665c781f9eb17

665c781f9f601
4 Guests are here.
 
665c781fa0072
Good thing I asked you guys and didn't tried to fix this on my own.
Saved me hours of yelling "why?! why won't you work you fucking piece of shit?!?!"
Acknowledged by: Primitive Primate

665c781fa0401voodoo47

665c781fa0462
yeah, if things are weirding out for no apparent reason, always ask first. saves rivers of bloody tears.

Did you compare flower.bin to the old model? If the new one is floaty the old one would be floaty as well.
floored the old model, swapped with the new model, and could floor again and the new model went down by 0.03 units.
665c781fa05a6
I think flooring the new models isn't such a reliable way anymore.

Also about the conduit parts. I think we need to use the untinkered ones (which were going into the ground) and change their physical dimensions.
I whacked a conduit and some parts were falling on to the other side and then sunk in the ground.

665c781fa0662voodoo47

665c781fa06b1
this would make them SCP exclusive, as physdims are one of the few props that cannot be dml modified. any chance of making the models more flat so they would match the orig dimensions? in an ideal world, all replacement models should be 1:1.
« Last Edit: 10. July 2014, 15:02:30 by voodoo47 »
665c781fa07da
Well, the orignal models don't represent the conduit in any way. So to make them the same size than the old models would be sort of hard to do. Or they need to be tinkered down to a degree they don't show much of being conduit parts anymore.
I would say being SCP exclusive is good enough as this all is mainly for being included in the SCP.
At least I thought it would be like that.

665c781fa0aa4ZylonBane

665c781fa0aff
this would make them SCP exclusive, as physdoms are one of the few props that cannot be dml modified.
Conduit parts don't exist in the world, they're spawned. Modifying the physdims of their archetypes should work fine. Actually, I don't know for a fact that they even have any physdims set. They might be set automatically. In that case, I could manually force them to be the same as for the original models.
665c781fa0c2d
Did I miss out on some file again?

For me something like this happens when they fall on their "top"
665c781fa107e
floored the old model, swapped with the new model, and could floor again and the new model went down by 0.03 units.
Repeatedly pressing the "Floor Me" button will change the orientation a tiny bit, even if the model stays the same. Maybe that's what happened.

Also worked on plantt.bin and I must say, it doesn't represent the old model in any way.

EDIT: If anyone can tell me what kind of plant the original one is supposed to be I might try to recreate a higher res model.

EDIT:
planth, wonky alpha thing again, also needs the v_chains.png (it comes from the blend files vurt send me)
« Last Edit: 05. July 2014, 16:37:01 by Olfred »

665c781fa12c5ZylonBane

665c781fa131a
Did I miss out on some file again?

For me something like this happens when they fall on their "top"
Fixed in gamesys by modifying the physics params so the conduit parts are only allowed to come to rest the "correct" way up.

665c781fa14bbvoodoo47

665c781fa150b
will add the fix into the standalone fixed model pack via dml.


//all the fixed vurt flora stuff has been hammered into a new release and put online.

//looking at rec2, a hanging plant model without the chains will also be required, probably.
« Last Edit: 08. July 2014, 16:49:18 by voodoo47 »
665c781fa15fa
This is not the previous planth.bin just without the chains. I moved and scaled it a bit to better fit the old position.

665c781fa16cevoodoo47

665c781fa171d
thanks. now I need to run around the game in my head, find all the places where the plants need to be chainless and dml them. vurt's flora 1.0d some time later today.
665c781fa17f8
Or you just ditch the chained model.

665c781fa187evoodoo47

665c781fa18c8
naah, dml'd rec2 and everything is good.
665c781fa19a4
Oh, ok.
Just out ouf curiosity. Do you guys even use something for managing all the stuff?

665c781fa1a2bvoodoo47

665c781fa1b97
Thought so.
I used to be work like that as well. But once you start managing bigger projects it becomes so much easier.
And the "time wasted" on managing will save you so much more time later on.
You should test it out, maybe after the beta1 release.

665c781fa1c85voodoo47

665c781fa1cdd
I'm thinking we should set up some simple bugtracker for beta1, we will want to collect user bugreports in some sane way.
665c781fa1ea3
Well, when it comes to bugtracking I only worked with Trac and Mantis. Can't say that I prefer one over the other, they both work quite well and only have slight differences between them. (Mostly the backend they run on, Trac is Python whereas Mantis is PHP).

When it comes to Project Management I had the best (free) experience with Redmine (which runs with Ruby on rails).
You can make gantt diagrams!!  :awesome:

But also working with other "tools" might be quite useful.
Like an excel sheet with a list of all objects which are placed in every level so you can quickly check that up without opening all the levels.

665c781fa1f78ZylonBane

665c781fa1fc6
Here's a version of the wedge wall light (-978) modified so the "light" surface is full white, instead of the dull grey in the default model. Now it matches all the other white light models.
[light1.bin expired]

665c781fa223bSystem Shocked

665c781fa22b1
Here's a version of the wedge wall light (-978) modified so the "light" surface is full white, instead of the dull grey in the default model. Now it matches all the other white light models.

Is it possible to post "before and after" pictures of the changes to this light? I'm curious to see the difference.
Acknowledged by: Primitive Primate

665c781fa2390ZylonBane

665c781fa23ec
It's exactly the same but with a white light surface instead of grey.

If that doesn't satisfy your curiosity, it'd take you like 60 seconds to download it and try it.

665c781fa24a4voodoo47

665c781fa24f7
the eng yellowish wedge lights (and also some hanging lights) also have this problem - way too dull for being lit up.

Your name:
This box must be left blank:

System Shock 2 takes place on the star ship named ...:
4 Guests are here.
It makes you want to fight, fuck or flee, to jump on the nearest table and start ape-grimacing and throwing things, possibly your own faeces
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665c781fa31a3