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673597deb9eadvoodoo47

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when you click on the coordinate position arrow in Shocked one time, the item will be moved by one pixel. I can give you the map, but as I'm not quite sure what needs to be done myself, I don't know if it would be of any help. basically, when you kill the turret, the corpse will be spawned in a floating position, so to have it spawn properly, it will have to be offset by those 45 pixels.

anyway, attaching the map, you will obviously need the inverted turret corpse and the inverted turret models as well. the idea is that once the inverted turret is properly floored (I did floor it), the corpse should also spawn properly floored.

[rick2.7z expired]
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A pixel is a different number of units at different zooms, no?

673597deba1a3ZylonBane

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I think he just means units in the Dark engine's coordinate system.

I also think he means 0.45, not 45. But I'm not sure. I assume Voodoo is pulling the offset from the SCP gamesys entry for the Rickenbacker inverted turret corpse, which applies the same offset we're talking about here.

673597deba2bcvoodoo47

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not quite sure how they should be called myself. anyway, one game unit is 100 clicks on the position arrow, so in this particular case, the model needs to be offset by 0.45 game units, or 45 arrow clicks.
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The offset was all wrong, in all directions.

This should do the trick.

673597debbcadvoodoo47

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not going to crunch through the entire topic from a mobile connection, but I think we forgot about these two;
Custom model requests:
the model names are atek_H.bin (the one from either the complemented zip, or from the ADaOB compatible zip) and SG_H.bin, they need the same treatments as the orig models. Olfred, would you kindly?
« Last Edit: 02. October 2014, 17:33:16 by voodoo47 »
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Ran into some trouble so I had to make an additional texture.

I hope everything is good and I didn't screwed up something

673597debbf53voodoo47

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will check. can you elaborate on that additional texture? unless I'm mistaken, extra vhots were all that was required.
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The Dark Engine does have a feature that you can also just colour a material without the need of a texture.
A feature even the creators didn't used (at least I haven't seen it yet).
Unfortunately the export script I use doesn't support it (at least not that I know of). So I had to create a new texture for it.

673597debc439RocketMan

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That's better anyway.  At least there's something you can actually apply material modifiers to.

673597debc6cbvoodoo47

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So I had to create a new texture for it.
yes, but what is "it"? never hurts to have a change documented. anyway, models working nicely - many thanks as always (I don't even want to imagine how many GOG games I already owe you at this point).
« Last Edit: 02. October 2014, 21:14:12 by voodoo47 »
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Oh, it's for the pistol, the light green markings on the iron sight.
For the shotgun I were able to use the RED.* which already comes with the game.

(I don't even want to imagine how many GOG games I already owe you at this point).
(none)

673597debcc27voodoo47

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might be my imagination, but the new pistol's hand looks a small bit less smooth than the original;
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That happens because of reconverting from bin and then converting to bin again.
Only proper way to fix it would be to have the original source files.
Also the lighting of the pistol is a bit different.

I could try and tinker around a bit if it really is a problem.

673597debcf49RocketMan

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I've come to learn that the conversion tool modifies the original mesh during conversion so if you don't work with the original, you "may" lose additional quality with subsequent conversions.
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Well, the Blender plugin I use doesn't split the faces or anything like that. So using it shouldn't get you into any problems with subsequent conversions.
But BSP.exe splits faces. So importing a bin which was created with it will give you some "uncleaniness" when compored to the original.

673597debd237voodoo47

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no, it's not a big deal, and will certainly do fine for SCP beta1. sent Mercurius a pm asking for the source files, it wouldn't hurt to have them available one way or another - it's been a while since he was here, but his account is still active, so he should reply sooner or later.
« Last Edit: 04. October 2014, 09:59:21 by voodoo47 »
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He even comes online every now and then.
I've send him a PM once and didn't get any response.
Usually I don't like to tinker with someone elses model and always ask beforehand. But since he didn't respond last time I kinda assume he doesn't care much about it anymore.

673597debd5a6ZylonBane

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Hey Olfred, I've added a note for basket.bin. This is the basketball backboard-and-net model used on the Recreation desk basketball court. The setup of the net and hoop is very weird and sloppy. Basically they only look right when viewed from the side. Looking up or down into the hoop, things turn invisible. Strangely, the broken version of the backboard, basketb.bin, has a properly modeled hoop.

Also, a change SHTUP made long ago was to make the digital score readout fullbright (attached). It would be good to make this change in your version too.
[basket.bin expired]

673597debd6d8voodoo47

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and what about the gang valve? you said it needed its texture rotated 90 degrees or something.

673597debd84cZylonBane

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Oh yeah, gang.bin. Somehow the orientation of the texture on the pipes got rotated. The stripes should run around the pipes, not down them lengthwise. It should match with the broken version, gangf.bin.
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I knew that I heard that name before.
Check this and tell me how to proceed.
The vanilla model was UV mapped incorrectly and you (ZB), made a workaround to compensate for it.
Now I fixed it in a way so it works together with the vanilla texture.
Just compare the vanilla and the SHTUP texture and you will see what I mean.

Will get to the basket later today.

673597debdb4cZylonBane

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Here's a pic of the two gang models and your most current version. Requested modifications indicated.

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