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Topic Summary

Posted by: voodoo47
« on: 29. September 2020, 15:20:30 »

scratch that, it's wip, so you guys will have to wait for the beta5 release. my mistake.
Posted by: Стоуни Фокс
« on: 28. September 2020, 18:16:16 »

in case someone would need the Shodan level geometry right now, we can make the level available.
Yes.
Posted by: Ivan
« on: 28. September 2020, 18:04:09 »

in case someone would need the Shodan level geometry right now, we can make the level available.
I need.
Posted by: unn_atropos
« on: 20. September 2020, 18:05:41 »

Awesome.
Gonna start drawing blueprints. 😁
Posted by: voodoo47
« on: 20. September 2020, 17:18:49 »

yeah, I'm hoping for a standard SCP release this year.

in case someone would need the Shodan level geometry right now, we can make the level available.
Posted by: Stingm
« on: 20. September 2020, 17:12:50 »

Hurry and make scp beta 5 public!
Posted by: voodoo47
« on: 20. September 2020, 13:32:13 »

I don't think it's been made public, but we have it in the current beta5 package.
Posted by: Grosnus
« on: 20. September 2020, 13:26:47 »

I thought shodan map is the last one that still requires unstripping.
Posted by: voodoo47
« on: 20. September 2020, 12:50:36 »

thanks again. and this actually is a milestone - from this moment, all original SS2 maps are available in unstripped/fully editable format.
Posted by: Grosnus
« on: 20. September 2020, 12:32:51 »

Christmas came early this year - unstripped ops3 in attachment.


Map will require full SCP beta5 in order to work properly.

However you can always export all brushes and import them in other version of ops3 map by multibrushing entire thing (how to do this)
But keep in mind that I had to move couple of objects a few milimiters here and there, because there were some unsnapped brushes that I fixed while unstripping the mission, so if you export only terrain, a few objects like decals in one of the bulkheads might disappear into the wall.
Posted by: ZylonBane
« on: 24. January 2019, 03:29:57 »

/opens up SCP readme
/adds "mapping" to Grosnus's credit
Posted by: Grosnus
« on: 23. January 2019, 22:31:42 »

Well... I guess I should've asked first, but after reading last few posts in this topic I just couldn't help myself and jumped right into it. I actually can't believe I managed to finish this in just over two weeks.

would have given you the latest version of the map
It should be possible to simply multibrush the entire level again and import it to a new version - if I understand correctly, if texture families haven't changed then there shouldn't be any problems. I did it just before posting this using a method mentioned here.
Posted by: voodoo47
« on: 23. January 2019, 22:09:07 »

would have given you the latest version of the map if I knew you'd take a shot at this, but hey, not going to look a giftworm in the mouth - many thanks.
Posted by: Grosnus
« on: 23. January 2019, 21:58:00 »

Unstripped hydro2 in attachment, based on SCP_beta4.
My goal was to be as precise as I can but there are few spots where I wasn't able to recreate brushwork 100%. Mainly some cylindrical shapes, however they were not made with cylinders or wedges but something else, not sure what.
I also fixed some misaligned textures and problems with brushes but I tried to limit the changes only to more obvious mistakes.

Couple of notes:

- It seems at one point there was supposed to be more windows in the area with two turrets - you can see some hidden window objects within walls (objects 924,923,939,940):

I am guessing they were plugged so the turrets don't home in on a player too quickly after entering the room. Anyway, it might be good idea to remove remaining objects.

- There is a weird hole in a wall near the QBR, don't know what's that for, I did not included it in an unstripped mission.


- The lighting is a little off compared to a stripped SCP map, maybe some simple settings would fix it. Anyway, just in case after I finished I've multibrushed the entire level and imported it to a fresh install of SS2 with SCP.
Posted by: voodoo47
« on: 02. November 2015, 20:54:26 »

well, whoever would want the map without the fixes can always be recommended to visit the nearest mental institution.
Posted by: ZylonBane
« on: 02. November 2015, 20:51:29 »

Yeah, what I actually meant by that was pre-ZylonBane, because I did some SCP-specific terrain hacking after the authenticity fixes. Really should have made a separate save back then. Oops.
Posted by: voodoo47
« on: 02. November 2015, 20:47:40 »

there is no pre-SCP version. they would have to be un-SCPed, and that would require extra work. and I'm kinda tired?

will think what to do about it once we'll have an actual request for those maps here.
Posted by: Kolya
« on: 02. November 2015, 20:44:27 »

Maybe you or antimatter_16 could add the pre-SCP version here some time. It would be useful to have all the maps in one place for other modders.
Posted by: voodoo47
« on: 02. November 2015, 17:23:45 »

none. anyone wanting the map is free to rip it out of the public SCP package. at his own risk.
Posted by: ZylonBane
« on: 02. November 2015, 17:10:18 »

Which version did you post? The pre-SCP version did still have a few areas that needed touchup to fully align it with the vanilla map.
Posted by: voodoo47
« on: 02. November 2015, 17:08:26 »

ops4 is now available in an unstripped form (antimatter_16 again), see the note in the first post.
Posted by: antimatter_16
« on: 01. December 2014, 10:11:32 »

Damn optimists.
In my opinion, half empty or half full should generally indicate what transformation the bottle has undergone. To be more precise, you could say it is half-filled, or half-emptied. To be even more precise, you could say the bottle contains .5 liters of liquid, and we'll all die of thirst soon if not rescued.
Signed,
-A Realist

As far as the Eng2.mis rebuild, if you don't want to be dependent on any SCP resources, you can just export the terrain using an area brush and brush filtering to create a multibrush.

To export and import the multibrush at the correct coordinates, use the method NV suggested to me:
0 ) Make sure there are no stored multibrushes in the level (because they won't be included in "Multibrush Me")


1 ) Create  a new brush - make it large and oddly-shaped so that you can find it easily.  This is an "anchor"
2 ) Move the anchor brush to 0,0,0.
3 ) Multibrush the entire level
4 ) Remove the anchor brush from the mutlibrush and re-add it (by shift-clicking on it twice; it should now be the selected brush, highlighted in  white.)
5 ) Centre the camera on the anchor brush
6 ) Save the multibrush
7 ) Load the destination level
8 ) Create another new anchor brush with an odd size at 0,0,0.
9 ) Select the new anchor brush and centre the camera on it.
10 ) With the new anchor brush at 0,0,0 selected, load the multibrush.
11 ) Dissolve the multibrush
12 ) Delete the two "anchor" objects at

Multibrushes are saved/loaded based on the selected object. (Or the centre of the camera, I can't remember which.  The procedure above will work for either.)
Posted by: System Shocked
« on: 18. September 2014, 23:26:49 »

I'm raising this half empty beer bottle to you, antimatter!

You mean half full beer bottle.
Posted by: Kolya
« on: 17. September 2014, 21:55:31 »

I'm raising this half empty beer bottle to you, antimatter!
Posted by: voodoo47
« on: 17. September 2014, 21:22:15 »

the good news is, with an amount of work I'm not even going to try to imagine, the room brushes can be restored (accurately enough), effectively converting a stripped level back to the unstripped state. in fact, this has already been done, and thanks to antimatter_16, we now have an unstripped version of eng2 at hand (should be part of SCP beta2).
Posted by: voodoo47
« on: 13. March 2014, 23:57:23 »

as stated before, these are complete SS2 maps in fully editable format, that means everything is present, and can be changed or modified, including the world geometry and textures.
Posted by: AP
« on: 13. March 2014, 23:53:17 »

Sorry to resurrect a thread that's been dead for over a year, but I have a clarifying question. To me, something isn't clear. Are the maps included in this download only the architecture of the ship (i.e. the just the walls, ceiling, floor, etc) or do these maps include enemy spawns, item pickups etc. I want to make a mod that adds additional audio logs and weapon stashes into the original maps and I'd like to know if this it what I should use for doing that.

thank you   :what:
Posted by: Kolya
« on: 26. January 2013, 00:55:52 »

Thank you. To be extra sure I did byte comparisons of these files and confirmed they are exactly the same files that are found in the game.
I deleted those stripped duplicates from the archive and will update the download in the first post. EDIT: Done.
Posted by: unn_atropos
« on: 26. January 2013, 00:44:31 »

There is an unstripped citadel in the dojo level. https://www.systemshock.org/index.php?topic=17.0
It has all the architecture, but not the scripts and stuff, I think. Maybe the map could be used as a base to create a "unstripped" shodan.mis (together with rick3. I made the "where am I blueprint" this way)

unstripped are:
Command 1&2, earth, eng1, hydro 1&3, many, medsci 1&2, ops 1&2, rec 1-2-3, rick 1-2-3, station

stripped:
eng2, hydro2, ops 3&4, shodan
Posted by: Kolya
« on: 26. January 2013, 00:13:38 »

There's a shodan.mis in the archive anyway. No idea if it is the real thing.

EDIT: Doesn't look so good. It's the same size and date as the game file. Why are there stripped levels in this?
Can anyone with some dromed/shocked knowledge check what is actually still missing here?
Posted by: ZylonBane
« on: 26. January 2013, 00:10:22 »

Wait, so we have an unstripped copy of the cyberspace/Citadel map now?
Posted by: Kolya
« on: 26. January 2013, 00:04:01 »

Looking at the archive again it seems the only unstripped mission still missing is: eng2.mis
Posted by: Zygo
« on: 25. January 2013, 23:50:06 »

From what I remember the problem was that whoever grabbed the unstripped missions did so in a rush and accidentally grabbed some which were stripped along with the unstripped ones, and once the mistake was discovered whoever it was no longer had access due to LGS being defunct.
Posted by: Kolya
« on: 25. January 2013, 20:22:56 »

I assume LG had lost them already when they handed over the unstripped missions. Someone from that NDA team could perhaps confirm this.
Posted by: voodoo47
« on: 25. January 2013, 20:08:36 »

that would translate to no, unless someone manages to find another dreamcast dev kit, I guess.
Posted by: Kolya
« on: 25. January 2013, 17:28:32 »

From what I know LG gave them to Totality together with (or shortly after) the editor. They might be some more info in old sshock2.com news items. Like this:
The Shock 2 unstripped missions allows you to see the official missions that were used in the game in ShockED, so you can edit them (or learn from them for that matter). Also included in the ShockED zip file is a very informative tutorial written by Totality and other hackers as well. A big thanks goes to the Shock2 NDA team and others, including Totality, d0om, Catalyst, Thumper, IceNine, Datoyminaytah, and the fans! Thanks for making this a successful release!
Posted by: voodoo47
« on: 25. January 2013, 16:10:58 »

probably a pointless question, but I'll ask anyway - where did the unstripped missions come from, and how big is the chance of the rest of them surfacing somewhere?
Posted by: Kolya
« on: 20. September 2012, 18:00:15 »

Unlikely, most other threads in the archives have better explanations included. Which is what I'm gonna fix now.
Posted by: ZylonBane
« on: 20. September 2012, 16:35:43 »

Coming soon-- "What is this?" posts in every single thread.
Posted by: Kolya
« on: 20. September 2012, 07:46:00 »

It's a modder's resource, yeah. It contains most of the levels of SS2 in editable form. The same question was also asked by vurt lately.
Posted by: voodoo47
« on: 20. September 2012, 04:26:57 »

nothing, unless you are a modder.
Posted by: AT-HE
« on: 20. September 2012, 04:07:01 »

what is this?
Posted by: Kolya
« on: 13. April 2008, 01:17:20 »

Tags: °SS2 °resource
This archive contains most of the levels of SS2 in editable form. The stripped missions that come with the game have their room brushes stripped, so you cannot make any terrain changes. However these unstripped missions include this data. As described in the readme not all missions became available unstripped. With the stripped missions only changes to objects are possible.

note: SCP includes manually reconstructed unstripped eng2 and ops4 levels, so anyone wanting to do his own map mod can grab them from there. do note that the maps are dependent on the SCP gamesys and resources, so in case you don't want those, the respective changes will have to be reverted. ask in the SCP topic.

Quote by the included readme file:
Through The Looking Glass presents:-


         ============================================
         System Shock 2 Unstripped Levels V1
         ============================================

This package contains unstripped levels for System Shock 2.  These levels contain the architectural 'plans' for the official System Shock 2 missions. These are useful as they allow you to see how the levels were carved, and you can also modify the operation brushes to make modifications to the original levels if you wish.

Unfortunately, due to the rush of getting the levels to the NDA team, some were actually stripped not unstripped - in other words precisely the same as the levels that were included with the actual game.

For this reason, only the following levels were included in this package:-

   command1
   command2
   earth
   eng1
   hydro1
   hydro3
   many
   medsci1
   medsci2
   ops1
   ops2
   rec1
   rec2
   rec3
   rick1
   rick2
   rick3
   station

We are still trying to acquire the unstripped version for these levels:-
   eng2
   hydro2
   ops3
   ops4
   shodan


For more information please visit http://www.ttlg.com.

Totality,
   
(totality@ultramail.co.uk)

20/8/00


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from sshock2.com: ss2_missions.zip
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