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6741ac9fb3205voodoo47

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arrived to the same conclusion - EX and lets fix the maps accordingly. path of the least pain.
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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 »

6741ac9fb3822Nameless Voice

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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.)
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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.

6741ac9fb3beaZylonBane

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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.

6741ac9fb3d62voodoo47

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@Olfred how difficult would it be to put some of those blinking lights (just colored squares really) onto the SFG hand model?
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not very difficult
It's or_ and green_ (strangely enough or_ is missing a counterpart)
I can change it to anything you want
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6741ac9fb409cvoodoo47

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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).
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« Last Edit: 28. October 2023, 11:06:14 by voodoo47 »

6741ac9fb41bdZylonBane

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

6741ac9fb430fvoodoo47

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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 »
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Can you change a texture with ingame magic?

6741ac9fb456dvoodoo47

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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.
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I see.

Is this to your liking?
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6741ac9fb47a9voodoo47

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maybe still a bit too big. are they square?
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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 »

6741ac9fb4a5evoodoo47

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yes, that should do just fine - thanks.

we'll see what we can whip up with this as a base.
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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?

6741ac9fb4d1bvoodoo47

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

6741ac9fb4f35voodoo47

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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
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« Last Edit: 05. January 2024, 08:53:08 by voodoo47 »
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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 »

6741ac9fb5252voodoo47

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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).
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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?

6741ac9fb54ffvoodoo47

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necessary no, fun, yes. besides, we like our vanilla resources.
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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)?

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