666bba4b28b06

666bba4b29128
3 Guests are here.
 

666bba4b29739RocketMan_Remote

666bba4b297ad
I can try to fix the height and see how it works out.  The toes I can bend back a bit if you're certain it will look better most of the time (maybe I overdid it a bit).  The grenade hybrid I can at least fix the vhot on the right arm if that's the main concern there.  Dunno if anything will break when I re-compile but at least I can give it a shot.  I'd rather not mess with the gimpy left arm and the neck though.

666bba4b29b03RocketMan_Remote

666bba4b29b59
One thing I noticed about head tracking too... that stupid worm on the side of the hybrid's head is essentially a multi-element pipe and when the planes rotate the neck, the worm shears like you're trying to rip a gummy worm in half or something.  I know the original suffered from this as well but in high resolution, everything looks worse.  Not much can fix that though except for what I already did, which was to make the worm hug the neck even closer so that the projected distance out from the axis of rotation is less, producing slightly less distortion.
Acknowledged by: voodoo47
666bba4b29e4a
For the bended toes you have to manipulate the skeleton (the boxes)

666bba4b29f07RocketMan_Remote

666bba4b29f5b
You mean if I rotate the vhots, it will change the toe angle?  I never tried that.
666bba4b2a04a
noo noo
just the position. Rotating them does nothing

666bba4b2a395RocketMan

666bba4b2a3f2
Oh I see what you mean.  Yeah for sure.  So far I've been "assuming" that it would cause others like Voodoo grief if I didn't put all the Vhots in anatomically correct locations in case they wanted to attach stuff there.  However if nothing will be done with the feet I could try to fix the toe angle that way.
666bba4b2a4f8
Even the vanilla models are not anatomically correct placed.

666bba4b2a609voodoo47

666bba4b2a65c
before I forget again; http://i.imgur.com/Uzx8alD.jpg

consoleh.bin - Ceiling Console (-2450) [missing back polys]


also note to self - a few fixed objects are missing from the official fixed objects archive, and are only available in SCP. need to copy them over, as there may be some weird people out there that would want to play with just fixed objects and no SCP.

666bba4b2a716System Shocked

666bba4b2a76a
@ voodoo47

There's a medium plant whose pot has missing poly's. You can find it in the SCP Issue Reporting thread, page 17, my post #394, item #13.

As discussed, I'll let you, post it here.
« Last Edit: 10. June 2015, 00:34:52 by System Shocked »

666bba4b2a818voodoo47

666bba4b2a868
it will take me a while to go through the last batch of reports, I will be adding stuff as necessary.
Acknowledged by: System Shocked

666bba4b2a946voodoo47

666bba4b2a996
acces_df.bin, acces_d.bin, acces_g.bin - Core Access (-2747) [all model variations have decals that float off the surface for quite a bit]


also (as hopefully, there will be more fixing to the Rebirth hybrids), the hybrid pipe is missing a poly;

666bba4b2aa50RocketMan

666bba4b2aa9e
I thought I fixed that... I know I fixed it in at least 1 version.  Maybe it wasn't my latest one.

666bba4b2ab34voodoo47

666bba4b2ab82
it's not fixed on the latest model available on the previous page.
666bba4b2ac7f
The acces_* panels and the consoleh.

666bba4b2ad61voodoo47

666bba4b2adb2
looking good - time to start putting together another fixed objects release I suppose.

666bba4b2aef4ZylonBane

666bba4b2af47
There are some things I've been meaning to mention but haven't gotten around to digging up the model names. Most important I think is that on the simulation unit models, the screen textures aren't tiled correctly. This is almost impossible to notice with the original low-res textures, but high-res textures make it pretty obvious.
666bba4b2b311
There are some things I've been meaning to mention but haven't gotten around to digging up the model names.
Just do a System Shocked style report and let voodoo47 do the work  XD

Jokes aside. I wouldn't even know the map name to look that up.
Besides I'm rather busy right now, again :/

666bba4b2b3c0ZylonBane

666bba4b2b414
Right, that was more a note to myself.
666bba4b2b64e
Hydoor hydoor hydooor.

Hydoor hydoor hydoor hydoor, hydoor hydoor.

666bba4b2b765voodoo47

666bba4b2b7ba
I am groot?

checked all, looking good as always.



also, about the wip shotgun hybrid - noticed one more problem, he doesn't aim his gun straight at the player, this results in the flash looking off. sure would be nice if the gun could be straightened up a bit.
« Last Edit: 07. June 2015, 13:37:51 by voodoo47 »

666bba4b2b8e9RocketMan

666bba4b2b93d
I'll re-iterate that you can't have your cake and eat it too, as they say.  Straightening up the hybrid's aim NECESSARILY makes the death pose look even worse.  When you asked me to fix that I had to twist the gun a bit and that makes his aim worse.  Not sure which way you want to go with this... 

Also, sorry about the delay but I have been a bit busy.  I'll see if I can look at the models today.  Would be nice to clear up this issue about gun aim before that however because there seems to be confusion about it.
666bba4b2ba6d
I would say make the gun aim right and just create a dedicated death animation for rebirth.
Would be the cleanest way instead of this somewhere in the middle jiggle juggle because the model and the animation are both bogus.

Your name:
This box must be left blank:

Name the default melee weapon in System Shock:
3 Guests are here.
does this mean something?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666bba4b2ce1f