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665c35f90d1d6
It's not meant to be a broken locker.
The "b" at the end was simply for "bbox". Because that version had a custom bbox.

665c35f90d2f4ZylonBane

665c35f90d343
Ah! There's an actual lockerb model used in the game.
665c35f90d42e
Yeah, figured that now.

Maybe I have to check beforehand, or make a more leading name in the future.

665c35f90d4cfZylonBane

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So, what's the difference between locker and lockerb?
665c35f90d64c
from the first zip with the locker. locker had a bounding box which was like the original model, and lockerb had a smaller bounding box.
But I changed it in the latest model now.

Looking at the original lockerb. I could make the locker bbox on par with them, that do you guys think about that?

665c35f90d747ZylonBane

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It would be handy to have lockerb not just be a floating face, but any updated model would have to precisely match the face alignment of the original (incredibly stupid on Irrational's part that they created these two models so differently, but we're stuck with it).

Finally checked out the hydro ramps. Look good, adding.
665c35f90d87a
So you want the lockerb to be the same size as locker?
Any other changes on it?

665c35f90d970ZylonBane

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No changes, identical other than having red instead of green lights. And the alignment of course. Since the original is a bare floating front face, it's been positioned very carefully in the original game, floating just a few tenths of game units off the terrain. So any shift would be quite visible.

665c35f90db76System Shocked

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I originally posted this in the "SS2 Glitches & The Unlike" thread a few days ago and then came to realize that it should have been posted here.

Similar to a previously reported issue:
1. For this model of machinery http://i.imgur.com/8QL9KBd.jpg the 4 flashing circular lights and the data script on the upper unit and the 2 blinking rectangular LEDs on the lower unit, all float out in front of it http://i.imgur.com/jVSi8Qs.jpg
2. Also, the numbers printed on the upper unit are backwards. See first screenshot.

PLAYER POS: -77.3301 -48.3058 -20.9876

665c35f90dd19voodoo47

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yeah, forgot to add it;

Wide Machinery (-100) mach_w.bin [decals floating off the model, texture with numbers and letters inverted]

665c35f90de9cSystem Shocked

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In the Rickenbacker morgue (and elsewhere) http://i.imgur.com/euTmqSH.jpg the square green LED at the feet-end of the body bag http://i.imgur.com/Xg5epcw.jpg doesn't contact its surface http://i.imgur.com/H1DptzJ.jpg and http://i.imgur.com/SCZCuUd.png

Not sure if this body bag is an original SS2 asset or is part of a mod that I'm using.

PLAYER POS: -74.4341 27.7071 99.0127
« Last Edit: 18. June 2014, 23:10:59 by System Shocked »
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Why is there even a green glowing thing on a dead body bag in the first place?

665c35f90e15cPrimitive Primate

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So they know if a bag is hosting a body or not. Just my two cents...

665c35f90e25cvoodoo47

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it's a futuristic, "smart" body bag, probably has some system that keeps the body cooled or something similar. the green light is probably an indicator that shows whether this system works properly.

665c35f90e338Primitive Primate

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Letting us know if the corpse is dead or not

665c35f90e45cZylonBane

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Because technology.

If I had to make up an explanation, I'd say it's part of an asset tracking system, and/or a life systems monitor to make sure the person in the body bag is actually dead.

665c35f90e72aSystem Shocked

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Yeah, confirmation that the body has been examined, tagged, inventoried and entered into the HR personnel data system.

It'd be cool if there was a monitor in the morgue displaying a data input screen for a deceased crew member.
« Last Edit: 19. June 2014, 21:36:40 by System Shocked »

665c35f90e80cPrimitive Primate

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Funny how there currently isn't a model of the body bag done in Rebirth

665c35f90e8e3voodoo47

665c35f90f93eZylonBane

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Funny how there currently isn't a model of the body bag done in Rebirth
Rebirth is a collection of AI models.
The body bag is not an AI model.
Funny DENIED.

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