Christine on 2/10/2004 at 12:54
Great work with the bottles :thumb: This remind me on Clive Barker's Undying, where the player has Molotov Cocktails as weapon :D
TF on 2/10/2004 at 13:33
Quote Posted by G'len
Yep - that's exactly what I've thought about.
- Place the empty one as a frobbable, but not pickable, world object.
- Place the Oiler Can as a pickable invertory object.
- Place a piece of Cloth as a pickable inventory object.
- Frobbing the empty bottle with the Oiler will transform it into an Oiled Bottle.
- Frobbing the Oiled Bottle with the Cloth will produce a Molotov Cocktail, which you could pick up.
It's a shame Thief doesn't support Inventory to Inventory frobbing, even though it's mentioned in Act/React, when you setup an object as a stim source, you specify the type of source's shape, can be contact, weapon swings, or Frobbing: World -> Inv (?), Inv -> World (commone one) and Inv -> Inv which is sadly only in SS2.
Maybe if that SS2 Thief mod was completed...Multiplayer AND Inv -> Inv frobbing!
G'len on 2/10/2004 at 15:15
You could always use Inv=>World; use an inventory item on a world object.
Or let a Mechanist machine do your dirty work (I'm playing through Soulforge for the 4rth time right now), but this takes half of the fun aways.
Dark Arrow on 2/10/2004 at 15:43
Quote Posted by Thiefsie Fool
Maybe if that SS2 Thief mod was completed...Multiplayer AND Inv -> Inv frobbing!
And don't forget the multimission system.
Was there a Thief mod in development for SS2?
Yandros on 3/10/2004 at 12:01
I've redone my bookcase from scratch using only 4 cubes, from which I've just extruded faces. The only unusual manipulation I've done is to move two edges to change the size of a face before I extruded it.
Now, bsp is giving me sliver polygons:
Code:
root Mesh01:
Sliver triangle,31Mesh04:Bedtabto who built this?
killing sliver pgon 31Mesh04:Bedtabto!
Sliver triangle,32Mesh04:Bedtabto who built this?
killing sliver pgon 32Mesh04:Bedtabto!
Sliver triangle,39Mesh04:Bedtabto who built this?
killing sliver pgon 39Mesh04:Bedtabto!
Sliver triangle,43Mesh04:Plain who built this?
killing sliver pgon 43Mesh04:Plain!
Sliver triangle,47Mesh04:Plain who built this?
killing sliver pgon 47Mesh04:Plain!
Sliver triangle,48Mesh04:Plain who built this?
killing sliver pgon 48Mesh04:Plain!
Sliver triangle,55Mesh04:Plain who built this?
killing sliver pgon 55Mesh04:Plain!
Sliver triangle,56Mesh04:Plain who built this?
killing sliver pgon 56Mesh04:Plain!
Sliver triangle,60Mesh04:Bedtabto who built this?
killing sliver pgon 60Mesh04:Bedtabto!
Sliver triangle,61Mesh04:Bedtabto who built this?
killing sliver pgon 61Mesh04:Bedtabto!
Sliver triangle,63Mesh04:Bedtabto who built this?
killing sliver pgon 63Mesh04:Bedtabto!
148 polygons, 2 split, 7 split planes
And I notice when I look at the object ingame there are thin slivers on it where I can see through it.
How do I fix this?Once this is fixed, I'll release it. Here's a shot:
Inline Image:
http://home.insightbb.com/~yandros/temp/temp_files/bkcase01.jpgAlso, does anyone know why the palette is screwy when I try to replace with certain texture families or from an object texture in txt16? I had to convert those Dave Gurrea book textures from a family into the T2 palette and drop them into \obj\txt to have them show up correctly ingame. It worked fine though when I used an original family texture, like the books in the keeper fam.
Sluggs on 3/10/2004 at 12:57
Don't worry yourself over those sliver errors. Even tho' they come up, your object is fine in Dromed. I've had them on two or three of mine but they have been OK in-game.
As for being able to see through it, you'll probably not notice it in a darkened room anyway. Is it where you've moved points where you can see it? I'm not sure why you did that. You can resize faces by selecting them and selecting the icon that looks like a Diamond with four arrows pointing outwards.
You changed the design? I rather liked the other one better. Maybe you could release both versions?
Yandros on 4/10/2004 at 14:29
Actually, I've started over again. :rolleyes:
I decided instead of trying to make a fancy mesh, I should make a simple one and use better textures. So instead of trying to find some decent object textures to use, I'm hijacking some from the VicMxx families and converting them to object textures to use. I'm planning on five different versions now, one from each of the VicMxx families - and I may also make a couple of ArtDeco permutations as well. But none of the stupid finials and trim on the top - it was a pain to texture that anyway. Sluggs, if you want either of those first attempts, I'll send the Anim8or files to you, but I don't plan to release them to the public.
GORT on 4/10/2004 at 14:36
Yah, those silver errors are there just to fool with your mind. :laff:
I've had at least about ten of those errors in some of my objects, yet they all worked fine.
Anyway, I've completed the motorcycle, but the poly count is too high for the dark engine :sweat: . I'm going to send you two pictures of the motorcycle to your e-mail account. The high poly count one and the one I'm currently working on.
Sluggs on 4/10/2004 at 15:44
WOW! That's impressive! :wot:
That's really amazing work Gort, well done. :thumb: :thumb: :thumb:
@ Yandros, yeah, send them my way, i'll probably use them in my Museum if that's OK with you. :cheeky:
GORT on 4/10/2004 at 19:13
If you want, you can bring the picture of it here. :cheeky:
P.S. Use only the Wanted Motorcycle.gif file.