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6 Guests are here.
 

665aefda39152voodoo47

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now this time, you are just pulling his leg - you guys should stop bashing heads and shake hands instead.
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voodoo47 was referring to the attached model, not the picture.

I have updated the locker model and created a lockerb as requested
(weren't able to test lockerb as I just couldn't find it in the list and didn't had the id, but should be good)

Then there are the conduit parts which should be properly lying on the floor now.

some other models in the third zip

fourth zip is the flipped target for the target flipping.
(When you create something like a minimod for it I would suggest going with another filename than target.bin as that could fuck up other mods or FMs)

665aefda3998dPrimitive Primate

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voodoo47 was referring to the attached model, not the picture.
Ah

665aefda39b18voodoo47

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the conduits won't floor properly in Shocked, but collide with ground properly ingame (slightly confused by this, looks like the object dimensions are used for editor flooring, not the physics box), so I'd say they are ready to go.

target2 not working as intended for some reason - while orientation is ok, the hinge has moved into the center of the object, so instead of falling on its back, it just turns in the air. this might be an engine limitation, and as I really have no time to investigate, I'd say let's leave it alone for now - it's not worth investing any real effort anyway.

bodybag and wide machinery ready to go as far as I can see.


ZB is the locker guy, so locker_v3 will have to wait for him.
« Last Edit: 19. June 2014, 20:54:55 by voodoo47 »

665aefda39c81ZylonBane

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I'm almost afraid to mention the glass railings issue we've been discussing.

665aefda39d74Primitive Primate

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ZB is about to come out of the closet locker? I'm standing behind you whatever you choose buddy.

665aefda39e61ZylonBane

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Could you be, like, 25% less stupid? Thanks.

665aefda39f5avoodoo47

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no idea how difficult and time consuming would that be - there are quite a few railing models in the game, and I don't think this is a critical issue. they are good enough for now.

665aefda3a1a5Primitive Primate

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Could you be, like, 25% less stupid? Thanks.
Sorry. Honestly.

665aefda3a36cvoodoo47

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they would sort of be better off remade from scratch. someday.

665aefda3a589ZylonBane

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As it turns out, NewDark doesn't handle Z-sorting in certain situations quite as well as Old Dark (specifically, the Thief 2 version of the renderer that NewDark seems to be based on, vs the older T1/SS2 renderer). This causes the railings with glass in SS2 to sometimes not sort correctly where they meet at the corners (the transparent glass means they can't use the hardware Z buffer).

Here's a meeting of railings in NewDark:
https://www.youtube.com/watch?v=Va3XO7yaTU8

And here it is in the original engine:
https://www.youtube.com/watch?v=U5_tW-AS93I

The proposed fix is to delete the glass from the railing models so they don't have to be Z-sorted, then implement the glass as separate attached objects. This would be a lot of work for everybody.
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Can you tell me which map and location that area is?
Or the non - ID of the items so I can jump there?

665aefda3a874ZylonBane

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But it happens pretty much everywhere that the glass railings meet.
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Can you somehow read all the locations of the railings out of a mis file, or do you have to look everything up inside ShockEd?

665aefda3aa62ZylonBane

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But you can't output that information in a file, or get a list of objects, right?

665aefda3ac4aZylonBane

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Actually yeah, sort of. You can highlight the base object type in the hierarchy, then hit the Export button, which will create a text file with all the information on every instance of that object and its descendants.
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I see
so it would be kinda easy to create the dml files

Just takes a bit of time.

665aefda3ae1cZylonBane

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Unless DML files can create new objects, this is not a DML thing.
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Oh, yeah, there was that thing...
I'm not really into the dml stuff and always forget what they are capable of and what not.
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Ok, new Idea.

I make the rails obj models into meshes.
Then attach the glas with MeshAttach.

Would that be possible?

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