6736cc3f54b47

6736cc3f559e3
14 Guests are here.
 

6736cc3f56322RocketMan

6736cc3f56385
Yes, it's stupid and I've forgotten to comment on it half a dozen times.  Grenades don't have ejecting casings and fusion cannons use prisms, which are fictional but if I were to interpret what they are, they are only spent when all the ammo is spent, not every shot.  It's not a "clip" of prisms as far as I'm aware.

6736cc3f5664dZylonBane

6736cc3f566a4
Grenades don't have ejecting casings
Well, they do have casings, but yeah, I'm pretty sure they don't pop out the side as they're fired. I think they're dumped when you reload.
6736cc3f56929
Depends on the mechanism of the gun. But looking at the gun you see in SS2 it looks like you eject them all upon reloading.

6736cc3f56bc9RocketMan

6736cc3f56c20
Well, they do have casings, but yeah, I'm pretty sure they don't pop out the side as they're fired. I think they're dumped when you reload.

Poor wording but you got what I meant.  Not like ejecting brass style.

You could get fancy and have some drop on reload but I don't think it's necessary.  The ejecting brass novelty is only really good for bullets and shells.

6736cc3f56cd8ZylonBane

6736cc3f56d26
I did notice that ADaOB had casings ejecting at the wrong angle-- popping out perpendicular to the gun rather than parallel to it.
6736cc3f56e05
Would it even be possible to add like, new animations for reloading and such?

6736cc3f57397Primitive Primate

6736cc3f573ea
Would it even be possible to add like, new animations for reloading and such?

And idle animation?

I'd love to see this.

6736cc3f57683RocketMan

6736cc3f576de
I did notice that ADaOB had casings ejecting at the wrong angle-- popping out perpendicular to the gun rather than parallel to it.

...I feel like I'm missing something obvious.  Aren't casings supposed to exit the breach perpendicular to its long axis?  If the casings traveled parallel to it, how would they exit the breach?

https://www.youtube.com/watch?v=cnovh3w2qRM

Once the casing is drawn back it hits the gun and falls out at roughly a 90 degree angle

https://www.youtube.com/watch?v=8TncBR1La_Y

Long ago I thought it was established that idle animations weren't possible?
6736cc3f5783e
Played around with the vurt plants a bid today.
But the new model doesn't really look all that good on hydro, to be honest

But where are the other locations for this plant who really bug out?

How can I find out where a model is placed in the game?

6736cc3f57b8eZylonBane

6736cc3f57be7
...I feel like I'm missing something obvious.  Aren't casings supposed to exit the breach perpendicular to its long axis?  If the casings traveled parallel to it, how would they exit the breach?
ADaOB had it set up so casings were ejected at a 90-degree angle from the gun, which when rapid-firing made it look like they were being spewed from a tube. Rotating them to parallel, combined with the spin on the casing, actually looks more realistic.

6736cc3f57d5cRocketMan

6736cc3f57dcb
I think we're getting the angle confused between ourselves.  If you draw a line down the AXIS of the bore, then any vector on that line, to me would be 0 degrees.  In other words the trajectory of the bullet itself would be 0 degrees to the bore (or 180.. same thing).  If the brass is ejected in ANY direction 90 degrees to that it would go neither forward nor backward but some combination of UP/DN LEFT/RIGHT from the player's POV. 

So is what you're saying that ADAOB doesn't look like the youtube videos above but instead it looks like the gun is firing casings straight out the bore?

6736cc3f5824dZylonBane

6736cc3f582b4
How can I find out where a model is placed in the game?
You gotta do it the hard way-- open up each map and do a highlight by archetype to see if any exist.

I think we're getting the angle confused between ourselves.  If you draw a line down the AXIS of the bore, then any vector on that line, to me would be 0 degrees.
Ah, I see the point of confusion. I'm not talking about the direction ejected casings are moving, I'm talking about their angular orientation when ejected.

6736cc3f5839aRocketMan

6736cc3f583ea
Ohhhhh.  Ok.  So they're coming out oriented 90 degrees to the gun and stay in that orientation?  Yes they should spin a bit and start out parallel.  I agree.

6736cc3f5849dZylonBane

6736cc3f584ed
Well they do spin in ADaOB, but for some reason the spin isn't quite as obvious when they're spewed out perpendicular.
Acknowledged by: RocketMan

6736cc3f58661voodoo47

6736cc3f586b3
first post should be up to date, added request for tacticool weapon vhots.

//plantbed looks ok now, but the model needs to be moved 0.51 units up to be a drop in replacement.

[damn_too_low.jpg expired]
« Last Edit: 02. July 2014, 21:24:52 by voodoo47 »
6736cc3f58d18
Oh, simply forgot to merge the dbox.

And how can I find out on my own where the models are placed?
Kinda like to test it out myself for a bit.

6736cc3f58e93voodoo47

6736cc3f58ef0
this one is too high (0.18). this particular place is right at the beginning of command1 (do make sure to floor the old models before comparing, they float a bit), another good place to check lillies, plantbeds and talplants is hydro1 (pretty much everywhere in this tiny level). hydro2 has some around obj 517, check rec2 around obj 1164, 1258 for some more.

//also, the leaves become partially invisible when viewed from below (crouch).

[too_damn_high.jpg expired]
« Last Edit: 02. July 2014, 22:03:54 by voodoo47 »
6736cc3f5906f
Hmm.. it shouldn't do that...
It doesn't do that on other models...
What the heck?

I need to look into it a bit more.

EDIT: note to self, on scaling the dimension box make sure you got the right pivot center....
This one should be good now.

EDIT2:
added plant1.bin and flower.bin for vurts scp comatible flora.

I am having issues with the plantw.bin. For some reason it doesn't get rendered properly. The strange thing is, when I place it as a model for another object (like Plant#2) different kind of errors appear.
Any ideas?
« Last Edit: 03. July 2014, 19:06:39 by Olfred »

6736cc3f5918evoodoo47

6736cc3f591df
yes. plantw.bin (-1855) is under flora no alpha (-603), probably does not have a proper alpha setting because of this. will investigate.

//transparency: alpha needs to be removed from -1855, then it will work properly. this will be dml'd once I'll be assembling the mod, so don't worry.
« Last Edit: 03. July 2014, 20:09:14 by voodoo47 »

6736cc3f5927fZylonBane

6736cc3f592ca
As well it should be. That's a complete conceptual change of the model. Shame on Vurt.

6736cc3f593b4voodoo47

6736cc3f59420
looks more like "slapping alpha on plants will cause evil things, but lets make plantw.bin in such a way so that evil will work for us" IG thing to me.

//after removing alpha from -1855, the textures need to have an alpha key specified. drop the mtls into vurt's flora overhaul txt16 folder.

also, flower.bin is tiny, tiny bit floaty, 0.03 to be precise. this is of no real concern, such a difference is only detectable in the editor.

[vurt_plantw_txt16.7z expired]
« Last Edit: 03. July 2014, 21:08:24 by voodoo47 »
6736cc3f59538
Well, removing alpha transparency from the model will also create evil things (just put it in front of another model and you will see).

EDIT: Aaah, I see.
Now I get it.

Did you compare flower.bin to the old model? If the new one is floaty the old one would be floaty as well.
« Last Edit: 03. July 2014, 20:45:45 by Olfred »

6736cc3f597cdvoodoo47

6736cc3f5981f
Well, removing alpha transparency from the model will also create evil things (just put it in front of another model and you will see).
the mtls should take care of that.

Your name:
This box must be left blank:

An evil mega-corporation with 3 branches:
14 Guests are here.
OHH MY GOD!! You have a drawer for all your crack cocaine and meth... SO DO I !!!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6736cc3f5a560