67430be57b581

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4 Guests are here.
 

67430be5818ecRocketMan

67430be581952
Spoke too soon.  The command has no visible effect.  All I see is =1 in the console so it is being enabled but I can't see the circles in the viewport.

Also, fembot with a bit more height and un-twerked the feet a bit, but not completely because I still think the feet and ankles look badly butchered on the vanilla model.

Pipe hybrid back to normal size.

Grenade hybrid I tried to add head tracking and generally fix up the planes.  The results were disastrous.  His body was shearing in half and some of his limbs were frozen.  Very very bad results and yet everything was placed as correctly as possible.  I suggest leaving this one alone until somebody more skilled than myself can take a shot at it.

Pipe hybrid aim is dead nuts center now and back to normal size.  Death pose still looks like shit but that hasn't changed much anyway.
« Last Edit: 15. June 2015, 03:47:38 by RocketMan »

67430be581ffbRocketMan

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System, just cool it for now.  It's not like the mod is only 50% done.  A little patience and you can play with the real thing.

67430be58233fZylonBane

67430be582398
I tried the uv_clamp thing and must say. At first I thought it was a cool feature, on closer inspection I discovered it still doesn't make it seamless. I get the idea that NewDark just scales the UV map down by some percentage to get this non clamping look.
No. It's most likely just turning on the UV clamping render state. Default texture rendering assumes that textures will be tiled (like for example on terrain textures), so at the edge of each polygon it draws a thin sliver of the texture from the other side of the polygon so that they'll tile seamlessly, instead of there being hard edges at every polygon boundary. This works great for tiled textures, but for non-tiled textures it creates unwanted artifacts at the edges.

So if you've turned on texture clamping and still see seams, it means either the texture isn't right, or the polygon edges aren't perfectly aligned with each other.

67430be5827a5voodoo47

67430be5827fc
Small request since my uploads expired...

Please post the shotgun hybrid model I made that had the gun pointed straight, not the one I later tweaked to kinda make the death pose look better.

Please give me idiot instructions on how to make those circles appear like in your screenshot, to show the locations of the vhots.
is this still needed? I may have have it somewhere. that's why I'm saying, do not set expiration time on stuff on Engineering, it may come in handy.

the command is show_creature_joints, actually.

ok with the grenade hybrid, I don't think headtracking would make much sense with that model anyway (the way he is mutated, his head would probably be rigid), and the model not having the finger joint is not posing any significant problem for now, as his wrist joint can be used as the grenade launch joint with almost identical results - at the moment, only two gamesyses (if that's a word) set the launch joint for the grenade hybrid, RttUNN 1.05 and SCP beta2 wip, and both are already set to the wrist. I'll probably make a modders note about special handling somewhere.



//the midwife is good to go, I believe. still a tiny bit shorter than the orig Rebirth model, but nobody's going to notice that. also still has that weird polygon on the soles of her feet, but again, this is almost impossible to notice, so not a big deal.
//shotgun guy still not perfect, but I think this is as good as it gets, is fine for all practical purpose, and definitely completes the "lets make the Rebirth models less broken" goal (also, is actually a bit taller than orig, but doesn't really matter).

//pipe hybrid still has some bad stuff going on with ankles/boots. this one is not ready yet.
« Last Edit: 15. June 2015, 08:44:24 by voodoo47 »

67430be5828f0RocketMan_Remote

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Oh geez... I didn't even see that.  Something messed up there.  Will fix.  I can shrink the shotty slightly and... where's this polygon on the midwife?  I looked for such things but must have missed it.

67430be582a3bvoodoo47

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if you really want, but I don't think that's a problem, as Reb models are quite short to begin with, so a little extra height is fine. attaching pic, as mentioned, the soles are just mess, that thing that connects the front of the foot with the heel shouldn't really be there if you ask me. and if you are going to edit the model again, maybe try adding a bit of that height as well, as mentioned, the models are quite short to begin with.
« Last Edit: 15. June 2015, 13:05:26 by voodoo47 »
67430be582eaf
Other persons, please step forward.
Feel free to make that step.
All you need for it is available right here.

67430be5831aaZylonBane

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Added a note for the Many boss brain to the first post.



There's nothing wrong with this model (the spinning part in the middle), but I was thinking it could look pretty cool if the organs were inset a bit from the bony cage around them, to give the surface a more three-dimensional appearance. So this is the very lowest priority, just if Olfred is feeling bored.
67430be5832e0
Is there any other texture for this or only the vanilla?

67430be58337aZylonBane

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Just the vanilla texture. But it is 256x256... the only stock texture that high-res in the entire game.
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Quote by NewDark
- changed material override rules so a material file is required to be at the same path level or higher priority
than the loaded image, in order to be considered
I somehow get the feeling this could get us into trouble .

67430be58365evoodoo47

67430be5836b0
no, I think it just means there will be less conflicts when multiple texture packs with mtls are used.

under ND 1.22 a pack1 with a set of 15 water textures without a mtl with prio1 combined with pack2 with a set of 20 water textures with an mtl that specifies that there are 20 textures with prio2 would load 15 textures from the first, and then the last 5 from the second. this fix is meant to resolve that, I believe.

basically, lessens the chance that a texture pack ends up using a mtl that belongs to a different pack.
« Last Edit: 19. June 2015, 14:52:20 by voodoo47 »
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But now consider you add some mtl hack to SCP or fixed objects. Then load SHTUP with higher priority and it doesn't have this mtl.
Now the fix won't be applied.

67430be5838afvoodoo47

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then we'll just add the mtl where necessary. what I'm trying to say is that getting the mod priorities right is generally a pita (I've spent considerable amount of time fixing things up making sure that everything in the newbie mod guide works without conflicts. this required multiple updates to the mods and also some dml magic), and I'm pretty sure that the fix will not make things worse.

anyway, don't worry about it for the moment - once we have an actual situation where there is a mtl conflict, then we'll start thinking about workarounds.
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OK, just wanted to make sure this doesn't go unnoticed.

67430be583ab3ZylonBane

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I noticed that every Hydro door except hydo1.bin has been processed. Is it really the only one with no decal floating? Not that I think any of them float enough to really matter, but y'know, consistency.

I'm also wondering how much trouble it would be to make debris for the exploding barrels. All other mechanical targets leave debris when they explode, but barrels just poof into nothing.
67430be584dac
I noticed that every Hydro door except hydo1.bin has been processed. Is it really the only one with no decal floating? Not that I think any of them float enough to really matter, but y'know, consistency.
No... I just missed that. I usually just type in the name instead of browsing it.

I'm also wondering how much trouble it would be to make debris for the exploding barrels. All other mechanical targets leave debris when they explode, but barrels just poof into nothing.
Just give me some model name and I take a look at it. Shouldn't be a big problem, debris doesn't need to look good :D

67430be585cf3voodoo47

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barrelc.bin Cryo Barrel (-2773)
brl_exp.bin Explode Barrel (-498)
brl_rad.bin Rad Barrel (-499)

I'll move this to the Engineering topic soon.
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The missing hydo1.

Also, can I have the model name for the boss brain thing?

67430be585f5dvoodoo47

67430be585fad
Bb_brain.bin ManyBossBrain (-3470)

//hydo1 silently inserted into the public zip.
« Last Edit: 23. June 2015, 17:33:57 by voodoo47 »

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