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673ff89362f61ZylonBane

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Thanks. Texture alignment on the desk looks perfect, but the Gouraud snapping as you move your view around to put the model partially off-screen seems to have gotten worse. See for example desk 915 on medsci1. I'm guessing this could be fixed by either making the top of the desk flat-shaded, or going the other way and doing the surface subdivision thing on the desktop.

Regarding the toilet, what I needed was the handle part only, not the bowl. Like you did for the vanilla model for SCP, so when players destroy a toilet, it swaps to the handle-only model so it looks like they only destroyed the bowl. Looks like you have the correct assets for the HD toilet, but just to be sure, attached is what I have.

Regarding the replicator frame, I'd like to put that on the back burner for now. I'm trying to get both SCP Beta 5 and SHTUP-ND Beta 2 released within the next couple of weeks, so for now I'm concentrating on model fixes that are either essential or very simple.
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Couldn't really see the problem you described with the desk ingame. But I saw what might cause it in blender, so this should do the trick.

Here is the handle only.
« Last Edit: 23. November 2021, 12:20:44 by Moderator »

673ff893636aaZylonBane

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Whatever you did to the desk, it's perfect now. This can go in the Fixed Objects pack. We'll be incorporating it into SCP and SHTUP as well.

As for the toilet, that's exactly what I needed, but... argh, it's all coming back to me now. Years ago, when I first got that model from Ajare, I had to shift it on the Z-axis in BSP because it was slightly sinking into the floor. Since you're working from the original 3DS file, your exports have the same  offset issue. Sorry!

Attached is the HD toilet bin file I'm currently using in-game. You could import this into Blender and chop the bowl off, or use its offset as a reference to correct the original model's offset, or... well, whatever works best for you.
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I just checked the toilet you have send, and the original toilet from the game, against the new toilet. And they all fit inside the same boundaries.
So I guess even the original toilets are already partially sunk into the ground.
I'm not that familiar with shockEd or the game to know where the toilets are located. If you can point it out I might take a look.

673ff89363968voodoo47

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not Rick or Hydro, that's for sure - jarheads are too tough to need them, and the hydro staff, well, who needs toilets with all those pools around..

anyway, open medsci2, hit F3, put 282 in and press F8 to jump to the object.
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I've checked again, nothing sunken into the floor. Not the original toilet and not the new one.

673ff89363ca4ZylonBane

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Such a troublesome toilet. Okay, to visualize what's happening, I created two toilets in exactly the same spot, then set one of them to be transparent and changed the model to the handle-only version:



I have both of them selected, so you can see the bounding boxes are also slightly different. These alignment difference are almost certainly caused by the two models going through different export pipelines. Curse my boundless optimism for expecting everything to work out smoothly in spite of that.

Okay, I guess we're gonna have to do this properly, no shortcuts. This needs to be a direct replacement for the original model, so please start with the original Irrational toilet.bin and then paste the HD version (I'm pretty sure I sent you the 3DS file?) into that, ensuring the bottom of it lines up with the original. Then export the complete and handle-only versions from that. Note that, because apparently the shit never ends with this toilet, even Irrational's model has a messed-up bounding box. If you place one in DromEd and tell it to floor it, it ends up slightly sunk into the ground. So this error should be preserved, if possible.

Also, as long as you're in there, and if it's not too much of a pain in the ass, would it be possible to fix the UV mapping on the left half of the seat? Both sides use the same texture, so this can't be fixed at the texture level.

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I don't know what you are doing. But whenever I check they match. You are probably not on vanilla and there is already some adjustment loaded or whatever.
Here's an image of vanilla and new toilet in Blender. I've also checked in ShockEd and everything looks fine. I don't know how to select two object or else I would have been able to show you.

I worked on the UV map and it should be fine now.
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673ff893643a7sarge945

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Regarding the replicator frame, I'd like to put that on the back burner for now. I'm trying to get both SCP Beta 5 and SHTUP-ND Beta 2 released within the next couple of weeks, so for now I'm concentrating on model fixes that are either essential or very simple.

https://www.youtube.com/watch?v=fKLmZNnMT0A
Acknowledged by: JML

673ff893645f4ZylonBane

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@Olfred, I've added a custom model request to the first post. Request is for the hat from the old corpse models, as a standalone object. Hardest part should be cutting out the hole on the back.
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something something I'm super busy something late, sorry

I cut the hat of the model so it should have the same geometry. Copy over the texture from the mesh folder to the obj folder.
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Decided to play around with Olfred's grenade launcher sights and found the the improved version of the fixed/vanilla sight (the one with the transparent texture) is missing the drum portion of the model. The flipped down version is completely functional on the other hand.
Sorry, I only came back to you now. I kind of had it in the back of my mind the whole time, but never realised it's been there for over a year already.
Looking back at what was going on. I think the grenade launcher thing never went somewhere IIRC, voodoo47 would know better.
I guess I missed something on exporting the model and the drum went missing. If you want to use one of the models I can make a proper export for you.

673ff89364c8bZylonBane

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I cut the hat of the model so it should have the same geometry. Copy over the texture from the mesh folder to the obj folder.
It's perfect, thanks!
Acknowledged by: Olfred

673ff89364d7cvoodoo47

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yes, the launcher model was an experiment that went nowhere. the model is not meant for regular use.

673ff89364ef8ZylonBane

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Request added to first post to make fullbright the screen parts of ma1.bin, one of the models used in station.mis to display the mission postings. There are 27 of these things, but the models are all identical other than the texture used, so if I can get just one model fixed, I can take care of the rest by hex-editing in the texture names.

Unfortunately the main screen part is very irregularly shaped, so this might be a bit of a pain in the ass. Sorry about that. I've attached a temp texture that should help with keeping the lit and unlit parts separate.

If I didn't care about maintaining localization compatibility it would be easier to just erase all the text from the base texture and apply the text as a separate glow map pass, but oh well.
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Is this how you wanted it?
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673ff89365131ZylonBane

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I think something went wrong with the export. The original object is 5x0x5, but this one is 93.5x2x5.
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Oh yeah, I somehow must have misclicked something. There was a polygon that I somehow created way out of screen.
This should be better now
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673ff89365404ZylonBane

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Scale correct now. Okay, visually it's exactly what I wanted. But something about the geometry seems to be giving the engine issues. There's some shifting around of the lit/unlit areas when the sign is viewed in the corners of the screen, and this is how it looks in view.exe:



The missing parts shift around as the model is rotated.

How did you structure this model? The usual way these sort of signs are done in SS2 is that the full diffuse texture is placed in the background as a simple quad, then the illuminated layer is hovered above it with the non-illuminated parts trimmed off.

From the way the viewer is freaking out, I'm guessing in the current model the illuminated part was actually cut out of the non-illuminated part and they're occupying the same plane, so it's trying to render an irregular shape inside the plane of another irregular shape. Or am I completely off?
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Yeah, you are right about that.
I'm kind of out of the loop when it comes to working with dark, sorry about that.
Also I left the polygons as n-gons and didn't convert it to triangles. Sometimes the engine is fine with it, sometimes it leads to artifacts. When I tested the model everything looked fine.
I made a new model with the illuminated part as floating above the diffuse. Check if evertyhing is okay now or if I need to increase the distance. That really depends on the video card. Sometimes it looks fine to me, but when voodoo checks it on his intel gpu testing rig it will still start the z-flicker. It's really about finding the balance to not make it obvious it's a floaty polygon and to prevent the flicker.
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