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5 Guests are here.
 
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Generators were a freaking hassle to find the right color. I was looking for the textures but couldn't find anything that matches. Turns out, the material for the lights were no textures at all but an RGB value defined as material. It's the first time I saw this and the importer/exporter I use also doesn't seem to be able to handle it. So I had to take the route on creating .e files and then manually edit them, which also didn't went as easy as bsp.exe was a bit finicky to accepting my edits. It seems that if you use RGB materials, they have to be at the bottom of the material list, somewhere in between and the model doesn't get created properly. Oh the wonders of the dark engine and its tools.
I seem to have properly working models now. Use both new models as I adjusted the lights position.

There are also the adjusted light positions for the hackcrate.
« Last Edit: 26. February 2025, 21:14:25 by Moderator »
Acknowledged by: ZylonBane
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Conduit needs legs.

I made them so they overlay with the original legs of the conduit when you put them at the same position. I thought that might make it easier for you. I could also change it so they will align above the original legs if put on the same position, but as you might want to stack multiple, how it's currently set up might be simpler for you. It's up to you, I can make the change if wanted.

EDIT: Here's an edited laser pistol. The timer on the mock image ran out so I just did something from memory. I tried to keep the aesthetic of the overall model so the trigger is quite simple in geometry.
[laser_triggered.zip expired]
[conduit_legs.zip expired]
« Last Edit: 26. February 2025, 17:04:39 by Olfred »
Acknowledged by: ZylonBane

681673455ea8fZylonBane

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Something off with the security crate export. It's floating several inches above the floor when replacing the original model.

681673455ec3evoodoo47

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ooh, forgot to comment on the laspitol - yeah, this is close to what I had in mind, but the grip probably should be moved more forward, no reason to have so much empty space there. Tacticool had a pretty good idea there (also nicely shows just how much messed up the top texture is on vanilla, though it takes it too far with the grip, imho). also watch out, one side of the gun is now untextured.
[notex.JPG expired]
[shorten.JPG expired]
« Last Edit: 01. March 2025, 22:43:26 by voodoo47 »

681673455edbcZylonBane

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I am not comfortable with fan-fic'ing alternate weapon models into SCP, or SHTUP, and especially not Fixed Objects. The hand grip on the vanilla model may be weird and impractical, but it's as depicted in the concept art.



Shield generator and conduit leg models look good to go.
Acknowledged by: Nameless Voice
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Something off with the security crate export. It's floating several inches above the floor when replacing the original model.
I really need to test the position of models compared to the original. With the updated exporter script it changed a bit and I'm still figuring out which is the correct setting.
This one should be good now.

also watch out, one side of the gun is now untextured.
That's from the previous work I did on the laser pistol. When I work on something I tend to use the "latest revision".

I am not comfortable with fan-fic'ing alternate weapon models into SCP, or SHTUP, and especially not Fixed Objects. The hand grip on the vanilla model may be weird and impractical, but it's as depicted in the concept art.
I agree with you, but I just do as you guys tell me for most of the time.


[hackcrat new pos.zip expired]
[laser triggered mid.zip expired]

6816734560fcavoodoo47

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laspistol shape good to go as far as I'm concerned, now the question becomes, is it worth trying to fix the texture if ZB is against this being included in (one of) the big three? not worth the hassle if this ends up just a minimod of some sort.

btw this should be fixed as far as I'm concerned, yes, the concept art may show the current model (also confirms the top texture is messed up on it), but sometimes you have to admit they just did a dumb thing that should be corrected. the current vanilla laspistol is not an object that could be held by a human being, they probably just didn't realize or something, and as mentioned, if we take a look at the mesh/hand model which is held properly/realistically, then we have no choice but to admit the world model is wrong, and probably should be fixed.
« Last Edit: 02. March 2025, 14:26:24 by voodoo47 »

6816734561295ZylonBane

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As I see it, it's important for mods to stay in their lane, so people who download them can reasonably predict what they're getting. When it comes to models...
- SCP: New models only as needed to support new or repaired functionality.
- Fixed Objects: Corrected technical issues. Z-fighting, missing faces, floating decals, sloppy UVs, etc.
- SHTUP: Enhanced models. Higher poly, more detail, etc.

None of the above include redesigning the guns. That's always been left to standalone gun mods.

Anyway, when SS2EE25AR comes out it'll have all-new weapon models, so this especially isn't worth the hassle.

681673456144dZylonBane

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Another SHTUP request for @Olfred ...

torpedo.bin - Torpedo (-2289)

This is the Rickenbacker torpedo. It has a few issues:
- Missing blue light on one side.
- Tech screen on side without blue light not aligned with texture.
- Yellow stripes at front and end don't join seamlessly.
- One side needs swapped to different texture so hi-res text won't be backwards.

I suppose all of the above except the last item would also qualify this as a Fixed Object addition.

I've already created some replacement assets for this, so I just packed everything up.
[torpedo.7z expired]

68167345615cdvoodoo47

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yes, I realize this one is a bit on the edge, but that's how things sometimes are. I would compare it to the protodroid shipping crate model - some bits were simply missing, "eeh nobody is going to notice anyway". so reconstructed to look proper. the air ducts were redesigned to be actual air ducts, not just blocks of metal. pipes too. plenty of precedent there.

anyway, if your no is final, then I'm not going to push this any further.

681673456176fZylonBane

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Protobot crates did not include redesigned droid parts, they copied the existing droid model.

Air ducts were not redesigned, we just made versions with the ends knocked out.

Pipes were not redesigned, they've just been made more rounded.

This business with the laser pistol is a blatant "That's not how I would have designed it, I think it should be designed like this instead," which is way, way over previous lines.

6816734561952voodoo47

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yes, this is the first time we are (not) doing it on a weapon. buuut.. the pipe flanges have been added, the duct connectors have been added, the air ducts have been hollowed out, the grates and small crates have been given depth.

so if it's we are not allowed to add/modify/remove bits from objects because we haven't done that before, then yes, we did do that in the past, to objects that logically should have had those bits added/modified/removed, because the original objects were too simple, or not realistic enough. I don't see why the laspistol grip would be any different.

to make it short, I see no difference between a grate should not be paper thin because realistically, the metal would have some thickness, and the laspistol should not have an inverted grip, because realistically, nobody would be able to hold it.

but again, if it's still a no, then I won't pursue this.

6816734561c42unn_atropos

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Is it possible that the vanilla version is inspired by a Bajoran phaser ?

681673456207aZylonBane

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The TNG era was known for terrible weapon designs.
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laspistol shape good to go as far as I'm concerned, now the question becomes, is it worth trying to fix the texture if ZB is against this being included in (one of) the big three? not worth the hassle if this ends up just a minimod of some sort.
Like previously mentioned, you need the LASER2 texture from the previous laser pistol edit I did, there would be nothing to fix there.

Another SHTUP request ...
Thanks for packing the textures up, they were a big help as the screen and light placement are different from the original texture.
I went ahead and created two versions, one that can be used for the general fixed objects, and the other one edited to work with the shtup textures.
[torpedos.zip expired]
Acknowledged by 2 members: ZylonBane, voodoo47

6816734562f85ZylonBane

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Tested it out, everything looks good. Thanks!
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Great.
Is there anything that I missed and is still on the agenda?
(besides the plant for thief)

68167345649a9ZylonBane

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I don't think so. At this point most of our work is about to be rendered obsolete by SS2EE25AR, so...  :/

6816734565011eldrone

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I don't think so. At this point most of our work is about to be rendered obsolete by SS2EE25AR, so...  :/

Not a replacement for vanilla mode, it's still very much needed.

6816734565266voodoo47

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the plant for thief
oooh, look what I have completely forgotten about.

681673456558cZylonBane

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Rise from your grave!

Just noticed that there's something screwy with the normals on the updated wall lockers. They don't light up from lights placed in front of them, unless the light is far away. Doesn't matter whether the light is centered on the locker face or off by the edges. Strangely, the original models appear to have the same issue.

You can see this in command1, object 462 (and most other lockers in the area).

Another original issue with this model is that the front face and the sticking-out part often don't light consistently, since their polygons aren't actually joined. If there was some way to fix this, without inflicting shifting-gradient hell on them when partially off-screen, that would be a nice bonus.
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Could it be that the numbers are different on the scp maps? On the vanilla maps I use for testing I get an elevator path. As I don't know the maps inside out like you guys I have no idea anymore where these lockers are located. Been some years since I played the game the last time.

About the lighting issue. IIRC the lighting behaves wonky if an object is sticking inside the map geometry, which these lockers usually do. Can you confirm they behave the same when they are "standalone"?

Also I included a model where I merged the front part to the door. Then added a few extra cuts to compensate for the vertex lighting. It should give a much better lighting.

6816734565b4bZylonBane

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Whoops, I meant command2, not command1. My bad.

But yes, they light weird even when out in the middle of a room.
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I see. So I played around that area a bit and it seems to be better with the new model. But better check for yourself if this is the desired result.
Them being recessed in there seems to be also a factor.

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