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3 Guests are here.
 

665c5581a851fZylonBane

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ARGH. I figured out what was causing the problem for me. A version of toilet.bin was in my SHTUP folder, overriding whatever toilet model I put in the SCP folder.

Could we get versions of toilet/toicorp with shading enabled again? The model really does look better with it.
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sure
[toilet and corpse smooth.zip expired]

665c5581a8d88voodoo47

Acknowledged by: Join usss!

665c5581a8e86voodoo47

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light bump into the female head.. ok, that came out wrong.

or did it?
Acknowledged by: voodoo47
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Here is the head together with a "new" texture. I mangled two textures together. As there is the need to copy them over anyway I figured I might as well just merge them together.

I changed the scaling and some of the proportions of the cutleg.bin to better fit the models. The texture work for the boot is up to someone else. (boot.pcx)
[head n boots.zip expired]
« Last Edit: 19. July 2016, 19:05:21 by Olfred »

665c5581a9201voodoo47

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head looking good, but needs to be rotated -90 degrees around the horizontal axis to match the orientation of the original. also the neck cut is a bit too sharp, but that's really just nitpicking.
[hedz.jpg expired]
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I rotated the head around and made the neck a bit longer.
The sharp cut is basically the same on the original model. It just does have the better texture.
So the texture on the new head would need some splattered blood and sprinkles as well.
If necessary I could also create a new UV map.

665c5581a94f4voodoo47

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depends on how much you want to play with a severed female head. v2 is good enough to go I think - the goal of replacing the original Resident Evil reject with something that fits the old headless model has been reached.

665c5581a95e4ZylonBane

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Memo to self: There's a hole in the blobs that get flung out of the annelid eggs.

665c5581a976fvoodoo47

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the leg still has a missing/transparent thing going on the back of the boot, wonder if it's the texture? maybe it's time for me to fire up mspaint again.
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Just convert it to png or something.
My guess is that the one who made the texture didn't pay attention to the first(?) colour in the index to be transparent.
You have this on quite a bit of the textures.

For converting images I usually use XnView. It can read a lot of formats, is quite easy to use and you can batch convert (yay!). Oh, and it's free.
So basically everything I need.

665c5581a9da5System Shock

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Just convert it to png or something.
My guess is that the one who made the texture didn't pay attention to the first(?) colour in the index to be transparent.
You have this on quite a bit of the textures.

For converting images I usually use XnView. It can read a lot of formats, is quite easy to use and you can batch convert (yay!). Oh, and it's free.
So basically everything I need.

XnView is great for what it does, especially considering that it's completely free!

665c5581aa071ZylonBane

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I've added fix requests for three models to the first post.

debris1.bin - Broken Conduit (-1481) [broken version of older version of conduit.bin]
Same deal as the fixed conduit flinders... at some point they upgraded the base model but nothing else. I didn't even realize until very recently that these were supposed to be the same object.


brl_exp.bin - Explode Barrel (-498) [top texture repeated on bottom]


cans.bin - Many Cans (-1393) [backward texturing on one side]


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I made the debris close to the original one, with the exception that one mounting bracket didn't just miraculously made it way to the top.

665c5581aa2a4ZylonBane

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All great!

Err, just noticed something else on the soda cans. The side textures only repeat three times. Should be four, to match the can tops.

665c5581aa3cfvoodoo47

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not necessarily - might just be a plastic wrap.
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not necessarily - might just be a plastic wrap.
Then why the shadows that make a 3d impression between the cans? Nobody would make a plastic wrap THAT ugly.

665c5581aa8c7voodoo47

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actually those most likely represent places where (heat shrinked) plastic wrap would bulge out because of the can inside, so apart of the mirroring, the vanilla texture is probably correct.
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Err, just noticed something else on the soda cans. The side textures only repeat three times. Should be four, to match the can tops.
Yeah, I noticed as well.
But before I would mingle in that to look good (which is kinda impossible) I would rather make a new model you can shove into SHTUP.

665c5581aad1cZylonBane

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I actually have some high-poly can models by RocketMan that I've been meaning to incorporate into SHTUP for... errr... longer than I care to admit.  :paranoid:
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You seem to have a new model for everything that you've never gotten around to texture.
Acknowledged by: System Shocked

665c5581aaf01ZylonBane

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Ha. No, the toilet's the only one in that category. The problem with the six-pack was figuring out a good way to model the plastic rings. Though now that I go back and look at it, I think I know what to do...

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