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Topic Summary

Posted by: voodoo47
« on: 04. June 2020, 17:53:07 »

I think the only real problem has been the alt shotgun having messed up vhots, but that's already fixed, as we've got super-Olfred to save the daay..

texture got corrupted
I missed that somehow - almost sure you need to make it Dark compatible.
Posted by: JMP-Jack
« on: 04. June 2020, 17:37:24 »

Hi guys. Thanks to everyone.
About the arm model: yes, how I've already said, it come from doom3. I'm not a 3d modeler and human hands are very difficult to modelling. I never use blender before: I had learned something just to make this addon.

Of course that may not appeal to everyone. It's just a matter of tastes.
...but it's a free stuff! I maked this for everyone. Feel free to use it or not and feel free TO IMPROVE IT.
Bye

Posted by: lastonearound
« on: 17. June 2019, 12:08:14 »

I think it is safe to say texture got corrupted because of the way I uploaded it. Note to self, always use winrar before uploading it.

Strangely enough, it does give me some idea about how the texture wraps the mesh (because those invisible areas are places I just left black) but not as much as I would have liked, because it got corrupted badly and it is a jumbled mess. But now I think I should be able to make it work at least.

Somehow I don't think this one is any better.

EDIT: Joke's on me, I didn't read that part.

In all do seriousness I don't see what's so bad about the sleeveless arms, several of the weapons, including the pistol and laser pistol, lack sleeves on their models. I'm not trying to say inconsistencies are good, but rather JMP Jack's arms are no more or less consistent then the original hand models.

You have a point there, it is not like changing this one texture will change anything. But I feel like some people are avoiding this mod just because they think it is inconsistent with the original game and I feel like that's just a shame. I am just hoping to resolve the issue one way or another. (And I am almost certain that I can, but that remains to be seen I suppose.)
Posted by: GuyFawkesGaming
« on: 17. June 2019, 02:38:08 »

Somehow I don't think this one is any better.

EDIT:
...this is just to test it out...It will give me a basic idea about how it all fits together.
Joke's on me, I didn't read that part.

In all do seriousness I don't see what's so bad about the sleeveless arms, several of the weapons, including the pistol and laser pistol, lack sleeves on their models. I'm not trying to say inconsistencies are good, but rather JMP Jack's arms are no more or less consistent then the original hand models.
Posted by: lastonearound
« on: 16. June 2019, 17:26:30 »

trying to nudge the texture around just by editing the texture itself is probably not going to cut it, you will have to do it the hard way and load the model into some model editor.

editing SS2 models is not considered a painless procedure.

You are probably right, but I have my ways. Lazy ways, but they sometimes work for some reason.
Posted by: lastonearound
« on: 16. June 2019, 17:22:07 »

Ok, this is just to test it out, but could you try this?

https://filebin.net/37p7izte7l2yz6hf

It will give me a basic idea about how it all fits together.
Posted by: voodoo47
« on: 16. June 2019, 17:20:26 »

trying to nudge the texture around just by editing the texture itself is probably not going to cut it, you will have to do it the hard way and load the model into some model editor.

editing SS2 models is not considered a painless procedure.
Posted by: lastonearound
« on: 16. June 2019, 17:16:10 »

Damn, I agree. I didn't think it was stretching the texture that much. And the way I eyeballed the alignment was way off.

But on the bright side, It also means I should be able to work something out. This would have been so much easier if I had the game installed.
Posted by: GuyFawkesGaming
« on: 16. June 2019, 16:29:00 »

I don't think this could be further from the intended result.
[Screenshot (12).png expired]
[Screenshot (11).png expired]
Posted by: lastonearound
« on: 16. June 2019, 10:02:03 »

Could someone who has this mod installed please try this file out? If it works correctly it should resolve the clothing issue.

https://filebin.net/5iozj2mxwtnv4zal

I tried to make it but since I don't have SS2 installed at the moment I can't really test it out. I tried to guess where the clothing should be relative to the texture position, but it might be horribly wrong. I can make any adjustments necessary if needed.
Posted by: lastonearound
« on: 16. June 2019, 09:19:27 »

It literally doesn't improve the game, at all.

Also, the arms don't even match up to the player character as seen in the cutscenes.

Furthermore, it's literally arm models from Doom 3. Super immersion breaking.

It is a matter of opinion, I feel like it greatly improves the game.

How does it not match the cutscenes exactly? By my count nothing matches the cutscenes anymore as everything should be low poly and low resolution. Any mods you can install, including some of the stuff from the Community Patch would have that issue because it is bound to be different and higher quality than the originals.

Does the arms have "DOOM 3" written on them or something? How the hell is that immersion breaking exactly? You wouldn't know they were from Doom 3 if you weren't told.

Also because single-handed wielding is like, way cooler than two-handed wielding (see collage above).

Try single-handed wielding with a rifle, we will see how cool you look after firing it :D

I would say it is immersion breaking. How the hell does my character handle a rifle like that?

it's a visual enhancement mod, those are completely out of scope of the Community Patch - anomalies, discrepancies and outright bugs only. exceptions can be granted in some gray areas, like implementing the bullet hole system (was 80% finished, so very strong evidence this was only omitted because of time constraints), or the shotgun hybrid slug which now resides in the AI's inventory instead of its gun (as everyone and their grandma agrees the slug unloading is the single most annoying thing found in the game), but adding a hires version of an object which has been modified to include a new part that wasn't originally there is a 100% no can do (even if the hands actually were true to the original concept, which is indeed not the case).

this is perfectly fine as a standalone mod, available to whoever wants what it offers.

I can't argue with that.

By the way, I could work on the texture a bit to try to get it to look closer to the original arm. It should have clothing on it, and I think I can make it look well enough. Let me see what I can do.
Posted by: voodoo47
« on: 06. June 2019, 18:00:09 »

unless you are Deus Ex 2 box art. in that case, it's lame.
Posted by: ZylonBane
« on: 05. June 2019, 17:55:28 »

Also because single-handed wielding is like, way cooler than two-handed wielding (see collage above).
Posted by: voodoo47
« on: 05. June 2019, 15:26:47 »

it's a visual enhancement mod, those are completely out of scope of the Community Patch - anomalies, discrepancies and outright bugs only. exceptions can be granted in some gray areas, like implementing the bullet hole system (was 80% finished, so very strong evidence this was only omitted because of time constraints), or the shotgun hybrid slug which now resides in the AI's inventory instead of its gun (as everyone and their grandma agrees the slug unloading is the single most annoying thing found in the game), but adding a hires version of an object which has been modified to include a new part that wasn't originally there is a 100% no can do (even if the hands actually were true to the original concept, which is indeed not the case).

this is perfectly fine as a standalone mod, available to whoever wants what it offers.
Posted by: Chandlermaki
« on: 05. June 2019, 15:11:28 »

Why isn't this a part of the community patch or something? It really improves the game.

It literally doesn't improve the game, at all.

Also, the arms don't even match up to the player character as seen in the cutscenes.

Furthermore, it's literally arm models from Doom 3. Super immersion breaking.
Posted by: SystemMaster
« on: 05. June 2019, 01:49:41 »

Gosh damn, I love this!

Why isn't this a part of the community patch or something? It really improves the game.
Posted by: lastonearound
« on: 09. March 2019, 00:56:59 »

I have to say, this is one of my go to mods whenever I want to replay SS2. I just love it. It improves and modernizes the game greatly. I wish this would be integrated to the bug fixes and such. Brilliantly done.
Posted by: ZylonBane
« on: 22. July 2018, 01:32:38 »

On top of that, I just think it looks cooler. Just my opinion.
Of course it doesn't look cooler. That's why Hollywood loves the one-handed pistol wield. Wielding two-handed looks practical, which is boring.
Posted by: Joe
« on: 21. July 2018, 16:59:25 »

It's doable with enough practice but it's still largely impractical for various reasons. Harder to aim, reloading would be difficult (unless you holster one and reload one at a time) etc.

I suppose you'd get the intimidation effect plus increased overall firepower but wouldn't be worth the tradeoff of accuracy. Looking down the sights of both at the same time isn't really possible but I guess you could find a way to aim them somehow.
Posted by: JDoran
« on: 21. July 2018, 16:51:55 »

I see, thanks. Another thing I've wondered about is that even though lots of video games and films portray people dual wielding two pistols, one in each hand, I don't think I've ever seen this on a real clip of army or whatever footage or in a serious (not over the top) film. Do people ever dual wield in life or death situations? I'd imagine it would be difficult in spur of the moment situations to aim two weapons plus keep your attention actively seeking for other (then the person you're trying to targer) threats.
Posted by: Joe
« on: 21. July 2018, 14:06:28 »

Holding them two handed does, indeed, help with recoil, and it steadies your aim. I have fired guns before, and for me, holding a handgun with two hands steadies my aim and absorbs more recoil, although I'd wager my hands are shakier than the average person's so YMMV.

On top of that, I just think it looks cooler. Just my opinion.
Posted by: JDoran
« on: 21. July 2018, 13:59:30 »

I'm English (so I've never even seen a real gun, let alone used one) so I have to ask what's wrong with holding a pistol with just one hand? I'd imagine that two handed would counter the recoil more effectively, but I wouldn't have thought that that would be much of a consideration in a relatively lightweight gun that took so long between shots that you could easily compensate for any recoil by bring the gun slightly down between shots.

Offhand, I can't remember even one first person shooter where a pistol was held with both hands, nor in any TV program or film.

Though maybe video games, films, and TV programs aren't as entirely accurate with their details as I've always thought!
Posted by: Joe
« on: 21. July 2018, 12:43:01 »

Touché!
Posted by: ZylonBane
« on: 21. July 2018, 04:25:39 »

The one-handed pistols thing has always bothered me as well.

Don't be a pussy, Joe.
Posted by: Joe
« on: 21. July 2018, 01:14:20 »

I'm not sure, but I bet something reasonable could be done. I've always hated the floating weapons in this game and now JMP fixed it. The one-handed pistols thing has always bothered me as well.
Posted by: Olfred
« on: 21. July 2018, 00:37:43 »

You would hardly see the second hand if you would hold it in a normal position. So what did you imagine where the second hand should be?
Posted by: Joe
« on: 20. July 2018, 21:40:55 »

Alright, anyone up for a bounty? I'll PayPal some cash to anyone who does that.
Posted by: voodoo47
« on: 20. July 2018, 21:39:00 »

possible yes.
Posted by: Joe
« on: 20. July 2018, 21:36:38 »

Would it be possible to make the pistol/laser pistol held with two hands instead of one?
Posted by: voodoo47
« on: 07. November 2017, 08:34:56 »

can't see the screenshots, but basically, you set up the priorities as described in the guide, and load any extras on top/with highest priority. as long as you do that, there should be no problems.
Posted by: DBuilder
« on: 06. November 2017, 23:30:30 »

That did it.  Thank you for your help!   :)
Posted by: Marvin
« on: 06. November 2017, 23:19:17 »

JMP should have higher priority than Tacticool_complete.

I think a lot of people are confused by the "#" sign. I should change that to something more meaningful at some point...
Posted by: DBuilder
« on: 06. November 2017, 22:24:09 »

Here's the revised Mod list:



A here are the weapons I have in-game so far:

Posted by: voodoo47
« on: 06. November 2017, 21:12:04 »

a screenshot would be helpful.
Posted by: DBuilder
« on: 06. November 2017, 20:55:10 »

That aapears to have done it.  Although the arm holding the shotgun doesn't appear like it does in this thread, but that's not a huge concern.  Still would be cool, though.
Posted by: voodoo47
« on: 06. November 2017, 19:58:45 »

"completely redo all priorities" would be more like it.
Posted by: DBuilder
« on: 06. November 2017, 19:32:27 »

Hello,

I've got your addons installed with the Blue Mod Manager along with the SCP mod but for some reason they don't appear in the game as the updated models, only the original low-quality models.  The only weapon that is updated is the wrench and I think that is from the Tacticool pack.  Here is what my mod list looks like using the manager.



I've tried removing the Tacticool addon but that didn't seem to do anything.  Do I need to increase its priority?
Posted by: voodoo47
« on: 26. September 2017, 12:50:26 »

JMPJ did quite a messy thing before leaving, basically smashing the last versions of his models together with a bunch of other weapon mods into one big lump of facepalmness. it's cleanup time:

-split the pack into three parts
-the shotgun vhots have been fixed (Olfred)
-got rid of all redundant and improperly formatted files
-the latest version of the pulse rifle has been moved into the pulse rifle topic
Posted by: voodoo47
« on: 10. June 2017, 15:43:40 »

the downloads need a cleanup, it's not clear what's in the big package (some extras like the shard from RM's pack seem to be included), some updates are in a later post, the pulse rifle is here and also in its own topic - I haven't been keeping track of things for just a few days and now I have no idea what's what.

honestly I think all the weapons should be available as separate downloads, while slightly cumbersome if you just want them all, it's much less confusing and easier to track and update.
Posted by: Chandlermaki
« on: 07. June 2017, 19:35:29 »

I't "Heavily modified" arm from doom marine. Read here: "A special thanks to Doom Marine, for giving me his left arm."

Gotcha, totally missed that!
Posted by: Marvin
« on: 06. June 2017, 21:50:39 »

Open cam_ext.cfg, find the line ";shock_gun_bob_factor 0.2", remove the semi-colon and change the value to your desire.
Posted by: JMP Jack
« on: 06. June 2017, 21:44:08 »

Hi Joe.
I've already try to change pistol position but when I export the model, the animation of the slider doesn't work anymore.
I don't know how to fix it.

About the weapons movements, I think it can fix. The question is "how"? I'm sure someone more experienced than me can do it (I started using blender with dark engine a week before doing the mod).
Posted by: Joe
« on: 06. June 2017, 21:21:15 »

What about for the pistol?

One other thing that always bothered me about SS2 was the way the weapons sway from side to side when you move with them. Looks so goofy. Is there a fix for that?
Posted by: JMP Jack
« on: 05. June 2017, 09:47:41 »

Am I losing it or are these arm models ripped directly from Doom 3?
I't "Heavily modified" arm from doom marine. Read here: "A special thanks to Doom Marine, for giving me his left arm."
Posted by: Chandlermaki
« on: 05. June 2017, 02:25:20 »

Am I losing it or are these arm models ripped directly from Doom 3?
Posted by: JMP Jack
« on: 04. June 2017, 19:15:13 »

I was already thinking about changing the position slightly, to make it look a little smaller, just like the original.
Posted by: JMP Jack
« on: 04. June 2017, 19:11:05 »

Thanks, i check it - works great. But the pistol.. it's become too big or i'm wrong? O_o
Sorry for the delay. It depends on what you mean for "too big". Yeah, Tacticool pistol is big compared to other weapons. So, I think it's normal.
Posted by: code371
« on: 04. June 2017, 15:23:17 »

Correct. Highest priority than my mod. But in this way the character will haven't the left arm (only with the replaced grenade launcher)
Thanks, i check it - works great. But the pistol.. it's become too big or i'm wrong? O_o
Posted by: JMP Jack
« on: 04. June 2017, 15:22:28 »

What if i use alternative version of granade launcher from Assidragon - raven_gl ? Should i launch it just at top priority?
Correct. Highest priority than my mod. But in this way the character will haven't the left arm (only with the replaced grenade launcher)
Posted by: code371
« on: 04. June 2017, 15:06:45 »

What if i use alternative version of granade launcher from Assidragon - raven_gl ? Should i launch it just at top priority?
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