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Topic Summary

Posted by: xdiesp
« on: 21. April 2015, 19:21:05 »

I had tested this model for one of the movies in my project. I had doubts about the high heels, but those actually don't look bad at all in-game: the actual problem was that the halo\hair slapped about like sails, not unlike the wings of the flying mutant in SS1. IIRC, one part of it was left untextured (hands?).
Posted by: RocketMan
« on: 05. February 2015, 01:39:39 »

JJK's efforts were premature as he didn't understand how System Shock handles AIs. 
Posted by: Mirrorman95
« on: 02. February 2015, 01:13:49 »

I tried that on shodan.bin but it just loaded up as a textureless solid green lady.
Posted by: Kolya
« on: 01. February 2015, 15:04:19 »

it should probably be in Engineering then.

Maybe. This SHODAN model is an archived resource, not currently in development. Of course it's also just older than the Engineering board. If 'dead' resources like this are moved to Engineering, possibly someone may get the idea to work on them. Or these resources may vanish somewhere among plain discussion threads.
I would suggest to leave it here until someone works on it, generating some productive discussion. Then it would go to Engineering. Once a deployable mod is created it is moved to the mod archive.
Posted by: voodoo47
« on: 01. February 2015, 12:47:05 »

the model needs to be under MESH, and its textures under MESH\TXT16, then they should get loaded as long as they are in a format the engine supports.
Posted by: Mirrorman95
« on: 01. February 2015, 12:40:30 »

As far as I know none of the versions in this thread completely work. It's not a finished mod, that's why it's not in the mod forum.
Yes, but I've checked some of the bin versions of the model in a hex editor, and they reference the textures in the texture pack that was posted. Is there some specific folder you can put those textures to get them applied to the model in-game, or are they just empty references?
Posted by: voodoo47
« on: 01. February 2015, 12:38:17 »

it should probably be in Engineering then.
Posted by: Kolya
« on: 01. February 2015, 12:33:30 »

As far as I know none of the versions in this thread completely work. It's not a finished mod, that's why it's not in the mod forum.
Posted by: Mirrorman95
« on: 01. February 2015, 11:22:23 »

I don't mean to necro this topic, but I'm having trouble installing this mod. Does anyone know where to put the textures so that they will be applied to the model, and was any version of this ever rigged?
Posted by: ZylonBane
« on: 05. January 2014, 21:02:11 »

i just added facial animation
and no i tryed it crashed
i need to properly animate it and rename the bones, that will take a while.
This is a forum, not a chat room. If you'd like to be able to edit your posts (Tip: yes, you would), please register.
Posted by: Kolya
« on: 05. January 2014, 20:05:10 »

Posted by: JJK
« on: 05. January 2014, 19:05:44 »

wait joint BOXES?
Posted by: JJK
« on: 05. January 2014, 19:04:49 »

BUT, as long as it has the correct animations none of that applies, well not to me most of the time.
Posted by: RocketMan
« on: 05. January 2014, 18:48:34 »

The question is whether the tools and techniques you are using produce a finished product which the game code recognizes.  The planes and joint boxes all have to follow a naming convention and any additional info that would be part of a modern animation system (like bones or whatever entities modern characters use) would be ignored or could cause errors.  If you have a look at a 3ds file which has the joint boxes and planes you'll see how simple (yet clumsy) dark's animation actually is.  Just want to make sure you're aware so you don't do a bunch of work for nothing.  Facial animations are not supported either, only head tracking.

Do you know how to compile the 3ds model files into the .bin format that the game uses?
Posted by: JJK
« on: 05. January 2014, 18:40:09 »

BUT, system shock 2 does use joints and such, not like that you would find in half life but still, it uses skeletal animation.
Posted by: RocketMan
« on: 05. January 2014, 17:08:02 »

Hang on a sec you have to see if any of this even works.  Ss2 doesn't support a lot.  You could easily add bump mapping and specular layers to a texture for example but the game can't  use it.  Similarly you can't use modern rigging techniques as far as I'm aware.  Rigging in ss2 is a pain in the ass.
Posted by: JJK
« on: 05. January 2014, 17:02:13 »

i need to properly animate it and rename the bones, that will take a while.
Posted by: JJK
« on: 05. January 2014, 17:01:10 »

and no i tryed it crashed
Posted by: JJK
« on: 05. January 2014, 16:59:42 »

i just added facial animation
Posted by: RocketMan
« on: 05. January 2014, 16:57:19 »

Does it work in game?
Posted by: JJK
« on: 05. January 2014, 16:48:47 »

Just so you know i use skeletal animation not vertex
Posted by: JJK
« on: 05. January 2014, 16:04:58 »

I have rigged this model with little errors if you wanted to know i will post a link soon or pm you if you want
Posted by: Zygo
« on: 17. January 2009, 00:57:00 »

I don't think I replaced the TGA with one which worked as I couldn't get PSP to save into the correct format, so it was just a model replacement, iirc.
Posted by: neoendedsmith
« on: 31. December 2008, 17:53:48 »

So far as I am aware, the model I posted works (ie is animated fine and didn't show any artifacts in my testing) except for the tga texture on the 'head fan' which I had to replace with a generic tga I knew worked, from Ponterbee. Which resulted in Shodan wandering around fine, just advertising a bar or something- perhaps a new revenue making idea for EA if they ever get around to making SS3?

Awesome Zygo, so do I download the .rar file you posted on 29 April and does that contain all the files I need to replace?
Posted by: Zygo
« on: 30. December 2008, 02:58:44 »

So far as I am aware, the model I posted works (ie is animated fine and didn't show any artifacts in my testing) except for the tga texture on the 'head fan' which I had to replace with a generic tga I knew worked, from Ponterbee. Which resulted in Shodan wandering around fine, just advertising a bar or something- perhaps a new revenue making idea for EA if they ever get around to making SS3?
Posted by: Kolya
« on: 06. December 2008, 23:33:04 »

Zygo posted a model that should be working, maybe even combined with the textures from the first post. I haven't tested it yet, but go ahead.
Posted by: Nameless Voice
« on: 06. December 2008, 21:32:33 »

As far as I know, there isn't a working in-game version, just source files for 3D Studio Max.  I don't think we ever got her into the game properly.
Posted by: neoendedsmith
« on: 06. December 2008, 19:12:33 »

It was never fully finished.

Thanks Nameless, do you recommend I use this model and texture for SHODAN, or should I just use the game default?  Also, if you do recommend this one...what isn't finished on it?  Will it at least work at all, or will it look crazy and buggy?  Thank you in advance.
Posted by: Nameless Voice
« on: 06. December 2008, 11:17:04 »

It was never fully finished.
Posted by: neoendedsmith
« on: 06. December 2008, 05:56:50 »

I've read through this thread, and can't understand if this model is now complete and which if so, what file from which post do I download?  Thank you in advance.
Posted by: ZylonBane
« on: 29. April 2008, 20:26:41 »

Well that sucks. I was just looking at the upgraded toilet model he did for HDTP, and was struck by how similar it is to the SS2 model. I was hoping to ask him if he'd be willing to make an SS2 version.

Ah well.
Posted by: RocketMan
« on: 29. April 2008, 02:06:38 »

I used to chat with Ajare on msn a bit.  I'm pretty sure he's out of it.  He seems to have closed out this chapter and is making some professional 3d brains and other coolness.
Posted by: Zygo
« on: 28. April 2008, 23:23:31 »

Tags: °mesh °SS2
Yeah, tga works. For some reason the alpha channel wasn't sticking when I saved it, so it was always saving as 24 bit. Copied a tga from one of Christine's fms over it and it worked fine- though it was a little odd to see shodan advertising a bar.

As it turned out that last version model only had two bad points, both where the frill dropped below the neck joint planes. Shifted the two points to just above and it seems to be working aok.

Archive attached (note: the bin/cal are called "shodand" at the moment as I turned them into rev2 meshes in case that was what was causing the problem).
Posted by: Nameless Voice
« on: 28. April 2008, 20:41:01 »

Not to my knowledge.  He used to come to #SystemShock sometimes, but I haven't seen him there in ages either.  A pity.
Posted by: ZylonBane
« on: 28. April 2008, 17:44:48 »

Whatever happened to Ajare? He still doing any SS2 modelling?
Posted by: Nameless Voice
« on: 28. April 2008, 17:22:06 »

I thought they did.  You might want to check the format of the TGA, since Dark doesn't like certain settings.
Posted by: Zygo
« on: 28. April 2008, 10:56:32 »

Do TGAs work with meshes? The model will compile fine and work fine, so long as it doesn't include the tga texture (reassigning to any other texture format works fine).
Posted by: RocketMan
« on: 28. April 2008, 04:22:11 »

Her hair would look really cool as an animated texture :)  I've never seen electricity stand still before.
Posted by: Kolya
« on: 28. April 2008, 00:45:53 »

Yeah, well the main problem was I had no idea what I was doing like so often.
Anyway, I haven't got 3dsmax installed atm but I hope this is the latest model without the changes I did to poor Shoddys face.
Posted by: Nameless Voice
« on: 28. April 2008, 00:02:37 »

I just took a look in that archive, and it looks to be extremely dated.
The .3ds file in there is from the 3rd of June 2006, whereas the latest .max file I have for SHODAN is from December of that year.

If I recall correctly, we stopped working on this because Kolya decided to play around with the features of her face, and then Ajare saw the model and hated what Kolya'd done with it. :)
Posted by: Zygo
« on: 27. April 2008, 22:46:36 »

I've had a look and it seems to be set up ok now. One or two motion problem are evident- she occasionally looks like she has broken her arm (not too badly though) and the firing animation causes her to do a rather weird sort of... thigh/pelvic thrust. Both may actually be problems with the motion files rather than the model. And you can see straight through her mouth so it probably needs sealing. Since the downloaded model was not textured I stuck one on at random to check whether I could replicate any problems, but couldn't, though I didn't play around with the UV or anything.

If someone (Kolya, NV) has the textured model lying around somewhere it may be worth copying the joint planes from the attached over that model and see if it then works OK, or send it to me if you prefer.

Edit: The hip rotation is a motion issue, not a model one. At least one of the ranged attack motions has a weird hip rotation set towards its end. Also, apparently Shodan should not be animated as a standard human, but as Something Else as her motions do not detect as being humanoid...
Posted by: Nameless Voice
« on: 26. April 2008, 10:35:11 »

I know we applied the textures to her, I remember how the converter liked to crash when we used certain combinations of different textures on her.  I also remember tweaking the UV mapping...?
Posted by: Kolya
« on: 26. April 2008, 08:54:34 »

I'm pretty sure the model should use the provided textures. Of course it's been a while.
Posted by: Zygo
« on: 26. April 2008, 03:53:18 »

OK...

The model in the first post seems to be lacking texturing. Is that right?

Otherwise the model seems to need only minor adjustments. I've fixed the polygon bleed from the 'hair' fan to the arm/ shoulder, and put the neck joint into the right place so she doesn't look like shes broken her jaw every time she moves her head. What are the other problems?

Even with the textures missing it gives a very definite frame rate drop when the model is in view.
Posted by: Zygo
« on: 26. April 2008, 00:08:29 »

Lateron Zygoptera did the rigging for Dark but the animation was never finished.
I can't remember trying to animate it. Are you sure it was me? I may have supplied the joint planes but I would have thought I would remembered it not working.

I'll have a look at it over the weekend anyway, as it is meant to rain most of today and tomorrow so I ought to have some spare time.
Posted by: Chandlermaki
« on: 24. April 2008, 12:00:42 »

How do you get this new shodan model to work. Cose ive put it in my system shock 2 mesh file but shodan till looks like here old model. Why dosnt it say how to do it. Plz tell me how to do it.
Its not even in .bin
If you want to use it you have to make it .bin format.
Posted by: Kolya
« on: 24. April 2008, 08:24:06 »

Welcome back to your posting-ban, Liam. Now that you have the time, try reading the thread again.
With a bit of luck you may figure out why this model doesn't work in your game and why I keep telling you to read first.
Posted by: Liam
« on: 24. April 2008, 07:41:08 »

How do you get this new shodan model to work. Cose ive put it in my system shock 2 mesh file but shodan till looks like here old model. Why dosnt it say how to do it. Plz tell me how to do it.
Posted by: Kolya
« on: 02. September 2007, 22:08:55 »

That's right, it wasn't finished. Ajare dropped out of the project and I am lacking 3D modelling skills to finish it. Also it was never animated IIRC.
Posted by: Nameless Voice
« on: 02. September 2007, 21:37:23 »

As far as I know, it was never finished.
There's no .bin file to download, so you'd need to convert it to the proper format yourself.
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