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664935412c6d9ZylonBane

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Err, I thought you knew about that. I'd mentioned it most recently here. One of the things you can do with MTL (material) files in NewDark is enable UV clamping to disable texture tiling. Gets rid of the repeated pixels on the edges of textured polygons. But it doesn't have the desired effect on some of the original models due to the sloppy way they were UV mapped--it makes the texture disappear entirely. That's how the sim unit models were.
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!
I must have somehow missed, or not processed correctly, the information.

Knowing that, I could just edit the stellar map and the sim units to use that option which is way more compatible to language packs and sorts like that.
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Off topic: But if you had, you wouldn't have added Wings to your arsenal =) Wings rocks hard.
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I'm probably not going to use Wings at all, just as a backup importer kind of thing. As long as I have one tool to do something I don't really want to learn another one. I'd rather learn something completely new.

BTT:
I tried the uv_clamp thing and must say. At first I thought it was a cool feature, on closer inspection I discovered it still doesn't make it seamless. I get the idea that NewDark just scales the UV map down by some percentage to get this non clamping look. This needs further investigation which I don't feel like doing right now.

So as there are still seams even with that I am sticking to merging textures.
But I found a bug in the sim computers, so here's a new version.

664935412d09fSystem Shocked

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@ System Shocked
Basically all the models have floating decals and looking them all up just consumes an immense lot of time for a way too small return of investment.
But if you go on and present me the model name including the archetype number for every model where it should be fixed, I would go on and fix them all.

As I'm not that heartless, here is a good start for getting to it.
And don't come up with any excuses or whining. I had to learn it as well.

At this point, I really think that almost all of the obvious "floating" decals have been discovered and submitted for consideration and possible fixing.

Thanks Olfred, for all your hard work, and for your suggestion and very kind offer. I'll be reviewing/studying the info at the link that you provided.
« Last Edit: 12. June 2015, 23:59:15 by System Shocked »

664935412d36fSystem Shocked

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@ voodoo47  -  to expedite matters and hopefully have this fix included in SCP Beta 2. 

I previously submitted this problem in one of my SCP Beta 1 feedback reports, but didn't find/notice it listed in this forum, as you requesting that it be fixed. This is what I believe to be the last flagrant and noticeable 'floating' door decals, which are visually identical to the amount of 'floating' that exists with this other door's decals, that you just recently asked Olfred to fix:
-   hydo5.bin - HydroDoorWide (-4192) http://i.imgur.com/n1KS1OQ.jpg.

The door in question initially appears during a cutscene where it slowly rises into the ceiling, as 2 crew members are chased by a rumbler. Door fully raised after completion of cutscene http://i.imgur.com/iwznn7b.jpg - fully raised door viewed directly from below http://i.imgur.com/EgHSVBL.jpg - fully raised door viewed at apex of a jump http://i.imgur.com/LyIl0dr.jpg.
The possible reasons for why this door wasn't fixed when first reported was either that the item was missed/overlooked, or that it wasn't deemed necessary to be fixed, since it ends up being almost entirely hidden within the ceiling. However, I've since discovered that the same door model is in full and plain view in ALL 4 of the 'Escape Pods' waiting areas http://i.imgur.com/bPJcz79.jpg and http://i.imgur.com/wEei4qL.jpg

Please seriously rethink fixing this legit issue.  NOTE: No unnatural zooming was used in the presentation of this report.  :D 
« Last Edit: 15. June 2015, 01:12:41 by System Shocked »
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When you report something make sure it's not already been fixed. Although it's not always up to date, in the first post of this thread voodoo47 and ZylonBane manage a list of everything which should be fixed and is already fixed. In most (if not all) cases it links to the post with the fixed model.
Just go to the first post and press Ctrl + F this should open the search window and you can just type in the model name (best is to just type the name before the .bin, in this case just "hydo5" and NOT "hydo5.bin") and check for yourself.

Now if you try it out yourself, you will see it's already fixed.

664935412d5eaSystem Shocked

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Unless I'm mistaken, you've misunderstood my post. I acknowledge/recognize that the floating decals on door model "hydo5" have already just recently been fixed by yourself. In my post, I'm reporting an issue with a different door model, whose decals visibly float the same amount as those on door model "hydo5".

I don't think that these two physically and visually different doors are the same model ? Please investigate and advise.
« Last Edit: 13. June 2015, 02:06:24 by System Shocked »
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Oh, I see.
I thought you went ahead and checked for the model name to report it.

664935412d7c5System Shocked

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No, I didn't. Please take this as a NEWLY reported issue, that should be corrected/fixed for SCP Beta 2.
« Last Edit: 15. June 2015, 01:14:13 by System Shocked »

664935412d94dvoodoo47

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what did I say about having to zoom to see the thing? anyway, if Olfred doesn't mind, then I don't either. though I have a hunch this model will be nasty when opened.

COMFORCE.BIN Comforce Door (-4791) [decals floating off the model slightly]

664935412dbfbSystem Shocked

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what did I say about having to zoom to see the thing? anyway, if Olfred doesn't mind, then I don't either. though I have a hunch this model will be nasty when opened.

COMFORCE.BIN Comforce Door (-4791) [decals floating off the model slightly]

How did I 'zoom' to see the thing? Is jumping the same as zooming? Comparatively, it's more a case of "[decals floating off the model highly]", than slightly.
« Last Edit: 15. June 2015, 00:58:51 by System Shocked »

664935412ddd5System Shocked

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I'm sorry I forgot that you're a god. Use your powers to ensure that SS2 is maximally improved  :thumb: , but don't abuse them.
« Last Edit: 15. June 2015, 00:59:56 by System Shocked »

664935412debdvoodoo47

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systemshock.org: gods and monsters


I'm too malevolent to be a god.

664935412e14funn_atropos

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Voodoo47 shouldn't be allowed to play God. He's far too good at it.

664935412e23bvoodoo47

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We are all here to do what we are all here to do.
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Now that's why the cake tasted so godly  :aii:

Anyway, here's the comforce door. Also did a little bit of UV tweaking.

664935412e44dvoodoo47

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door looking good. will throw it into the v10 fixed obj package and publish tomorrow. as mentioned, I'll omit the sim units, I think those will be better off as SCP/SHTUP exclusive.

664935412e789RocketMan

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Small request since my uploads expired...

Please post the shotgun hybrid model I made that had the gun pointed straight, not the one I later tweaked to kinda make the death pose look better.

Please give me idiot instructions on how to make those circles appear like in your screenshot, to show the locations of the vhots.

664935412e9efZylonBane

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Quote by new_commands.txt:
show_vhots               : show vhots on objects

664935412ead4RocketMan

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That would be the one.  Thanks ZB.

664935412ed5fSystem Shocked

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Now that's why the cake tasted so godly  :aii:

Anyway, here's the comforce door. Also did a little bit of UV tweaking.

Can someone please, periodically, post before-after screenshots, so that we can get an idea of and fully appreciate all of the visual improvements that you Devs work so hard to produce. It maintains/stirs up interest (during extended lulls), and kinda brings us outsiders more into the fold.
« Last Edit: 15. June 2015, 02:33:50 by System Shocked »
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Can someone please, periodically, post before-after screenshots, so that we can get an idea of and fully appreciate all of the visual improvements.
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