681922c6da9d8

681922c6df013
13 Guests are here.
 

681922c6df82avoodoo47

681922c6df88e
arrived to the same conclusion - EX and lets fix the maps accordingly. path of the least pain.
681922c6dfc92
As promised to complete the set, here's the broken ladder. I slightly altered the geometry so it looks better.

How is the lighting of objects handled again? I remember there was some testing with the teeth. As far as I can remember the engine does vertex lighting. Is there some kind of foolproof way to test this out on a model how a light will affect it?
I tried testing around a bit but I might have used it with the wrong light as I couldn't really achieve what I wanted to test out (a model receiving different coloured lights)
« Last Edit: 28. September 2023, 00:10:48 by Moderator »

681922c6dfea0Nameless Voice

681922c6dfef4
Yes, the engine uses vertex lighting.  You can make the lighting look better for large areas by subdividing surfaces (though the BSP optimiser might well optimise them away if you're not careful.)
681922c6e0043
Ah, thanks for confirming that. As I'm using a Blender add-on to create the bin files I don't have the faces optimised away.
I tried to seperate a model in segments but didn't really manage to get the position ingame right so it does get two lights.
But I'm a noob when it comes to the ShockEd, I don't even know how to get a new light in there.

681922c6e01c1ZylonBane

681922c6e0218
I'd say the best approach to the 8-unit ladder issue would be to overwrite the vanilla model with the one that fixes the offset rails but maintains the oddball 7-point-whatever stack spacing, then include the exactly 8 units ladder model in the resource package so it can be selectively swapped out by anyone who really feels like manually fixing ladder stacks.

681922c6e02f4voodoo47

681922c6e0344
@Olfred how difficult would it be to put some of those blinking lights (just colored squares really) onto the SFG hand model?
[sfg_lights.jpg expired]
681922c6e0443
not very difficult
It's or_ and green_ (strangely enough or_ is missing a counterpart)
I can change it to anything you want
[sfg_h.bin expired]

681922c6e0612voodoo47

681922c6e0667
woah didn't expect a model right away. alright then, lets see where this goes - I'm thinking mirroring the current fusion cannon (in normal mode), which is orange and green, not blinking. also this is supposed to be fairly subtle, so the lights would be better off (much) smaller (just like on the cannon). thanks as always.

also (as I'm actually not too amazing at this) the light placement is open to discussion, if someone thinks they should be slapped somewhere else.. and maybe they should be on a black background/slab (to again, mirror the fusion cannon //yeah, they probably should, they look a bit odd when placed on the chassis just like that. hmm, maybe editing the underlying texture could do the trick. we'll see).
[fusionlights.PNG expired]
[sfg_maybe.PNG expired]
« Last Edit: 28. October 2023, 11:06:14 by voodoo47 »

681922c6e070bZylonBane

681922c6e0759
Since stasis shots are already color coded, just maybe make the light color match the shot color?

681922c6e081cvoodoo47

681922c6e086a
sure - all I'm thinking here for now is that there is a lot of room on that weapon's body, might as well use it for something.

either way, as long as Olfred places properly sized lights there somewhere, we can then change them to whatever.
« Last Edit: 28. October 2023, 16:44:38 by voodoo47 »
681922c6e0959
Can you change a texture with ingame magic?

681922c6e0a06voodoo47

681922c6e0a52
well the texture would have to be edited, but once it is, we technically can, by swapping the models. that's what the current fusion cannon does.

the lights, once there, can be changed easily by hexediting the model.
681922c6e0b34
I see.

Is this to your liking?
[sfg_h.bin expired]

681922c6e0bbbvoodoo47

681922c6e0c07
maybe still a bit too big. are they square?
681922c6e0cf9
No they weren't square.

Made them square now (eyeballed, not perfect). Is this better now?
« Last Edit: 28. October 2023, 22:50:13 by Moderator »

681922c6e0dc5voodoo47

681922c6e0e11
yes, that should do just fine - thanks.

we'll see what we can whip up with this as a base.
681922c6e0eff
If you still want any changes or need something done just tell me so.
What about the world model, should it get the same treatment? Just with non illuminated lights?

681922c6e0fa1voodoo47

681922c6e0fed
maybe - we'll see. I'll bother let you know, no worry.

681922c6e1147voodoo47

681922c6e1194
one more to wrap the beta5 objects up - laspistol text is reversed. @Olfred would you kindly.

we'll talk about how the frick Goggles even holds that thing and where the trigger is sometime later. //lame mockup attached.


//aand I lied - sgen1.bin and sgen2.bin (normal and overloaded shield generator), the second model is slightly offset on the z-axis, needs to be moved up a bit so there wouldn't be a noticeable model pop/jump when the models are swapped.

https://www.youtube.com/watch?v=Mhv6-Tyr2ng

[mock_lame.jpg expired]
[pewpew.7z expired]
[backpew.jpg expired]
« Last Edit: 05. January 2024, 08:53:08 by voodoo47 »
681922c6e12ce
Sorry it took so long.

For the laser pistol. No way to fix it only in model. I gave one half of the weapon a new texture name and did a quick edit on the texture. This will likely break any mod that only updates the texture and not the model.

With the generators, I didn't check the behaviour in the actual game. So check if it looks correctly.
« Last Edit: 21. January 2024, 12:50:53 by Moderator »

681922c6e13c5voodoo47

681922c6e1415
generator good to go, thanks.

pistol texture looks ok, but now that there is no rush anymore, maybe I'll just wait and see whether you can do something about the missing trigger and oddly rotated grip (see the lame mockup).
681922c6e1541
Oh, I totally missed the release of beta5. You could have nagged me a bit more about it if it was that iminent.

Is it really necessary to modify the original model when there already is a pretty good replacement available?

681922c6e15f1voodoo47

681922c6e1647
necessary no, fun, yes. besides, we like our vanilla resources.
681922c6e17c1
Will these fixes be added to SCP in a new beta, or the final release of SCP version 5 (or SCP version 0.5, whichever it is)?

Your name:
This box must be left blank:

Name the default melee weapon in System Shock 2:
13 Guests are here.
If he gets near, spacebar him!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
681922c6e2423