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6 Guests are here.
 
666765e4d007c
Good Idea  :thumb:

EDIT:
Well, I finished working on the rebirth gunghost.
That he sticks the gun into his head is a problem on the animation, nothing I can fix there solely with the model.
I did a quick job on getting the ghosty look on the textures. Anyone willing to improve it, go on (the pistol is tacticools).

It isn't really perfect, but this is the best I can come up with. (He's kinda jiggling around for some reason *shrugs*)
Instead of spending more time on this I could rather hack the dark engine and implement a bone based system instead of this crap, would get better results in less time -.-
Who in his sane mind would even favor this over a bone based system?
« Last Edit: 05. November 2013, 15:27:09 by Olfred »

666765e4d02d0voodoo47

666765e4d0332
indeed, it's not perfect, but works well enough. the full update will go live in the Rebirth topic soon.

the dark engine does many things in a crazy way, but hey, it's fun not despite the craziness, but because of the craziness.
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So, now that's all done. Where's my cake? :D

666765e4d04f2voodoo47

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cakes are notoriously hard to mail over the internet, but feel free to pick any GOG game (I will pm you the activation code).

give and ye shall receive.
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Damn teleporter tech, why aren't you here yet? *shakesfistangrily*

And no need for a game, we all just want SS2 to be as good as possible.
Besides I only know two games who feature cake, the 7th guest and Portal, and I own both :D

666765e4d079dvoodoo47

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don't forget Arx Fatalis, you can actually bake them in that game. anyway, should you change your mind, just click on the pm button.. :)

666765e4d0a91ZylonBane

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Continuing from the kitchen tools discussion that started around here in the other thread, here's a package of very quick-and-dirty placeholder textures that should be sufficient to texture them.

Regarding the discussion in the other thread about the spacing of the utensils, this is a bit of an uncanny valley sort of situation-- there do exist racks that allow variable spacing, but they do it with hooks that slide over or inside the mounting rod. Racks with the hooks welded directly to the rod (as they appear in the current model) are of course spaced equally. In the original texture it's so obscenely low-res that your imagination makes it make sense, but with real 3D modeling it has to match what people know from the real world, or it will seem weird.

[stovetex.7z expired]

666765e4d0e8fZylonBane

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Besides I only know two games who feature cake, the 7th guest and Portal, and I own both :D
Cake. Cake never changes.

666765e4d0faevoodoo47

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woah, how did we manage to go through four pages of posts with nobody mentioning this.
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I had that in mind all the time, and wanted to continue working on it after some other meddling I have/want to do.
But didn't regarded it as a broken thing which needs fixing, it's just damn ugly.

666765e4d11eevoodoo47

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attaching the testmap with the stationary ghost model in cs 83 first frame pose as requested.

NOT for regular use - this will break your game!

[eng2test2.7z expired]

666765e4d13a9ArixonaIceTea:(

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Voodoo47, Thanks for all your help! I respect you a lot! You made my game work properly:)

666765e4d147evoodoo47

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np. just don't download the testmaps, allright?

-_-

666765e4d15b5voodoo47

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added more models to the list of models needing a fix.

poddoor.bin - Cryo Tube door (-462) [z-fighting on the lower right edge when viewed from inside]
Rick001.bin - RD_Door_1 (-2682) [slight z-fighting where the glass meets the metal]
« Last Edit: 09. November 2013, 17:28:42 by voodoo47 »

666765e4d17a4voodoo47

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unfortunately, no, still the same (the video should be up now).
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Strange, apart from one UV problem (already fixed one, just discovered another one) I don't see any overlapping faces on the model.
The only thing I can see is some warping which might occur, but the video doesn't look like that.
Can you place it on some testmap to see if it is a model or a map problem?

666765e4d1a40voodoo47

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see the pod door on the floor and on the wall. z-fighting on both. if you need to start the level directly, edit cam.cfg, and add
Code: [Select]
first_level many.miswill work on any other level, just change the level name appropriately.

[many_test.7z expired]
« Last Edit: 09. November 2013, 23:27:42 by voodoo47 »

666765e4d1d0fvoodoo47

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adding;

  • botleju.bin - Juice bottle (-966) [when looking through the transparent bottom of the bottle, the sticker on the bottle is invisible/see through]
  • botleli.bin - Liquor bottle (-967) [when looking through the transparent bottom of the bottle, the sticker on the bottle is invisible/see through]
  • botlevo.bin - Vodka bottle (-964) [when looking through the transparent top of the bottle, the sticker on the bottle is invisible/see through. also the neck does not look quite right when alpha 1 is enabled, which is required to avoid even worse transparency issues]
  • botlech.bin - Champagne bottle (-965) [when looking through the transparent top of the bottle, the sticker on the bottle is invisible/see through. also the neck does not look quite right when alpha 1 is enabled, which is required to avoid even worse transparency issues]
https://www.youtube.com/watch?v=11Mveaaff9E

first, do note that this should be considered low priority, as there is almost no way anyone is going to notice that the models are actually busted. second, not sure whether this can be done in the dark engine with alpha 1 enabled  (or disabled, for that matter). attaching a testmap with all the bottles in proper position.

[eng1_booze_test.7z expired]
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I checked my first version of the poddoor ingame and had no z-fighting. Just some warping.
Well, I edited the last UV-error I found and made some minor changes to the architecture to minimize the warping effect.
So for me it is working ok now.

Also worked on the bottles, tell me if you like it.

P.S. That must be some really thick orange juice they have there, even on the side there is still a clear top :D

666765e4d1f97voodoo47

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bottles looking good. unfortunately, no change on both doors.
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Strange, maybe you have some setup which prevents it from loading my models? I'm absolutely sure about the rick001.bin. Also the poddoor was at least not bugging out for me anymore.

666765e4d21b9voodoo47

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yeah, had some leftover files in the temp mods folder, so the new models were not loading. cleaned them up, now everything is all right. linking all models in the first post.

great job, as always.

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