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2 Guests are here.
 

664f40dc9d790voodoo47

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when the fix for  Secmod?
depends. how much money do you have? ok, seriously:

SCP release->TFix update->help out with ss2tool->........................................................->Secmod fix maybe

664f40dc9e127voodoo47

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what's TFix?
http://www.ttlg.com/forums/showthread.php?t=134733
NEVER!
I wouldn't say never, but lets say that if System wants to see the secmod maps NewDark fixed within the next year or two, he better start to learn Shocked.
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So something like SCP and SS2Tool combined for Thief.
Well if you start on it and also encounter bugged models I can probably help out, too.

664f40dc9e526voodoo47

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indeed.

off the bat, I only remember the secret book switch, which is missing the back side. and there is one statue that is really lowpoly and could use a replacement (no joints or whots, so shouldn't be that much pain in the butt). lemme see if I can grab the bins from somewhere (will create a separate topic for those).
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Well, I own Thief Gold, just never edited anything.

664f40dc9e728voodoo47

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well, there is first time for everything.
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Yeah, if you have a thread going or start one for thief I wouldn't mind if it's over at ttlg.

664f40dc9e93dvoodoo47

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I can't edit the posts there so it would be impractical. I don't think having a Thief model fix topic over here at Engineering is a problem - as soon as a batch of fixes is complete, we can link it at TTLG as well.

664f40dc9eb13ZylonBane

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Added another model for fixing to the first post.
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Fixed tabledi.bin

About the new kitchent.bin
Apparently the bin file does have a limit of polygons it can handle, something around 2100.
So I made a new set of cutlery. Now there are fewer pieces and they are modeled with less polys.
I packed everything into the kitchent.zip, would be nice if someone would go and texture it.
I thought it would be a nice idea to add some kind of reflection map to the metal pieces, so they are on a seperate texture.
If there is anything I should change on it just tell me.
« Last Edit: 16. October 2014, 22:02:34 by Olfred »

664f40dc9ee68voodoo47

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ooh, trippy.. still better than the original :proud:

the limit still seems a bit weird, considering the ultrahires models observed in Guud's AI mesh topic.

[kitchentrip.jpg expired]
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Yeah, the colouring is for the one who does the texture for easy identification :D
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the limit still seems a bit weird, considering the ultrahires models observed in Guud's AI mesh topic.
Where can one have a peep at the ultrahires?
Note that the limit is a little higher in bin version 3, because a poly data chunk is a whole byte shorter =)

664f40dc9f448voodoo47

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https://www.systemshock.org/index.php?topic=4437.msg50879#msg50879

some links to updated tools in that topic as well, might be worth reading through.. too bad Guud has disappeared in early february.
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Those are AI models. They use a very different bin format: namesake but no relation.

664f40dc9f669voodoo47

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ok. as mentioned before, this is not exactly my turf.

664f40dc9f9b1RocketMan

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I know for a fact that you can import objects well into the 4000 regime.  It seems more sensitive to the geometry itself than the poly count. 

BTW i didn't know there was a better bin conversion tool floating around.  Where can I get it?
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I know for a fact that you can import objects well into the 4000 regime.  It seems more sensitive to the geometry itself than the poly count. 
Proof, please.
The format's structure is such that you can have up to 65536 polygon chunks, but only a small portion of that can be referenced elsewhere in the file and actually used.

bin conversion tool floating around.  Where can I get it?
http://sourceforge.net/projects/blenderbitsbobs/files/
The manual: http://sourceforge.net/p/blenderbitsbobs/wiki/Dark%20Engine%20model%20importer-exporter/

664f40dc9ff5bRocketMan

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I've got to re-install my 3ds max to prove it but I have the Aliens APC vehicle modeled at about 4000 and that imported with no issue.  Some dude wanted it for an FM that had little to do with system shock.  Mind you there were a lot of wasted polygons and I don't know if bsp or system shock does any sort of optimization.
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there were a lot of wasted polygons and I don't know if bsp or system shock does any sort of optimization
BSP seems to join adjacent polygons that are in the same plane before doing its own splits.

664f40dca0332voodoo47

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..this is not a broken model, but anyway - in the rick2 level, everything is placed upside down, included the rick turrets (rickgun.bin, -4646). this is a problem, as the turrets were not meant to be used this way, and they turn in the opposite direction when tracking the player (both hilarious and buggy). a custom model would be required to fix this.

no idea how much work would it be though - it's quite possible that the model just needs to be flipped around the Z axis to work properly.
« Last Edit: 03. December 2013, 23:01:58 by voodoo47 »

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