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67b501bf1aec4voodoo47

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yeah, the proper slot looks really nice, no doubt there, but unless the empty version is somehow tweaked, I'm not sure whether we'll be able to use the new models - the switch between models not being seamless is quite noticeable, and that's a problem.

and yeah, as stated many times before, dark engine is not giving free passes to anybody - you don't want to know how much stuff I had to go through just to seat the lady in the bar on earth properly. but then again, no challenge, no fun, right?

67b501bf1b12fZylonBane

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WTF, I've never seen Dark do anything like that with models. Olfred, could you post the E files?

Also what if you set the front face to flat-shaded instead of gouraud?
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I did a workaround now, but that needs a new texture file.

I don't have E files, it's directly exported to bin.
I have attached the blend files for both versions
« Last Edit: 16. December 2013, 02:15:07 by Olfred »

67b501bf1b682voodoo47

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https://www.youtube.com/watch?v=PQtvi9MVvdo

guess this could work, if there is really no other option - though the moment when the models are switched is still quite obvious, as it seems like they are not of the same size now (you can see the model "jump").
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Yeah the jump is because the dark engine creates an origin/bounding box on it's own so you have to add some invisible stuff to the model to make them both the same size.
Seems I accidently deleted that.
This should work now.

If there is still something wrong please add a save next time.

Also I could change it so the texture with the transparency on it will have a different name, just in case it gets used somewhere else or something like that.

67b501bf1b979voodoo47

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ok, this works. let's wait to see whether the extra texture hack passes ZB's quality control, I'm not seeing deep enough into things to know whether this has some potential for screwups or not.

also, attaching the quicksave, good idea.
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Image: http://www.kachalka.com/images/i7z3gkfedr8trb1fwxxa.jpg
Image: http://www.kachalka.com/images/dhxi9rmr3lh5gay52eo.jpg

To avoid complaints, I'm just reporting bugs and improve some effects no more Nazhalov until I do not what I can not help in modifying

Чтобы не было претензий, я только сообщая об ошибках и по улучшению неких спецэффектов не больше, нажаль пока я сам не чем не могу помочь в модифицировании
« Last Edit: 10. January 2014, 12:29:24 by System »

67b501bf1bd28voodoo47

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the kitchenware has no textures right now, and the lighting works that way (it may be tweaked a bit, but those lines will always be there, they are just more apparent when the object is large).

67b501bf1bf1fZylonBane

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Added ventfan.bin to the first post. This is that vent cover that you see all over the Von Braun. Turns out, if you look at the back of the model in DromEd, there's an actual fan blade modeled back there. But because it doesn't spin, I'd say 99% of the players never realized it's there. If the blade could be rigged as a rotating sub-object, that would be great. It just needs to be set up like the fan in fan2.bin.

Speaking of sub-objects, perhaps the issue with the env regulator changing lighting could be fixed if the inserted canister was made a sub-object. That way the main body of the regulator should have the exact same polygons on both versions of the model.

[ventfan.jpg expired]
Acknowledged by: voodoo47

67b501bf1c07avoodoo47

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ok, so it's a no go on the regulator with the extra texture - while it's visually ok, the risk of the nonstandard texture causing compatibility problems in the future is too high. maybe you could retry with the canister as submodel as ZB suggested in the previous post - once you have some time.

67b501bf1c17aZylonBane

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A submodel canister would also allow animating it entering the regulator, which would be neat.

Something else I just noticed is that the debris model for conduits doesn't match the conduit model at all.
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Olfred
Have you used the blender addon to make any objects that can be picked up? And if so, have they given you any trouble? People have been reporting Thief crashes and other issues caused by loot objects.
On a related note, does the famous leaked Thief 2 source code contain the sources for bsp.exe? Without them, trying to support the format is like shooting in the dark, and my own feet keep getting in the bullets' way.

67b501bf1c662voodoo47

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People have been reporting Thief crashes and other issues caused by loot objects
where, and what objects (or rather, how do they know it's the objects)? they should also have logs and crashdumps, those will have to be made available.
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nemyax
If I remember correctly the only lootable model which I used your exporter for was the fsn_w.bin - Fusion Cannon.
Never heard about any problems with that.
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where, and what objects (or rather, how do they know it's the objects)? they should also have logs and crashdumps, those will have to be made available.
This is happening at darkfate.org. There's nothing suspicious in the logs.
In the attachment, crash-e.dmp is a dump from someone who tries to scale an exported object in DromEd (I can reproduce this). And crash-m.dmp is from someone who goes into game mode from DromEd and tries to look at an exported object.
I don't know how helpful these dumps can be. Never analyzed one.

[dumps.zip expired]

67b501bf1cbafvoodoo47

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more information would be required to properly troubleshoot - the missions, the objects, what what was the user attempting to do when it crashed..

67b501bf1ccd0ZylonBane

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Added the model info for the conduit flinders to the first post. Turns out there's three slightly-different debris models spawned when you destroy a conduit. None of which are textured anything like the actual conduit.

67b501bf1cdc8voodoo47

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the fixed fusion cannon world model crashes Shocked when attempting to resize via shape->scale. any idea what is going on?
« Last Edit: 16. February 2014, 21:04:52 by voodoo47 »

67b501bf1cebfZylonBane

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The original model? I just tried dropping one in DromEd, added Shape/Scale 0.5 0.5 0.5, and it worked fine.

67b501bf1d027voodoo47

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the fixed one of course, that's why I'm posting it here. the original works ok. added to my previous post to make it clear.

ok, the theory here is that a different exporter (that new one) has been used on the latest version of the fusion cannon, and it has left some corruption in the model, which causes the crash when attempting to resize. Olfred, can you confirm? the previous version works ok, and is also quite a bit larger than the latest one that causes the crash.
« Last Edit: 17. February 2014, 00:48:11 by voodoo47 »
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previous version (bsp.exe) is with the crack you also see on the player model. New version is without crack and nemyax exporter.
Anything more I need to confirm?

67b501bf1d40evoodoo47

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I will pm nemyax, he needs to know about this - not being able to use scale for objects is a pretty big flaw.
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Uhm... He already mentioned it in his previous post here.
Apparently it seems he is kinda left in the dark there :/

67b501bf1d6edvoodoo47

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well, after talking with a couple of Dromeders, all additional information I can provide is that the incorrect data is a size value in the header. looks like something about the data is fed improperly, or is missing something. unless this is somehow fixed, the new exporter is not safe to use, unfortunately.

the fusion cannon hand model should be safe enough to use, as there is no reason why anyone would want to apply additional props on it, but I'm definitely replacing the world model with the previous version (the crack on the world model is almost undetectable, so not really a problem).

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