67367cc4b2577

67367cc4b32f4
5 Guests are here.
 

67367cc4b3a16ZylonBane

67367cc4b3a75
The yellow wedge lights don't bother me, since the light from them actually is pretty dim. The yellow hanging lights do though, because they're transparent (unlike their white versions).

67367cc4b3cddSystem Shocked

67367cc4b3d2e
It's exactly the same but with a white light surface instead of grey.

If that doesn't satisfy your curiosity, it'd take you like 60 seconds to download it and try it.

I'm a noob (except for the downloading part). How would I be able to do that?
« Last Edit: 14. July 2014, 23:11:14 by System Shocked »

67367cc4b3efeSystem Shocked

67367cc4b3f4e
The yellow wedge lights don't bother me, since the light from them actually is pretty dim. The yellow hanging lights do though, because they're transparent (unlike their white versions).

For consistency, shouldn't all same model/type lights have the same attributes, appearance/lighting characteristics wise?

67367cc4b4061voodoo47

67367cc4b40b0
by downloading the attachment and dropping it into DataPermMods, DataTempMods, or any mod folder under obj.

67367cc4b4158System Shocked

67367cc4b41cd
I thought these new .bin files were being posted because Olfred had to rework them in some way in order to fix a problem.

Thanks, much obliged.
67367cc4b448a
No, sometimes ZylonBane fixes minor things himself. Not everything is a request. 

67367cc4b453fvoodoo47

67367cc4b45ca
was playing with the latest conduit parts (from v08), and while they seem to work reasonably well after the dml fix, I still think a 1:1 replacement would be preferable.
67367cc4b46d6
1:1 is not viable because the original model is just too small.
And it was bugging out on the physdim already anyway.
Acknowledged by: voodoo47

67367cc4b4952voodoo47

67367cc4b49a3
Here's a version of the wedge wall light (-978) modified so the "light" surface is full white, instead of the dull grey in the default model. Now it matches all the other white light models.
unless I'm mistaken, you have used the old, unfixed model with missing back side. the fixed one is here.

also, attaching three SHTUP models that need the same treatment as their orig equivalents - lights missing back sides, bulk switch the same.
« Last Edit: 20. July 2014, 20:45:13 by voodoo47 »

67367cc4b4a74ZylonBane

67367cc4b4ac1
Oops, yeah, I did. Probably best to make the change properly in Blender than to run the upgraded model through bintoe/bsp.

67367cc4b4b5fvoodoo47

67367cc4b4bad
well then, Olfred, would you kindly.
67367cc4b4c8a
What's so special about the SHTUP models that they can't use the original ones?

67367cc4b4d32voodoo47

67367cc4b4d7e
SHTUP enhances some of the obj textures, and the modified models are required to load them properly. for example, the orig wedge light has only a single color glass, while the SHTUP model uses a full texture.

67367cc4b4e0eZylonBane

67367cc4b4e60
The original wedge light uses a texture. It's just a solid-colored one.
67367cc4b4f5c
Here are the light models.

I didn't saw any difference on the shtup bulkdown so I left it out.

67367cc4b5143voodoo47

67367cc4b5195
difference on the shtup bulkdown
no idea what difference between the orig and SHTUP bulkdown is, ZB would have to answer that.

67367cc4b526fZylonBane

67367cc4b52c3
Hey Olfred, if you have some spare time, could you run a 16 x 16 surface subdivision on these models? It's just a couple of one-sided flats that I'd like to improve the lighting on. I know we tried this before with the teeth, but these objects don't move, and the exporter has gotten a lot better since then, so I figure it's worth another shot.

[qbr_walls.7z expired]
67367cc4b53c5
I also exported a new gizzard some while ago.
Did you ever tested that out?

67367cc4b552bZylonBane

67367cc4b5582
Just tried the updated gizzard. Still looks weird. I wouldn't worry about that one anymore, it's basically the worst-case scenario for this sort of thing-- an all-white object, in motion, with a bright light very close to its surface.

The QBR walls, on the other hand, are nearly a best-case scenario-- stationary objects, with dim light distant from the surface. Check it out:



The lighting is nearly indistinguishable from a lightmapped terrain surface. It even looks good when you go inside and look around. The visual artifact when shaded polygons cross a screen edge isn't noticeable at all, due to the minimal brightness changes across the surface.

So, success!  :thumb:
67367cc4b566a
Sadly it's still lighted a tad differently.
Like a blueish tint.

67367cc4b56f2ZylonBane

67367cc4b573f
The last shot is from a different map.
67367cc4b5828
Yeah, I know.
I was referring to the fact that you can clearly see that objects are lighted differently.

67367cc4b58cfZylonBane

67367cc4b591c
If you're just comparing the two object screenshots, then I'm not sure what you're lamenting. There's some blue on the back wall in both shots. That's because there's a blue light shining into the QBR booth.
67367cc4b59f1
I'm comparing the object with the brush wall.

Your name:
This box must be left blank:

Name the company that developed System Shock 2:
5 Guests are here.
You See the Battlefield
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67367cc4b8c1e