67419a88bc1ea

67419a88bd4ba
4 Guests are here.
 

67419a88bdbd3voodoo47

67419a88bdc4e
Coil03.bin - a Coil03 (-400) [a crack/see through part in the middle of the model]
doorkeep.bin - KeeperDoor (-3345) [texture mapped weirdly in the lower right corner, under the door handle]
« Last Edit: 27. January 2014, 07:52:33 by voodoo47 »

67419a88bdfa7voodoo47

67419a88be029
Quote by voodoo47
self illumination does not seem to do anything.
Quote by LarryG
IIRC you have to have illumination set on the texture in the 3ds model before you can use self illumination. It has to be built into the bin. Then it works.
hey Olfred, would you be able to do this?
67419a88be3c3
Currently I'm kinda busy.
But if you can explain the whole thing I might give some directions.

67419a88be4d7voodoo47

67419a88be532
as always, my knowledge in this field is extremely limited - but, if I understand things correctly, objects that emit light can also self illuminate (useful, as generally, when something is emitting light, it should be bright as well), but for this to actually work, the model needs to be "self illumination ready". maybe LarryG could fill in the details.

also, no need to rush on this one.
67419a88be691
There are only two things you can set in the matierals, one being the illumination, the other one is transparency. This needs to be inside the bin afaik. (Like the glowing buttons and stuff on the SS2 models)
The illuminiation of surroundings can only be achieved through the material files.

How the settings goes into the bin file is soleily based on how the exporter works.
I don't know about 3DS Max. If someone made a bin exporter for it you have to look up how it was implemented.

67419a88bea2fZylonBane

67419a88bea8d
There are only two things you can set in the matierals, one being the illumination, the other one is transparency.
At least six things, actually-- texture, illumination, transparency, shading, double-sidedness, and color.

What they're talking about with the lights is bit of hackishness in the Dark engine-- If an object is set up in the editor to emit light, AND the model of the object has any materials with ILLUM 100, the engine will automagically cause those faces to be self-lit or not depending on whether the light source is turned on or off. This is how, for example, the fluorescent tube lights in SS2 go from light to dark when they turn off.

67419a88beb69voodoo47

67419a88bebc3
there is that weird thing in T1 where when you douse a torch, the model jumps up a bit (when the burning torch bin is replaced by the doused torch bin). seems like newt01.bin has a different Z size and shape than newt02.bin - this could use a fix.

67419a88bec7eZylonBane

67419a88becd2
BSP actually has a command-line option for shifting the location of the converted model.
67419a88beed4
What I do in this cases is that I add some vertices (which you won't see inside the game) to make the "smaller" model be the same size.
You could also add some polygons and make them transparent.

67419a88bef80voodoo47

67419a88befd3
tiny bump on that T1 doused torch - still busy with other stuff, Olfred?
67419a88bf0c8
Oh, wait. There was something left to do for me?
What was it again?

67419a88bf3eavoodoo47

67419a88bf44a
there is that weird thing in T1 where when you douse a torch, the model jumps up a bit (when the burning torch bin is replaced by the doused torch bin). seems like newt01.bin has a different Z size and shape than newt02.bin - this could use a fix.
basically, the doused torch model (newt02.bin) is "shorter", because it has no flame, so when a torch is doused and the burning model replaced with the doused model, the torch "jumps" up a bit. the newt02.bin model needs to be made as tall as the burning model, and moved down along the z axis to compensate for this.
67419a88bf57d
Ah, I kinda thought you would go with the thing ZB suggested.
But I can get to that the next couple of days.

67419a88bf6a2voodoo47

67419a88bf708
thanks - I have never tried doing anything model related, so I have no idea how to use the tool.
67419a88bf87c
For me newt01.bin was unlit and newt02.bin was the one with the flame.

So here is the newt01.bin which should be working.
(Haven't tested it, currently I have no proper Thief installation)

67419a88bf98dvoodoo47

67419a88bf9e4
yeah, looks like I've mixed them up, sorry. anyway, the model still needs to be moved a bit more down along the z-axis.
67419a88bfb1d
Did it improve at all?
If not I need to figure out a new way to cheat the engine for Thief.
Since this is based on the model with the flame and I just deleted everything but the topmost part.

67419a88bfbdcvoodoo47

67419a88bfc3d
yeah, significant improvement with the current fixed model - will use it if further modifications to the model are problematic and/or impossible.
« Last Edit: 29. April 2014, 20:12:52 by voodoo47 »
67419a88bfd58
Can you see the dimension of the box the model will get ingame and compare that one?
Maybe I can work something out according to that.

67419a88bfe56voodoo47

67419a88bfeb8
turns out the remaining small offset was caused by the torch having a small physics collision with the terrain, so the fixed model is ok as far as the z-offset goes. however, it spawns the dousing effect incorrectly - probably caused by using the burning model as a template (proper extinguish effect on the left, the new model on the right);

[bad_douse.jpg expired]
67419a88bffca
ok, try this one.

67419a88c020cZylonBane

67419a88c0273
You people are going to make me bust out BSP, aren't you.

Your name:
This box must be left blank:

Name the default melee weapon in System Shock 2:
4 Guests are here.
This did little for my usually fortified peace of mind.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67419a88c3709