66f8ff4e009d7

66f8ff4e01063
2 Guests are here.
 
66f8ff4e01a82
When I was testing them they were sinking into the ground to some degree.

66f8ff4e02085ZylonBane

66f8ff4e020e7
liked the b version's bounding box better so it's in 07 for now, but it can be swapped if necessary. just to make sure we are talking about the same thing - this is just the bracket box, nothing to do with physics or anything (as far as I see/understand).
I see what you mean now, and I agree, the smaller bracket box is better. I actually think it could stand to be much smaller, so it only brackets the face of the locker. Unlike this:



No issues with the new locker disappearing when sunk in solid. I guess as long as the center of the bounding box is set forward just a bit so the center stays in the world, it will remain visible.
66f8ff4e02413
I actually think it could stand to be much smaller, so it only brackets the face of the locker.
Put it on the list, else I will surely forget it.

66f8ff4e024f1voodoo47

66f8ff4e02584
yeah, the conduits do not have matching physdims, and as this cannot be dml fixed, I had to deactivate them. guess they will remain just a resource (as a modified gamesys is required to make them work properly), for now.

or maybe you could z-offset the models manually?
66f8ff4e0269e
I could try to do that now. But even the original models were having this issue IIRC so it will be a little guesswork kind of thing.
Can you read the physdims?

66f8ff4e0275evoodoo47

66f8ff4e027b1
not sure what do you mean, but moving conduit1 35 pixels, conduit2 50 pixels, and conduit3 22 pixels up the z axis should do the trick, if I'm flooring things right..
66f8ff4e028ee
can't do much with pixels to be honest.
Ingame units are fine, they are on par with blender units iirc
And you said you can edit the physdims. So there should be some way to read them, right?

66f8ff4e029aavoodoo47

66f8ff4e029fc
one pixel would equal to 0.01 game units. physics/model/dimension/radius1 is what specifies the physdims size for this particular model.
66f8ff4e02afe
Ah, I see.
Well, put it on the list and I will update it when I am back home.

66f8ff4e02bb4voodoo47

66f8ff4e02c0a
will have to test it out a bit more tomorrow, really tired now and brain not functioning properly.
66f8ff4e02d19
Well, you got a week, so no time to hurry.
(or any time you want, it's not like we are working on a deadline)

66f8ff4e02de3ZylonBane

66f8ff4e02e3a
Finally looked at the shooting gallery target models. I vote for the target2.bin variation. It seems to play most nicely with the original texture.

66f8ff4e02f7cvoodoo47

66f8ff4e02fd0
added the request for the modified shooting range target. I do believe you already made a fixed version of target.bin for SCP, flip that one if possible (ZB says target2.bin looks the best, so let's go with that). if I understand correctly, you will need to flip the model 90 degrees clockwise (when looking at it from the front, like on that video), as I had to turn it 90 degrees counter clockwise to get the hinge to the correct place after adding door properties to the object.
66f8ff4e03105
I would like to test out something else.
Could you also upload something like a testlevel or the like where you have the flipped model and an upright standing one (which probably looks like a door then?) which do the fall over at hit?
Again, you got some time.
I will be at my work PC on monday, and I'm not sure when I will have time then.

66f8ff4e031f4ZylonBane

66f8ff4e03248
I'd like to remind everyone that targets that flop down when shot then spring back up are what you see at a carnival shooting gallery, not a shooting range. Shooting range targets just stay where they are and accumulate holes.

66f8ff4e036b3RocketMan

66f8ff4e03712
The range I go to just has a hanger to suspend a paper target from on a rail that moves back and forth depending on how far you want to shoot from.

66f8ff4e037f9voodoo47

66f8ff4e03851
as mentioned, this is just for fun - if Olfred says he can flip the model while asleep, why not let him do it. attaching the testmap (you will need to type ubermensch to use the pistol).

[ops4_target_test.7z expired]
66f8ff4e03951
updated locker.bin

66f8ff4e03a2dPrimitive Primate

66f8ff4e03a7d
As long as he doesn't flip the bird...

66f8ff4e03d0fZylonBane

66f8ff4e03d6b
updated locker.bin
Standard locker works great and brackets nicely in-game. Broken locker has a couple of problems. It uses green instead of red, and the face isn't positioned the same as the original, throwing off the positioning. It isn't strictly needed anyway-- all instances of it in the game has already been positioned assuming that it has no sides.

66f8ff4e03e7fYankee Clipper

66f8ff4e03ed2
On the Command Deck, up in the Security Room, there is a high security crate. Next to the crate, in the corner, is a chair. If you push the chair out of the corner, it goes inside the crate:


66f8ff4e041cb
Standard locker works great and brackets nicely in-game. Broken locker has a couple of problems. It uses green instead of red, and the face isn't positioned the same as the original, throwing off the positioning. It isn't strictly needed anyway-- all instances of it in the game has already been positioned assuming that it has no sides.
If you tell me the filename and what exactly you want to be changed I could do it.

66f8ff4e04275ZylonBane

66f8ff4e042ca
I'm talking about the lockerb model that you included in your last upload.

Your name:
This box must be left blank:

How can you challenge a perfect, immortal ____? (Fill in the missing word):
2 Guests are here.
Caution: Users actively dislike data loss. It causes them great sadness.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66f8ff4e05201