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Topic: SS2 SHODAN model
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664a8d228aa44voodoo47

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it should probably be in Engineering then.

664a8d228ae6fMirrorman95

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As far as I know none of the versions in this thread completely work. It's not a finished mod, that's why it's not in the mod forum.
Yes, but I've checked some of the bin versions of the model in a hex editor, and they reference the textures in the texture pack that was posted. Is there some specific folder you can put those textures to get them applied to the model in-game, or are they just empty references?

664a8d228b0a9voodoo47

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the model needs to be under MESH, and its textures under MESH\TXT16, then they should get loaded as long as they are in a format the engine supports.
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it should probably be in Engineering then.

Maybe. This SHODAN model is an archived resource, not currently in development. Of course it's also just older than the Engineering board. If 'dead' resources like this are moved to Engineering, possibly someone may get the idea to work on them. Or these resources may vanish somewhere among plain discussion threads.
I would suggest to leave it here until someone works on it, generating some productive discussion. Then it would go to Engineering. Once a deployable mod is created it is moved to the mod archive.

664a8d228b5f1Mirrorman95

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I tried that on shodan.bin but it just loaded up as a textureless solid green lady.

664a8d228b994RocketMan

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JJK's efforts were premature as he didn't understand how System Shock handles AIs. 
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I had tested this model for one of the movies in my project. I had doubts about the high heels, but those actually don't look bad at all in-game: the actual problem was that the halo\hair slapped about like sails, not unlike the wings of the flying mutant in SS1. IIRC, one part of it was left untextured (hands?).

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Jaunt time between transmission and reconstruction phases of protoreality space is close to nonexistent, to the transported matter.
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