6743a3ae2c2d5

6743a3ae2d704
50 Guests are here.
 
6743a3ae2e107
I used the model you gave me.
But somehow this looks different from the one you can see on medsci.

6743a3ae2e27dZylonBane

6743a3ae2e2cc
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.

6743a3ae2e4bbZylonBane

6743a3ae2e50b
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
6743a3ae2e5e7
Any why did you need to have it as a model and not just as brush as usual?

6743a3ae2e689ZylonBane

6743a3ae2e6d3
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.
6743a3ae2e7a5
Oh, it's one of those unfortunate levels, I see.

6743a3ae2e874ZylonBane

6743a3ae2e8c1
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.
6743a3ae2e9d2
made one with just more polys and one which is smooth.

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

6743a3ae2eb1fZylonBane

6743a3ae2eb6e
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?
6743a3ae2ecc8
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.

6743a3ae2ef9eRocketMan

6743a3ae2eff0
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.
6743a3ae2f138
Giving the model a bit of self-illumination could help alleviate the issue somewhat.

6743a3ae2f1d1ZylonBane

6743a3ae2f21c
Nemyax, this was generated by your tool, wasn't it? Any idea why the BIN would crash BINTOE?
6743a3ae2f34d
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.
6743a3ae2f440
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.
6743a3ae2f697
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.

6743a3ae2f8a5ZylonBane

6743a3ae2f900
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.
6743a3ae2fa3f
ZylonBane
Thanks for the suggestion. He's fixed the utility and should make an update shortly.

6743a3ae2faf2ZylonBane

6743a3ae2fb3e
Added shotgun to first post list. For reference on how weapon vhots should be placed, see ar15_h, the assault rifle model.

6743a3ae2fbeaZylonBane

6743a3ae2fc3d
Who wants replicators? We got replicators!


6743a3ae2fccbOneofTheMany

6743a3ae2fd18
Did the replicators replicate themselves?
6743a3ae2ff00
Someone told them to get a room, and they did.

Your name:
This box must be left blank:

A familiar door code with 3 digits:
50 Guests are here.
Cirroc Lofton (Jake Sisko) does not appear in this episode.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6743a3ae30f4d