673fdaa107347

673fdaa1083e4
4 Guests are here.
 
673fdaa108d4c
I used the model you gave me.
But somehow this looks different from the one you can see on medsci.

673fdaa108ecdZylonBane

673fdaa108f20
Awesome, perfect! Yeah, this replicator is ripped from the ones on the Rickenbacker, which have a slightly different texturing scheme. In fact all my work files for it were originally titled "UNN Replicator".

Gentlemen, we now have the means to add a much-needed replicator to the Rickenbacker section of the Where Am I? level.

673fdaa109131ZylonBane

673fdaa10917d
Won't be a problem. Shouldn't need more than two invisible physics objects-- one for purchased items to fall onto, and one to block players from walking through the top half.

Looks really good in-game. I'd never guess it wasn't a brushwork object.
Acknowledged by: voodoo47
673fdaa10925b
Any why did you need to have it as a model and not just as brush as usual?

673fdaa109307ZylonBane

673fdaa109351
Because the level we want to put it in is only available stripped, meaning all the CSG brushes have been removed to reduce file size. These levels can't have their architecture modified.
673fdaa109426
Oh, it's one of those unfortunate levels, I see.

673fdaa10950fZylonBane

673fdaa10955a
Added gizzard.bin to the first post. This is a real low-priority one, but what the heck.

This is the gigantic grinding tooth used in the Body of the Many. Because the model is so large, but has so few polygons, the game's per-poly lighting causes huge sections of the model to snap between different illumination levels as it moves past nearby light sources. The lighting would look much better if the model, as-is, was subdivided into a mesh along its length.
673fdaa10965a
made one with just more polys and one which is smooth.

Could some update the to do list in the first post?

673fdaa1097acZylonBane

673fdaa1097fc
Thanks! Well, it didn't yield the desired results, unfortunately.

https://www.youtube.com/watch?v=M_SycX7RcaU

I guess this technique doesn't work so well for moving objects. Even though, I was surprised by how visible the triangles were. I thought I'd try running gizzard.bin through BINTOE then back through BSP to see if it changed anything, but the model crashed BINTOE. Sooo... there is something wrong there.


 Which items would you like removed from the first post?
673fdaa109967
I could add some more polys, but considering how quirky the lightning is handled by the engine you probably won't get satifying results.
I've added the blend file if you want to play around yourself a bit.

The conduit parts could get removed. I already provided new models here.

Also I don't quite remember everything, there might still be ongoing things which aren't in the list but popped up somewhere in this thread.

673fdaa109c89RocketMan

673fdaa109cdf
I guess you would have applied gouraud to the model right?  The model probably could use some better texturing to camoflauge the different lighting levels.  I find edges and verts are easier to see on a fairly monochromatic surface.  Plus if there's nothing else in the room it probably wouldn't hurt to crank the polies up even more.
673fdaa109e28
Giving the model a bit of self-illumination could help alleviate the issue somewhat.

673fdaa109ec3ZylonBane

673fdaa109f0e
Nemyax, this was generated by your tool, wasn't it? Any idea why the BIN would crash BINTOE?
673fdaa10a051
ZylonBane
No idea, unfortunately =(
If the sources for bintoe were available, it would be possible to find out the assumptions that the utility makes about its input. As it stands, after much trial and error, the files are good enough for the engine and the editor (except the lighting problems and the polygon sorting), but apparently something important is still done wrong.
673fdaa10a152
Oh yeah, is there any progress towards the lighting issues with parented objects?

ZylonBane, I could make a bin which is squeezed through bsp.exe, but I doubt that the ingame result would look any different.
673fdaa10a4a0
is there any progress towards the lighting issues with parented objects?
No. I tried using world space instead of local space for normals, but that didn't help. I can't fathom what other silly bollocks I can try.

673fdaa10a6f4ZylonBane

673fdaa10a746
No idea, unfortunately =(
If the sources for bintoe were available, it would be possible to find out the assumptions that the utility makes about its input.
I'd recommend you get in touch with the author (rsybel@gmail.com) then. He's written quite a few utilities that work with Dark's model format.
673fdaa10a849
ZylonBane
Thanks for the suggestion. He's fixed the utility and should make an update shortly.

673fdaa10a8ebZylonBane

673fdaa10a936
Added shotgun to first post list. For reference on how weapon vhots should be placed, see ar15_h, the assault rifle model.

673fdaa10a9e8ZylonBane

673fdaa10aa33
Who wants replicators? We got replicators!


673fdaa10aabeOneofTheMany

673fdaa10ab08
Did the replicators replicate themselves?
673fdaa10accd
Someone told them to get a room, and they did.

Your name:
This box must be left blank:

Look at you, ____: a pathetic creature of meat and bone!  (Fill in the missing word):
4 Guests are here.
Just listen to me. There are urgent matters.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673fdaa10dc7e