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2 Guests are here.
 

67455b1117e23GuyFawkesGaming

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Well, I know THAT. What I don't know is the correct place to put the files, cause \obj clearly isn't the right location.

67455b1117ffdvoodoo47

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the answer is, don't use them, they are a modder's resource. that means you need to change the filenames and set the objects up in the gamesys if you want them to fulfill their intended purpose (which is making the MP player models of the other players wield weapon attachments that are properly oriented and sized).

67455b1118193voodoo47

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There's an unused object model ENGC.bin, which is textured with a dark red version of the engine core fuel flow GOO texture. This was probably intended to cover up the fuel flow conduits in the engine core until after the engine core quest is completed. However the model itself is buggy, with internal Z-fighting issues. This is probably why it wasn't used. Will have to be repaired.
@Olfred any chance you could take a look? we really have to get this SCP train moving again.
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67455b1118330ZylonBane

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I was actually going to fix that myself. It's just a decal object. Trivial to fix by hacking the E file.
Acknowledged by: voodoo47
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The problem with the model was that it had both sides two times.
Is the texture good like that or should the other side be mirrored?
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67455b11187d8ZylonBane

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It's just a wall decal, so it only needs one side.

In other news, I just noticed that the textures on the object walls in Polito's office are horizontally compressed. They should be 1:1. Oops! Olfred, you'd previously worked on these to subdivide them to improve the lighting. How much of a pain would it be to fix the texture scale? Object models are opw1316.bin, opw1317.bin, opw1318.bin, and opw1433.bin.
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Ah yes, just checked and found them again.
So as of right now the sides are both on the same UV coordinate which gives them this "smudge" thing going on. This is like many other things in the game.
What exactly do you want to be changed now? That it will be properly UV mapped? That would bring in a whole slew of new problems, as the texture isn't really fit to size for the object but just kind of put in there somewhere and then repeated. Check the attached picture to see what I mean.

I can work on it, but I don't know what exactly you want to achieve here.
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67455b1118aa9ZylonBane

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In the screenshot I posted, the object wall is on the left, and the terrain wall is on the right. If you look at how the walls line up with the floor tiles, you can see that the object wall texture scale doesn't match--it's horizontally compressed by 50%. I'd like the object texture scale to match the terrain texture scale.
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Ohhhh.....
Well, that did take me a freaking while to understand.
I thought it was something about the side of something. Like, the middle focus of the screenshot. Not the two walls you can see clearly on the left and right. Duh.
So basically what you want from me is to scale down the UV map by 50% horizontally?
Can you give me the map name? Then I can take a better look ingame to make sure it lines up.

67455b1118cd2ZylonBane

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Sure, up, down, whatever makes them match. Map is ops1, the SHODAN encounter. Polito's entire office is objects for the "falling away" effect.
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Here's a quick look with an adjusted scaling.
I took a look at the floor and how it matches up and then discored that the floor itself isn't done "pretty" itself. So are you going to adjust the floor as well or should I rather go on and adjust the texture to the floor as it is now? Primarily the corridor.
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67455b1118ee7ZylonBane

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What sort of adjustments are you thinking about? I just took a look at it, and the only issue I saw that could use improving is shifting the hallway floor and ceiling textures forward a bit so the tiles aren't split in half at the ends.
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That's exactly what I was thinking about.
If you want to adjust the floor tiles, afterwards I could adjust the walls to match the floor tiles tiling. Right not it's still a bit misaligned, but the general size of the wall should be fine.

67455b11190daZylonBane

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Well, the floor and ceiling are also objects, so I can't adjust them myself.
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Oh okay, didn't knew that.

So I did some adjustments now to make everything match nicely, but some adjustments to the level would need to be made.
On the right side opw1433 needs to be flipeed to H 90 and opw1318 flipped to H 270 to look correct. But that messes up the whole moving walls thing. I guess you guys know best how to adjust that. Either change something in ShockEd or let me make new models which are flipped. Whatever is easier to you.
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67455b1119361ZylonBane

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Thanks. Floor and ceiling objects look good. opw1316, opw1317, opw1318, opw1433, horizontal texture scale is now correct, but would it be much effort to slide the texture sideways on these guys so it tiles evenly across each object? If that looks okay, it would be a lot easier to deal with than flipping walls around.
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The walls from the first zip should be evenly across. But then they don't match the floor tiles anymore. And also the end bit of the corridor wall is just the "smudge" and not evenly textured.
It's no big deal like that, but I thought you wanted it extra fancy so I juggled around with the UV maps to make it fit. Just flipping the model in Blender is no big deal. So if a model replacement is the easiest way to go, I can provide some in a matter of minutes.

But it's up to you what you prefer.

67455b111958eZylonBane

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Hold on, I'll have to take another look at this.
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Hold on, I'll have to take another look at this.
Anything on this yet?

Also worked on the pool table with the texture ZB provided. I renamed it to pooltn to make sure it works with any texture replacement mods.

@GuyFawkesGaming also reported something about a chair. But the screenshots are gone. Can you post them again?
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67455b11199f1ZylonBane

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Dangit, opw new scale.zip expired. Could you please re-upload?

I like what you've done with the pool table, but the table surface has risen a bit, causing the issue in the screenshot.

Also, it seems a shame to have the interior geometry of the pockets modeled, but invisible because it's all black. Would it be possible to make the inner pocket lips green like in the attached shot, and apply the provided texture to the pocket linings?
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I don't have the first obw new scale anymore. I made two new ones with even across scaled. This should make you see the difference.

About the pool table. I was thinking about that. But wanted to get some middle ground between true to original and changed geometry.
I'd rather make some improved version with a completely new geometry and not such huge holes.
I've attached a new version with lowered middle plate.
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67455b1119c7eGuyFawkesGaming

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Sorry for not replying sooner, here's the chair pics. Also discovered climbing on benches makes you float above instead of stand on them.
Also do you still have that new pool table and Polito's office, and are they ready usable in game?
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67455b1119da2ZylonBane

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Of course you "float" above benches. Dark only supports sphere and cuboid bounding boxes for physics objects, so it's non-trivial to make the player collide with the back and the seat of benches separately.

As for any models being worked on in this thread, don't you worry about that. They'll find their way into the relevant mods when they're ready.

67455b111a10fZylonBane

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I don't have the first obw new scale anymore. I made two new ones with even across scaled. This should make you see the difference.
The holidays are over and I'm back!

Okay, so today I sat down and did what I should have done in the first place, a full analysis of what exactly would be required to correct the layout of the entire Polito area. Conclusion: It would require changing the texture offset and/or scale of every single wall object in that area (eight different models!) and even then it would be dodgy due to how some of them are positioned to prevent z-fighting.

So, even though I'm a big fan of sunk cost bias, I'm gonna have to punch the abort button on this. It's just not worth the effort all this would take, for something that AFAIK nobody but me has ever noticed. Sorry!

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