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Had no idea where I should post it, so it goes here.

I took a look at the computer console (-2451 consolet.bin) and adding extra planes did nothing. I could even mantle it from behind.
So I checked if there is something on ShockEd and discovered that the Dimension is set to Offset: 0,0,-2.5 Size: 10, 4.5~, 4.
If you change the Z value Offset to 0 and add these extra 2.5 to the Size, so it will be 6.5, you will mantle directly on top of the console.
So it's not really a bug in the model but just something (cheaty) the devs did.

673778a9db593voodoo47

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yeah, but that will give physics to the empty part of the console, and I'm not sure whether we want that.

673778a9db73bZylonBane

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In the Dark engine, object collision shapes can only be either a sphere, or a box. More complex shapes require breaking the object down into multiple physics objects. The computer console we're talking about would require three physics objects to represent accurately, and there are a LOT of those things in the game.

673778a9db847voodoo47

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I've already done something similar with desks -119. lets just say it's on the list, but at the moment, we've got bigger fish to fry.

673778a9db99bvoodoo47

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I might be called crazy for requesting this, but hey, it will make System happy, and who wouldn't want to make our favorite mystery picture poster happy, right? and if I remember correctly, this should be a simple fix, so Olfred, any chance you could slap that SCP muzzle flash vhot on Arcaniac's shotgun?

673778a9dbb90voodoo47

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thanks. gotta keep the old junk in shape as well, eh?

673778a9dbcc8voodoo47

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so I've been diving in the scrapyard today, and what do you know, we actually have two more shotgun mods;
https://www.systemshock.org/index.php?topic=257
https://www.systemshock.org/index.php?topic=362

Olfred, would you kindly.

673778a9dbddfZylonBane

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All this Olfred-bothering reminds me, there are some places where the lighting on ladders looks really bad due to the rails being single polys running the entire height of the ladder. They could benefit from some subdivision. I'll have to get a list of models after work.
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Oh how considerate of you ZylonBane, thank you.


shotguns with vhots attached

673778a9dc010voodoo47

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vhots, vhots everywhere. thanks, as always.

//oops, something went wrong this time - the seb shotgun spawns the flash inside the barrel, so the vhot probably needs to be moved a bit further away from the gun, and the assidragon shotgun looks like the vhot is not working at all, the flash is getting spawned under the gun, just like with the original model.
« Last Edit: 05. November 2014, 21:20:27 by voodoo47 »

673778a9dc134voodoo47

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so I was thinking, now that we can alternate between weapon models when switching mode reliably, maybe it's time to try to add yet another tiny detail nobody is going to notice and appreciate™ - Olfred, how difficult would it be to modify the grenade launcher hand model (GREN_H.bin) so it would have the sights flipped down?

673778a9dc21fZylonBane

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Why would the held model have the sights flipped down?

673778a9dc56bvoodoo47

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'kay, can you try to make one test model?
Why would the held model have the sights flipped down?
for when it's set to the bounce mode.
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So you need like... a joint so you can rotate the sight.
And another joint so you can animate some arm which flips it over?

673778a9dc7b6voodoo47

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no, nothing as sophisticated as that - just the orig model edited so the sights would be down. pretty much just load the orig model to the editor, flip the sights down, save, done (or so I assume).
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but wouldn't that look.... stupid if the model just "phow" changes?

Why not making it awesome?

673778a9dca04voodoo47

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because it's always good to have something standard and simple to fall back to in case the awesome does not work out. also, not sure whether such an intricate setup is possible on an weapon. the "phow" change seems to work just fine on the laser pistol, so I would like to try and see how would it look on the launcher. when it looks/works good, we can try to go further.

but if you want to attempt the awesome right off the bat, I'm definitely not going to try to stop you. will ask TF about this, I think he got some nonstandard weapon stuff working in Secmod.


//so yeah, a joint animation is definitely possible, Secmod EMP rifle is set up that way. I doubt something like a hand flipping the sights animation is possible though.
« Last Edit: 11. November 2014, 22:13:20 by voodoo47 »
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I doubt something like a hand flipping the sights animation is possible though.

Well, you got a six joints maximum, right? And you can move several joints at the same time?
There is a lot you can do with that.

673778a9dcdc2voodoo47

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well, as I always say, whatever you feel like doing/attempting.

673778a9dcea1OmegaDEATH

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Note to modelers.
bouncing breasts are just 2 bones away.

673778a9dcf8fvoodoo47

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tits on a grenade launcher. creative.

673778a9dd2d8ThiefsieFool

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I really don't think it's a good idea for the sights to be involved there, it doesn't make sense at all, sights are tied to accuracy and you have the same accuracy for both types of shots, do you want questions from players about whether sights down means less accuracy?
The sights thing does show up in other FPSs, but it makes sense there: you have a rifle with a launcher attached, the sight gets expanded only when using the launcher, then collapsed so it doesn't get in the way when using the rifle.
I know you want to stick to the sights thing because it means the shape of the model doesn't have to be edited, but it's just too silly, if you need to have a toggle animation then do it right and have a LED or something explicitly tied to the mode switch function and that suggests there's a switch in the hidden trigger area.

I've looked into having a jointed hand earlier and while awesome, scripting its behavior would be difficult and take a while to implement, a lore more complexity than the EMP Rifle setup.

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