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3 Guests are here.
 
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I'll take a look if I can modify something together when I get some time again.
Acknowledged by: voodoo47

679bc909aefd7voodoo47

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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)?
new release of Fixed Objects with the generator and pistol soonish, probably. and this is the reason why you should still load Fixed Objects even if you have SCP - the time periods where they are in sync (making the objects redundant) are relatively short.

679bc909af1c1ZylonBane

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The entire point of integrating Fixed Objects into SCP and SHTUP is so users don't have to keep track of yet another mod.

This is the reason why you should only install Fixed Objects if you suffer from uncontrollable twitchy OCD spasms when you don't have the latest latest latest versions of everything.

679bc909af302voodoo47

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well, yes?

anyway, it's still much easier to tell someone to go update the(ir already loaded) FixedObj mod than point them to a file download buried in this topic (and explain which file goes where) if a certain fixed model is needed to fix something.

679bc909af4b7ZylonBane

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I've added another request to the first post. In rec2.mis, the wall that explodes (1878 306, recwall.bin) is very obviously an object, due to the lo-fi vertex lighting. Would definitely benefit from surface subdivision.

How it looks currently:



How lightmapped terrain would look here:

« Last Edit: 03. December 2024, 05:23:27 by ZylonBane »

679bc909af5cevoodoo47

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might as well bump the laspistol too. the more I look at it, the worse it gets.
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I'll be back in about 3-4 weeks, then I'll take a jab at it.
Acknowledged by: voodoo47

679bc909af85bvoodoo47

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@Olfred can you take a quick look at the attached object please? something wonky might be going on with the top surface (unusual pattern with texture filtering disabled, but not for everyone, it seems).
[RECCOUNT.BIN expired]
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I'll be back in about 3-4 weeks
More like months... I'm sorry guys. It's just always when I want to take some time for it. Something else gets in the way.

I've added another request to the first post. In rec2.mis, the wall that explodes (#1878, recwall.bin)
I tried to get to the location to test it right there. But I forgot how to jump to a location in the editor. So these are pretty much untested.
There are various versions I created. 0 is one I cut up manually as the model was in two parts already and I cut the surface in somewhat equal sized faces. 1 and 2 have both sides of the wall cut, for 3 I only cut one side of the wall due to the polygon limit. As noted earlier, I might have cut up the wrong side of the wall, so you might need to flip it for testing. I can modify it the other way around if needed and send you an update.

@Olfred can you take a quick look at the attached object please? something wonky might be going on with the top surface (unusual pattern with texture filtering disabled, but not for everyone, it seems).
[RECCOUNT.BIN expired]
I took a look at the editor and the UV map for the tabletop is basically just all points at coordinate 0,0. Whatever a graphics card (or driver) might do with filtering, it could lead to weird behaviour.
I mapped out the UV map a bit for some quick testing. It's nothing pretty, just for testing purposes.
(There are some other uglynesses I saw when I opened the model. So it could use some touch ups anyway)
« Last Edit: 16. December 2024, 13:15:56 by Moderator »
Acknowledged by: voodoo47

679bc909b0060ZylonBane

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Thanks! I'll check these out this evening.

To jump to an object in DromEd:
- F3: enter object ID
- F8 (jump to object)
- F, 2 (level camera if object was pitched/yawed)

I... have no idea where I got "1878" from in my previous post. There is no object 1878 in rec2. The exploding wall is actually object 306.
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Ah, so I was doing the right thing (through another means), it was just the wrong ID.
I believe I had the lucky pick and choose the wrong side of the wall for recwall_3. So for testing purposes you can flip it.
If you want to go with 3 I can make you a new model.

679bc909b02ecZylonBane

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On reccount.bin...
- The edge trim of the top has disappeared.
- The color of the top has changed.
- I noticed another issue with the original model; there's a gap between the top and the base.
- Could you please turn down the self-illum brightness of the yellow part? Like maybe 30 instead of 100.



For the rec wall, recwall_2 looks good. Players can't get close to the wall before it blows up, so a medium level of subdivision looks good enough.
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Like mentioned before. It's only for testing if the error still appears. Once it's confirmed to not be an issue anymore I would go ahead and work on the model for real.

679bc909b0540voodoo47

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if you mean the nv+no filtering issue, yeah, that's fixed;



though the top surface now seems to have something that could be described as giant pixels (12x4).
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The giant pixels were to be expected.
I'll take a look at the table and work on it a bit. I might add a new texture to it which is just a solid color.
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imho the 30% on the illumination is muted too much, the whole effect is kind of lost.

679bc909b0892ZylonBane

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This is good, thanks. Since this model is used only in dark areas, having that large solid bright area at a high self-illum level really blasts your retinas. So low self-illum works better.

Since the top is its own texture now, I blew it up to 256x128 and "textured" the surface, which looks nice too.
Acknowledged by: Olfred

679bc909b09f0ZylonBane

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Olfred, when you have a chance, could you please chop out just the legs of conduit.bin and conduitr.bin -- these parts:



-- and turn them into new objects consisting of only the four legs? This would allow visually extending the legs on conduits that have been positioned lower than their legs can reach.

679bc909b0d22ZylonBane

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Olfred I just took a look at these. Unfortunately they're not usable in their current state since both models turn the lights on the shield generator grey.



Also why are there two models? Only sgen2 should need updating so it doesn't jump in relation to sgen1.
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Can you give me a map name and a pointer so I can test it out? And maybe the code for the item that is needed to activate it so I can test it out.
There's a lot going on for me right now so it could be that I only can get to it in the next year.

679bc909b0f5fZylonBane

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command1.mis, object 285. In the SCP version of the map there's an editor-only Sympathetic Resonator floating next it that you can grab and plug into it to switch to the other model.

679bc909b1094voodoo47

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did I miss that? yes, I did.

yeah, the first model seems to be unnecessary, actually, so not sure what was fixed there (was thinking the selection brackets, but doesn't seem like it //actually, yes). the second model actually is almost ok, just missing the small yellow light (vanilla sgen1 in the corner).
[gen.jpg expired]
« Last Edit: 16. January 2025, 10:41:55 by voodoo47 »

679bc909b11ccvoodoo47

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@Olfred slight bump into the generator models, and maybe the laspistol. perhaps even the T2 eyeball plant. thanks as always.

//scratch the laspistol, looking at everything again, I think we'll open this can of worms later.
« Last Edit: 19. January 2025, 12:07:27 by voodoo47 »

679bc909b1351ZylonBane

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Also we've got a good-enough-for-now overloaded shield generator model that eliminates the jump when it's swapped in.

@Olfred new request: noticed that the red stripes on the security crate have a serious floating issue:



Model is hackcrat.bin, "Hackable Crate" (-1886) in the hierarchy. You've worked on this model before to add the missing bottom, so hopefully you still have your files from that.

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