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67b51457aad1bZylonBane

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Added shield.bin to the list. This is the spherical shield object used on the shuttles in the Command deck cargo bays. Since this model is so large, its low-poly nature is really obvious.
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Could you add a savegame or sorts so I can check ingame?
Apparently I don't know this game inside out like you guys and I have no idea which place you are talking about.

67b51457ab137voodoo47

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can't create a save at work, but you can just open command1 in Shocked, find object 279 (F3) and jump to it (F8).
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The Blender addon has been updated: http://sourceforge.net/projects/blenderbitsbobs/files/
Now exported models should not (or should I say might not?) crash DromEd.

67b51457ab3devoodoo47

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sounds good - Olfred, can you make a test model (of the world fusion cannon), so I would be able to try this out, would you kindly?
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Here is the Fusion Cannon created with the new exporter.
Tried to test it myself but couldn't figure out how to scale something :/

67b51457ab719voodoo47

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select the object, click properties, add/shape/scale and modify the values.

also, still the same problem even with the latest model, so the exporter issue probably hasn't been fixed, unfortunately.
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click properties, add/shape/scale and modify the values.
Or just Ctrl-click-drag in an ortho viewport in DromEd.

still the same problem even with the latest model, so the exporter issue probably hasn't been fixed, unfortunately.
I see, that's a shame =(
I'm running out of ideas as to what the cause might be.
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Strange, I don't get any crashes inside of the editor and it even runs smoothly upon entering game mode.
Or is there something special which makes you crash?

67b51457abdd3voodoo47

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yes, you need to modify the size of the cannon via shape/scale as mentioned. as soon as I change its size and click ok, Shocked will crash.
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I've done it that way, see for yourself.

[dump130.jpg expired]

67b51457abfe2voodoo47

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weeird - even the latest version still crashes for me on my netbook at work. will try more machines when I get back.

//nope, still crashes even on my home rig. can someone else try?
« Last Edit: 19. February 2014, 18:37:52 by voodoo47 »
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Tested this on another PC now.
So it might not be hardware related but how ShockEd is set up?

Did you make sure that the fsn_w.bin is not located at any other location with higher priority?

//EDIT
Created a new fsn_w.bin with 0.1.20140220.
Now I get crashes with scaling.

//another Edit
I just tried to do the scaling with holding down Ctrl and then drag. Crash on both models.

[fsn_w.bin expired]
« Last Edit: 20. February 2014, 15:21:36 by Olfred »
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Didn't had any crashes now.
New version attached.

67b51457ac5e1voodoo47

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yup, this one seems to be working fine. please do the same with the hand model, just to be sure.
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People at darkfate.org are still reporting shading problems in the inventory. This doesn't apply to SS2, of course, but a few more iterations might be needed. Anyway, at least the nastiest bug's been fixed.

67b51457ac819voodoo47

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no such thing as perfection in this world.

maybe you could link all the problematic stuff? I'd like to have a look.
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maybe you could link all the problematic stuff? I'd like to have a look.
Well, it's all in Russian. Anyway, here goes: http://darkfate.org/forum/index.php?topic=4597.0
See the screenshots on the pages at the end.
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yup, this one seems to be working fine. please do the same with the hand model, just to be sure.
As you command!

I can make the polycount of shield.bin higher if requested, but IMHO it's pretty good now.

About the conduit parts. Somehow they fall half way into the floor and I don't know if that is me screwing it up or just the editor/dark engine.

67b51457acee4ZylonBane

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Oh, nice. I'll take a look at these this evening. Sounds like the conduit parts may need their origin moved.
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Yeah, but somehow I can't do anything about it with Blender.
Seems like the engine/editor does it on their own.

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