67409e55ac43f

67409e55ad519
7 Guests are here.
 

67409e55adce8ZylonBane

67409e55add4e
Yeah, differently-sized people aren't just stretched versions of a standard-sized human. If the height difference were enough to be noticed, you'd also have weird body proportion issues.

67409e55adeb5voodoo47

67409e55adf0e
the current height difference stems from the pipeguy having shorter legs because of the broken knees, and that does not look too good. fixing the knees would most likely bring him back to the the shotgun guy's height.

my recommendation would be - correct the legs, and if it works, well, don't fix it (anymore).

67409e55ae22fRocketMan

67409e55ae288
But there's a version I made from PinkDot's archive which didn't have broken knees.  The only reason HE was shorter was because I made him that way so the limit planes would fit properly.  That was the model I was referring to.  It would have been either the latest build I gave you or the one before it.  With him, since height is by far the dominant dimension, shrinking the model has the most profound effect on height, not really doing much to breadth or width.  I think he looks fine as is but if you want me to grow him a couple inches, no problem.

67409e55ae350voodoo47

67409e55ae3a1
will check all the versions when I get back from work, but if I remember correctly, no version was without issues.

anyway, the best thing would be to just give him orig Reb model size and proportions, but with proper joints, I believe.
« Last Edit: 03. July 2015, 10:53:04 by voodoo47 »

67409e55ae440RocketMan

67409e55ae48d
Ok.  I'll wait to hear back from you and if you can't find it I'll just do it again.
67409e55ae6e4
I would say the best way to retrain the most of the rebirth model original size and movements would be to just take the model together with the joint boxes which come with it, and then move the limit planes and not the model.
Worst thing that could happen with moving limit planes would some error from bsp.exe. But that should be relatively easy to fix.

67409e55ae8favoodoo47

67409e55ae94c
ok, so we have three versions available:

v0: https://www.systemshock.org/index.php?topic=5970.msg85012#msg85012
v1: https://www.systemshock.org/index.php?topic=5970.msg86690#msg86690
V2: https://www.systemshock.org/index.php?topic=5970.msg87732#msg87732

orig: orig model.
v0: crushed knees and ankles, bit too short. boots weird/too big.
v1: bit of that twisted toe thing going on, also missing that poly on the bottom end of the pipe. bit short as well.
v2: crushed knees and ankles. also, he has correct height, but ended up a bit too fat after the resize, probably because of the too short legs. boots ended up way too big.

if I had to pick one of those three, I'd go with v1.

67409e55aea52RocketMan

67409e55aea9f
That sounds about right.  Give me v1 please and I'll use it as a template to make you a new one.

Also just re-iterating that as soon as the model comes out of the T-pose and starts animating, the feet will square away to the floor.  But, as with the midwife, if you like, I'll shoot for a middle ground.

EDIT:  Oops.. I see the links now.. ok nm I got it.
Acknowledged by: voodoo47
67409e55aebd2
As I had to do some tricks for the debris, this is a small byproduct.
I don't plan to do it for all models or will do it for future ones at it cost more work and a lot more polys.
But I always had in mind to do it this way for high res model replacements if I ever would have gotten to do them.

EDIT:
Oh, yeah, it's only meant as demo, not as replacement for use.
« Last Edit: 06. July 2015, 14:23:14 by Olfred »
67409e55aed73
I completed the debris for the barrels.

bc_deb* for barrelc.bin
be_deb* for brl_exp.bin
br_deb* for brl_rad.bin

Als mentioned before, but just for completeness. Inside the sources there are the actual models for ingame use, and also models with _bake in it's name. The ones with _bake are there to create new textures, not for ingame use.

I know that the texures are huge, you don't have to get a seizure again ZylonBane. I still haven't figured out how to change the size of a blender generated texture inside of Blender. So with SHTUP in mind I just picked some high resolution as it can be resized later on. And bigger -> smaller is a better option than the other way around.
I also didn't do any crude paint jobs this time. I may get to that later on, but for the time being you have all you need to get it into the game. Swapping the texture can still be done afterwards without any problems.

Please give me some feedback on it.

67409e55aee2eZylonBane

67409e55aee7a
Sorry I didn't get a chance to play around with this yet. Weekend was way busier than I was expecting.
67409e55aef74
It's OK, no need to feel sorry.
Sometimes you guys also have to wait for me. We all have lives and don't do this as a job where we have a fixed (minimum) amount of time available for it.

67409e55af194voodoo47

67409e55af1e5
We all have lives
uhh.. lets go with "most (of us)".

67409e55af41bNecrobob

67409e55af46c
Hey-heyyy, Bob of Necro Age-texture pack infamy here! I was told I could get some help with something in this neck of the woods. See, one of the main ways the Thief Gold resources in the Necro Age differ from the Metal Age resources is the lack of high poly human meshes. Because when I try, THIS happens: Image: http://lh3.googleusercontent.com/P8kE7PAkTgR4_tPAEzG5_wYjM7WSUYwP9Ma9goZ_cmU=w317-h633-no
Any chance any of you folks could take the time to help get some of the meshes to fit the Thief 1/Gold model rig?

67409e55af647Necrobob

67409e55af699
...GODDAMMIT, VOODOO!

Okay, trying this again in the right place.

67409e55af93bvoodoo47

67409e55af98d
Technically..
Engineering is messy by design, so this topic would have worked fine as well. also, it currently looks like this actually isn't a broken model problem, so technically, it should be moved to the Helpdesk. take that, evil vegetable.

67409e55afa29ZylonBane

67409e55afa76
Barrel debris update: Still working on integrating them into the gamesys.

67409e55afb1fvoodoo47

67409e55afb6c
a very small bump to the pipe hybrid - it would be really nice to have Rebirth 4.0 wrapped up before SCP beta2.

67409e55afc23RocketMan

67409e55afc70
Sorry.  Maybe i can get it done tonight... I don't think my friends are down for the rippers tonight anyway ;)

67409e55afd13voodoo47

67409e55afd61
not saying it has to be done tonight, but sometime later next week would be cool.

67409e55afe11RocketMan

67409e55afe62
I missed my deadline last night due to some unforeseen circumstances but better late than never I guess.
[grunt_p.bin expired]
[grunt_p.cal expired]
« Last Edit: 05. September 2015, 08:28:48 by Kolya »

67409e55aff79voodoo47

67409e55affea
hmm.. still not there I think - now the pipe has some sort of crack on the side. the idle ankle animation is awful (place the AI model in Shocked, disable AI aware, go ingame, watch it for a while), but that's an orig thing (less noticeable with the lowpoly model), so I doubt something can be done about that - though it needs to be stated that the orig Reb models somehow don't do that (their ankles are rigid, just like their necks). looks like they simply ignore the ankle animation (which, in this case, is probably a good thing). not a big deal though, there aren't many places where the player can observe hybrid ankles in detail.

I think I'll just say lets close that crack, and call it Reb4 ready.
[pipehole.jpg expired]
« Last Edit: 05. September 2015, 08:29:22 by Kolya »

Your name:
This box must be left blank:

Look at you, hacker: a pathetic ____ of meat and bone!  (Fill in the missing word):
7 Guests are here.
Then something went wrong for Fay Wray and King Kong (They got caught in a celluloid jam)
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67409e55b10d9