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I found my left arm!!! MOD for TACTICOOL WEAPONS and R&R&R EMP RIFLE.
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I found my left arm!!! MOD for TACTICOOL WEAPONS and R&R&R EMP RIFLE.
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6648c89471d58
JMP Jack
#0
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22. May 2017, 06:29:00
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I'm not a modder, I just "learned" to use blender and when I went to school (many years ago), nobody teach me English. Playing at one of my favorite games, I always asked, "where the fuck is my left arm?" I tried to add it myself and that's the result. Hope you like it. Greetings.
Instruction:
Download "Tacticool Weapon Replacements" here:
https://www.systemshock.org/index.php?topic=691.0
and install it.
Download "R&R&R's EMP Rifle" here:
https://www.systemshock.org/index.php?topic=1038.0
and install it (IMPORTANT!!! Download and install "R&R&Rs EMP Rifle SecMod compat.zip" then download and install "EMP_Rifle_3.rar").
Download my file, extract and upgrade these 2 mods (just open the folder with the name of the weapon and copy/paste to the same folder where you installed the previous mods).
A special thanks to Doom Marine, for giving me his left arm.
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Last Edit: 22. May 2017, 09:12:35 by Moderator
»
6648c89471f3f
JMP Jack
#1
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22. May 2017, 06:57:47
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Why my mod is in "recreation deck"? I followed this path: File Archives ยป SS2 Modifications *new topic. I have no idea where I wrong.
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Marvin
#2
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22. May 2017, 07:57:44
6648c8947238f
Hello JMP,
first of all, even registered users are not allowed to post in certain subforums unless given moderator clearance. Your topics will be redirected to Recreation automatically. So register first, even then, new and untested mods usually go to Engineering first and if no major compatibility issues arise, Kolya or some other mod will move the topic to SS2 Modifications.
Anyway, what you got there looks a lot better than
the previous attempt
, but what I don't get is why you changed Tacticool's weapons so significantly in the process, not just the fisheye perspective but the missing decals. The shotguns look almost nothing alike.
Edit: Ah, you increased the FOV for your screenshots. Doesn't really make sense, but okay. Since 99% of players use the default value of 90 degrees, doing the same for representative screenshots is the better option in my opinion.
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Last Edit: 22. May 2017, 08:04:15 by Marvin
»
6648c89472482
JMP Jack
#3
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22. May 2017, 08:43:42
6648c894724cd
Hi Marving, thanks for the tips. But I don't know what you're referring to, about Tacticool's Weapons. I don't change anything. I've only put an arm under the weapon model. Weapons and textures are the same like before this mod! Only the shotgun have an alt version (screenshot). In the normal version I didn't touch anything.
ps. I never use default fov. Always 100/110. Standard fov make me vomit. Next time I decrease it for screenshots.
6648c89472555
JMP Jack
#4
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22. May 2017, 08:51:56
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Screenshot with normal fov (90) added
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Last Edit: 22. May 2017, 09:13:12 by Moderator
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voodoo47
#5
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22. May 2017, 09:03:28
6648c894727d7
new mods need to be checked for compatibility and problems, and are moved to the mods subforum only once they are deemed safe. WIP mods should go to Engineering - will move this in a moment. //done
as far as the models go, it's a good start, but more work will be required:
-the vhots are broken (different numbers, bad placement)
-something pink is going on with the thumb (probably small bit of the texture mapped incorrectly)
-all the lights/buttons (decals) are gone (sights on the shotgun, buttons on the rifle etc)
-part of the uniform should be visible on the arm if possible
-perspective should be closer to original
to make it short, the new model should be as close to the original as possible to avoid compatibility and other problems. and no need to make the mod dependent on Tacticool and R&R&R's EMP Rifle - further modding of already existing resources is allowed, so you can take the needed textures and simply include them in your package.
also - consider registering so you would be able to edit your posts, and generally, pngs should be avoided - jpg will suffice (fixed where necessary).
[needs_fix.jpg expired]
[more_fix.jpg expired]
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Last Edit: 22. May 2017, 09:21:13 by voodoo47
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JMP Jack
#6
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22. May 2017, 09:38:45
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I'm sorry about that. I try to scale weapons but I have always the same result. I don't know why some lights are missing. For this reason I called my file "I Found My Left Arm!!! (beta).rar". It's my first time with blender (c'mon, isn't bad for my first time!). I do my best... Maybe this mod will be useful for a TRUE modder. I will try to do something, but I can't guarantee anything. I'm only a musician with the passion of videogames. Now this file is here, avaible for everyone.
One last thing: my character wear t-shirt, ah ah.
Thanks again for the tips!
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voodoo47
#7
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22. May 2017, 09:42:52
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pretty sure people around here would be able to help you out, should you wish to finish the mod up.
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JMP Jack
#8
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22. May 2017, 10:09:39
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I've found a fix for weapon scale...
[System Shock 2 05.22.2017 - 12.00.15.10.png expired]
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voodoo47
#9
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22. May 2017, 13:31:37
6648c89472c1d
maybe move the hand closer to the player? but yeah, this definitely looks better.
as for the other problems like decals disappearing and vhots getting all messed up, I'm guessing you are not exporting the models correctly - what tools are you using?
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Last Edit: 22. May 2017, 13:42:49 by voodoo47
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ZylonBane
#10
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22. May 2017, 16:23:52
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Too many Jacks!
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Olfred
#11
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22. May 2017, 18:32:21
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I could provide some help, but not right now. Give me a week.
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JMP Jack
#12
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22. May 2017, 19:51:07
6648c894731b2
Hey Voodoo. Yeah, the problem is when I exporting the object. I use nemyax "Dark Engine model importer-exporter" for blender. Maybe I found the solution for emissions lights:
"To specify translucency and emission for a material (that is, make it see-through or bright), use the Translucency and Emit options in the Shading group of material options. If you specify an Emit value higher than 1.0, it will be clamped at 1.0 in the exported file. During import, the same options are set automatically for loaded materials.
You can disable export of translucency or emission data by clearing the Use Translucency and Use Emission options in the file save dialog. They are selected by default."
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JMP Jack
#13
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22. May 2017, 19:52:27
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Thanks Olfred. Take your time.
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Da9L
#14
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22. May 2017, 21:48:37
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This looks really good ! Good work !
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JMP Jack
#15
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23. May 2017, 01:33:14
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Finally I figure how it work blender. Here's the shotgun. Alt versione above.
[System Shock 2 05.23.2017 - 02.58.55.01.png expired]
[System Shock 2 05.23.2017 - 03.21.02.02.png expired]
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voodoo47
#16
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23. May 2017, 07:18:42
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getting closer - as long as the vhots are ok, this can go to production.
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JMP Jack
#17
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23. May 2017, 10:48:29
6648c894736ba
Here's the assault rifle. Unfortunately, you don't see the yellow light: I've tried hundreds of combinations, but this is the best position for left hand. Other weapons are much easier. I think I'll end within tomorrow.
[System Shock 2 05.23.2017 - 12.34.17.04.png expired]
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Marvin
#18
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23. May 2017, 10:50:25
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That's a lot better. Do you think you can add a variant with added uniform sleeves?
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JMP Jack
#19
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23. May 2017, 10:56:47
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I was thinking about it... I'll try. I hope to be able.
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voodoo47
#20
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23. May 2017, 13:21:05
6648c8947396f
just a note - not breaking the vhots is much more important.
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RocketMan
#21
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23. May 2017, 15:32:15
6648c89473c9e
Having a striped jumpsuit visible on the forearm is always WAY more important than having a model with functioning vhots
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ZylonBane
#22
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23. May 2017, 17:38:54
6648c89473d9a
Jesus christ those PNG screenshots.
(and you're using the deprecated 400 monitor textures instead of the SHTUP-ND ones, sigh)
6648c89473e34
voodoo47
#23
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23. May 2017, 17:41:00
6648c89473e85
yeah, but those in the first post have already been converted and the rest is set to expire, so lets let it slide.
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I found my left arm!!! MOD for TACTICOOL WEAPONS and R&R&R EMP RIFLE.
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