[Release] Gene-Tech: Before the Storm

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Re: [Release] Gene-Tech: Before the Storm

Postby Nash » Sun Sep 30, 2018 9:59 am

Enjay wrote:Aha! That does seem to make a difference. Of course, that does mean that it might not be fixable. I'll see if I can move it forward enough to fix the glitch but not so much that it looks bad for other reasons. If not, I guess it will stay as it is. Thanks. :)



What you can do is move the model forward, then scale it up to compensate for the loss of size relative to the screen... you won't get exact results but maybe close. :)
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Re: [Release] Gene-Tech: Before the Storm

Postby Enjay » Sun Sep 30, 2018 12:02 pm

Thanks but, after moving the model, I actually quite like how the repositioning worked out. It lets you see a bit more of the weapon and it looks OK in my opinion. I tried the scaling idea but I had difficulty scaling it (not sure why but some of my scaling seemed to get ignored - even huge values made little difference if they were applied across the X, Y and Z but individual values worked. (Maybe something to do with it being a HUD weapon? World actors still scale as I would expect.)

Anyway, I like the effect gained from simply moving the model and leaving it scaled as it always was. I also added a few more details on the skin because the Quake2 skins are very low-res and messy, especially in areas that weren't really seen very well (or at all) in the original game. My edit isn't exactly Turner Prize winning art, but I think it improves things a bit.

1920x1200 (scaled down for forum use)
Image

640x480
Image

Original skin
Image

I've got a couple of (unrelated) things I need to do but I'll upload the newest version later on tonight.
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Re: [Release] Gene-Tech: Before the Storm

Postby Enjay » Sun Sep 30, 2018 2:12 pm

The update is now online (original link in first post).
viewtopic.php?f=19&t=46718

I have also reported the "models too near the camera" thing just in case something can be done about it:
viewtopic.php?f=2&t=62156
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Re: [Release] Gene-Tech: Before the Storm

Postby Graf Zahl » Sun Sep 30, 2018 2:43 pm

If this is what I think it is, it is indeed not fixable. When stuff gets too close to the camera the depth buffer stops working, thanks to how the projection must be set up.
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Re: [Release] Gene-Tech: Before the Storm

Postby Enjay » Sun Sep 30, 2018 5:19 pm

That would certainly fit with how things look in game.
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Re: [Release] Gene-Tech: Before the Storm

Postby blackfish » Sun Sep 30, 2018 7:26 pm

This was a lot of fun playing again knowing where all of the secrets are. Love to see more.
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Re: [Release] Gene-Tech: Before the Storm

Postby Enjay » Thu Oct 25, 2018 5:33 am

For what it's worth, I have uploaded a version that fixes visual glitches caused by poor normals on some of the models (caused by the way Misfit Model 3D creates normals as discussed here viewtopic.php?f=2&t=62350).

This console is now much more evenly lit.

Fixed


Both the crate and the little ceiling lamp have problems in this shot.

Fixed


Many of the models have been updated with new normals but, for most, the differences are nothing like as obvious as the above (if they can even be noticed at all). A small number of models have been replaced with better ones, but the differences are basically very minor cosmetic changes.

I also converted all the weapons to the MD3 format. It doesn't fix the wobbly vertices of the original MD2s that they were converted from (because the MD2 format already messed them up in an unrecoverable way) but it did allow me to check and, I hope, fix normals for them and the vertices won't get any worse now if I need to edit the models for some reason. There are a few other cosmetic tweaks/fixes to some of the decorations (again, minor stuff). The only major group of models that are still mostly in MD2 format are the Quake 2 enemies (which, of course, is their native game format).


The download link is still the same in the original post ( viewtopic.php?f=19&t=46718 ). The map/game is still basically the same so unless you have a burning desire to get the fixed version, there is no need.
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Re: [Release] Gene-Tech: Before the Storm

Postby dpJudas » Thu Oct 25, 2018 6:20 am

Thanks for updating this mod - it might be minor cosmetic changes, but it is my favorite mod to test 3d models with. I just love its visuals. :)
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Re: [Release] Gene-Tech: Before the Storm

Postby Nash » Thu Oct 25, 2018 6:27 am

Yes, thank you Enjay, I've also been using this mod to test a lot of 3D-related stuff in the engine (already played through the entire mod countless times in the past ;D). Hats off to you for continuing to maintain this mod way beyond its initial release!
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Re: [Release] Gene-Tech: Before the Storm

Postby Rachael » Thu Oct 25, 2018 6:31 am

dpJudas wrote:Thanks for updating this mod - it might be minor cosmetic changes, but it is my favorite mod to test 3d models with. I just love its visuals. :)

Same here. What little contributions I made towards the 3D modeling code and to GZDoom's timing code as it relates to 3D models, I made using this mod. So - thanks!
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Re: [Release] Gene-Tech: Before the Storm

Postby Enjay » Thu Oct 25, 2018 6:34 am

Oh my goodness! Thank you all very much. :wub:
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Re: [Release] Gene-Tech: Before the Storm

Postby Enjay » Fri Oct 26, 2018 4:56 am

Sorry to do this but I just spotted a problem with the attack animation of one of the Strogg soldiers (the machine gunner). A fix has been uploaded. If you don't want to download the whole thing again, the fix is in:

actors/enemies/strogg/soldier.txt

line 448 (in actor StroggSoldier3) now reads:

Code: Select allExpand view
    MOD4 D 0 A_CheckLOF ("Missile3", CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID|CLOFF_JUMPOBJECT, 2048, 0, 0, 0, 24, 0, AAPTR_DEFAULT)


It used to read:

Code: Select allExpand view
    MOD4 A 0 A_CheckLOF ("Missile3", CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID|CLOFF_JUMPOBJECT, 2048, 0, 0, 0, 24, 0, AAPTR_DEFAULT)


ie "MOD4 A" was changed to "MOD4 D"

The change was merely to make this 0 duration line use frame D instead of frame A. When it was frame A, even though the state had a duration of 0, GZDoom (quite correctly) tried to interpolate back to frame A every attack cycle, making the enemy vibrate ridiculously every time he fired. He no longer does that and now merely has the minor (intended) twitch caused by the recoil of his weapon.
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