once the casing is drawn back it hits the gun and falls out at roughly a 90 degree angle

https://www.youtube.com/watch?v=8TncBR1La_Y

Long ago I thought it was established that idle animations weren't possible?
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Played around with the vurt plants a bid today.
But the new model doesn't really look all that good on hydro, to be honest

But where are the other locations for this plant who really bug out?

How can I find out where a model is placed in the game?

673f46ebb2b1bZylonBane

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...I feel like I'm missing something obvious.  Aren't casings supposed to exit the breach perpendicular to its long axis?  If the casings traveled parallel to it, how would they exit the breach?
ADaOB had it set up so casings were ejected at a 90-degree angle from the gun, which when rapid-firing made it look like they were being spewed from a tube. Rotating them to parallel, combined with the spin on the casing, actually looks more realistic.

673f46ebb2c8aRocketMan

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I think we're getting the angle confused between ourselves.  If you draw a line down the AXIS of the bore, then any vector on that line, to me would be 0 degrees.  In other words the trajectory of the bullet itself would be 0 degrees to the bore (or 180.. same thing).  If the brass is ejected in ANY direction 90 degrees to that it would go neither forward nor backward but some combination of UP/DN LEFT/RIGHT from the player's POV. 

So is what you're saying that ADAOB doesn't look like the youtube videos above but instead it looks like the gun is firing casings straight out the bore?

673f46ebb307eZylonBane

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How can I find out where a model is placed in the game?
You gotta do it the hard way-- open up each map and do a highlight by archetype to see if any exist.

I think we're getting the angle confused between ourselves.  If you draw a line down the AXIS of the bore, then any vector on that line, to me would be 0 degrees.
Ah, I see the point of confusion. I'm not talking about the direction ejected casings are moving, I'm talking about their angular orientation when ejected.

673f46ebb318dRocketMan

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Ohhhhh.  Ok.  So they're coming out oriented 90 degrees to the gun and stay in that orientation?  Yes they should spin a bit and start out parallel.  I agree.

673f46ebb3277ZylonBane

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Well they do spin in ADaOB, but for some reason the spin isn't quite as obvious when they're spewed out perpendicular.
Acknowledged by: RocketMan

673f46ebb3400voodoo47

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first post should be up to date, added request for tacticool weapon vhots.

//plantbed looks ok now, but the model needs to be moved 0.51 units up to be a drop in replacement.

[damn_too_low.jpg expired]
« Last Edit: 02. July 2014, 21:24:52 by voodoo47 »
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Oh, simply forgot to merge the dbox.

And how can I find out on my own where the models are placed?
Kinda like to test it out myself for a bit.

673f46ebb3672voodoo47

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this one is too high (0.18). this particular place is right at the beginning of command1 (do make sure to floor the old models before comparing, they float a bit), another good place to check lillies, plantbeds and talplants is hydro1 (pretty much everywhere in this tiny level). hydro2 has some around obj 517, check rec2 around obj 1164, 1258 for some more.

//also, the leaves become partially invisible when viewed from below (crouch).

[too_damn_high.jpg expired]
« Last Edit: 02. July 2014, 22:03:54 by voodoo47 »
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Hmm.. it shouldn't do that...
It doesn't do that on other models...
What the heck?

I need to look into it a bit more.

EDIT: note to self, on scaling the dimension box make sure you got the right pivot center....
This one should be good now.

EDIT2:
added plant1.bin and flower.bin for vurts scp comatible flora.

I am having issues with the plantw.bin. For some reason it doesn't get rendered properly. The strange thing is, when I place it as a model for another object (like Plant#2) different kind of errors appear.
Any ideas?
« Last Edit: 03. July 2014, 19:06:39 by Olfred »

673f46ebb394dvoodoo47

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yes. plantw.bin (-1855) is under flora no alpha (-603), probably does not have a proper alpha setting because of this. will investigate.

//transparency: alpha needs to be removed from -1855, then it will work properly. this will be dml'd once I'll be assembling the mod, so don't worry.
« Last Edit: 03. July 2014, 20:09:14 by voodoo47 »

673f46ebb3a4dZylonBane

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As well it should be. That's a complete conceptual change of the model. Shame on Vurt.

673f46ebb3ba7voodoo47

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looks more like "slapping alpha on plants will cause evil things, but lets make plantw.bin in such a way so that evil will work for us" IG thing to me.

//after removing alpha from -1855, the textures need to have an alpha key specified. drop the mtls into vurt's flora overhaul txt16 folder.

also, flower.bin is tiny, tiny bit floaty, 0.03 to be precise. this is of no real concern, such a difference is only detectable in the editor.

[vurt_plantw_txt16.7z expired]
« Last Edit: 03. July 2014, 21:08:24 by voodoo47 »
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Well, removing alpha transparency from the model will also create evil things (just put it in front of another model and you will see).

EDIT: Aaah, I see.
Now I get it.

Did you compare flower.bin to the old model? If the new one is floaty the old one would be floaty as well.
« Last Edit: 03. July 2014, 20:45:45 by Olfred »

673f46ebb3f4avoodoo47

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Well, removing alpha transparency from the model will also create evil things (just put it in front of another model and you will see).
the mtls should take care of that.

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