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System Shock 2 takes place on the star ship named ...:

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Topic Summary

Posted by: Olfred
« on: 13. December 2015, 21:44:21 »

I'll check on the inverted normals later. It's probably models I touched already.

But usually lighting artifacts stem from the way dark lights models.
Posted by: vurt
« on: 13. December 2015, 21:16:41 »

That does look weird.. i really doubt that has to do with the polycount, looks more like inverted normals.
Posted by: Olfred
« on: 13. December 2015, 00:41:12 »

That's how the engine lighting works.
The only way to "fix" it would be to just increase the polycount till it looks smooth.
Posted by: Marvin
« on: 12. December 2015, 21:27:41 »

Well, the eggs can still be troublesome as you can see: The bottom is either unlit or shows some rectangular patterns when lit from an angle.
Posted by: voodoo47
« on: 29. October 2015, 20:13:36 »

updated all four eggs - texture and model problems that would manifest in certain edge case scenarios have been fixed.
Posted by: voodoo47
« on: 03. June 2015, 22:12:12 »

well, all I can say is that they definitely work when loaded properly.
Posted by: NobodyKnowsMe
« on: 03. June 2015, 22:09:18 »

After looking at it and doing some thinking, I think Blood Impact DOES work, by itself. The textures which weren't working for me were Biomatter, Wormpod, and Dripping. Those three are the only mods I have set on a priority above Blood Impact in BMM.

All of those use "txt16."
Posted by: voodoo47
« on: 03. June 2015, 21:58:26 »

well that's interesting, and worth looking into, but as far as I know, impact blood works just fine the way it is.


//working fine when loaded via BMM. other methods are unsupported, so you are on your own if you are doing things manually.
Posted by: NobodyKnowsMe
« on: 03. June 2015, 21:32:38 »

Well the texture's weren't working for me. That fixed it though.
Posted by: RocketMan_Remote
« on: 03. June 2015, 19:09:12 »

Just like how back in the day we used take all the crf files and put them in a folder called "res", even though the name of the file was technically irrelevant.  It just ended up being a convention that everybody followed.

... I miss those days of modding, in much the same way as I miss DOS.
Posted by: Olfred
« on: 03. June 2015, 19:03:00 »

The devs of the Dark Engine made the txt folder back in the day when they were using 8bit textures.
Once they introduced 16 bit textures they sorted them out into txt16 (hence the name).

I don't know in which order NewDark accesses them.
Posted by: voodoo47
« on: 03. June 2015, 18:45:36 »

because if it works, don't fix it.

both folders are valid, they were supporting different texture formats if memory serves, but NewDark made that irrelevant.
Posted by: Yankee Clipper
« on: 03. June 2015, 18:15:02 »

DMM\Impact Blood\bitmap\txt\BSPANG.dds

is a replacement for

Data\res\bitmap.crf\TXT16\BSPANG.dds

???

Why shouldn't that "txt" folder be "txt16"?
Posted by: voodoo47
« on: 03. June 2015, 17:19:37 »

no.
Posted by: NobodyKnowsMe
« on: 03. June 2015, 16:13:57 »

Shouldn't the final folder on Impact Blood be "txt16"?
Posted by: voodoo47
« on: 31. March 2015, 08:36:51 »

it's just a simple replacement texture set, as long as you place it properly (DMM\Impact Blood\bitmap\txt\), it will get loaded.
Posted by: atomicgasman213
« on: 31. March 2015, 06:09:12 »

Yeah the blood splatter is not working for me either. is there any other suggestions you might have to get it to work?
Posted by: voodoo47
« on: 02. November 2014, 16:36:14 »

black egg updated to 1.01 (made it SHTUP-ND compatible). dl count +6059.

https://www.youtube.com/watch?v=Xw5mkgHcwDg
Posted by: voodoo47
« on: 30. May 2014, 21:47:50 »

the eggs have been updated to 1.02 - now they have proper bottoms, so they will not look odd/broken in the ops1 big reveal scene. a Z flipped version is included in the download, so vurt's organics are now officially SCP ready.
Posted by: rccc
« on: 14. April 2014, 12:59:39 »

The black eggs are part of a special mission that is explained to you in the game.

SHODAN: "[...] before we can separate the Rickenbacker, we must remove the foul black eggs the Many has vomited on this deck. These eggs are an experiment of the Many and will in time spawn the next generation of Annelid, which you will have no hope of destroying. [...]"

Actually they never spawn anything, because you destroy them before that happens.


Ah I also did not know that. In the description in the newbie guide it says "choose one egg" ... So the black egg mod is separate from the other eggs. Thanks for pointing it out.
Posted by: OneofTheMany
« on: 06. April 2014, 13:08:08 »

Kind of a spoiler there, but I did ask so I guess I can only blame myself :p Thanks anyway, Kolya :)
Posted by: Kolya
« on: 06. April 2014, 11:03:28 »

The black eggs are part of a special mission that is explained to you in the game.

SHODAN: "[...] before we can separate the Rickenbacker, we must remove the foul black eggs the Many has vomited on this deck. These eggs are an experiment of the Many and will in time spawn the next generation of Annelid, which you will have no hope of destroying. [...]"

Actually they never spawn anything, because you destroy them before that happens.
Posted by: OneofTheMany
« on: 06. April 2014, 10:27:19 »

What entity is hatched from the black eggs? Or is it just a replacement for the default Annelid egg?
Posted by: vurt
« on: 20. November 2013, 21:11:48 »

No, sorry. Busy modding other games at the moment.
Posted by: voodoo47
« on: 20. November 2013, 21:09:27 »

also, no news on the piles of disgusting worms, I assume?

btw, attached the black egg to the first post, as it was sort of lost in the middle of the topic.
Posted by: vurt
« on: 20. November 2013, 20:58:43 »

it's simply the result i got when doing the texture (it's a filter over the resized default texture).
Posted by: voodoo47
« on: 20. November 2013, 20:54:56 »

something I always keep forgetting - the texture on the updated vanilla egg looks sort of grainy. is this intentional?
Posted by: Kolya
« on: 10. September 2013, 22:36:05 »

Don't worry about it Estel, we know that guests cannot edit their posts.
Glad you got it all worked out. :)
Posted by: Estel
« on: 10. September 2013, 18:23:11 »

// Edit 2
Now I feel really ashamed, but I need to triple-post to save other people's time on checking those files - disregard my posts above, I was using outdated version of 7zip. It confused me, as some files worked (i expected same compression method on them all...). Now everything seems to be in order, so files are definitely OK, after all.
Posted by: Estel
« on: 10. September 2013, 18:17:32 »

// Edit

 Vurt's SS2 WormPod v1.0a.7z

...seems to be affected, too. Sorry, couldn't edit my post (should really  register, already ;) )
Posted by: Estel
« on: 10. September 2013, 18:13:50 »

First of all, thanks for your awesome piece of work. You're really talented, and together with updated textures, npc's models and terrains, it brings new life into game.

Now, sadly, I must report that file:
Vurt's SS2 Goo (Annelid Grub Pod [Vanilla version] v1.01).7z

Is corrupted. I re-downloaded it numerous times, from few machines - 7z report problems. Other files (inc. slimy version) seems to work fine.

Please re-upload, when possible. Thanks in advance,
/Estel
Posted by: Shadou
« on: 13. July 2013, 15:01:58 »

Weird. Winrar would not extract the wormpod file properly but 7 zip worked just fine.
Posted by: voodoo47
« on: 13. July 2013, 08:05:19 »

they have normal size for me. redownload and update your zip extraction software.
Posted by: Shadou
« on: 13. July 2013, 05:30:31 »

The wormpod v1.0a zip seems to be broken.

wormpod1.dds seems to be packed into the zip but WORMPOD2.dds, WORMPOD2.mtl, and WORMSPI2.dds seems to have zero data. (unless it's the best compression of a file ever made)

Is this suppose to happen?
Posted by: SN
« on: 12. May 2013, 10:06:18 »

Just wanted to say that an updated worm texture/model would complete the game for me.
Posted by: Marvin
« on: 14. March 2013, 18:30:46 »

It's completely organic, the armor effect comes from the residual psionic energy.

And yes, you could add an animation to it.
Posted by: Olfred
« on: 14. March 2013, 18:16:01 »

Is there some way to add animation to it even when the game itself doesn't had it?
Posted by: voodoo47
« on: 14. March 2013, 16:32:02 »

will have to check the description when I get back from work.
Posted by: ZylonBane
« on: 14. March 2013, 15:58:55 »

I thought the entire thing was supposed to be organic.
Posted by: voodoo47
« on: 14. March 2013, 15:51:49 »

the original is static. also looks fullbright for some reason, is quite lowres, and generally looks more like a bad cardboard cutout than patches of worm skin on some sort of substrate.
Posted by: Olfred
« on: 14. March 2013, 15:45:32 »

Does the wormskin armor have some idle animation or is it just static?
Posted by: voodoo47
« on: 14. March 2013, 13:55:16 »

before I forget again - the wormskin armor is also in a bad need of an improved texture (WORMSK.PCX, model is WORMSKIN.BIN).
Posted by: RocketMan
« on: 14. March 2013, 00:11:01 »

I have a particular fondness for those crappy 2D dendrites.  Try to stylize the new ones the same way if you take a shot at it :)
Posted by: Marvin
« on: 13. March 2013, 18:49:24 »

Well, my picture looks very similiar to an AFM image of a neuron with a color-coded hightmap + shading. So if you could get the original xyz data, you'd already have your model. Well, in theory. :D
Posted by: vurt
« on: 13. March 2013, 10:58:36 »

My example is a better reference in this case, since it could actually be modelled. I could do a flat 2D plane that have no limits of complexity, but i think i'll try a 3D version instead.

Those are good too:

http://www.youtube.com/watch?v=-SHBnExxub8&NR
http://www.youtube.com/watch?v=-CrJI4BwRQc
http://www.youtube.com/watch?v=irt6qxKQ2uo

Posted by: vurt
« on: 13. March 2013, 09:30:11 »

I guess i could make it a 3D model instead of focusing that much on the flat texture.. kind of like this:

Image: http://us.123rf.com/400wm/400/400/rob3000/rob30001209/rob3000120900014/15327342-nerve-cell.jpg

and then have some type of pulsating motion on the texture itself.
Posted by: voodoo47
« on: 13. March 2013, 08:37:26 »

well, from my point of view, any new dendrite texture would be an improvement - the old one is so bad, I would even consider removing it completely until a suitable replacement can be found/created.
Posted by: vurt
« on: 13. March 2013, 00:31:52 »

just to animate it "properly" would be a huge task..
Posted by: ZylonBane
« on: 12. March 2013, 22:23:55 »

That dendrite texture has tasked me for years. It seems like the sort of thing that would take actual artistic talent to reproduce at higher res.
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