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7 Guests are here.
 

673ff85e8a8bevoodoo47

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anyway, adding some more low prio stuff - Rebirth Diego is using the standard AI model, which has a bump on the head representing the hair. removing it for the bald Diego would be preferable.

and there is also the Arcaniac shotgun hybrid - while no fan of the pack, I did say that we should take care of all the mods we have available some time ago, so I feel obliged to mention that it has screwed up joints, and the gun aim while shooting at the player is awful as well. and (even lower prio), the corf_ric model has that weird spiky polygon thing going on on the left hand.

673ff85e8ac38RocketMan

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I can fix the hair thing, which reminds me... can you please sticky the archive containing all of PinkDot's fixed AI meshes?  It's becoming an increasing pain in the ass to find the post I attached it to buried in the middle of this thread.  Thank you.

673ff85e8af45System Shocked

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@ RocketMan,

Surprisingly, considering you're an experienced modder, it seems that you're repeatedly losing, misplacing and/or not backing-up important files that you need to in the ongoing development of the SS2 mods that you're working on. What you're doing/improving is great stuff and greatly appreciated, but to work independently of others as much as possible, going forward, consider adopting a modder's basic regimen of keeping and backing-up singular/multiple modded files for your easy access, instead of relying on and asking others for them. To avoid potential/unnecessary delays and errors, get your modding shite together.  :D  :thumb:     

673ff85e8b389RocketMan

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@ RocketMan,

Surprisingly, considering you're an experienced modder, it seems that you're repeatedly losing, misplacing and/or not backing-up important files that you need to in the ongoing development of the SS2 mods that you're working on. What you're doing/improving is great stuff and greatly appreciated, but to work independently of others as much as possible, going forward, consider adopting a modder's basic regimen of keeping and backing-up singular/multiple modded files for your easy access, instead of relying on and asking others for them. To avoid potential/unnecessary delays and errors, get your modding shite together.  :D  :thumb:   

A perfectly valid point, however my own sloppiness wasn't the reason for wanting the resources posted.  Any valuable commodity which isn't otherwise readily available and which may be required by others should be protected and placed somewhere logical so that anybody can use it.  I just didn't want it to get lost in a sea of posts somewhere.
Acknowledged by: System Shocked

673ff85e8b51eRocketMan

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How do you make a corpse die?  I couldn't make him lie down so I couldn't check if I got the planes right.  Nevertheless, here's him with less skull, less pocket and less Gore-Tex.

Oh.. and since I didn't/couldn't modify the nade hybrid, it occurred to me that we actually have a decent excuse why his pockets are huge.  He keeps grenades in there!
[DIEGO.bin expired]
[DIEGO.cal expired]
« Last Edit: 05. September 2015, 08:32:41 by Kolya »

673ff85e8b636voodoo47

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yeah, why not. anyway, Diego is a no go, having a bit too much of stomach cramps;

673ff85e8b75fRocketMan

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Ok.  What do I do?  This is new for me because it involves corpses and I dunno how to test those.

673ff85e8b87avoodoo47

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the easiest way would be to load the rick2 map into Shocked and jump to obj 85 (that's what I've done). he has a creature pose prop that will set the corpse pose - for a full list, you need to check motions.crf, and look for names like humdie or similar (his default humdie3b pose should do ok for a test though).

no idea why is it happening. maybe some joints are off?

673ff85e8b9c9RocketMan

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Basically I didn't touch a single joint box.  They are exactly as Cyberblutch set them.  I merely put the planes around them.  I suspect Blutch did something hackish in this case too because the joint boxes aren't exactly in intuitive locations.  I'll try doing it my way and see if it's any better.

I suppose I can also use a hybrid's archetype and just change the model to diego for testing... then at least I can kill the hybrid and see what it looks like dead.

What's the generic instructions again for finding an arbitrary object in a mis file using a search, as you've indicated above?  I can never get it right.

673ff85e8bc49unn_atropos

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Could...not...resist....
Acknowledged by: RocketMan

673ff85e8be41RocketMan

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Ok my way was better...

673ff85e8bf89voodoo47

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if you have Shocked basic toolkit installed, you just need to press F3 to get the find obj window, then put in 85 and press F8 to jump to the obj.

last model looks ok, but will have to check thoroughly once I'm on a normal pc (just the netbook for the next couple of days, Shockeding is almost impossible).

673ff85e8c08aRocketMan

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F8 is what I needed to know since using the find function "appears" to have little effect in terms of finding anything in that big mess of wires lol.

673ff85e8c1b3Yankee Clipper

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"find" just means that ShockEd brings that object into its internal attention. It does not change your view. As voodoo stated, after it finds the object, you can then move to that object with the "camera to brush" dialogue. Or, if you want to use the edit object dialogue, instead of having to browse through the whole hierarchy, you can first do a find and then "edit object" and you will be working on that particular object.

673ff85e8c2c1Kaucukovnik

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My work-in-progress attempt at remodelling the Brain of the Many. Textures mostly vanilla. 1776 triangles.

673ff85e8c5favoodoo47

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we already have a brain.

also, to be of real ingame use, it actually need to be split into three separate objects - the base, the brain, and the top.
« Last Edit: 27. August 2015, 09:48:12 by voodoo47 »

673ff85e8c755ZylonBane

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And the base needs to conform to terrain, because the player has to walk on it. To be blunt... we can't use this.

Of all the Many models, I'd say the ones most in need of improvement are the eggs.

673ff85e8c828voodoo47

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