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673634aa6ebc0voodoo47

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probably good enough, but lets try to add Y: -0.02, Z: -0.01one last time.
« Last Edit: 24. December 2018, 15:28:10 by Moderator »
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Ah, no problem, it doesn't really take that long. So if you still want adjustments it's rather easy and quick to do it. I believe even someone untrained like you could do it.

673634aa6f41bvoodoo47

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you overestimate me.

the current models are good enough - this was never meant to be a perfect solution (impossible, considering the general quality of the meshes and models), just a quick fix to make things look less awful. and that has been accomplished.
[meleefix.jpg expired]
Acknowledged by: JML

673634aa6f691ZylonBane

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Olfred, how much of a pain would it be to take the tram model (tramcar.bin), remove the transparent windows, and make each window a separate object? The tram has four windows, but it might be possible to get away with just two window objects since the front/back windows and side windows appear to be identical.

We're trying to fix a depth sorting issue with transparent regions on large objects. Making the windows separate objects might easily resolve the problem.
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Since I already worked on the tramcar and the files are already in a workable state. It should be fairly easy to do it.
Unfortunately I don't have access to the PC with all the files right now. So I would need to get back to you some time next week.

673634aa6f888ZylonBane

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That's cool. Next release is probably at least a month away.
Acknowledged by: JML

673634aa6f9c5voodoo47

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we'll have to crack some sort of DNF joke/reference upon release.

673634aa6fb33ZylonBane

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Woah, I'd somehow never noticed that the Earth tram and the Command deck tram are different sizes. The Earth one uses a different model, tramcar2.bin. I'd say the Earth one is fine staying a single object.

673634aa6fcedvoodoo47

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yeah - also it's fine to use render order on that one, as there is no transparent stuff you could drop around in that part of the game.
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well, apparently when I made the original tramcar model, I still were using bsp.exe for conversion.
So right now I get some issues exporting it using the blender script. Just will take some more time to get it right.

On a different note. I'm having some trouble with ShockEd right now. Somehow it only does a certain action after I pressed a second one. Like, I go into a text field and type 180, but it only displays 18, now when I press another key it shows the 180.
And this is for all inputs. Do you guys have any idea?

673634aa71508voodoo47

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last time we've seen something completely bonkers like this, the culprit turned out to be the spectre/meltdown fix - it's a long shot, but no reason to not try, I guess;
Code: [Select]
reg add "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management" /v FeatureSettingsOverride /t REG_DWORD /d 3 /f

reg add "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management" /v FeatureSettingsOverrideMask /t REG_DWORD /d 3 /f

673634aa71701voodoo47

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guess I would try grabbing the install and dropping it onto a different computer, seeing whether the issue persists.

the standard stuff like disabling antivirus/other background things that might be interfering has already been tried, I assume?
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I tried ShockEd from another installation on this computer and on my other machine there is no problem like this.

I can't find anything that is interfering. It almost seems like the renderer doesn't flip the image after an input.

673634aa718cdvoodoo47

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d3d_disp_no_rgb10_buf is enabled in cam_ext?
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Yes it is.
When I mentioned that I felt like the renderer is having issues I came to the conclusion I should try to reinstall the video card driver. As it must have been a system related issue. And that actually fixed the problem.
Acknowledged by: voodoo47
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So it turned out to be more pain than I initially anticipated. Mostly due to me having worked on it before I switched to the Blender script from nemyax.
As I don't have the time to optimize the model right now I simply went back to working with bsp.exe for which I originally made the modified model.

In the attached zip are:
tramcar_no_w.bin - Tram without windows
tramcar_w.bin - all windows in a single model
tramcar_w_*.bin - *=1-4, each window in a seperate model

As I switched back to bsp.exe there are some anomalies returning with it. In ShockEd the bounding box will be at the wrong location. But that is a result of me placing the model at a place that there shouldn't be any offset needed when attaching the windows to the tram.
[tramcar_windows.zip expired]
Acknowledged by: ZylonBane

673634aa71c33ZylonBane

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Okay, tried it and I'm having serious issues with the windows disappearing when they shouldn't be. I'm guessing this is caused by the off-center bounding boxes, so the z-sorting routine is getting confused. Would it be possible to shrink the bounding boxes for each window to just the window object?
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yes, but it will take some time and fiddling around on my side. I could give you something quick and dirty to try it out in the meantime. But it wouldn't be optimized much.

673634aa71e0eZylonBane

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That's fine, take as much time as you need.

Is the original model really that bad?
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The original model has been modified by me and now does have an actual thickness to it. The original is just paperthin.
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Did you have any luck with all windows in one file? Or do they really need to be individual models?

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