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673683a694e78ZylonBane

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Is there a way to create some kind of "pack" in the editor which consists of several models?
You mean like the tram car?

About how many polys is each piece of cutlery that you made? Each one shouldn't be more then two or three dozen faces.
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Don't know about the tram car, but probably no.

I was thinking about in the editor to prepare several models and then make a group. So you can place a group of them instead of rearranging them every time you want to place it.

Well there are some pieces who have a low amount of polys, some have more.
The real problem is the high number of them, and they all are being placed two times in the model.
In total this sums up to 11388 triagonal polygons.

If you want I can upload the model.

One possible work around which comes to my mind would be to just remove the stoveu from the kitchent.bin and cut the bar in half and create two indidual models which then need to be placed accordingly.
« Last Edit: 18. November 2013, 16:21:06 by Olfred »

673683a695790voodoo47

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maybe try 3ds2bin? should be included in the basic toolkit's tools folder.
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That tool just uses 3ds to e converter and then bsp.exe
Sadly there is really only bsp.exe available.
And recently the bin exporter for blender

673683a695960voodoo47

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hopefully someone else will have an idea then.
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Well nemyax is still working on the blender script, just recently talked with him about it (look forward to a fixed fsn_h.bin in the future!)

I think for now I just go with splitting the bar. So at least to get it into the game for now and someone (*looks over to ZB*) can texture it.

673683a695d6dZylonBane

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I was thinking about in the editor to prepare several models and then make a group. So you can place a group of them instead of rearranging them every time you want to place it.
This would make the model(s) useless as a drop-in model upgrade. Only mods that include entire updated MIS files would be able to use it.

673683a695f47ZylonBane

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A DML file cannot replace one object with multiple objects. It's not a scripting language.

Could you post a wireframe shot of the completed cutlery model?
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Ah, I don't know much about DML files. I thought it would also be possible to add new items and remove existing ones.

Here's a wireframe (Currently with n-gons, can make one with tris, too)

673683a69614bvoodoo47

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isn't it just bsp being fickle? the model does not look all that hipoly.
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Dunno, maybe it's also my low power CPU which can't handle the load bsp.exe produces.
If someone else is willing to try it I can upload the files
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New post so you get notificated.

There is a new version of the Blender bin im/exporter which features illumination per texture.
So updated both fusion cannon models (the world model also had the crack).

So everything is off the list now.

Waiting for new input :D

673683a6964c5voodoo47

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looking good.

I have a feeling that you have missed the second tram model - tramcar2.bin (-3432) [multiple transparency and z issues]. needs the same treatments as the first one.

also, the last issue with the regular window being rendered over the tram window will have to be fixed in the map, so don't worry about that.
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I have a feeling that you have missed the second tram model - tramcar2.bin (-3432) [multiple transparency and z issues]. needs the same treatments as the first one.

See my previous posting:
tramcar.bin and tramcar2.bin seem to be the same model, right?
So just copy and rename this one. If there really is a difference just tell me.

also, the last issue with the regular window being rendered over the tram window will have to be fixed in the map, so don't worry about that.
Guessed so, just wanted to mention it.

673683a696b99voodoo47

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no, as far as I can see, they are different models.
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Ah, I see it now. The tramcar2.bin is basically the same, just a bit scaled on one axis.
This is a quick fix, here you go.

673683a696dc0ZylonBane

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The tram car has inherent z-sorting problems because it's a complex object with both transparent and opaque sections. The only way to truly "fix" it would be to make the windows be separate objects, which would be a huge pain in the ass and only compatible with specially modified maps.

673683a696e9dvoodoo47

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the fixed model is much, much better than the original, and that's what counts here.
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Are there still problems with it? The only thing I can still see is some ugly stretching, but fixing that would require a new texture and I don't see the need for it.

673683a6970a5voodoo47

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naah, looking good. compared to the original, it's pretty much perfect.


//termibox.bin - Junction Box (-760) is also missing back polys. I don't think there is any place in the game where this is a problem, but hey, fixing it means mappers will have one less thing to worry about.

//also added the gibs to the Rebirth topic, as an separate download for now - while it's true that they fit with Rebirth the best, the are some other model packs out there, so let's leave the choice upon the user.
« Last Edit: 18. November 2013, 23:49:00 by voodoo47 »
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naah, looking good. compared to the original, it's pretty much perfect.
It doesn't require much to look better than the original.

added termibox.bin

How can I find out the number or name of an object when I only know the filename?

673683a697448voodoo47

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no easy way, I think you will have to either browse through the archetypes manually, or ask here.
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So it's kinda pointless to just open every bin and check there, better check in the editor.

Is it possible to jump into game mode with normal shading/lighting?

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