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Topic: SS2 Olfred's Fixed Objects Read 178571 times  

673ef490020f3voodoo47

673ef49003ed7
Tags: °object °SS2 °dml °fixup

This package fixes many small imperfections of SS2 objects - missing polys, z-fighting, incorrect texturing etc.
Code: [Select]
list of the fixed models in v01:

[*]truck.bin - (no archetype) [the truck on Earth; z-fighting on right side above rear wheel]
[*]railp4.bin - Purple Railing 4 (-2928) [z-fighting diagonal artifacts]
[*]railp8.bin - Purple Railing 8 (-2929) [ditto]
[*]railp12.bin - Purple Railing 12 (-2930) [ditto]
[*]railp24.bin - Purple Railing 24 (-2931) [ditto]
[*]railp62r.bin - Railing_for_Ramp (-3657) [ditto]
[*]railw4.bin - Purple Wood Rail 4 (-3042) [ditto]
[*]railw8.bin - Purple Wood Rail 8 (-3043) [ditto]
[*]railw12.bin - Purple Wood Rail 12 (-3044) [ditto]
[*]railw24.bin - Purple Wood Rail 24 (-3045) [ditto]
[*]rrail4-.bin - Red Railing 4x4 (-2592) [ditto]
[*]rrail48.bin - Red Railing 4x8 (-1153) [ditto]
[*]rrail12.bin - Red Railing 4x12 (-2598) [ditto]
[*]rrail16.bin - Red Railing 4x16 (-3062) [ditto]
[*]rrail20.bin - Red Railing 4x20 (-3127) [ditto]
[*]rrail24.bin - Red Railing 4x24 (-3063) [ditto]
[*]rrail28.bin - Red Railing 4x28 (-3064) [ditto]
[*]rrail32.bin - Red Railing 4x32 (-3065) [ditto]
[*]rrail36.bin - Red Railing 4x36 (-2599) [ditto]
[*]rrail40.bin - Red Railing 4x40 (-3066) [ditto]
[*]rrail52.bin - Red Railing 4x52 (-3067) [ditto]
[*]rrails12.bin - Red Ang Railing 4x12 (-3077) [ditto]
[*]rrails82.bin - Red Ang Railing 4x8 (-3078) [ditto]
[*]rrails83.bin - Red Ang Railing 3x8 (-3079) [ditto, plus not textured properly]
[*]lite_f0.bin - Fluor. Light (-488) [missing back polys]
[*]gurney.bin - Gurney (-3000) [z-fighting on sides]
[*]sarclose.bin - Closed Protocol Box (-2545) [backward warped texture on back; back transparent when looking from front; protocol droid obviously only half there]
[*]nanocan.bin - 20 Nanites (-89) [no bottom; wires render backwards from one side]
[*]brl_expg.bin - Four_Explosive_Barrels (-2301) [this is the "Bulk Hazmat Containment" obstacle on the Rickenbacker; needs the warning sign UV mapping cleaned up]
[*]fsn_w.bin - Fusion Cannon (-26) [has missing polys on the bottom side of the barrel, also the wires on the side are screwed up, and the fusion barrel is not connected to the rest of the gun]
[*]crate01.bin - Crate #1(-122) [visible line at the top of the crate]
[*]secd01.bin - Sec Station Door (-1403) [z-fighting]

added in v02:

[*]poddoor.bin - Cryo Tube door (-462) [z-fighting on the lower right edge when viewed from inside]
[*]Rick001.bin - RD_Door_1 (-2682) [slight z-fighting where the glass meets the metal]
[*]botleju.bin - Juice bottle (-966) [when looking through the transparent bottom of the bottle, the sticker on the bottle is invisible/see through]
[*]botleli.bin - Liquor bottle (-967) [when looking through the transparent bottom of the bottle, the sticker on the bottle is invisible/see through]
[*]botlevo.bin - Vodka bottle (-964) [when looking through the transparent top of the bottle, the sticker on the bottle is invisible/see through. also the neck does not look quite right when alpha 1 is enabled, which is required to avoid even worse transparency issues]
[*]botlech.bin - Champagne bottle (-965) [when looking through the transparent top of the bottle, the sticker on the bottle is invisible/see through. also the neck does not look quite right when alpha 1 is enabled, which is required to avoid even worse transparency issues]
[*]tu_sdam.bin - Slug Turret Corpse (-380) [broken parts of the turret not connected to the base of the turret]
[*]tu_ldam.bin - Laser Turret Corpse (-1419) [broken parts of the turret not connected to the base of the turret]
[*]tu_fdam.bin - Blast Turret Corpse (-1421) [broken parts of the turret not connected to the base of the turret]
[*]railter.bin - Railing End 4x4 (-1023) [ends should match up with Railing 4x8 (-1016) railing2.bin]
[*]railing2.bin - Railing 4x8 (-1016)
[*]railing.bin - Railing (-1015) [seems identical to railing2.bin, but scaled up]
[*]railingb.bin - Broken Railing (-1075) [bent version of railing.bin]
[*]railterm.bin - Railing Terminator (-602) [seems identical to railter.bin, but scaled up]
[*]brail12.bin - Railing 4x12 (-1720)
[*]brail16.bin - Railing 4x16 (-1721)
[*]brail32.bin - Railing 4x32 (-1718)
[*]brail48.bin - Railing 4x48 (-1719)

added in v03:

[*]toilet.bin - Toilet (-1240) [missing back side]
[*]fsn_h.bin - Fusion Cannon hand model [the player hand model has a bunch of see-through cracks, both on the torso and the barrel. the wires on the side are screwed up as well] (also update to fsn_w.bin)
[*]gang.bin - Gang valve (-774) [bad texture mapping]
[*]tramcar.bin (-2877) [multiple transparency and z issues]
[*]tramcar2.bin (-3432) [multiple transparency and z issues]
[*]AMMOTX.BIN - Toxin Grenade (-40) [one grenade missing the tip]
[*]termibox.bin - Junction Box (-760) [missing back side]

added in v04:

[*]termibof.bin - Junction Box broken (-1080) [missing back side]
[*]poddoor.bin - Cryo Tube door (-462) [additional fix to the model]
[*]msd_b.bin (-2579) [broken medsci door, very weird stuff going on with the textures]

added in v05:

[*]tabledi.bin -  - Dinner Table #1 (-935) [z-fighting on one of the sides]

added in v06:

[*]ventfan.bin - Vent Fan (-2559) [original model can't rotate]
[*]fsn_h.bin - Fusion Cannon hand model [now scales properly]
[*]fsn_w.bin - Fusion Cannon (-26) world model [now scales properly]
[*]shield.bin - Shuttle Shield (-3046) [original model is low-poly]

added in v07:

[*]air_re.bin - Air Recirculator (-932) [bad texture mapping, toxin canister model just a stub]
[*]air_reof.bin - Air Recirc No Filter (-1151) [bad texture mapping, canister hole just a fake]
[*]bulkdown.bin - Bulk_On_Button (-3622) [missing back side]
[*]bulkup.bin - Bulk_Off_Button (-3623) [missing the bottom side of the handle]
[*]code.bin - Binary_Code (-3651) [duplicate faces cause z-fighting within the model]
[*]conduit1.bin/conduit2.bin/conduit3.bin - Conduit Parts (-1992) [don't match Conduit (-185)] //deactivated, physdims do not match
[*]cpipe_01.bin - Pipe Bent (-495) [no ends on pipe]
[*]elbuton.bin - Button #1 (-201) [missing back side]
[*]elevbutn.bin - Elevator Button (-1778) [missing back side]
[*]filter.bin - The canister that appears in the regulator slot, used by the fixed regulator
[*]hackcrat.bin - hackable crate (-1886) [missing the bottom]
[*]highsec.bin - supercrate (-420) [missing the bottom]
[*]light1.bin - Wedge Wall Light (-978) [missing back side]
[*]light2.bin - Engineering Wedge Light (-1135) [missing back side]
[*]mach_t.bin - Tall Machinery (-2454), [decals floating off the model]
[*]malseat.bin - mall bench (-2934) [missing polys when viewed from below]
[*]resseat.bin - Residential Bench (-2932) [missing polys when viewed from below]
[*]locker.bin - Locker (-1303) [incorrect lighting]

added in v08:

[*]bodyb.bin (-3073), corpse bag, the green tag light floating off the surface
[*]cpipe_02.bin - Pipe Straight (-494) [no ends on pipe]
[*]cpipe_03.bin - Pipe T (-496) [no ends on pipe]
[*]banner.bin UNN Banner (-2687) [bad texturing on the sides]
[*]Wide Machinery (-100) mach_w.bin [decals floating off the model, texture with numbers and letters inverted]
[*]Wedge Wall Light (-978) light1.bin ["light" surface is dull grey, instead of full white like all other white lights]
[*]conduit1.bin/conduit2.bin/conduit3.bin - Conduit Parts (-1992) [don't match Conduit (-185)] //dml fixed, and now active

added in v08a:

[*]light1.bin (incorrect version in 08)

added in v09:

[*]gang.bin - Gang valve (-774) [bad texture mapping]
[*]gangf.bin - Broken gang valve (-1068) [bad texture mapping]
[*]audsign.bin - (no archetype) [Sandman Audio sign on Earth, sides textured wrong]
[*]nanocan.bin - 20 Nanites (-89) [screen made fullbright]
[*]basket.bin - B-Ball Hoop (-1238) [net and hoop insides invisible]

added in v10:

[*]ammoss.bin, ammohes.bin, ammoaps.bin - (all types of) bullets (-35) [shoddy mapping of the bullet texture at the open part of the clip]
[*]lift01.bin - Lift 1 (-237) [decals floating off the model]
[*]lift01_w.bin - Lift 1 Walls (-125) [decals floating off the model]
[*]hydo.bin, hydo1.bin, hydo2.bin, hydo3.bin, hydo4.bin, hydo5.bin - (all types of) New Hydro Doors (-3539) [decals float off the surface]
[*]acces_df.bin, acces_d.bin, acces_g.bin - Core Access (-2747) [all model variations have decals that float off the surface]
[*]consoleh.bin - Ceiling Console (-2450) [missing back polys]
[*]recwallb.bin - broken rec kool aid scene wall [incorrect textures mapped on the broken part]
[*]all shutle, and sh models - [various issues on shuttles and shuttle parts]
[*]lightr.bin - Wedge Light (-1593) [object lit improperly]
[*]atek_h.bin - [cracks on the hand pistol model]
[*]comforce.bin - Comforce Door (-4791) [decals floating off the model slightly]
[*]conduit.bin, conduit1.bin, conduit2.bin, conduit3.bin - Conduit (-185) [legs too short by 0.32 DromEd units, middle two white pipes clip into each other]
[*]conduitr.bin - Rick Conduit (-94) [same issues as conduit.bin]

added in v11:

[*]confert.bin - conference table (-1307) [bright green squares aren't aligned with their spaces on the texture]
[*]monbr.bin - Monkey_Brain (-148) [missing the bottom part of the model]
[*]rumbor.bin - Rumbler Organ (-220) [missing the bottom part of the model]
[*]all chemical containers - (-128) [fixed transparency screwups]
[*]nacerev.bin - Nacelle_Reversed (-4153) [decals not aligned properly]
[*]naceron.bin - Nacelle_On (-4152) [decals not aligned properly]
[*]radar.bin - Radar_Dish (-4012) [decals not aligned properly]


added in v12:
[*]rckd001.bin - Rickenbacker Door (-3441) [decals not aligned properly]
[*]cutleg.bin - Cut Leg (-915) [shrunk down the model to fit the corpses somewhat, plus texture that would match a crewmember boot at least a bit]
[*]head5.bin - Cut Head (-916) [a regular female head with a corresponding texture, replaces the alpha original that doesn't fit to any body]
[*]brl_exp.bin - Explode Barrel (-498) [top texture repeated on bottom]
[*]cans.bin - Many Cans (-1393) [backward texturing on one side]
[*]debris1.bin - Broken Conduit (-1481) [broken version of older version of conduit.bin]


added in v13:
[*]ductf.bin - Broken Duct (-1074) [side textures rotated 90 degrees from how they're oriented in base model]
[*]chair01.bin - Chair #1 (-115) / chair03.bin - Chair #3 (-1366) [distorted texturing on chair back]
[*]chair02.bin - Lounge Chair (-117) [seat/back texture seam; arm rest intersecting]
[*]nerveu.bin - U-Shaped Nerve (-3437) [one of the dendrites floating away from the nerve]
[*]vein.bin - Vein (-3133) [sloppy cylinder intersection]
[*]repframe.bin - RepBase (-463) [stray polygons floating in air above, and some wrinkling on the front]
[*]bedb.bin - Bloody_Crew_Bed (-3016) [small issues with its blood decal]


added in v14:
[*]comdoor.bin - no archetype, command deck short doors [fixes floating light decals]
[*]cbdoor.bin - Cargo Bay (-208) texture stretching on the lock with the TriOp logo
[*]door_m1.bin - Sci Med Door (-206) [fixes floating light decals]
[*]opw1316.bin, opw1317.bin, opw1318.bin, opw1433.bin - no archetype, ops1 object walls [fixes gouraud shimmer]

load the mod as instructed by the Guide. the source files are for modders only, no need to download unless you want to view the models in Blender. for the sake of convenience, StaticZ's wall pod (wpodop-fix) has been included in v02 (and newer).
« Last Edit: 01. January 2024, 07:56:36 by Moderator »
Acknowledged by: TheSarcasticCanadian

673ef4900406cArixonaIceTea:(

Re: SS2 Olfred's fixed objects
673ef490040d4
Great!!!

673ef4900419evoodoo47

Re: SS2 Olfred's fixed objects
673ef49004202
v02 is out with the last batch of fixed models.
Re: SS2 Olfred's fixed objects
673ef490046c9
I don't think it's actually necessary to add my name on the pack. Just call it "SS2 fixed objects" and just put my name into the readme.
This way no one have to bother to include anything someone else made.

673ef4900479fvoodoo47

Re: SS2 Olfred's fixed objects
673ef490047f3
now that the brand is established (and already being registered by search engines), I think we will just leave it as it is. should also help differentiate things in case some other fixed model pack pops up.

StaticZ did give a permission to include his fixed models in other modpacks, so the egg fix being included here is not a problem.
Re: SS2 Olfred's fixed objects
673ef4900496b
If you look at the other mods in this forum, you'll find that it's a general naming scheme: game_author_modname_version.
It's quite useful to find and identify stuff.

673ef490049fbvoodoo47

Re: SS2 Olfred's fixed objects
673ef49004a4c
v03 is up.

673ef49004ae0voodoo47

Re: SS2 Olfred's fixed objects
673ef49004b30
v04 is up. older releases will be cleaned up soon, as they are redundant.

673ef49004c18Simplex

Re: SS2 Olfred's fixed objects
673ef49004c6d
Will this be standalone mod, or perhaps merged/included with SCP?

673ef49004d48voodoo47

Re: SS2 Olfred's fixed objects
673ef49004d9f
at this point, it has already become a standalone mod. we are still not quite sure whether SCP will ship with it included - on one side, merging mods should be avoided, if possible, but on the other hand, you definitely don't want to run SCP without the fixed models. right now, I'm slightly leaning towards not merging, and just slapping a big fat warning everywhere, "requires SHTUP and Olfred's objects for proper operation".

673ef49004ed4ZylonBane

Re: SS2 Olfred's fixed objects
673ef49004f28
I thought we were going to include it, with a note something like "Including Olfred's Fixed Models pack". Because really, there's no reason why anyone would ever want to play without them, except historical curiosity. End users love convenience.

673ef49004fd2voodoo47

Re: SS2 Olfred's fixed objects
673ef49005024
ok then, include it is. pretty sure half of the people will slap it on top anyway, but that has 0 potential of causing issues, and disk space is of no concern as well.

673ef490050e1ZylonBane

Re: SS2 Olfred's fixed objects
673ef49005133
And if anyone complains, it's trivial to offer a download without it. Heck, in the future I could even see a SCP/Models/SHTUP-ND megamod pack being made available. No reason not to.

673ef490051c8voodoo47

Re: SS2 Olfred's fixed objects
673ef49005218
K has something better planned for ss2tool, if memory serves. we'll see.
Re: SS2 Olfred's fixed objects
673ef49005384
What I have planned would mean that you can check a few boxes in SS2Tool to download some basic mods.
Anyway, that might take a while. An SCP/Models/SHTUP-ND pack might be useful.
My stance on mod combos has always been that the mod authors can of course (And I really just mention this because of the various controversial discussions we had about combo packs.) combine their own works as much as they like. I would probably still prefer separate mods for myself, because it makes evaluation easier, but that's a different story.

673ef4900542cZylonBane

Re: SS2 Olfred's fixed objects
673ef4900547f
Right. The only reason I'd even suggest such a combo is that it's almost the same people behind all of them, so it would be very easy to coordinate.
Acknowledged by: Kolya
Re: SS2 Olfred's fixed objects
673ef4900558d
I would also go for including the models into SCP.
As I won't pack anything up on my own anyway (voodoo47 is doing all that). It won't occur that something would go out of sync or whatever.

673ef49005616voodoo47

Re: SS2 Olfred's fixed objects
673ef49005670
v06 is up.

673ef490056feOneofTheMany

Re: SS2 Olfred's fixed objects
673ef4900574d
Does it include the tooth and the gizzard thing?

673ef490057dcvoodoo47

Re: SS2 Olfred's fixed objects
673ef49005835
no wip stuff is included - see the model list in the first post.

673ef490058cdOneofTheMany

Re: SS2 Olfred's fixed objects
673ef49005922
Awesome update nevertheless

673ef490059f9OneofTheMany

Re: SS2 Olfred's fixed objects
673ef49005a54
I must ask.
On the SHTUP thread there's a second download called "shtup model fix".
What I wonder is: should I first unzip SHTUP, then apply the model fix and lastly apply Olfred's fixed objects, all applied in SHTUP folder?

673ef49005b03ZylonBane

Re: SS2 Olfred's fixed objects
673ef49005b61
What are you talking about there's no such thing as a SHTUP folder.

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