6649f42217353

6649f422178d6
1 Guest is here.
 
6649f42218391
Good thing I asked you guys and didn't tried to fix this on my own.
Saved me hours of yelling "why?! why won't you work you fucking piece of shit?!?!"
Acknowledged by: Primitive Primate

6649f422186dcvoodoo47

6649f4221873c
yeah, if things are weirding out for no apparent reason, always ask first. saves rivers of bloody tears.

Did you compare flower.bin to the old model? If the new one is floaty the old one would be floaty as well.
floored the old model, swapped with the new model, and could floor again and the new model went down by 0.03 units.
6649f42218865
I think flooring the new models isn't such a reliable way anymore.

Also about the conduit parts. I think we need to use the untinkered ones (which were going into the ground) and change their physical dimensions.
I whacked a conduit and some parts were falling on to the other side and then sunk in the ground.

6649f42218934voodoo47

6649f42218984
this would make them SCP exclusive, as physdims are one of the few props that cannot be dml modified. any chance of making the models more flat so they would match the orig dimensions? in an ideal world, all replacement models should be 1:1.
« Last Edit: 10. July 2014, 15:02:30 by voodoo47 »
6649f42218aaa
Well, the orignal models don't represent the conduit in any way. So to make them the same size than the old models would be sort of hard to do. Or they need to be tinkered down to a degree they don't show much of being conduit parts anymore.
I would say being SCP exclusive is good enough as this all is mainly for being included in the SCP.
At least I thought it would be like that.

6649f42218d54ZylonBane

6649f42218db0
this would make them SCP exclusive, as physdoms are one of the few props that cannot be dml modified.
Conduit parts don't exist in the world, they're spawned. Modifying the physdims of their archetypes should work fine. Actually, I don't know for a fact that they even have any physdims set. They might be set automatically. In that case, I could manually force them to be the same as for the original models.
6649f42218ed5
Did I miss out on some file again?

For me something like this happens when they fall on their "top"
6649f42219250
floored the old model, swapped with the new model, and could floor again and the new model went down by 0.03 units.
Repeatedly pressing the "Floor Me" button will change the orientation a tiny bit, even if the model stays the same. Maybe that's what happened.

Also worked on plantt.bin and I must say, it doesn't represent the old model in any way.

EDIT: If anyone can tell me what kind of plant the original one is supposed to be I might try to recreate a higher res model.

EDIT:
planth, wonky alpha thing again, also needs the v_chains.png (it comes from the blend files vurt send me)
« Last Edit: 05. July 2014, 16:37:01 by Olfred »

6649f4221949fZylonBane

6649f422194f5
Did I miss out on some file again?

For me something like this happens when they fall on their "top"
Fixed in gamesys by modifying the physics params so the conduit parts are only allowed to come to rest the "correct" way up.

6649f4221969cvoodoo47

6649f422196e8
will add the fix into the standalone fixed model pack via dml.


//all the fixed vurt flora stuff has been hammered into a new release and put online.

//looking at rec2, a hanging plant model without the chains will also be required, probably.
« Last Edit: 08. July 2014, 16:49:18 by voodoo47 »
6649f422197d5
This is not the previous planth.bin just without the chains. I moved and scaled it a bit to better fit the old position.

6649f422198b1voodoo47

6649f422198fd
thanks. now I need to run around the game in my head, find all the places where the plants need to be chainless and dml them. vurt's flora 1.0d some time later today.
6649f422199d4
Or you just ditch the chained model.

6649f42219a5dvoodoo47

6649f42219aa8
naah, dml'd rec2 and everything is good.
6649f42219b84
Oh, ok.
Just out ouf curiosity. Do you guys even use something for managing all the stuff?

6649f42219c06voodoo47

6649f42219d48
Thought so.
I used to be work like that as well. But once you start managing bigger projects it becomes so much easier.
And the "time wasted" on managing will save you so much more time later on.
You should test it out, maybe after the beta1 release.

6649f42219de7voodoo47

6649f42219e5d
I'm thinking we should set up some simple bugtracker for beta1, we will want to collect user bugreports in some sane way.
6649f4221a01a
Well, when it comes to bugtracking I only worked with Trac and Mantis. Can't say that I prefer one over the other, they both work quite well and only have slight differences between them. (Mostly the backend they run on, Trac is Python whereas Mantis is PHP).

When it comes to Project Management I had the best (free) experience with Redmine (which runs with Ruby on rails).
You can make gantt diagrams!!  :awesome:

But also working with other "tools" might be quite useful.
Like an excel sheet with a list of all objects which are placed in every level so you can quickly check that up without opening all the levels.

6649f4221a0d7ZylonBane

6649f4221a123
Here's a version of the wedge wall light (-978) modified so the "light" surface is full white, instead of the dull grey in the default model. Now it matches all the other white light models.
[light1.bin expired]

6649f4221a379System Shocked

6649f4221a3cb
Here's a version of the wedge wall light (-978) modified so the "light" surface is full white, instead of the dull grey in the default model. Now it matches all the other white light models.

Is it possible to post "before and after" pictures of the changes to this light? I'm curious to see the difference.
Acknowledged by: Primitive Primate

6649f4221a477ZylonBane

6649f4221a4c3
It's exactly the same but with a white light surface instead of grey.

If that doesn't satisfy your curiosity, it'd take you like 60 seconds to download it and try it.

6649f4221a55avoodoo47

6649f4221a5a6
the eng yellowish wedge lights (and also some hanging lights) also have this problem - way too dull for being lit up.

Your name:
This box must be left blank:

Name the default melee weapon in System Shock:
1 Guest is here.
Unless you're a sinner. You're not a sinner, right? Right?!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6649f4221a6e0