ZylonBane on 3/7/2007 at 14:54
Please list in this thread any object models in SS2 that you've noticed any errors in. Missing faces, texture errors, z-fighting, that sort of thing. Hopefully once we've compiled a comprehensive list of borked objects, the modelers in our little community can go to work on fixing them for inclusion in SHTUP.
Here are a few I can recall offhand--
Fusion cannon (world model): the red wires are backwards from certain angles; missing a couple of blinkenlights from the held model
Fusion cannon (held model): the red wires warp drastically during the reload animation
Large nanite tank: IIRC, it's missing a bottom face. the wires might be messed up on it too but I'm not sure
Environmental regulator: the texturing between the empty and loaded models doesn't precisely match; the Toxin-A cannister in the loaded model doesn't match the standalone Toxin-A cannister; the empty model should have an actual cannister slot instead of just a textured black circle
Pool table: okay, there's nothing technically wrong with this model, but it would be nice to have the pockets modeled instead of just painted on
Shuttle: texturing on the inside of the wings is all messed up
Swarm organ: texture isn't properly mapped over the model surface
Basketball hoop: entire ring/net section needs redoing-- hoop has no inside polys, net texture doesn't tile correctly, etc.
The small hexagonal table (there's one up on the Von Braun bridge) is untextured on one of its edges
blaydes99 on 3/7/2007 at 16:44
I seem to remember certain objects such as the Reaver brain stems, the underwater plant life, and pretty much any object that has an alpha channel needing attention in someway or another...does using the TGA format help fix the rendering issue of overlapping alpha channels?
Your new plants look fabulous, just marvelous. The old ones had issues, so I'm guessing that you figured our a good way to fix that up. Hmm, now that I think of it, are the new plants actual polygon objects now, instead of alpha channel "flats"?
ZylonBane on 3/7/2007 at 17:50
In the current state, it's pretty much an ad-hoc mix of complete remodels by Blackboe, upgraded textures, and adding slight material transparency. I don't think there's a screenshot of them up, but Blackboe redid the Hydroponics plants so that each leaf is modeled. Fixes the awful z-sorting and transparency errors of the original model, albeit at the cost of somewhat polygonal-looking leaves.
As far as I can tell, TGA has the same transparency issues as the single-color transparency of GIF/PCX. You can correct self-tunneling by adding material transparency, but the object will still tunnel through any other objects behind it. To fix that, Render:Alpha 1.0 needs to be added to the object in the gamesys.
Nameless Voice on 3/7/2007 at 18:54
To be honest, I think the fusion cannon could do with a complete overhaul - new high-poly model, high-res textures, the works.
Nameless Voice on 3/7/2007 at 20:27
Now show me an ingame shot.
PS: If you had just given a link straight to the high-res version on the Necron2 site, I wouldn't have had to wait for 20 minutes for ImageShack to load it.
ZylonBane on 3/7/2007 at 21:04
Shhhh.
(also, the original image was too large to post inline)
misunderstood hybrid on 3/7/2007 at 22:15
I just checked out the newer screenshots at Freylia's and am very impressed, thanks to zylonbane and everyone involved for their efforts. I actually downloaded a "new goo" improvement a while back (forget the version) which was fantastic enough because of the animation, but the latest version looks even better.
The new versions of the plants are so good, the pic of the original stalk actually elicited a laugh.
Just for the record, I wanted to offer some constructive criticism in case you haven't confirmed the changes yet:
1. Could you add more variation to the color of the plant leaves, like in the originals? To my eyes they look a bit too perfect (artificial). If you wanted to appeal to nostalgia, you could also try to get the colors more similar (I'm probably retarded but I'll miss Mr. Yellow-Green Plant), but even if you not trying to duplicate the originals it might make them more realistic to add some shades of yellow or brown.
2. IMO I don't see a reason for changing the image of Xerxes. There's nothing wrong with the updated version (nice skills actually), but there was an ambiguity with his original fuzziness and any sharpening of his image imo will look like another "person" to some of us (especially noticeable for me is the change caused by defining his mouth). More importantly, he looks more ethereal in original form and the ambiguity adds to the character. Was the change necessary in order to fix the logo underneath?
Constuctive criticism only in case you're interested. Everything else done so far has been perfect and I'm looking forward to the next release along with everyone else.
Migi on 3/7/2007 at 22:59
Quote Posted by misunderstood hybrid
2. IMO I don't see a reason for changing the image of Xerxes.
At first, I thought the same. But the more I look at the new Xerxes, the more I like it. And I think there has to be at least *some* artistic leeway for those with such texturing/modeling skills, anyway.
As for the new goo texture/model: That one is jaw-droppingly unbelievable, I concur. :eek: Fabulous.
blaydes99 on 4/7/2007 at 00:24
Quote Posted by ZylonBane
What? Why? It looks perfectly fine to me.
Damn you ZB. You had my hopes up too... my jaw would drop if that model ever made it into the game as the Fusion Cannon.
On a side note:
Quote Posted by ZylonBane
In the current state, it's pretty much an ad-hoc mix of complete remodels by Blackboe, upgraded textures, and adding slight material transparency. I don't think there's a screenshot of them up, but Blackboe redid the Hydroponics plants so that each leaf is modeled. Fixes the awful z-sorting and transparency errors of the original model, albeit at the cost of somewhat polygonal-looking leaves.
As far as I can tell, TGA has the same transparency issues as the single-color transparency of GIF/PCX. You can correct self-tunneling by adding material transparency, but the object will still tunnel through any other objects behind it. To fix that, Render:Alpha 1.0 needs to be added to the object in the gamesys.
Good to hear. Transparency errors are much worse than polygonal leaves, any day. The new models look superb Plants, doors, pipes, Xerxes, signs...everything. Since Render-> Alpha 1.0 needs to be set for objects, do you plan to release a SHTUP gamesys, that includes other changes, such as ejecting brass (*wink*) and Straylight stuff?