6740859150b59

6740859151cae
10 Guests are here.
 

6740859152502voodoo47

674085915257a
the fan looks nice, but it needs to be a bit further away from the shutter, as right now, it collides with it slightly when rotating. also, the texturing of the fan is slightly odd (an uniform gray would be better), but I'm guessing fixing that would mean remaking the model from a scratch.

https://www.youtube.com/watch?v=iI24xCXgYVQ


shield looking good (to go).
« Last Edit: 21. February 2014, 22:17:19 by voodoo47 »
67408591528a6
This ones better?

And almost forgot it.
I added a MONITOF7.png to the conduit pack since there is also some strange invisibility on some pixels on that texture.
Usually it is not included in the model but I used it this time but I can't imagine for it to make sense for its original use.

67408591529b3voodoo47

6740859152a07
the latest fan is just about right. good stuff.

6740859152b17ZylonBane

6740859152b7e
Hey voodoo, you're not running the current command1, eh?

(upgraded shield looks great though; no more silly facets!)

6740859152c2fvoodoo47

6740859152c7d
nope. let me fix that.

//proper shield collision boxes (among other things), nice.
« Last Edit: 21. February 2014, 23:56:44 by voodoo47 »

6740859152d31ZylonBane

6740859152d7f
Checked out the vent fan in-game. There's something messed up with the third vent slat from the top-- it's almost always lit lighter or darker than the other slats.
6740859152e88
Seems to be the same issue I already had with the hackcrate. But haven't found a way to fix it back then. This really is a bugger :/
Maybe nemyax can help out on this one as well(?)

6740859152f50ZylonBane

6740859152f9d
Just as an experiment, could you generate a model with the fan blade moved way back, and one with the blade entirely deleted?

Also, what's your toolchain from modeling program to final bin?

EDIT: Geeze, I just tried running ventfan.bin through BINTOE and it generated a file with over 30 thousand polygons. Something wrong there.
« Last Edit: 25. February 2014, 05:47:46 by ZylonBane »
6740859153141
Olfred
I don't know the cause, but I'd try to work around this by giving the slats a prism-like topology instead of them being flat faces. See what I did in the attached files.
« Last Edit: 11. March 2014, 20:02:45 by voodoo47 »
67408591536a8
Couldn't figure out a way to make it work with the ventfan model, even when I modified the broken part.
So finally I just deleted it and copy pasted another one there. Now there should be a bug free one.
I included the broken (ventfan.blend) and the working one (ventfan_test2.blend) inside the ventfan.zip along with a (hopefully) working model.
What I could imagine is that some vertices don't get proper shading/lighting because of something screwy inside the bin and this kind of spreads to the whole face.

nemyax, your workaround didn't worked properly either :/

Just as an experiment, could you generate a model with the fan blade moved way back, and one with the blade entirely deleted?
Was this for personal use or connected with the problem?
Anyway I made both versions for you out of the working model inside ventfan_zy.bin

Also, what's your toolchain from modeling program to final bin?

For modeling I use Blender.
On most models I used to export it to 3ds, then used the 3ds to bin tool which is pretty much just a frontend which uses N3ds2e.exe followed by BSP.exe.
Sometimes I edited the .E file or did all the commands through the console. But mostly used these tools.
Except for meshes, there I use MeshBld.exe, but still through 3ds export.

On problematic models like the crack issue with the fusion cannon or when jointed models are needed I used the exporter by nemyax.
Although creating jointed models isn't that hard to set up BSP.exe tends to be a bitch even when you did everything right.
With the script from nemyax it's fairly easy and it's not bitching around, only bugging :(
« Last Edit: 11. March 2014, 20:03:02 by voodoo47 »

6740859153aa2ZylonBane

6740859153b10
Was this for personal use or connected with the problem?
Something for personal use wouldn't be requested "as an experiment". I'm trying to determine if the presence or proximity of the submodel is causing the lighting anomaly.

I'm also beginning to suspect Blender. I've been messing around with models in SS2 for a long time, and I've never seen these lighting issues before. Perhaps it's something to do with how it does Gouraud shading.
6740859153c28
Maybe you wanted to experiment on something else, not regarding the problem. That's what I meant with personal.
674085915412f
nemyax, your workaround didn't worked properly either
Does the model have the same shading issue? Could you show a screenshot or video?

Perhaps it's something to do with how it does Gouraud shading.
It's regular Gouraud. The script writes the per-face vertex normals that Blender provides for free, no calculations here.
67408591542bd
I made a screenshot with all three versions in them.
Disregarding the texture anomalies you still can see that it doesn't reveice proper lighting (ventfan.jpg).
It's not simply that it doesn't receive any lighting at all, somehow it is just brighter than everything else (ventfan2.jpg).

I experimented around with the model and what I did was to poke the face (Alt P).
Which still didn't helped. So I started to delete the face piece by piece and checking in ShockEd. At one point the remaining piece was rendered correctly.
So I really think it is somehow linked to a problem with a vertex (or maybe even more).

Maybe you receive false information from Blender?

[ventfan.jpg expired]

[ventfan2.jpg expired]

67408591543a2ZylonBane

67408591543f4
Puzzling. It's as if the lighting engine thinks that third slat is facing a different direction.

Just grasping at straws here, but what if you take Gouraud shading off everything except the blade cap? Flat surfaces shouldn't be Gouraud-shaded anyway.
6740859154670
Puzzling. It's as if the lighting engine thinks that third slat is facing a different direction.

Just grasping at straws here, but what if you take Gouraud shading off everything except the blade cap? Flat surfaces shouldn't be Gouraud-shaded anyway.
Well, with the exporter I don't have the option to take another shading, for sharp edges you simply make an edge split.
So it's up to nemyax to try this out.
6740859154947
Hmm. Could you post the 3DS file?
Sure

[ventfan3ds.zip expired]
6740859154a6b
ZylonBane
There's no notion of shading method in .bin. Vertex normals (which are the results of a shading algorithm) are recorded directly for every face corner. But it turns out I'm writing them wrong; the compressed format that they use is weird. I'm looking into it now.

6740859154b4eZylonBane

6740859154b9c
There's certainly a notion of something, because bin files become much smaller when converted from Gouraud shading to flat shading.
6740859154c9e
That's because there are no duplicate normal vectors per subobject in .bin, and shared normals are referenced by multiple corners. So the sets of normals are different in flat and Gouraud.
6740859154d85
Addon updated; the lighting quirks should be gone now. Please test.

6740859154e55voodoo47

6740859154ea3
maybe I'll say something dumb now, but I didn't observe any lighting anomalies with this fan. am I (finally) going blind?

6740859154f3dZylonBane

6740859154f88
The lighting anomalies are only obvious if the model is strongly lit from the side. Olfred's screenshots above show the problem.
Acknowledged by: voodoo47

Your name:
This box must be left blank:

Who's your favourite artificial intelligence:
10 Guests are here.
JTZinn: Every space ship needs a skate ramp!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
674085915813b