665abc5ca2cf4

665abc5ca3799
9 Guests are here.
 

665abc5ca3e9eRocketMan_Remote

665abc5ca3f17
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.

665abc5ca4297RocketMan_Remote

665abc5ca42f1
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
665abc5ca46b7
For the bended toes you have to manipulate the skeleton (the boxes)

665abc5ca47a7RocketMan_Remote

665abc5ca4815
You mean if I rotate the vhots, it will change the toe angle?  I never tried that.
665abc5ca498a
noo noo
just the position. Rotating them does nothing

665abc5ca4e2eRocketMan

665abc5ca4ea9
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.
665abc5ca5011
Even the vanilla models are not anatomically correct placed.

665abc5ca514dvoodoo47

665abc5ca51a3
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.

665abc5ca52bdSystem Shocked

665abc5ca530e
@ 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 »

665abc5ca53b5voodoo47

665abc5ca5402
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

665abc5ca54f4voodoo47

665abc5ca5546
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;

665abc5ca5627RocketMan

665abc5ca5677
I thought I fixed that... I know I fixed it in at least 1 version.  Maybe it wasn't my latest one.

665abc5ca5717voodoo47

665abc5ca5765
it's not fixed on the latest model available on the previous page.
665abc5ca5852
The acces_* panels and the consoleh.

665abc5ca594fvoodoo47

665abc5ca59a2
looking good - time to start putting together another fixed objects release I suppose.

665abc5ca5ba4ZylonBane

665abc5ca5c05
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.
665abc5ca607f
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 :/

665abc5ca615dZylonBane

665abc5ca61b1
Right, that was more a note to myself.
665abc5ca640e
Hydoor hydoor hydooor.

Hydoor hydoor hydoor hydoor, hydoor hydoor.

665abc5ca6533voodoo47

665abc5ca6584
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 »

665abc5ca66b4RocketMan

665abc5ca6707
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.
665abc5ca680e
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:

In which year was System Shock released:
9 Guests are here.
You are a cybernetic ninja, with guns.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665abc5ca72bc