665bff79d5712

665bff79d6374
6 Guests are here.
 

665bff79d6c2avoodoo47

665bff79d6c9d
arrived to the same conclusion - EX and lets fix the maps accordingly. path of the least pain.
665bff79d7127
As promised to complete the set, here's the broken ladder. I slightly altered the geometry so it looks better.

How is the lighting of objects handled again? I remember there was some testing with the teeth. As far as I can remember the engine does vertex lighting. Is there some kind of foolproof way to test this out on a model how a light will affect it?
I tried testing around a bit but I might have used it with the wrong light as I couldn't really achieve what I wanted to test out (a model receiving different coloured lights)
« Last Edit: 28. September 2023, 00:10:48 by Moderator »

665bff79d72d1Nameless Voice

665bff79d7320
Yes, the engine uses vertex lighting.  You can make the lighting look better for large areas by subdividing surfaces (though the BSP optimiser might well optimise them away if you're not careful.)
665bff79d76df
Ah, thanks for confirming that. As I'm using a Blender add-on to create the bin files I don't have the faces optimised away.
I tried to seperate a model in segments but didn't really manage to get the position ingame right so it does get two lights.
But I'm a noob when it comes to the ShockEd, I don't even know how to get a new light in there.

665bff79d8d80ZylonBane

665bff79d8e2f
I'd say the best approach to the 8-unit ladder issue would be to overwrite the vanilla model with the one that fixes the offset rails but maintains the oddball 7-point-whatever stack spacing, then include the exactly 8 units ladder model in the resource package so it can be selectively swapped out by anyone who really feels like manually fixing ladder stacks.

665bff79d8ffbvoodoo47

665bff79d9053
@Olfred how difficult would it be to put some of those blinking lights (just colored squares really) onto the SFG hand model?
[sfg_lights.jpg expired]
665bff79d918b
not very difficult
It's or_ and green_ (strangely enough or_ is missing a counterpart)
I can change it to anything you want
[sfg_h.bin expired]

665bff79d92e7voodoo47

665bff79d9347
woah didn't expect a model right away. alright then, lets see where this goes - I'm thinking mirroring the current fusion cannon (in normal mode), which is orange and green, not blinking. also this is supposed to be fairly subtle, so the lights would be better off (much) smaller (just like on the cannon). thanks as always.

also (as I'm actually not too amazing at this) the light placement is open to discussion, if someone thinks they should be slapped somewhere else.. and maybe they should be on a black background/slab (to again, mirror the fusion cannon //yeah, they probably should, they look a bit odd when placed on the chassis just like that. hmm, maybe editing the underlying texture could do the trick. we'll see).
[fusionlights.PNG expired]
[sfg_maybe.PNG expired]
« Last Edit: 28. October 2023, 11:06:14 by voodoo47 »

665bff79d93f6ZylonBane

665bff79d9447
Since stasis shots are already color coded, just maybe make the light color match the shot color?

665bff79d9521voodoo47

665bff79d957f
sure - all I'm thinking here for now is that there is a lot of room on that weapon's body, might as well use it for something.

either way, as long as Olfred places properly sized lights there somewhere, we can then change them to whatever.
« Last Edit: 28. October 2023, 16:44:38 by voodoo47 »
665bff79d96b0
Can you change a texture with ingame magic?

665bff79d9791voodoo47

665bff79d97eb
well the texture would have to be edited, but once it is, we technically can, by swapping the models. that's what the current fusion cannon does.

the lights, once there, can be changed easily by hexediting the model.
665bff79d98fd
I see.

Is this to your liking?
[sfg_h.bin expired]

665bff79d9994voodoo47

665bff79d99e4
maybe still a bit too big. are they square?
665bff79d9b0f
No they weren't square.

Made them square now (eyeballed, not perfect). Is this better now?
« Last Edit: 28. October 2023, 22:50:13 by Moderator »

665bff79d9c3cvoodoo47

665bff79d9c9c
yes, that should do just fine - thanks.

we'll see what we can whip up with this as a base.
665bff79d9e02
If you still want any changes or need something done just tell me so.
What about the world model, should it get the same treatment? Just with non illuminated lights?

665bff79d9ebevoodoo47

665bff79d9f10
maybe - we'll see. I'll bother let you know, no worry.

665bff79dab44voodoo47

665bff79dabac
one more to wrap the beta5 objects up - laspistol text is reversed. @Olfred would you kindly.

we'll talk about how the frick Goggles even holds that thing and where the trigger is sometime later. //lame mockup attached.


//aand I lied - sgen1.bin and sgen2.bin (normal and overloaded shield generator), the second model is slightly offset on the z-axis, needs to be moved up a bit so there wouldn't be a noticeable model pop/jump when the models are swapped.

https://www.youtube.com/watch?v=Mhv6-Tyr2ng
« Last Edit: 05. January 2024, 08:53:08 by voodoo47 »
665bff79dadc1
Sorry it took so long.

For the laser pistol. No way to fix it only in model. I gave one half of the weapon a new texture name and did a quick edit on the texture. This will likely break any mod that only updates the texture and not the model.

With the generators, I didn't check the behaviour in the actual game. So check if it looks correctly.
« Last Edit: 21. January 2024, 12:50:53 by Moderator »

665bff79daeb9voodoo47

665bff79daf12
generator good to go, thanks.

pistol texture looks ok, but now that there is no rush anymore, maybe I'll just wait and see whether you can do something about the missing trigger and oddly rotated grip (see the lame mockup).
665bff79db027
Oh, I totally missed the release of beta5. You could have nagged me a bit more about it if it was that iminent.

Is it really necessary to modify the original model when there already is a pretty good replacement available?

665bff79db0bcvoodoo47

665bff79db10a
necessary no, fun, yes. besides, we like our vanilla resources.
665bff79db274
Will these fixes be added to SCP in a new beta, or the final release of SCP version 5 (or SCP version 0.5, whichever it is)?

Your name:
This box must be left blank:

____ at you, hacker: a pathetic creature of meat and bone!  (Fill in the missing word):
6 Guests are here.
Oh my god we are going to make so much money
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665bff79dbf15