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Topic: SS2 Olfred's Fixed Objects
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680ba34a2a455voodoo47

Re: SS2 Olfred's fixed objects
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the tool is something you run before you start to load mods, not a mod loader. for now.
Re: SS2 Olfred's fixed objects
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Well, my idea was that this project is a pure bugfix collection, similar to the misdml fixes, and should be included in the game regardless of anyone's personal taste or aesthetic preferences since it does not contain anything that could be remotely considered as debatable or dubious. The download count is just further proof.

680ba34a2a92avoodoo47

Re: SS2 Olfred's fixed objects
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well, who knows what the future holds.
Re: SS2 Olfred's fixed objects
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congrats, Olfred.
uuhm yaaay!
But the credits should also go to you for packaging and managing it. And everyone else who keeps on reporting me broken fixable models in an easy to work fashion :)

680ba34a2afb6voodoo47

Re: SS2 Olfred's fixed objects
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and the 50k download mark has been passed silently.

anyway, v13 is up. //and v14. a few more objects to make it more in line with some SCP objects.
« Last Edit: 27. October 2023, 17:22:14 by voodoo47 »
Acknowledged by: JML
Re: SS2 Olfred's fixed objects
680ba34a2b18a
Congratulations on the v13 release!

And thanks.

680ba34a2b2d2voodoo47

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v15 is up;
  • sgen1.bin, sgen2.bin - Shield Generator (-2603) [fixes the generator model visibly dropping down when overloaded]
  • reccount.bin - Store_Counter (-2303) [fixed texturing and lighting]
  • recwall.bin - no archetype, fake Kool Aid rec2 wall object [better lighting]

680ba34a2b877sarge945

680ba34a2badbZylonBane

680ba34a2bb38
Does this still contain the broken shield generator models?

680ba34a2bc0bvoodoo47

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yes. yeah, probably should roll back. though technically, they just have a different issue, so whether they are better or worse is debatable.

680ba34a2bebdZylonBane

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Breaking detail present in the original models IS worse.

This sort of thing is exactly why I discourage anyone from installing this as a standalone mod.

680ba34a2c5c7voodoo47

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yes, sometimes a thing is not perfect. that's not a good reason to discourage people from using the thing.

either way, rolled back for now.

680ba34a2c7c5voodoo47

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ok, proper v15 is now up.
  • sgen1.bin, sgen2.bin - Shield Generator (-2603) [fixes the generator model visibly dropping down when overloaded]
  • reccount.bin - Store_Counter (-2303) [fixed texturing and lighting]
  • recwall.bin - no archetype, Kool Aid rec2 fake wall object [better lighting]
  • botlevo.pcx, botlech.pcx - proper inventory icons for the fixed vodka and champagne bottles

680ba34a2c9e7ZylonBane

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Did you screenshot the models to make those bottle icons, or manipulate the original icons?

680ba34a2eb9evoodoo47

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mostly the latter, but I did use the ingame texture to source the proper colors for the vodka bottle. this worked out ok because they are so lowres - 30 pixels tall and 7 pixels wide. it's literally just arranging a 150-something piece puzzle until everything fits.

any proper texture guy would probably laugh seeing me hunched over the screen and dragging pixels around, but hey, whatever gets the job done..
« Last Edit: 22. March 2025, 09:00:40 by voodoo47 »
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If you got any needs like that I could probably slap together a render in blender. (With the usual waiting time from me included, sorry)

680ba34a2fc9cvoodoo47

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the bottles? naah they are good.

though now that I think about it, the vodka label seems a bit off with the hires texture loaded. I'll look into this later, right now it's crunch time for SCP maps.
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Wasn't speaking about the bottles specifically. More in a general sense when it might come to something else you need an icon for.

680ba34a2ff20ZylonBane

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The last few icons I've made, I just place the object in DromEd on a black background, set its thickness to 0.01 or something like that to simulate orthographic rendering, turn off lighting, and screenshot.

680ba34a30038voodoo47

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I did something similar for the Spoon mod, and it turned out ok.

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