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Topic: SS2 Vurt's Organics / Goo
Page: « 1 ... 4 [5]
Read 238667 times  

664a892d0cf5cOneofTheMany

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What entity is hatched from the black eggs? Or is it just a replacement for the default Annelid egg?
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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.
« Last Edit: 06. April 2014, 14:19:28 by Kolya »

664a892d0d47fOneofTheMany

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Kind of a spoiler there, but I did ask so I guess I can only blame myself :p Thanks anyway, Kolya :)
Acknowledged by: Kolya
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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.

664a892d0dafavoodoo47

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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.
Acknowledged by: Primitive Primate

664a892d0dc4avoodoo47

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

https://www.youtube.com/watch?v=Xw5mkgHcwDg
« Last Edit: 02. November 2014, 20:54:39 by voodoo47 »

664a892d0ddd4atomicgasman213

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Yeah the blood splatter is not working for me either. is there any other suggestions you might have to get it to work?

664a892d0deedvoodoo47

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it's just a simple replacement texture set, as long as you place it properly (DMM\Impact Blood\bitmap\txt\), it will get loaded.

664a892d0dff0NobodyKnowsMe

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Shouldn't the final folder on Impact Blood be "txt16"?

664a892d0e1ffYankee Clipper

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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"?

664a892d0e30dvoodoo47

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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.
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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.

664a892d0e7b3RocketMan_Remote

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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.

664a892d0e88cNobodyKnowsMe

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Well the texture's weren't working for me. That fixed it though.

664a892d0e9bevoodoo47

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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.
« Last Edit: 03. June 2015, 22:08:22 by voodoo47 »

664a892d0eac7NobodyKnowsMe

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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."

664a892d0ebc9voodoo47

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well, all I can say is that they definitely work when loaded properly.

664a892d0ecc3voodoo47

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updated all four eggs - texture and model problems that would manifest in certain edge case scenarios have been fixed.
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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.
« Last Edit: 02. August 2016, 14:44:20 by Marvin »
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That's how the engine lighting works.
The only way to "fix" it would be to just increase the polycount till it looks smooth.
Acknowledged by: Marvin
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That does look weird.. i really doubt that has to do with the polycount, looks more like inverted normals.
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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.

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