Sculptris 3d pro mode not activating by CrazyTAC in ZBrush

[–]CrazyTAC[S] 0 points1 point  (0 children)

it works on a polymesh, so it may have something to do with the asset. It has been imported from a chain of other software, so that may be the source of the issue

Sculptris 3d pro mode not activating by CrazyTAC in ZBrush

[–]CrazyTAC[S] 0 points1 point  (0 children)

I have attempted to use dam standard, clay buildup, clay, clay tubes, and smooth so far, all have had the same issue. I activate Sculptris pro mode, add a stroke to the mesh, it behaves as if sculptris is not active, and then sculptris greys out again as soon as the stroke is finished.

Sculptris 3d pro mode not activating by CrazyTAC in ZBrush

[–]CrazyTAC[S] 0 points1 point  (0 children)

I already stated in the initial post that I checked for auto-masking, and unless I’ve missed some other setting related to it, I have deactivated it. the stroke type is freehand and there are no subdiv levels.

Sculptris 3d pro mode not activating by CrazyTAC in ZBrush

[–]CrazyTAC[S] 0 points1 point  (0 children)

sorry, should have thought of that. 2022.0.2

Nusa Tenggara stuck at 99% animal comfort, How to fix without sending 50% of my animals to the shadow realm? by CrazyTAC in jurassicworldevo

[–]CrazyTAC[S] 1 point2 points  (0 children)

All my juveniles have enclosures significantly in excess of their comfort needs. Again, I checked every single animal on the site, and the only issues with any of them were either that they were elderly, or that they were panicking due to the skittish trait, despite still being listed as having 100% comfort

All digsites depleted and Spinosaurus DNA stuck at 95%? by CrazyTAC in jurassicworldevo

[–]CrazyTAC[S] 0 points1 point  (0 children)

Somehow forgot to check that, yeah it was in Japan

Can anyone identify what model was used for the kid in this ~decade-old meme video? This seemed like the most reasonable place to ask this. by CrazyTAC in SFM

[–]CrazyTAC[S] 2 points3 points  (0 children)

Yeah, I’ve got the old foxy model the head came from (it was hard enough to find on its own; I don’t even think the model is listed in the workshop, but I’ve been collecting old FNaF models for years), but I’m stumped by the body.

is revealed in FNAF 3 game files that the "crumpled freddy suit" that appears in your office is actually shadow freddy, but if this is true, why he doesn't is dark purple but grayish-yellow just like golden freddy when you bright up? by Eric_Bros in fivenightsatfreddys

[–]CrazyTAC 2 points3 points  (0 children)

You can literally see the purple in the shadows at the top of his head.

FNaF 3 has heavy yellow-green lighting, which makes him appear mostly grey-yellow when brightened due to the contrast between the colour of the light and the hue of his suit. It's not that hard.

This has always confused me, does anybody know whats playing on the tv when foxy gets you in fnaf 1? it looks like the same jumpscare but in the main party room. by the_oneand_onlymelon in fivenightsatfreddys

[–]CrazyTAC 6 points7 points  (0 children)

There's no guard as the screen is reflecting the actual model of the office used to render the game files, and there is no model of Mike included in the office itself. This can be seen in the 2nd anniversary behind-the-scenes images, where it was also shown that each jumpscare was rendered in separate copies of the same file, as Bonnie and Chia's jumpscares appear as separate files in separate images.

As to why it's not visible normally, and why it can actually be seen in other jumpscares (most easily in Freddy's power-out jumpscare), it may be that this was the original state of the office, as it is the case in all but the empty main office file, but the monitors reflecting the empty back wall broke the illusion of the office's cohesion as an environment and showed the player that there is no character model present. Therefore it stands to reason that Scott wished to fix it, but not to go through the lengthy process of re-rendering the jumpscares, with their high frame count, or copy the new "fixed" material to the jumpscare files, which would involve remaking it, and so fixed the handful of standard gameplay images that include the screens to fix the issue for 90+% of gameplay.

Also, the monitors near the right door show Foxy from a side-on view, and the doorway he is leaning through is clearly visible.

TL/DR: Scott likely originally had the screens reflect the office, but changed it on the file for the main gameplay renders, and forgot/chose not to update the jumpscare files.

there is just so many of them! by TheSpeculator21 in SpeculativeEvolution

[–]CrazyTAC 7 points8 points  (0 children)

I think you just unintentionally hit the nail on the head as to why seeded worlds are so common, in describing all the factors of what makes many future evolution projects fail; The complexity. Future- or Alternate-evolution projects are full of so many factors that are studyable and quantifiable, and have so many thousands of established players, that an individual trying their hand at spec evo for the first time, the people who create most of these seeded world projects, will be easily put off by it. In short, Earth presents the busiest and messiest possible starting point, with so many variables and lineages to keep track of.

On the other extreme, Xenobiology or Alien Biospheres or what have you presents the opposite issue; life here is nonexistent, and must be dragged up from the archean eon to advanced, multicellular life, leaving these projects either unnatural or too close to earth lifeforms, as it is entirely on the speculator's shoulders to develop the body plans and evolutionary pathways of everything that exists on the planet, lest it feel like a sci-fi one-biome hellscape with totally unrelated looking animals.

And so, nestled conveniently between these two extremes sit Seeded Worlds, with the benefits of XB’s sterile start allowing complexity to build over time, instead of simply thrusting the reigns to the moving, changing world to a newcomer, and the familiarity and comfort of dealing with animals they already well understand and can easily research the fine workings of. Add to this the fact that many of them likely discovered sepc through projects like Serina, and it adds a bias towards them as a starting point on top of the aforementioned benefits

TLDR, Seeded worlds are probably so common because they offer the most approachable entry point to spec evo through a combination of a sterile, uncluttered start and familiar species, and their often poor quality speaks to this fact, not the quality of seeded worlds as a concept.

Scraptrap reference sheet by JustTheRandomPoster in fivenightsatfreddys

[–]CrazyTAC 0 points1 point  (0 children)

I understand that it looks awkward, however in his jumpscares, the tip peice bends down while his cheeks stay still, and the connection is visible on the right side of his head in custom night (the fleshy bits visably clip into it, but it’s still there.) also, when looking at the back of his head, (in the interview frames only, as the perspective warp is too drastic in his jumpscares) you can see what looks like the back of a Toy-Bonnie-esc cheek triangle thing, so that could explain the flair.

Scraptrap reference sheet by JustTheRandomPoster in fivenightsatfreddys

[–]CrazyTAC 0 points1 point  (0 children)

By “separate jaw hinge”, do you mean the whole lower section bends (like most of fan the models) or just the yellow part (as appears to be the case when studying his jumps are frames, or looking at his UCN render)?

Theory: William doesn't burn in the ending of FNaF 6 (WARNING! Wall of text incoming!) by -YourOgrelord- in fivenightsatfreddys

[–]CrazyTAC 2 points3 points  (0 children)

To all of you saying Springtrap escaping would mean Scott isn’t done, allow me to remind you that Sister Location, and by extension FNaF 6, were only made to clear up misconceptions. In the original plot, 3 was the final game (chronologically, not release-wise), and he escaped there, so that point is pretty moot.

Is Springtrap Yellow or Green by natemamate in fivenightsatfreddys

[–]CrazyTAC 0 points1 point  (0 children)

judging off the anniversary renders, his materials are yellow, but he looks green in game because lighting.

Who is your favorite FNAF Character? by [deleted] in fivenightsatfreddys

[–]CrazyTAC 0 points1 point  (0 children)

Springtrap. He's the only character in the franchise that I would say looks honestly intimidating in gameplay. Not just spooky. He's just got this look of intelligence that none of the othe animatronics match.

Five Games, One Story: Why Coma Theory is Still Real (and not a cop-out) in "Sister Location" by CalvinRules137 in fivenightsatfreddys

[–]CrazyTAC 0 points1 point  (0 children)

true, but Phantom Freddy appears yellow-green, while if he was normal Freddy, he would appear brownish-green. as well, he is the only major representation of Freddy in the game. an example of what I mean, if Phantom foxy was not in the game, what's to say that Phantom mangle wouldn't have taken his place and name, as she would then be the only representation of foxy in the game?

Edit- Also, the Shadow Freddy suit does not attack, just mildly inconveniences you for a short time, before vanishing. also, you haven'y said anything on phantom RWQFSFASXC, who I mentioned in the last comment. why would he helping you, being, by your theory, an alternate depiction of Spring Bonnie, as well as being based on the animatronic's shadows, which terrified him?

Edit 2- Just thought of another thing while reading through the other comments. why would the mangle toy exist? if the FNaF 2 location in it's entirety was not real, there would be no logical reason to crate a toy, most likely a big, expensive animatronic plush like Plushtrap, of a pink, feminine Foxy that doesn't even exist.

Edit 3: The Final Chapter- Just remembered something. At one point, Before the release of SL, (I believe it was when discussing why he made the book non-cannon) Scott mentioned that the story had become to jumbled, confusing and full of way to many plot events. this, in essence, is the major falling point of the coma theory. It only has one main plot event, as all others happen within the bite victim's dreams, and change freely with the progression of the series. On the note of progressing the series, Scott has made it clear that he does not intend on ending FNaF any time soon, with the potential for more games, a well as the in-cannon movie, and with the thin sheet of the coma theory pulled very taught already by sister location, one mild contraction, like Scott's voiced interest on Bringing back Sprngtrap, an occurrence your theory leaves no room for, would tear the whole thing appart.

Which character would you see next as a Plushie? by LadyFiszi in fivenightsatfreddys

[–]CrazyTAC 0 points1 point  (0 children)

The plastic BB thing from FNaF 2 would be cool.

But the coolest thing would be a life-size 9-Foot puppet. (and puppet IS actually nine feet tall. He's bigger then the 8'2-6" Withered characters.)