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[Obsolete] SS2 Vurt's Mods
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[Obsolete] SS2 Vurt's Mods
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voodoo47
#264
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15. September 2012, 07:23:26
Re: Vurt's Mods
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it looks great. it's unrealistic, so what? does that really matter in a game that has ninjas, zombies and monkeys?
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vurt
#265
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15. September 2012, 07:56:58
Re: Vurt's Mods
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..and there's also SHTUP, i think it mainly just makes it more hi-res while maintaing the same look.. it would be redundant to make the exact same thing maybe.
edit:
real life pic (hubble telescope)
Image:
http://piclair.com/data/hl0on.jpg
I'd say its even more "unreal" than the images from my mod
so it's not as unrealistic as you might expect..
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Last Edit: 15. September 2012, 20:30:01 by vurt
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RocketMan
#266
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15. September 2012, 23:14:04
Re: Vurt's Mods
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Absolutely I agree except that structure wouldn't be found near Tau Ceti or Earth. The Tau Ceti star now... that'd be perfect. In any case now that I see the window view it's much better
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vurt
#267
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15. September 2012, 23:34:00
Re: Vurt's Mods
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http://jumk.de/astronomie/img/rcw38.jpg
something like this then? seems to be around Tau Ceti (googled it).
and no it wouldnt look like my images around earth, but it's not where the ship is located.
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Last Edit: 15. September 2012, 23:41:51 by vurt
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RocketMan
#268
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16. September 2012, 00:58:00
Re: Vurt's Mods
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Quite often in astronomy the luminosity of an object or one taken with time exposure + zoom can make for a deceptive picture.
Starry Night (and other software) to the rescue!
The local group, of which we are residents, looks like this (but not to scale !):
Image:
http://img.photobucket.com/albums/v483/planetmie/1-1.jpg
Here you see our sun, in the Sol system, in the center of the grid and Tau Ceti (also a yellow dwarf star with similar mass) with a green arrow above it below the grid. The proximity of all of the stars you see are akin to a neighbourhood block. Now if we zoom out we see the "local group" in relation to other pockets of stars within the Orion Arm structure of the Milky Way:
Image:
http://img.photobucket.com/albums/v483/planetmie/2-1.jpg
When you take the scale of this image into consideration, you can see that the small local group is surrounded mostly by empty space and our position is, for all intents and purposes, the same as that of Tau Ceti. From this we can deduce that our region of the galaxy is pretty much devoid of any objects like nebulae, novae, black holes, pulsars, globular clusters, etc. and even the awesome blue supergiants like Betelgeuse and Rigel are so far away as to be nothing more than points of light to us.
Taking note of the following image, viewed from Earth's vantage point (which again, will be very similar to a planet in Tau Ceti), shows how boring things look:
Image:
http://img.photobucket.com/albums/v483/planetmie/3-1.jpg
Now of course you can find objects of interest in our local group by being close enough to them. If the Von Braun did in fact land on Tau Ceti V, it would have been relatively close to it and you might see something like this:
Image:
http://img.photobucket.com/albums/v483/planetmie/4.jpg
showing the planet's surface in vivid detail and perhaps a moon or two. This can make for a breathtaking scene in and of itself. Also note the hazy/cloudy band in the background. We are still in our own solar system but we are actually seeing the Milky Way galaxy (from inside of it) "edge on". On a very clear night here on Earth you can see this too and from space it would look very nice.
Things like this are totally realistic and beautiful and they fit the story. Again, I'm not trying to press my opinion so much as clarify it. There are objects of interest that would brighten up the most drab of skyboxes. I just think they shouldn't be objects which are millions of light years away, blown up to occupy 20% of the screen when objects like the planet you landed on aren't visible at all.
Here is one possible backdrop that's entirely possible but entirely garbage because I suck at all things 2D. It's just an idea
Image:
http://img.photobucket.com/albums/v483/planetmie/tauceti.jpg
BTW I can provide any space images you might be interested in using Starry Night. I can even get it on the exact date too
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Last Edit: 16. September 2012, 01:49:15 by RocketMan
»
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vurt
#269
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16. September 2012, 07:20:47
Re: Vurt's Mods
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Cool. Let's try this too so there's an alternative. I'll PM you.
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Medevila
#270
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26. September 2012, 22:01:48
Re: Vurt's Mods
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I'd look into "Space Engine" for high quality space renders of... anything
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krist2
#271
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28. September 2012, 08:26:44
Re: Vurt's Mods
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Great mods, can't wait to see what you can do with the new 2.4 patch
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Zanderat
#272
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29. September 2012, 15:05:04
Re: Vurt's Mods
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Vurt, your water mod will need to be updated for the new engine. See here:
https://www.systemshock.org/index.php?topic=4148.0
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vurt
#273
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29. September 2012, 15:30:29
Re: Vurt's Mods
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yes i'm currently updating my mods.
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rccc
#274
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18. November 2012, 00:47:10
Re: Vurt's Mods
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Wow, I just read this thread and all the stuff looks reeeealy awsome! Are there any new releases planned which work with the new version 2.4 and/or SS2MM?
Or asked differently: which of the mods from the original post are currently working with ss2tool 4.4 and ss2mm? I want to start a second play through preferrably with all these great graphical enhancements by vurt.
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Last Edit: 18. November 2012, 00:52:20 by rccc
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vurt
#275
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18. November 2012, 05:38:07
Re: Vurt's Mods
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All mods except the flora mod now have their individual threads with updated versions.. The flora mod still works for v2.4.
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Kolya
#276
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18. November 2012, 12:06:17
Re: Vurt's Mods
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Maybe link to the threads with the updated versions in the first post of this thread. Because a sizable bunch of visitors land right here and won't easily see the updates otherwise.
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vurt
#277
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18. November 2012, 12:24:14
Re: Vurt's Mods
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Yes good idea, updated the first post with links.
Acknowledged by:
Kolya
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rccc
#278
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18. November 2012, 13:24:46
Re: Vurt's Mods
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Thanks vurt!
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DMI-1407
#279
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26. December 2012, 01:19:17
Re: Vurt's Mods
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vurt can you create "befor/after" images from your plant models ?
and i want your explosion textures
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vurt
#280
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26. December 2012, 08:10:09
Re: Vurt's Mods
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yeah i should update those images, i see the site i uploaded them to has lowered the compression too, they look horrible.. but i should also update the mod itself, i'll see if i get the time to do that later this week.
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SS2 Shocker
#281
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29. December 2012, 18:39:28
Re: Vurt's Mods
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Hi there i think the robot @ start must be replacec with a highpoly modell.
you see em fighting & he destroys with his 20 polygons all your modells :D
all mods on SS2 look awesome together but when i see em i feel like 1999 :D
Others are good reworked . i dont want to change the robot agains a army man . that ruins flair of systemshock2.
Other small question : last i ve played ss modded in 2007 i had a small mod with highres walldecalls .
Some look awesome lousy low texturised .
any idea where i can get the pack now ? i think server is down where i got it before.
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voodoo47
#282
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29. December 2012, 20:21:26
Re: Vurt's Mods
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https://www.systemshock.org/index.php?topic=25.0
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