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I didn't check on the vanilla model and just moved the vhot between the eyes. Apparently the setup of joint seemed to be off as well, not just the vhot.
So now I took the vanilla model and just dumped the model into it and slightly adjusted the vhot position to be between the eyes.

What I've seen on the vanilla model is that the whole head is set to 100% illumination (new model only 20%) and that it surrouned by a transparent light grey shell with green eyes and mouth.
If needed I could recreate it.

[attachment removed]

6745f1067ec21ZylonBane

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Nice, works perfectly now, thanks again! Yeah, the original model has that weird transparent shell stuff that I'm surprised ever worked correctly, considering how flaky Dark is about alpha sorting. These days, we can get better effects using the material system.



BTW, I've been going through all the SHTUP stuff, and realized there's a model I've been meaning to contribute to the fixed model pack, since it's just a fix. The model is confert.bin. In the original model the bright green squares aren't aligned with their spaces on the texture. Looks like the table got scaled up at some point but the modeler forgot to grab the squares when he did it. This was fixed by Eshaktaar.

[attachment removed]
« Last Edit: 18. February 2016, 23:24:04 by ZylonBane »
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Yeah, the original model has that weird transparent shell stuff that I'm surprised ever worked correctly, considering how flaky Dark is about alpha sorting. These days, we can get better effects using the material system.
Well if you manage to get the rendering order right (which we can do manually now thanks to nemyax), the engine handels it pretty decently.
With the material system you still can't seperate the eyes from the rest, but I can provide that if necessary.

6745f1067f10aZylonBane

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The current head will work for now, but I may revisit it in the next SHTUP release.

6745f1067f4a5ZylonBane

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The bevels are all sharp edges, meaning flat shading. With smooth shading it's like this: http://pix.academ.org/img/2015/09/26/21a8deef486ded82e5c9efb48f26e30e.jpg
The model can probably be improved by making it a plain cube enclosed in the frame instead of one solid piece.

UPD: Yep, that's better. See for yourself (attached). The textures are set to "scp_frame" and "scp_crate".
Looks great! Could probably be even better if I put more effort into the frame texture.

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If you want it in SCP, I can improve the sloping of the frame bevels (it doesn't make sense at the moment) and change the texture links.
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A little byproduct, I reworked the chemical containers.
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Labels on the inside
front cap trimmed to match container
front and cap receiving insides
new uv map on front (there was a brown stroke at the right side)
cap border received better uv map
glass part better uv map
light rectangles inset
display now with illumination
errorous(?) default texture uv mapped to texture (bottom of front cap)

I also would like to change the small black dot on the top, but that would need a changed texture. Would be possible but I don't want to run into problem on other models following that.
And as it is not that apparent I wouldn't want to commit using a new texturename.

6745f1067fbdbvoodoo47

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methinks I'll check the latest models and then it's fixed objects 11 time. eta Tuesday.

//small holes on a bunch of models, not a big deal, but anyway.
« Last Edit: 08. November 2015, 19:29:02 by voodoo47 »
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small holes on textures is almost always a problem on the textures.
I think something got messed up while creating the pcx files and specials tones get renderes as invisible. The same as with the pink parts of the transparent textures, just that this isn't pink but some greytone.
Try converting the pcx to a png file and you will see for yourself.
The file is called LABELO.pcx

6745f1068019aZylonBane

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If you want it in SCP, I can improve the sloping of the frame bevels (it doesn't make sense at the moment) and change the texture links.
Sure, if you have time, go for it. The only real problem I noticed was that the inner texture is upside down. Though now that you point it out, the bevels are a bit odd too.

6745f10680378System Shocked

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Damn it ! Just after Olfred's fixed objects v0.11 was released.

Another door model with noticeable floating decals   http://i.imgur.com/2soQ40R.jpg   and   http://i.imgur.com/KoqqJbf.jpg
« Last Edit: 16. November 2015, 04:25:05 by System Shocked »
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go for it
Here's the updated crate with the container texture rotated.
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Damn it ! Just after Olfred's fixed objects v0.11 was released.
And there will never be a new release  :stroke:

And again you missed to tell me the crucial information I need.

6745f10680b1aSystem Shocked

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I was hoping that you could use the map coordinates shown at the top left corner of the screenshots to navigate directly to the location of the door, within the editor, in order to get the crucial info that you need.
« Last Edit: 17. November 2015, 00:40:18 by System Shocked »
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Actually, I can't.
My ShockEd knowledge is limited to the basics I need to test models.

6745f10680d57Yankee Clipper

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@System Shocked

In ShockEd, open the level:
File | Open...

Once the level is open, in the upper left window, right click and select:
solo view

Go to menu item:
View | Camera to... | Coordinates

Enter in the coordinates from your screenshot:
-286, -32.9, 203

That will take you right to your screenshot location. Make sure you have the following menu item turned on:
View | Show/Hide | Object Names

Your item number will be in blue right on the object in question:
A Rickenbacker Door (522)

 

6745f10680ff2System Shocked

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Actually, I can't.
My ShockEd knowledge is limited to the basics I need to test models.

I understand.

My attempts at ShockEd a while back, at getting the crucial info that you needed for one of my previous submissions, were unsuccessful.

When you get a moment voodoo47, can you please lend a hand, or anyone else capable of providing Olfred with the info that he needs.

Thanks in advance.

6745f106812a3ZylonBane

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Once the level is open, in the upper left window, right click and select:
solo view

Go to menu item:
View | Camera to... | Coordinates

Enter in the coordinates from your screenshot:
-286, -32.9, 203
Or, y'know, just click the cam coordinate box in the lower-right.

6745f106813bcSystem Shocked

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@ Yankee Clipper

Thanks for taking the time to whip up the quick tutorial. It worked! Much appreciated.

@ Olfred

To repeat the info at end of Yankee Clipper's post, door's info is "A Rickenbacker Door (522)". I hope this is what you need.
« Last Edit: 17. November 2015, 04:20:52 by System Shocked »
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Or, y'know, just click the cam coordinate box in the lower-right.
At the lower right I only have the box to enter commands, nothing else. So there probably is some option to display it.
I have a standard setup from SS2Tool.

@System Shocked

I managed to get the information I need myself now thanks to Yankee Clipper.
For future reference, optimal for me is to get the archetype number and the model name, just like the list in the first post.
Take a look at the attached screenshot. Everything which is listed under the "A Rickenbacker Door (522)" belongs to the instance of the object inside the level. Everything which is not set up there is inherited from the archetype you see below it "Rickenbacker Door (-3441)". Open up the tree and look up "Shape" open it up and check for "Model Name" in this case "RCKD001".

So what I need to know is the -3441 and the RCKD001.
Now I can easily pick up the model from the resources and once I want to test them I simply hop into the editor, press F3 and type in the -3441 to get me to the archetype so I can spawn a new door.
Acknowledged by: System Shocked
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Rickenbacker door.

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