| Kolya
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Tags: °texture °object °recommended °SS2 QUICK GUIDE: Unpack into the folder DataPermanentMods in your mod-ready installation of SS2. Or change the file extension to .SS2MOD to use with the SS2 Modmanager.
From the SHTUP-site: SHTUP is a mod for System Shock 2 which aims to increase the resolution of all the common (and quite a few of the not-so-common) object textures. A secondary objective of the mod is to correct all other graphical glitches, such as typos, continuity errors, texture alignment errors, and so on. All of this is to be done while sticking as closely as possible to the original art style. Simply put, our goal is to make SS2 look like a higher-res version of itself.
SHTUP is completely compatible with the SS2 Rebirth mod. SHTUP upgrades objects, Rebirth upgrades the AI models.
SHTUP is the one mod you never want to be without. It's completely true to the original textures while making a huge difference. It has been named one of "50 essential mods" in PC Gamer UK (Nov 2009). SHTUP Beta6 discussion on TTLG. DownloadFrom via sharebee.com: shtup_beta6.zip [16MB] From megaupload.com: shtup_beta6.zip [16MB] Torrent Download: shtup_beta6.zip.torrent [16MB] Learn more at the Strangebedfellows Torrent Tracker. WHAT'S NEW IN BETA 6- Several dozen most excellently updated/retextured pipe models (IceNine)
- Updated "annelid goo" models (IceNine again)
- Updated plant models (Black Boe)
- Updated Earth skybox (Black Boe again)
- Redrawn Xerxes face (Eldron)
- Updated world model wrench textures (Ichu)
- Several fixed object models (the inimitable Esh)
- Updated "annelid goo" textures to complement IceNine's updated models.
- Updated basketball hoop, basketball court (same res, but should look a little more natural now), and basketball inventory icon
- Re-Updated the MedSci "VB" door texture. This was one of the first textures I updated back in 2003, so it was looking a little rough. Thanks to Esh tweaking the door model, it's now a full 256x512 texture. Also, finally updated the damaged version of this door.
- Made some tweaks to the HUD graphics so the edges don't change when switching between Use/Shoot mode anymore.
- Cleaned up all the square warning signs with the horizontal color stripes. They should all look much more consistent now, with the stripes always on the same side and no weird Z-fighting issues. Also, the signs that used to have a flashing white stripe will now have a flashing red stripe. Turns out it was always supposed to be red, but a palette mismatch caused it to appear white instead.
- Updated all the "big red letter" signs so that each letter is its own 256x256 texture. Super sharp!
- Updated most non-square signage to use TGA textures. This means that all edges will now have a smooth, anti-aliased appearance. This is especially noticeably on signs with text.
- Updated all blood splats and blood scrawls to use TGA textures as well. In addition to the edge-smoothing effect, variable transparency was used to give the blood a nice gory smeared appearance.
- Cleaned up the Rickenbacker logos on the Rickenbacker map screens.
- Trash cans now have actual trash in them.
- The snow-covered floors now actually look like snow.
- Wedge lights now have a texture that actually looks like something, instead of the old blank white texture.
- Rickenbacker deck A/B/C signs inverted to match the Rickenbacker's deck layout (A at the bottom, C at the top).
- Three out of four stim unit faces upgraded (still can't figure out who that second guy is).
- Recreation deck room signs height slightly increased so VB logo is round now.
- Piano console screen upgraded. Name that tune!
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| aiat_gamer
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the main site for this mod is blocked,any chance some one can tell me another link for it? |
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| ZylonBane
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I'm not sure what's going on with the SHTUP site. I've sent some inquiries to my ISP, currently waiting for an answer. |
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| ZylonBane
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Okay, SHTUP site back up. They blocked it for excessive bandwidth usage (though I had to yell at them before they'd tell me why, yeesh).
Guess I won't be hosting SHTUP myself anymore! |
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| Kolya
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I think torrenting SHTUP is useful as it's sufficiently popular. |
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| ZylonBane
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I've removed the download link from the main site and directed downloads to this thread. I hope that's okay. |
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| Kolya
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Yes of course. I added another download location, from sbf.freylia.net. |
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| Kolya
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Updated to Beta 6. See the first post. |
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| miracle.freak
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woow marvelous update! great work there! and thanks for the new pictures as well. are there more changes in fact or some list of changes and list of "left to do" somewhere? haven't found anything in readme there. |
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| Huff
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a question comes to mind after installing this mod and thats " How did i ever play without it" XD This is just pure class in a glass. I found myself dieing a few times on immpossable cause i've been destracted reading contrls panels XD. A mod for all lovers of the game. |
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| fox
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Hm, I have problems using SHTUP (tested beta 5 and 6). I use it with the mod manager and the game keeps crashing after the loading screen everytime I activate it. I get the usual "System Shock 2 has crashed"-message again. Thanks to Kolya I am now able to start it vanilla and also with the other essential mods like Rebirth etc. although I have the known problems with Forceware for 8800GTS cards. I use the retail German CD-version with the latest versions of Kolya's SS2-Tool and the Deutsch-Patch. I am running it at 1280*1024. Any ideas or suggestions? I just don't want to miss SHTUP since it really enhances the game very much. EDIT: Just found the appropriate thread for this question at the TTLG-forums -> http://www.ttlg.com/forums/showthread.php?t=119661 The short answer is again "Wait for new Forceware drivers!". Kinda lame of Nvidia...  |
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| Gaco
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I just finished the game with this mod installed and I can see now that I took some of the details for granted even though I recognized some that were changed. Awesome job, so close to the original art just higher res. I wish I was skillful enough to contribute but my thanks will have to do then  |
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| Marvin
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*some ancient necromantic rituals later*
Can we expect SHTUP 7 to show up anytime in the future? There have been several interesting admissions in the last few months and most important of all, the fam textures seem to have progresses just as well, at least if I'm not misunderstanding ZB. |
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| Nameless Voice
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You do realise that the fam textures can never be used as drop-in replacements for the original levels because world textures don't work like that? |
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| Marvin
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You do realise that the fam textures can never be used as drop-in replacements for the original levels because world textures don't work like that?
I didn't up to this moment. But what about this? http://www.ttlg.com/forums/showthread.php?t=119451Aren't those world textures, too? |
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| ZylonBane
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DDFix's texture-replacement functionality only works with Thief II. The coder behind it apparently has insufficient interest in adding support for SS2. |
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| Nameless Voice
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However, the source code is available so maybe someone will pick up the torch some day. |
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| Marvin
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DDFix's texture-replacement functionality only works with Thief II. The coder behind it apparently has insufficient interest in adding support for SS2.
Did anyone try to persuade timeslip yet? For someone who can pull stuff like ddfix off, it shouldn't be that hard to port its features over to Shock. |
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| Salk
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Even if SHTUP can't benefit for the moment of DDFix's texture replacememt, I would think there's been some additions made since the last release over a year ago?  |
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| Marvin
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When did the SHTUP relocate to Langley, Virginia? |
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| Seb
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However, the source code is available so maybe someone will pick up the torch some day.
Is there interest in such a modification to DDFix? I have downloaded the source code, however I've been unable to compile (using the latest Code::Blocks with mingw/gcc). I have, however, converted all the addresses for Thief2's exe to Shock2's exe. I'll add my modified TexOverride.cpp below. As I said, I'm getting a lot of errors, probably because I have the wrong headers. I'm using the DirectX SDK Nov. '08, does anyone know what Timeslip used? So, instead of recompiling, I've modified the DLL to work with Shock 2.3 (unpacked), however, it crashes when loading a 32bit bitmap. This modded DLL is attached as well. The crash is in TexOverride.cpp's SpawnTexture function, somewhere at rDDraw->CreateSurface(desc, surf, 0); or after that call. Apparently, CreateSurface doesn't return a valid surface (NULL reference). I'm afraid my reversing skills as well as my understanding of DirectX have decreased somewhat over the years. So, long story short: anyone else willing to assist? Before I put some more time down: Would this even be usefull, to replace Shock's world textures? |
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