664701d4cb5c9

664701d4cbbec
1 Guest is here.
 

664701d4cc3b3RocketMan_Remote

664701d4cc43a
I can try to fix the height and see how it works out.  The toes I can bend back a bit if you're certain it will look better most of the time (maybe I overdid it a bit).  The grenade hybrid I can at least fix the vhot on the right arm if that's the main concern there.  Dunno if anything will break when I re-compile but at least I can give it a shot.  I'd rather not mess with the gimpy left arm and the neck though.

664701d4cc74bRocketMan_Remote

664701d4cc799
One thing I noticed about head tracking too... that stupid worm on the side of the hybrid's head is essentially a multi-element pipe and when the planes rotate the neck, the worm shears like you're trying to rip a gummy worm in half or something.  I know the original suffered from this as well but in high resolution, everything looks worse.  Not much can fix that though except for what I already did, which was to make the worm hug the neck even closer so that the projected distance out from the axis of rotation is less, producing slightly less distortion.
Acknowledged by: voodoo47
664701d4cca48
For the bended toes you have to manipulate the skeleton (the boxes)

664701d4ccb2fRocketMan_Remote

664701d4ccb88
You mean if I rotate the vhots, it will change the toe angle?  I never tried that.
664701d4ccc76
noo noo
just the position. Rotating them does nothing

664701d4ccf0bRocketMan

664701d4ccf5b
Oh I see what you mean.  Yeah for sure.  So far I've been "assuming" that it would cause others like Voodoo grief if I didn't put all the Vhots in anatomically correct locations in case they wanted to attach stuff there.  However if nothing will be done with the feet I could try to fix the toe angle that way.
664701d4cd03d
Even the vanilla models are not anatomically correct placed.

664701d4cd13avoodoo47

664701d4cd187
before I forget again; http://i.imgur.com/Uzx8alD.jpg

consoleh.bin - Ceiling Console (-2450) [missing back polys]


also note to self - a few fixed objects are missing from the official fixed objects archive, and are only available in SCP. need to copy them over, as there may be some weird people out there that would want to play with just fixed objects and no SCP.

664701d4cd231System Shocked

664701d4cd284
@ voodoo47

There's a medium plant whose pot has missing poly's. You can find it in the SCP Issue Reporting thread, page 17, my post #394, item #13.

As discussed, I'll let you, post it here.
« Last Edit: 10. June 2015, 00:34:52 by System Shocked »

664701d4cd351voodoo47

664701d4cd3a5
it will take me a while to go through the last batch of reports, I will be adding stuff as necessary.
Acknowledged by: System Shocked

664701d4cd4a0voodoo47

664701d4cd4f2
acces_df.bin, acces_d.bin, acces_g.bin - Core Access (-2747) [all model variations have decals that float off the surface for quite a bit]


also (as hopefully, there will be more fixing to the Rebirth hybrids), the hybrid pipe is missing a poly;

664701d4cd59cRocketMan

664701d4cd5ec
I thought I fixed that... I know I fixed it in at least 1 version.  Maybe it wasn't my latest one.

664701d4cd686voodoo47

664701d4cd6d5
it's not fixed on the latest model available on the previous page.
664701d4cd7d4
The acces_* panels and the consoleh.

664701d4cd8b4voodoo47

664701d4cd904
looking good - time to start putting together another fixed objects release I suppose.

664701d4cda38ZylonBane

664701d4cdac8
There are some things I've been meaning to mention but haven't gotten around to digging up the model names. Most important I think is that on the simulation unit models, the screen textures aren't tiled correctly. This is almost impossible to notice with the original low-res textures, but high-res textures make it pretty obvious.
664701d4cdd9c
There are some things I've been meaning to mention but haven't gotten around to digging up the model names.
Just do a System Shocked style report and let voodoo47 do the work  XD

Jokes aside. I wouldn't even know the map name to look that up.
Besides I'm rather busy right now, again :/

664701d4cde31ZylonBane

664701d4cde7f
Right, that was more a note to myself.
664701d4ce065
Hydoor hydoor hydooor.

Hydoor hydoor hydoor hydoor, hydoor hydoor.

664701d4ce16cvoodoo47

664701d4ce1bb
I am groot?

checked all, looking good as always.



also, about the wip shotgun hybrid - noticed one more problem, he doesn't aim his gun straight at the player, this results in the flash looking off. sure would be nice if the gun could be straightened up a bit.
« Last Edit: 07. June 2015, 13:37:51 by voodoo47 »

664701d4ce2c4RocketMan

664701d4ce2ea
I'll re-iterate that you can't have your cake and eat it too, as they say.  Straightening up the hybrid's aim NECESSARILY makes the death pose look even worse.  When you asked me to fix that I had to twist the gun a bit and that makes his aim worse.  Not sure which way you want to go with this... 

Also, sorry about the delay but I have been a bit busy.  I'll see if I can look at the models today.  Would be nice to clear up this issue about gun aim before that however because there seems to be confusion about it.
664701d4ce3e0
I would say make the gun aim right and just create a dedicated death animation for rebirth.
Would be the cleanest way instead of this somewhere in the middle jiggle juggle because the model and the animation are both bogus.

Your name:
This box must be left blank:

Name the AI in System Shock 2 that shares its name with a Persian king:
1 Guest is here.
Come back, please. You're very much missed.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664701d4ce501