673f9a07179d5

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673f9a0719500
It's not meant to be a broken locker.
The "b" at the end was simply for "bbox". Because that version had a custom bbox.

673f9a07195f9ZylonBane

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Ah! There's an actual lockerb model used in the game.
673f9a0719746
Yeah, figured that now.

Maybe I have to check beforehand, or make a more leading name in the future.

673f9a07197cfZylonBane

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So, what's the difference between locker and lockerb?
673f9a071991a
from the first zip with the locker. locker had a bounding box which was like the original model, and lockerb had a smaller bounding box.
But I changed it in the latest model now.

Looking at the original lockerb. I could make the locker bbox on par with them, that do you guys think about that?

673f9a07199d4ZylonBane

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It would be handy to have lockerb not just be a floating face, but any updated model would have to precisely match the face alignment of the original (incredibly stupid on Irrational's part that they created these two models so differently, but we're stuck with it).

Finally checked out the hydro ramps. Look good, adding.
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So you want the lockerb to be the same size as locker?
Any other changes on it?

673f9a071aa0eZylonBane

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No changes, identical other than having red instead of green lights. And the alignment of course. Since the original is a bare floating front face, it's been positioned very carefully in the original game, floating just a few tenths of game units off the terrain. So any shift would be quite visible.

673f9a071ae51System Shocked

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I originally posted this in the "SS2 Glitches & The Unlike" thread a few days ago and then came to realize that it should have been posted here.

Similar to a previously reported issue:
1. For this model of machinery http://i.imgur.com/8QL9KBd.jpg the 4 flashing circular lights and the data script on the upper unit and the 2 blinking rectangular LEDs on the lower unit, all float out in front of it http://i.imgur.com/jVSi8Qs.jpg
2. Also, the numbers printed on the upper unit are backwards. See first screenshot.

PLAYER POS: -77.3301 -48.3058 -20.9876

673f9a071b39fvoodoo47

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yeah, forgot to add it;

Wide Machinery (-100) mach_w.bin [decals floating off the model, texture with numbers and letters inverted]

673f9a071b53dSystem Shocked

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In the Rickenbacker morgue (and elsewhere) http://i.imgur.com/euTmqSH.jpg the square green LED at the feet-end of the body bag http://i.imgur.com/Xg5epcw.jpg doesn't contact its surface http://i.imgur.com/H1DptzJ.jpg and http://i.imgur.com/SCZCuUd.png

Not sure if this body bag is an original SS2 asset or is part of a mod that I'm using.

PLAYER POS: -74.4341 27.7071 99.0127
« Last Edit: 18. June 2014, 23:10:59 by System Shocked »
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Why is there even a green glowing thing on a dead body bag in the first place?

673f9a071b802Primitive Primate

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So they know if a bag is hosting a body or not. Just my two cents...

673f9a071b8fevoodoo47

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it's a futuristic, "smart" body bag, probably has some system that keeps the body cooled or something similar. the green light is probably an indicator that shows whether this system works properly.

673f9a071b9ddPrimitive Primate

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Letting us know if the corpse is dead or not

673f9a071bafeZylonBane

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Because technology.

If I had to make up an explanation, I'd say it's part of an asset tracking system, and/or a life systems monitor to make sure the person in the body bag is actually dead.

673f9a071bdd5System Shocked

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Yeah, confirmation that the body has been examined, tagged, inventoried and entered into the HR personnel data system.

It'd be cool if there was a monitor in the morgue displaying a data input screen for a deceased crew member.
« Last Edit: 19. June 2014, 21:36:40 by System Shocked »

673f9a071bec0Primitive Primate

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Funny how there currently isn't a model of the body bag done in Rebirth

673f9a071bf9cvoodoo47

673f9a071c32dZylonBane

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Funny how there currently isn't a model of the body bag done in Rebirth
Rebirth is a collection of AI models.
The body bag is not an AI model.
Funny DENIED.

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