666653d0e9ac3

666653d0ea290
3 Guests are here.
 
666653d0eab0c
I can understand the box part, but why do you want to have the same UV space on all sides of the pipe?. The way it is in the current fixed model you can even apply shadowy parts.



About the basket. Since the original texture for the net was messy I made a new one (based of the old one). Which is inluded.
Then I made a model for the original texture with a lit number (basket_l.bin). It's up to you to devide which one you want to incorporate into SCP.

For the SHTUP model I tweaked around with the net a bit to make it look more seamingless.

Oh yeah, and I modeled a ring for both on par with the broken model.

666653d0eaf00ZylonBane

666653d0eaf5c
I can understand the box part, but why do you want to have the same UV space on all sides of the pipe?. The way it is in the current fixed model you can even apply shadowy parts.
I'm not sure what you're asking or what you mean by shadowy parts. I just want it to look like the original does when viewed from a distance, without looking horrible when viewed close up. So, light grey rings running around the length of the pipes. The face I highlighted is one of the few where the modeler textured it correctly, instead of the insane repetition used on the other faces. That's what I meant by "like this".
666653d0eb0fb
Oh, ok. I opened up the original model and did a comparison between your texture and the original one. And even though your texture is like 90° turned in opposite to the original one, they still turn out to look the same.
As the whole UV map was messed up I decided to turn it into a straight pipe, like you can see it now on the "olfred version".

So how should I make the non SHTUP version now?

666653d0eb1bcZylonBane

666653d0eb209
Like above. SHTUP version will not be different. The goal is to match the original look.

This model is usually used upside-down, so the "pipes" look like they're dangling. So it makes sense for them to look like they're some kind of flexible corrugated material.
666653d0eb307
gang.bin and gangf.bin.
shtup hose1.* texture needs to be rotated to resemble vanilla one.

666653d0eb85aZylonBane

666653d0eb8dc
About the basket. Since the original texture for the net was messy I made a new one (based of the old one). Which is inluded.
Then I made a model for the original texture with a lit number (basket_l.bin). It's up to you to devide which one you want to incorporate into SCP.
New hoop looks great. There's a problem with the net though. Dark's renderer really hates textures that are stretched into non-square shapes-- it causes them to warp and snap when any vertex of their polygon crosses a screen edge. So when you look at and away from the basketball net, it jumps around quite a bit. Really the only solution is to keep the texels square, and compensate for it in the texture.

gang.bin and gangf.bin.
Looking good. Only thing that needs to be fixed on both models is that only one of the boxes is textured correctly around its perimeter. On the other box, two sides are blank and on the other two sides there's a stripe running in the wrong direction.
« Last Edit: 20. October 2014, 05:18:21 by ZylonBane »
666653d0ebf5e
Really the only solution is to keep the texels square, and compensate for it in the texture.
I don't quite understand you, are you saying that the surface ingame should match the surface in the UV map?

Looking good. Only thing that needs to be fixed on both models is that only one of the boxes is textured correctly around its perimeter. On the other box, two sides are blank and on the other two sides there's a stripe running in the wrong direction.
So you want to have the lower boxes textures arranged like the upper boxes one?
I just kept it true to the original.

666653d0ec33bZylonBane

666653d0ec398
I don't quite understand you, are you saying that the surface ingame should match the surface in the UV map?
I'm saying:



So for something like a basketball net (or any kind of conic section), if you want perfect texturing, it's pretty much unavoidable to have some wasted space in the texture map, because you can't just stretch it to fit. Dark hates warped textures.

So you want to have the lower boxes textures arranged like the upper boxes one?
I just kept it true to the original.
Well, yeah. I think we're all agreed that the original texturing sucked.  O_o
666653d0ec4f4
So what I said, ok.

Changed it so the surface isn't warped on the UV map anymore, or at least, as little as I could do.
Also modified the texture for SHTUP to match the UV layout. Strangely the texture looks all messed up in ShockEd, but ingame it looks fine. Maybe ZylonBane knows what's up.

As for the gang* models. Two sides have a mirrored texture so the vanilla texture looks seamingless.
If you want a non mirrored for SHTUP just tell me and I will make them.

666653d0ec665ZylonBane

666653d0ec6bb
Thanks, I'll take a look at these after work.

Another model I just noticed could use a tweak is the Sandman Audio sign on earth. If you look closely at it, you'll see that the edges of the sign are textured the same as the front and back faces. I'm not sure what to do about it though. Ideally, it would look like the blue stripes were wrapping around the sides, but there isn't any clean vertical strip of that pattern present in the texture. I suppose I could provide you with a custom texture to be used for the sides and top/bottom.
666653d0ec7bd
Maybe this is good enough.

666653d0ec9dfZylonBane

666653d0eca33
Maybe this is good enough.
It is!  :thumb:

All four models look great. I'm marking them as done in the first post.
666653d0ecb2d
Good.

Did you found out what was wrong with the basm texture?

666653d0ecbf1ZylonBane

666653d0ecc3f
I'm not aware that anything is wrong with it, other than its texture probably should have been created using something like LithUnwrap. "Fortunately", it's so low-res you can barely notice the breaks in the net.
666653d0ecd3d
No I was talking about the SHTUP one I edited to match the new UV mapping. Ingame it looks normal, but  in ShockEd it looks messed up.

The low res (kind of vanilla) one is so low res that it's not really editable to match.

666653d0ecdd6ZylonBane

666653d0ece22
Ah, I hadn't given much thought to the SHTUP texture. No idea why it would look different in ShockEd. That's something I'll have to get back to later.

666653d0ed0eeSystem Shocked

666653d0ed141
Here's a pic of the two gang models and your most current version. Requested modifications indicated.



Just wanted to point out that the left-most wire hub block connects to the wall over top of a light fixture, which looks weird.

666653d0ed1deZylonBane

666653d0ed22b
I'll be sure to correct the throwaway scene that I made just for that screenshot right away.

666653d0ed3b2ZylonBane

666653d0ed3ff
I just noticed that on the updated nanocan.bin (nanite tank) the computer screen on the front isn't self-lit anymore.

666653d0ed64evoodoo47

666653d0ed6a3
checked the latest batch of models, all are a go as far as I can see. will pack them up and upload as v09, unless ZB has something to add..?

666653d0ed77eZylonBane

666653d0ed7d1
I was just thinking that SHTUP's large conference table model would be a nice addition. Years ago someone fixed that so the green lights aren't in the wrong position anymore.

...I really need to make a spreadsheet to keep track of the overlap between SHTUP and the fixed model pack.  O_o

666653d0ed875voodoo47

666653d0ed8c3
so it would seem. never a free lunch, remember?

Your name:
This box must be left blank:

Look at you, hacker: a pathetic creature of meat and ____!  (Fill in the missing word):
3 Guests are here.
Keep Summer Safe!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666653d0ee645