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67373521494e0ZylonBane

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Well no, the opposite of that. Maybe add some more polygons to the arm and neck holes so the model looks less angular.
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I tried this with vanilla ss2 without any options added and it looked good enough.
If you want softer edges on the texture you would need to increase the resolution and add soft edges on the texture.
« Last Edit: 24. October 2017, 11:44:04 by Moderator »

6737352149a1evoodoo47

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yeah, this is as good as it gets without remaking the texture, I think - thanks.

https://www.youtube.com/watch?v=zYhM1uH6s1c

6737352149e38voodoo47

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Test this one out.
If it doesn't work I need to look into it a bit more.
drat, the joints seem to be broken, the model doesn't rotate anymore. can you have a second look please?
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Can you give me some kind of testing instruction, map, location etc. where I can test if it's working properly?

673735214a06dvoodoo47

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scp beta3 rick2 map, obj 883. looks like maybe the joint numbering has changed? seems like the last model works if rotational joint is set to 1 (used to be 0).
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Oh, I don't think I have any control about the joint numbering. That's something which might have changed between different versions of the exporter from nemyax.

673735214a2b7voodoo47

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ok - it's not a big deal as we can simply change the setup on the archetype, it just felt a bit odd.
Acknowledged by: voodoo47
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Oh, I don't think I have any control about the joint numbering. That's something which might have changed between different versions of the exporter from nemyax.
Yes, there's been a change in the algorithm.

673735214a71evoodoo47

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hmm.. generally, one wouldn't want stuff like joint numbering to change, but oh well.
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Ah, so I don't have to take a look since I can't control it anyway?

673735214a8d6voodoo47

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no idea, all I can say is that having a model as close to the original as possible is always preferable.
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hmm.. generally, one wouldn't want stuff like joint numbering to change, but oh well.
The last time I touched that part of the exporter was to fix a bug where child subobjects disappeared. So I couldn't really help changing the behaviour.
Acknowledged by: voodoo47
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I can't control it anyway
You probably can, to some extent. I don't do any sorting for child objects, and they appear in the order that Blender gives them to me. But I think you can influence that order by reparenting objects one by one.
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So, it still starts with a 0, but for some reason on that model it set it to 1?
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You probably can, to some extent. I don't do any sorting for child objects, and they appear in the order that Blender gives them to me. But I think you can influence that order by reparenting objects one by one.
Scratch that, the order appears to be alphabetical. Try renaming stuff until it comes out right.

673735214b188voodoo47

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a tiny, unimportant request - the grenade from the Rebirth grenade hybrid model as a separate object.
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Is there any vanilla object I can take as reference for orientation and such?

673735214b39bvoodoo47

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ogranade.bin

basically, my idea is that the Rebirth hybrid grenade projectile object shape and looks should correspond to the grenades he wears on his jacket and holds in his hand.
[ogrenade.jpg expired]
« Last Edit: 17. April 2018, 18:45:05 by voodoo47 »
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I see, I thought you are cooking up some kind of minimod again.

The grenade from rebirth is slightly bigger than the original one. I let it have an appropiate bigger bounding box, so if that get's you into trouble I can also make it the size of the vanilla one.
« Last Edit: 25. April 2018, 10:20:44 by Moderator »

673735214b5d3voodoo47

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shouldn't be a problem. shape looking good, but no texture, guess I'll have to rip it out of the hybrid.
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Oh yeah, sorry. Forgot to mention it. You need the many_gr.* from rebirth inside the obj texture folder.
If wanted I could also do a smaller texture just for the grenade.

673735214b8b4voodoo47

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ah, right, working properly now. as far as the texture is concerned, it's not like the full texture is too large or anything (54kb), so no real need to cut it down to only the grenade part, but I guess no harm in doing it either, if you really, really have too much free time on your hand.

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