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Topic: SS2 Distinguishable Implants Read 7460 times  

6666f7ddbc9acbeauapropos

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This mod adds retextured models with matching object icons for the EndurBoost and the ExperTech – so that they are no longer visually identical to the BrawnBoost and the SwiftBoost respectively. The distinction should be rather subtle yet discernible enough at a cursory glance.

This mod should also be compatible with SCP, Secmod, and generally all fan missions. //note - SCPb5 (and newer) now has its own version of this integrated, hence, this mod is no longer SCP-compatible. do not use.

Click here for before–after image.

(Special thanks to Sarge945 for the idea!)
« Last Edit: 02. January 2024, 10:37:55 by Moderator »
Acknowledged by 7 members: Kolya, ThiefsieFool, JML, icemann, edx, RoSoDude, GuyFawkesGaming

6666f7ddbcbe8icemann

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Now this I can get behind (if it looks good in-game).

6666f7ddbd114RoSoDude

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Nice one. I was going to do something similar to make anti-radiation hypos a deeper shade of green to better distinguish them from anti-toxin hypos (red-green color deficient here). I should get on that.

6666f7ddbd2cfvoodoo47

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and maybe integrate everything into one mod then? SS2 Recolored Inventory Objects or something.

6666f7ddbd3ecRoSoDude

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Good idea. Any other items that need it? I can't think of anything else that's a problem. French-Epstein Devices can be hard to spot at a glance, I guess, but not a big deal.

6666f7ddbd7b6RocketMan

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What about the organic implants?  Is color the only thing we can use to distinguish them?  What about shape?  These are organs after all.  Perhaps they should look like the organs they came from.

6666f7ddbd92ficemann

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Several of the implants look identical.

6666f7ddbdabaJossiRossi

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Maybe, different symbols in place of the lightning bolt, wouldn't help the inventory image but it'd be one more way to distinguish them

6666f7ddbdc08JossiRossi

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Not sure if this would interest you, but made some test icons for a varied symbol on the implant for the world model. Tested by replacing SOFT2.pcx. Concepts for Brawn, Lab, and Psi boosts.

I can make more if these are useful at all.
« Last Edit: 12. October 2020, 16:26:19 by Moderator »

6666f7ddbdddeZylonBane

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The lightning bolt icon means that they must be charged.
Acknowledged by: JML

6666f7ddbdef8JossiRossi

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That makes a lot of sense. Not sure why, but for the life of me I couldn't figure out why the bolt was there, even though I know those get charged.

6666f7ddbe012RocketMan

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beauapropos do you have any plans to expand this mod in the future?  Do you need any help?  I think this taps into potential nobody really addressed before.

6666f7ddbe663sarge945

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This is awesome! I suggested this on the scp beta suggestions document, good to see someone has finally done it!

Would it be possible to get a unique wormblend too? It looks the same as one of the other worm implants.

Obviously it's not used in game, so I understand if you don't consider if worth spending time on. I think someone said the word blend was fixed meaning mods and fan missions should be able to use it - it having a proper model could be good too.

and maybe integrate everything into one mod then? SS2 Recolored Inventory Objects or something.

I think this would make sense going into SCP directly as it's basically fixing an oversight

6666f7ddbe78cvoodoo47

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wormblend needs to be made functional first. as far as SCP integration goes, no strong feelings one way or the other.

6666f7ddbeb92sarge945

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I was under the impression it was already working, based on this quote

2. no, it doesn't work, but we have a wip script that will make it work. it will be released as a standalone mod when complete.

I wonder how that wip script is doing...
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Yeah, what are you even doing all day, voodoo47?!

6666f7ddbef14sarge945

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I don't mean it like that you guys.

6666f7ddbf03dvoodoo47

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in any case, I've been kind of distracted by a lot of annoying things lately, and I really need to hop back into my SS2 shoes.

still not going to do any scripting though, as I suck at advanced stuff. once a grease monkey, always a grease monkey.

6666f7ddbf210RoSoDude

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Got around to recoloring the anti-radiation hypo to a deeper green so it's easier to see for red-green color deficient ("""colorblind""") folks like myself. This could be merged with beauapropos' work for a Recolored Inventory Objects mod, just credit me or whatever.

There's one version of the pickup texture based on the vanilla anti-rad hypo, and one version based on SHTUP -- the comparison shot is using SHTUP.
« Last Edit: 08. February 2021, 21:57:41 by RoSoDude »
Acknowledged by 3 members: JML, sarge945, GuyFawkesGaming

6666f7ddbf46aWalterREQUiEM

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These are honestly some of my new favorite mods for this game, as small as they are. Anything that makes the inventory more colorful to look at is pretty great and needless to say it really helps identifying what an implant does visually instead of having to check if you're looking at a Brawnboost or an Endurboost. Same thing with the Rad Hypos that RoSodude made.

I know it's not really a thing in vanilla ss2, but the RunFast implant shares it's icon/model with the ExperTech and AgilityBoost implants when you spawn it in. It might be worth making a different texture for it as well considering some FM's, namely Christine's uses it. I might do it myself if I can get around to it.

6666f7ddbf606WalterREQUiEM

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Follow up to my other post, but I've been messing around with retexturing SS2 stuff and I figured I'd give a shot at editing the RunFast implant. Decided to go ahead and do the WormBlend implant as well, since it was being discussed earlier in the thread.

All credit goes to Beauapropos, I just copied his DML and retextured his ExperTech implant to get RunFast working.


« Last Edit: 12. October 2020, 16:25:54 by Moderator »

6666f7ddbf76cbeauapropos

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Despite being unused in vanilla game, I had actually thought of doing exactly that but ultimately decided against it since some FMs utilize them and even have their own custom assets.
Acknowledged by: WalterREQUiEM

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