665c0ba81ba25

665c0ba81c4d8
2 Guests are here.
 

665c0ba81cb90voodoo47

665c0ba81cc0a
Coil03.bin - a Coil03 (-400) [a crack/see through part in the middle of the model]
doorkeep.bin - KeeperDoor (-3345) [texture mapped weirdly in the lower right corner, under the door handle]
« Last Edit: 27. January 2014, 07:52:33 by voodoo47 »

665c0ba81cd8evoodoo47

665c0ba81cdf4
Quote by voodoo47
self illumination does not seem to do anything.
Quote by LarryG
IIRC you have to have illumination set on the texture in the 3ds model before you can use self illumination. It has to be built into the bin. Then it works.
hey Olfred, would you be able to do this?
665c0ba81d089
Currently I'm kinda busy.
But if you can explain the whole thing I might give some directions.

665c0ba81d162voodoo47

665c0ba81d1ae
as always, my knowledge in this field is extremely limited - but, if I understand things correctly, objects that emit light can also self illuminate (useful, as generally, when something is emitting light, it should be bright as well), but for this to actually work, the model needs to be "self illumination ready". maybe LarryG could fill in the details.

also, no need to rush on this one.
665c0ba81d2d5
There are only two things you can set in the matierals, one being the illumination, the other one is transparency. This needs to be inside the bin afaik. (Like the glowing buttons and stuff on the SS2 models)
The illuminiation of surroundings can only be achieved through the material files.

How the settings goes into the bin file is soleily based on how the exporter works.
I don't know about 3DS Max. If someone made a bin exporter for it you have to look up how it was implemented.

665c0ba81d6f4ZylonBane

665c0ba81d74c
There are only two things you can set in the matierals, one being the illumination, the other one is transparency.
At least six things, actually-- texture, illumination, transparency, shading, double-sidedness, and color.

What they're talking about with the lights is bit of hackishness in the Dark engine-- If an object is set up in the editor to emit light, AND the model of the object has any materials with ILLUM 100, the engine will automagically cause those faces to be self-lit or not depending on whether the light source is turned on or off. This is how, for example, the fluorescent tube lights in SS2 go from light to dark when they turn off.

665c0ba81d81avoodoo47

665c0ba81d869
there is that weird thing in T1 where when you douse a torch, the model jumps up a bit (when the burning torch bin is replaced by the doused torch bin). seems like newt01.bin has a different Z size and shape than newt02.bin - this could use a fix.

665c0ba81d8feZylonBane

665c0ba81d987
BSP actually has a command-line option for shifting the location of the converted model.
665c0ba81db4f
What I do in this cases is that I add some vertices (which you won't see inside the game) to make the "smaller" model be the same size.
You could also add some polygons and make them transparent.

665c0ba81dbdcvoodoo47

665c0ba81dc2e
tiny bump on that T1 doused torch - still busy with other stuff, Olfred?
665c0ba81dd1a
Oh, wait. There was something left to do for me?
What was it again?

665c0ba81df63voodoo47

665c0ba81dfd0
there is that weird thing in T1 where when you douse a torch, the model jumps up a bit (when the burning torch bin is replaced by the doused torch bin). seems like newt01.bin has a different Z size and shape than newt02.bin - this could use a fix.
basically, the doused torch model (newt02.bin) is "shorter", because it has no flame, so when a torch is doused and the burning model replaced with the doused model, the torch "jumps" up a bit. the newt02.bin model needs to be made as tall as the burning model, and moved down along the z axis to compensate for this.
665c0ba81e0cf
Ah, I kinda thought you would go with the thing ZB suggested.
But I can get to that the next couple of days.

665c0ba81e191voodoo47

665c0ba81e1e5
thanks - I have never tried doing anything model related, so I have no idea how to use the tool.
665c0ba81e31e
For me newt01.bin was unlit and newt02.bin was the one with the flame.

So here is the newt01.bin which should be working.
(Haven't tested it, currently I have no proper Thief installation)

665c0ba81e41cvoodoo47

665c0ba81e46a
yeah, looks like I've mixed them up, sorry. anyway, the model still needs to be moved a bit more down along the z-axis.
665c0ba81e551
Did it improve at all?
If not I need to figure out a new way to cheat the engine for Thief.
Since this is based on the model with the flame and I just deleted everything but the topmost part.

665c0ba81e5eavoodoo47

665c0ba81e63b
yeah, significant improvement with the current fixed model - will use it if further modifications to the model are problematic and/or impossible.
« Last Edit: 29. April 2014, 20:12:52 by voodoo47 »
665c0ba81e739
Can you see the dimension of the box the model will get ingame and compare that one?
Maybe I can work something out according to that.

665c0ba81e846voodoo47

665c0ba81e89c
turns out the remaining small offset was caused by the torch having a small physics collision with the terrain, so the fixed model is ok as far as the z-offset goes. however, it spawns the dousing effect incorrectly - probably caused by using the burning model as a template (proper extinguish effect on the left, the new model on the right);

[bad_douse.jpg expired]
665c0ba81e983
ok, try this one.

665c0ba81eb10ZylonBane

665c0ba81eb6d
You people are going to make me bust out BSP, aren't you.

Your name:
This box must be left blank:

Who's your favourite artificial intelligence:
2 Guests are here.
No not another one!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665c0ba81fc43