67fb1bd90d363

67fb1bd91011a
16 Guests are here.
 

67fb1bd910928RocketMan_Remote

67fb1bd91098d
I can try to fix the height and see how it works out.  The toes I can bend back a bit if you're certain it will look better most of the time (maybe I overdid it a bit).  The grenade hybrid I can at least fix the vhot on the right arm if that's the main concern there.  Dunno if anything will break when I re-compile but at least I can give it a shot.  I'd rather not mess with the gimpy left arm and the neck though.

67fb1bd910c2cRocketMan_Remote

67fb1bd910c78
One thing I noticed about head tracking too... that stupid worm on the side of the hybrid's head is essentially a multi-element pipe and when the planes rotate the neck, the worm shears like you're trying to rip a gummy worm in half or something.  I know the original suffered from this as well but in high resolution, everything looks worse.  Not much can fix that though except for what I already did, which was to make the worm hug the neck even closer so that the projected distance out from the axis of rotation is less, producing slightly less distortion.
Acknowledged by: voodoo47
67fb1bd910f80
For the bended toes you have to manipulate the skeleton (the boxes)

67fb1bd911018RocketMan_Remote

67fb1bd911065
You mean if I rotate the vhots, it will change the toe angle?  I never tried that.
67fb1bd91113a
noo noo
just the position. Rotating them does nothing

67fb1bd91150eRocketMan

67fb1bd911561
Oh I see what you mean.  Yeah for sure.  So far I've been "assuming" that it would cause others like Voodoo grief if I didn't put all the Vhots in anatomically correct locations in case they wanted to attach stuff there.  However if nothing will be done with the feet I could try to fix the toe angle that way.
67fb1bd911647
Even the vanilla models are not anatomically correct placed.

67fb1bd91173fvoodoo47

67fb1bd91178c
before I forget again; http://i.imgur.com/Uzx8alD.jpg

consoleh.bin - Ceiling Console (-2450) [missing back polys]


also note to self - a few fixed objects are missing from the official fixed objects archive, and are only available in SCP. need to copy them over, as there may be some weird people out there that would want to play with just fixed objects and no SCP.

67fb1bd911832System Shocked

67fb1bd91188d
@ voodoo47

There's a medium plant whose pot has missing poly's. You can find it in the SCP Issue Reporting thread, page 17, my post #394, item #13.

As discussed, I'll let you, post it here.
« Last Edit: 10. June 2015, 00:34:52 by System Shocked »

67fb1bd911997voodoo47

67fb1bd9119f3
it will take me a while to go through the last batch of reports, I will be adding stuff as necessary.
Acknowledged by: System Shocked

67fb1bd911adavoodoo47

67fb1bd911b2c
acces_df.bin, acces_d.bin, acces_g.bin - Core Access (-2747) [all model variations have decals that float off the surface for quite a bit]


also (as hopefully, there will be more fixing to the Rebirth hybrids), the hybrid pipe is missing a poly;

67fb1bd911bf3RocketMan

67fb1bd911c4e
I thought I fixed that... I know I fixed it in at least 1 version.  Maybe it wasn't my latest one.

67fb1bd911cffvoodoo47

67fb1bd911d50
it's not fixed on the latest model available on the previous page.
67fb1bd911e47
The acces_* panels and the consoleh.

67fb1bd911f20voodoo47

67fb1bd911f73
looking good - time to start putting together another fixed objects release I suppose.

67fb1bd9120ccZylonBane

67fb1bd912120
There are some things I've been meaning to mention but haven't gotten around to digging up the model names. Most important I think is that on the simulation unit models, the screen textures aren't tiled correctly. This is almost impossible to notice with the original low-res textures, but high-res textures make it pretty obvious.
67fb1bd9124e5
There are some things I've been meaning to mention but haven't gotten around to digging up the model names.
Just do a System Shocked style report and let voodoo47 do the work  XD

Jokes aside. I wouldn't even know the map name to look that up.
Besides I'm rather busy right now, again :/

67fb1bd9125ddZylonBane

67fb1bd91263e
Right, that was more a note to myself.
67fb1bd9128a4
Hydoor hydoor hydooor.

Hydoor hydoor hydoor hydoor, hydoor hydoor.

67fb1bd9129c3voodoo47

67fb1bd912a14
I am groot?

checked all, looking good as always.



also, about the wip shotgun hybrid - noticed one more problem, he doesn't aim his gun straight at the player, this results in the flash looking off. sure would be nice if the gun could be straightened up a bit.
« Last Edit: 07. June 2015, 13:37:51 by voodoo47 »

67fb1bd912b4aRocketMan

67fb1bd912b9c
I'll re-iterate that you can't have your cake and eat it too, as they say.  Straightening up the hybrid's aim NECESSARILY makes the death pose look even worse.  When you asked me to fix that I had to twist the gun a bit and that makes his aim worse.  Not sure which way you want to go with this... 

Also, sorry about the delay but I have been a bit busy.  I'll see if I can look at the models today.  Would be nice to clear up this issue about gun aim before that however because there seems to be confusion about it.
67fb1bd912cb1
I would say make the gun aim right and just create a dedicated death animation for rebirth.
Would be the cleanest way instead of this somewhere in the middle jiggle juggle because the model and the animation are both bogus.

Your name:
This box must be left blank:

System Shock 2 takes place on the star ship named ...:
16 Guests are here.
Hier ist die Luft jargonverseucht und die Dosierungen stimmen
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67fb1bd912dd6