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Topic Summary

Posted by: voodoo47
« on: 06. May 2024, 23:12:30 »

no rush, so whenever. and as already mentioned, if it turns out to be too much pain in the neck.. well, it was not that important to begin with.
Posted by: Olfred
« on: 06. May 2024, 22:07:51 »

Small update from me. I worked a bit on the railings. And for some reason BSP.exe likes to mess up the UV map and currently I haven't figured out how to prevent it from doing it.
I faintly remember there is a way to prevent it from doing it. But I can't remember it right now, so this will need a bit more investigation.
Posted by: Olfred
« on: 29. April 2024, 13:51:14 »

And I guess the original creator isn't around anymore so you came to me for help.
Well, whenever I have some time on my hand I'll keep working on them. Once they are all good I'll post them here for evaluation.
Posted by: voodoo47
« on: 29. April 2024, 12:42:31 »

it's fan mission/campaign (T2x) custom resources. meaning (just like with various setups found around the maps), sometimes the person making them had a pretty good idea what needs to be done, but other times, well, not so much.
Posted by: Olfred
« on: 29. April 2024, 11:43:55 »

Are they original models or are they made by a fan?
Posted by: voodoo47
« on: 29. April 2024, 08:29:20 »

that sounds like a lot of work for almost no benefit (we should make that this site's motto). so yeah, if you want to go for it anyway at some point then sure, but if not, well, it's really not that big of a deal (not breaking any functionality unlike the missing candle vhots).

either way, the last model looks good, no more transparency issues (offset still not quite there though, but again, you probably are aware).
Posted by: Olfred
« on: 28. April 2024, 22:42:20 »

I tried around a bit more today and came to the conclusion that the only way for it to really work properly with alpha on would be to use the original bsp.exe
So my current workflow is to import the model from bin into blender and modify the model (that's all done already). Then export it to a .bin file, convert that to an .e file, and then use bsp.exe to create a new .bin file.
Which would all be just fine and dandy if it would just be only that. Unfortunately it seems the models been through bsp.exe already as I got them, and with that they already have plenty of cuts in them. More unfortunate they aren't that cleanly made. So if I just do the convert roulette bsp spews a lot of insults at me and the created .bin file gets a lot of UV map uglities. So for that to not happen I need to invest some time on the model to clean it all up and then throw it at bsp.exe for a clean converting.

I did my test run with the cs3rail4.bin (Yeah, I know you already have a fixed version of that, just did it vor testing). And the attached model would be the final result.

I'm totally fine with doing all the work, but it would take some time for me to finish all the models. But if only this delays the new package, I would say go ahead and release it.
[cs3rail4.bin expired]
Posted by: Olfred
« on: 28. April 2024, 12:51:04 »

Ah sorry, I've been quite busy again the last couple days and haven't had the time to look futher into it. I'll try to do it in the next couple of days.
Posted by: voodoo47
« on: 28. April 2024, 11:33:20 »

slight bump into this - if it's on the backburner, then I'll probably just ship the current package, the important bit (candle vhots) is already in and the railings can be added whenever available.
Posted by: voodoo47
« on: 17. April 2024, 23:06:42 »

this isn't a high priority request, so if it's too much pain in the neck (meaning nobody complained for the last 10 years, so I'm guessing no one will in the next 10 if this remains unfixed)..
Posted by: Olfred
« on: 17. April 2024, 21:40:56 »

Yeah, I haven't checked for the offset problem as that is something I know how to fix.
The other thing is more of a challenge as the model also isn't made that nicely.
I guess I'll need to use the original model creation tool for it to work properly and then the offset thing is a whole other thing anyways.
Posted by: voodoo47
« on: 17. April 2024, 18:47:05 »

also you probably know, but just to be sure - that last model still had a little offset vs the original.
Posted by: Olfred
« on: 17. April 2024, 16:41:08 »

I see, now I can reproduce the problem. I'll look into finding a solution.
Posted by: voodoo47
« on: 17. April 2024, 14:24:59 »

no, still the same issues.

Thief vs SS2 shouldn't really make any difference.


//aha, the gamesys gives the object(s) alpha of 1.0, that's why. still, the original object does look ok even with that.
Posted by: Olfred
« on: 17. April 2024, 14:15:43 »

I tried to replicate the error from your screenshots and wasn't able to do it. I tested it on my SS2 installation as I don't have Thief installed, maybe it only shows up in Thief?
Check if this file works better for you, please.
[cs3rail4.bin expired]
Posted by: Olfred
« on: 11. April 2024, 12:23:29 »

yeah, don't worry. ok, not quite there - all models have a different offset, some just a bit, some quite a bit, also the way the rods are attached to the rail part is different, looks like they are sorted differently?
Oh yes, the offset is my mistake. I'm, not quite used to the updated exporter yet.
The sorting thing, the original model were exported with the regular exporter, so I didn't take any sorting into account when I exported them. I'll take a look if I can do anything or of I need to use the original as well.
Posted by: voodoo47
« on: 11. April 2024, 09:11:17 »

yeah, don't worry. ok, not quite there - all models have a different offset, some just a bit, some quite a bit, also the way the rods are attached to the rail part is different, looks like they are sorted differently?
[badrail.jpg expired]
[goodrail.jpg expired]
Posted by: Olfred
« on: 11. April 2024, 03:49:45 »

I hope this was soonish enough.
Apart from closing the bottom I also adjusted some other apparent errors.
[rails new.7z expired]
Posted by: Olfred
« on: 07. April 2024, 13:33:17 »

I know I've added vhots to other candles. But can't remember this kind of candle.
Posted by: voodoo47
« on: 07. April 2024, 07:49:08 »

candles good to go.

also, the deja-vuiest feeling of deja-vu that ever exited in the history of deja-vu. I either already requested this (somewhere?) about 10 years ago or my brain is picking up echoes from an alternate universe.
Posted by: Olfred
« on: 07. April 2024, 02:36:48 »

Here are the candles for now.
Posted by: voodoo47
« on: 05. April 2024, 07:22:55 »

no more errors in the console with the new oldcof1.bin, very good. the vhotted candles however seem to have a texture problem now, the wick has kind of seeped onto the top of the candle. also, vhot 0 would be preferable.

added the textures and attached.
[candletexobj.7z expired]
[railings_tex.7z expired]
[toomuchwick.jpg expired]
Posted by: Olfred
« on: 04. April 2024, 23:41:55 »

Could you provide me the textures of the railings, please?

EDIT:
Here's the first batch, re-exported the table and added a vhot to the candles.
As I'm missing the textures I haven't tested it. If something doesn't work provide the textures as well, please
Posted by: voodoo47
« on: 04. April 2024, 17:43:39 »

aha, all the railings are missing their bottom polys (apart from cs3rail4, included as reference), @Olfred hopefully you'll have some time soonish..
[railings.7z expired]
Posted by: voodoo47
« on: 31. March 2024, 22:39:30 »

and an add vhot request just for good measure - four custom candles, vhot 0, tip of the wick, would you kindly.
[obj.7z expired]
Posted by: voodoo47
« on: 30. March 2024, 08:16:50 »

not aware of any - usually, such a model would crash the game when shape/scale prop is added, but that seems to work ok. but would very much like to see the console not throwing the error. import/export, lets see whether the warning goes away?
Posted by: Olfred
« on: 30. March 2024, 02:57:41 »

I had a look at in Blender and couldn't spot anything. Does it make any problems except throwing the warning?
Posted by: voodoo47
« on: 29. March 2024, 23:02:17 »

the editor is reporting the attached object as broken/potentially crash causing, @Olfred, can you take a look and see whether there is something obvious going on? thanks as always.
[oldcof1.bin expired]
Posted by: voodoo47
« on: 23. February 2024, 10:18:43 »

no worries, that by itself has a comedic value of its own.

who would have thought one little fixed model would spark so much joy.
Posted by: sarge945
« on: 23. February 2024, 09:46:35 »

Whoops, I thought this was the SS2 lowpoly objects thread, and I knew the Lantern was from Thief, but I utterly failed to make a joke out of it since I apparently can't read.
Posted by: voodoo47
« on: 22. February 2024, 09:24:37 »

all around the Thief-a-verse?
Posted by: sarge945
« on: 22. February 2024, 01:49:28 »

Where abouts in SS2 is that lantern?
Posted by: voodoo47
« on: 22. February 2024, 00:28:45 »

it makes the tip of the lantern yellow. works ok in EP.

probably used for a bunch of other things as well, that's how LG likes to roll.
Posted by: Nameless Voice
« on: 22. February 2024, 00:16:57 »

So... there's a different version of handel.gif in the EP, also 16x16, but with the upper part being gold.  I don't remember why.
Might be worth checking it looks okay with that too.

What's handel normally used for anyway?
Posted by: voodoo47
« on: 22. February 2024, 00:09:46 »

not going to be a problem when someone decides to create a hires version of that texture. this is the reason for the request, pretty much.
Posted by: Olfred
« on: 21. February 2024, 22:49:16 »

I'm guessing it's using the vanilla handel.gif texture. 16x16, I kid you not.
You are correct!
And not even the full texture, barely under the half of it.
Posted by: voodoo47
« on: 21. February 2024, 20:10:46 »

nope, first I've guessed, and then checked.
Posted by: ZylonBane
« on: 21. February 2024, 19:40:15 »

So you weren't guessing, you were knowing! Liar!
Posted by: voodoo47
« on: 21. February 2024, 19:34:33 »

yes, I did that.
Posted by: ZylonBane
« on: 21. February 2024, 19:31:01 »

You can just open a BIN with a text editor to see what textures it uses. This one indeed uses HANDEL.GIF and LAMP.GIF.
Posted by: voodoo47
« on: 21. February 2024, 19:20:19 »

I'm guessing it's using the vanilla handel.gif texture. 16x16, I kid you not.
Posted by: ThiefsieFool
« on: 21. February 2024, 18:43:57 »

Mastered that UV scale magic, not bad.
Posted by: voodoo47
« on: 21. February 2024, 18:39:04 »

that will do just fine, thanks as always.
[lanternfixed.png expired]
Posted by: Olfred
« on: 21. February 2024, 18:04:51 »

Check if this looks okay to you. Like ZylonBane said, there isn't much to go from.
If this is not satisfactory for you I'll have to check if I got the game somewhere, so I can check all the available textures for a fitting one.
Posted by: voodoo47
« on: 21. February 2024, 14:41:30 »

whatever will make the bottom texture NOT look like that. I'm not picky - all brown? sure. pitch black? still better than stretched stripes.
Posted by: ZylonBane
« on: 21. February 2024, 13:54:46 »

When Looking Glass models do this, it's because there IS NO texture for that surface. Like how all SS2's turrets have no top texture. So they just stretch the adjacent texture edge across it.

So what exactly is it you're wanting Olfred to do?
Posted by: voodoo47
« on: 21. February 2024, 13:21:28 »

..it's been a while. @Olfred can you fix the stretched bottom texture on the lantern please?
[lantern.jpg expired]
[lantern.7z expired]
Posted by: voodoo47
« on: 10. March 2023, 16:40:21 »

rise from your grave, topic of old. @Olfred can you pop the bow sight to the other side of the bow please? should be on the left side, not right. thanks as always.

//fixed by NV, now available in EP2.
[wrongbow.JPG expired]
Posted by: Olfred
« on: 29. June 2018, 23:19:20 »

Yeah, I wouldn't remove any vhots, that would be kind of, stupid.
Posted by: voodoo47
« on: 29. June 2018, 22:29:46 »

it has been done that way.
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