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22 Guests are here.
 

673f5576afe55ZylonBane

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Crraaaap, I see what you mean about the tiling on the top texture. Umm... would it be possible to slide that texture down by half a pixel, so the top and bottom edges fall right in the middle of the black horizontal line in the texture?

And, one other request-- Now that I've placed this model in-game, I see that the top texture needs to be rotated 180 degrees to match the terrain it's sitting on. I know, I could rotate the texture myself, but I'd like to keep the object texture identical to the terrain texture to keep things simple for the texture modders.

Other than those issues, looks perfect in-game. I'd never guess it wasn't part of the terrain.

[hydroramp.jpg expired]

673f5576b005fvoodoo47

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adding;

Button #1 (-201) elevbutn.bin missing back side
Bulk_Off_Button (-3623) bulkup.bin missing the bottom side of the handle

http://i.imgur.com/TlAGt0y.jpg
http://i.imgur.com/123ifJ6.jpg
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Crraaaap, I see what you mean about the tiling on the top texture.
And I thought my explaination was understandable enough :(

Also I already saw that it was rotated 180°, but since you said that you already arranged it I thought it was supposed to be like that.
If you want you could also give me the level you prepared and I make the texture fit nicely with the floor texture.

673f5576b068cvoodoo47

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hydro2.mis near object 2043 (can use any version). the second instance near obj 1620 will probably need a ramp with a different texture though.

it'd surely be nice to have some ex dev finding the rest of the unstripped levels on some old cd and then dropping them on the 'net by accident - working with stripped ones is like driving nails with a bowling ball.
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Well, you guys can decide the course of action.
Either I just rotate the tex and you go with one model, or I make several and align the tex accordingly.

673f5576b0c3bZylonBane

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And I thought my explaination was understandable enough :(
Oh I'm painfully familiar with Dark's tiling issues. So much so that I apparently block it out sometimes.

Also I already saw that it was rotated 180°, but since you said that you already arranged it I thought it was supposed to be like that.
The paradox of the stripped level-- I couldn't construct the sample ramp within the level that it needed to be in to make sure it looked right, because if I could do that, I wouldn't need the separate ramp model in the first place. Argh.

If you want you could also give me the level you prepared and I make the texture fit nicely with the floor texture.
I think one generic model would look okay, but if you're up for it, mission attached. Fortunately we only need this model in two places, which I've placed as objects 2235 (right side of map), and 2253 (left side of map). The other two hydro maps--hydro1 and hydro3--we can add the ramps directly as level architecture.

hydro2.mis near object 2043 (can use any version). the second instance near obj 1620 will probably need a ramp with a different texture though.
Nah, the current version looks good there. The important thing is that the ramp texture matches the smaller ramps inside the bulkhead.

[attachments removed]
« Last Edit: 18. February 2016, 23:35:26 by ZylonBane »
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2235 is hydramp1.bin, 2253 is hydramp2.bin

Second zip are
elevbutn.bin
elbuton.bin
bulkup.bin
bulkdown.bin

Again with a bit of tweaking.

673f5576b0f8cSystem Shocked

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I've encountered 3 instances where objects are missing textures. The first 2 have been reported above by voodoo47 in post #481, on my behalf. Thanks voodoo47.

Here is the third instance. Shortly after the beginning of the game, you enter into this area http://i.imgur.com/x8M532v.jpg. Above this door is a blinking light fixture, whose original position has changed due to damage it has sustained http://i.imgur.com/do8IIud.jpg. As a result, the backside of the light is visible, but it has no texture http://i.imgur.com/mFE0FFl.jpg. There is at least 1 other instance of this later on in the game, with the same light fixture involved, which I reported here in forum post #9 https://www.systemshock.org/index.php?topic=6521.msg70808#msg70808 as item #25.

Thanks Olfred. Keep up the great work. Mucho appreciated.
« Last Edit: 01. June 2014, 10:02:47 by System Shocked »

673f5576b1072voodoo47

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almost can't believe we have missed that one.

Wedge Wall Light (-978 light1.bin)

673f5576b12c5System Shocked

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almost can't believe we have missed that one.

Wedge Wall Light (-978 light1.bin)

HURRAY! That's at least 3 for me! Contributing towards the betterment of SS2, an absolutely incredible game... what a proud moment... sniff.  :)
« Last Edit: 01. June 2014, 10:26:36 by System Shocked »

673f5576b1425voodoo47

« Last Edit: 01. June 2014, 13:38:47 by voodoo47 »

673f5576b16c5System Shocked

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Tall Machinery (-2454 mach_t.bin), decals floating off the model http://i.imgur.com/lXaW11C.jpg

@ voodoo47
I'd like to very respectfully ask that when an issue has been accepted for correction and is posted, that credit be given to the original submitter, by way of mentioning the members name. In this case, "...decals floating off the model, submitted by System Shocked...". Please understand, I'm not accusing you of any wrongdoing, it's just a simple case of giving credit where credit is due. I think all members would appreciate recognition for their work towards improving a game we all dearly love.

Thanks in advance for your understanding and all your hard work.  :)
« Last Edit: 01. June 2014, 13:18:01 by System Shocked »
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I'd like to very respectfully ask that when an issue that needs correcting is posted, that credit be given to the original submitter, by way of mentioning the members name. In this case, "...decals floating off the model, submitted by System Shocked...".
I would say no to that. No one even cares about who found it and it would only increase the work you need to do for a "credits" page.



mach_t was a tricky one, I hope I got it right so the placement won't change ingame.

673f5576b1b5fvoodoo47

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exactly, but very well, added the link to the topic of origin, and will do so in the future. unless I forget.

unfortunately, something has gone wrong with the tall machinery, sort of strange flicker on the transparent tube part (new model on the left, orig on the right).

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

673f5576b1f41System Shocked

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exactly, but very well, added the link to the topic of origin, and will do so in the future. unless I forget.
A link isn't necessary, just the name of the submitter should suffice.

Thanx.

673f5576b2183ZylonBane

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It's probably a MIP-map issue. On my system those things turn pink partway through their animation cycle.

673f5576b2258voodoo47

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yeah, but the orig model seems to be fine.

673f5576b2367ZylonBane

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Right. Possibly fixable with a MTL for the blue animated texture. Although, IIRC, SHTUP updates all the models that use that texture so the polygons with the energy beams are double-sided. A transparent energy beam that you can only see the front side of looks a bit weird.
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Oh well, double sided faces tend to get messed up on importing and I have to manually fix them again. (Happens with bin2e and Blender importer, if someone knows another way which is unmessy please tell me so.)

I simply didn't thought about them being double sided and somehow it didn't catched my eye when I was testing it.
This one should work fine now.

673f5576b258bZylonBane

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But... the default models aren't double sided?

673f5576b2678voodoo47

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the problem seems to be fixed though.
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But... the default models aren't double sided?
They are, that's why it got messy on importing.
And because I haven't sorted that out it was buggy ingame.

To get a bit more into detail.. when you have double sided faces on the models and you import them they don't necessarily face in the right direction. So you get a mix of correctly faced faces and incorrectly faced ones. What I need to do then is face them all correctly.
Or just go and merge them together, fix all the errors in the UV map which probably have arisen then, copy them and flip their facing direction to make it double sided again.
Always depends on the model what I do.

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