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Topic Summary

Posted by: Olfred
« on: 08. July 2025, 02:03:33 »

That looks much better. Will get to it when I find some time.
Posted by: voodoo47
« on: 07. July 2025, 22:29:51 »

attached - though I don't see the mouth/teeth texture anywhere. how odd. ooh. waaait.. turns out I missed a model override. the actual model and its textures are now attached. this might make the issue better.. or worse.
Posted by: Olfred
« on: 07. July 2025, 22:19:25 »

Thanks for letting us know, Christine.
voodoo47, I will try some other methods and see if I can get it to work. Can you give me the textures as well so I can better check for errors?
Posted by: voodoo47
« on: 07. July 2025, 21:09:21 »

oh well, was worth a try. thanks for checking.
Posted by: Christine
« on: 07. July 2025, 21:04:13 »

The sunnbl was made by Greenhorn. I don't have any source files. And I lost contact to him.
Posted by: vurt
« on: 30. June 2025, 20:26:05 »

alright. i'll add it and upload it to nexus mods later today.
Posted by: voodoo47
« on: 30. June 2025, 20:20:05 »

there is always more that could be done (Olfred supplied more broken chunks), right now it does what the original plant did - once killed, the eye part pops in blood leaving the base behind.

if you want more than that, let me know and I'll see whether I can do it. but not right now, with all the SS2 stuff happening I've got my hands full.

though I will check the new release once it's ready.
Posted by: vurt
« on: 30. June 2025, 20:10:07 »

@Salk : unlikely. doing games now instead of mods, I find it more fun. But who knows, might get back to modding at some point.

is the eyeball plant completely finished? if so i'll add it to the mod with credits to the people who fixed it :)
Posted by: voodoo47
« on: 30. June 2025, 19:28:22 »

yup, needed some dml shenanigans (previous gamesys dml updated and included). fixup package attached, as far as I'm concerned, this texture mod is good to go once it's in. also, has the blin.mtl been updated?

either way, lets ping @vurt and get this completed, so I can finally add it to the TTLG Thief mod sticky as one of the recommended mods.
Posted by: voodoo47
« on: 27. June 2025, 16:39:12 »

will check it this weekend, thanks.

the mouth plant would be @Christine lets see whether she still has the source files.
Posted by: Olfred
« on: 27. June 2025, 16:33:46 »

As always, sorry for taking so long.
The stem corpse does have the same rotation thing going on as the base model. So when you swap it out and give it the same values it should align properly. I included the cut off head so you can use it as gibs. There are two different versions, so try out which works best for you. Due to some limitations I weren't able to do the rotation thing for the head. I could probably pull something off if you would use the headb version. But that is up to you if you need/want it.
As I didn't  have a texture I botched something quick together, feel free to replace it with something actually good.

The sonnblu model does create problems when imported. Who created it? Is there a possibility to get the original files?
Posted by: Salk
« on: 01. June 2025, 08:47:48 »

Vurt, any chance to see a graphic update for the first game?
Posted by: Olfred
« on: 15. May 2025, 02:17:48 »

Working towards a deadline right now so I don't have much spare time. Will get to it after it's done.
Posted by: voodoo47
« on: 02. May 2025, 14:47:59 »

woah, two months already. anyway, will hijack this for a SS2 object as well - lets try to give this mutated plant the same treatment (rotation spot marked). pinging @Olfred
Posted by: voodoo47
« on: 26. February 2025, 14:05:25 »

no need for anything fancy, so just the base with some of the stem, basically the curved part with the eye gets destroyed and the base with the stem and its leaves will remain.
Posted by: Olfred
« on: 26. February 2025, 13:59:11 »

attaching a corpse model suggestion.
Do you want the cut off part on the model or just the stem? Or do you want the cut off as a standalone model to be used as gibs?

@vurt , do you have a texture ready I can use for the cut part of the stem?
Posted by: vurt
« on: 25. February 2025, 23:44:45 »

i'll have to give it a skip for now, might look into it later. just got too much with Morrowind right now. sorry :/
Posted by: Olfred
« on: 25. February 2025, 21:38:55 »

Currently I'm using a fork of nemyax blender plugin which seems to work up to Blender 3.6. I believe after that it's broken again.
The original one works up to 2.79 if I remember correctly.
https://github.com/Daraan/Fork-of-Nemyax-Blender-Addon-for-static-DarkEngine-models

Here's my blender file. On export you need to set Origin to "Object origin" for it to be at the right position. Also you can remove the "Limit Rotation" from the Constraints as it shouldn't rotate anymore.
If that's too much of a hassle you can also just give me a Blender file with your edits and I do the export stuff.
[eyeplant_new2.blend expired]
Posted by: vurt
« on: 25. February 2025, 21:03:58 »

its for some older blender. i just removed all my old blender versions, because its so annoying and messy/confusing to have to rely on more than 1. if Olfred wants to do a model i can do something with the textures, if needed, eg. add blood to stem or eye etc.
Posted by: voodoo47
« on: 25. February 2025, 20:45:18 »

check this, but no idea how to set everything up, Olfred would know.

attaching a corpse model suggestion.


[eye_kill.JPG expired]
Posted by: vurt
« on: 25. February 2025, 20:42:34 »

i don't have a model for that.

.bin, is there an easy way to import to blender? i'm doing 3D modelling for Morrowind right now, so if it's easy to get the model into blender 4.1 i can take a look and do a "dead" model.
Posted by: voodoo47
« on: 25. February 2025, 18:49:29 »

I proclaim this model good to go - thanks as always.

buuuut.. just realized there needs to be a proper corpse model set up because the player can kill the plant, very sure @vurt does not have one, but lets find out before I bother you some more.
Posted by: Olfred
« on: 25. February 2025, 17:57:23 »

Try this one.
[eyeplant_new2o.bin expired]
Posted by: voodoo47
« on: 25. February 2025, 10:18:26 »

ok, rotation looks good, but the model offset has changed, will now sink into ground by 0.6572 if trying to apply the model on the map concretes which already are floored. also offset to the side, but that's probably not a big deal (the last two models with the same position, the sunken one offset to the left is the latest model).
[loweye.JPG expired]
Posted by: Olfred
« on: 25. February 2025, 04:49:34 »

Please check if this is working.
[eyeplant_new2.bin expired]
Posted by: Olfred
« on: 24. February 2025, 22:52:21 »

I would be fine if it would just rotate constantly.

EDIT: I realised what ZylonBane wrote was exactly that.
Thanks for your help, both of you.
Posted by: ZylonBane
« on: 24. February 2025, 19:00:12 »

But since the camera AI uses a joint to point itself, it's easier for testing purposes to just set up a joint tweq. Specifically:
Tweq/Joints:
  Halt: Continue
  Joint1AnimC: Wrap
    rate-low-high: 25, 0, 360
Tweq/JointState
  AnimS: On
  Joint1AnimS: On

Although, just changing the model on a security camera to the plant model might work.
Posted by: voodoo47
« on: 24. February 2025, 18:28:58 »

it's controlled by camera params, actually.
[eyeparams.png expired]
Posted by: Olfred
« on: 24. February 2025, 16:50:21 »

Can you send me a screenshot how to set up a tweq, or something else so I can test it in ss2?
Posted by: voodoo47
« on: 24. February 2025, 16:34:08 »

oh right, this is the second model, lets see.. nope, the first one was also not centered (same thing, the point of rotation is not at the center of the stalk).
Posted by: Olfred
« on: 24. February 2025, 16:17:58 »

With properly I mean, is the stalk centered? I used a slightly different method for the first edit I did. If that is properly I can go from there.
Posted by: voodoo47
« on: 24. February 2025, 15:55:38 »

yes, it rotates fine, but as mentioned, the stalk is not centered, or rather, the point of rotation is not at the center of the stalk.
https://www.youtube.com/watch?v=htmQHtk9e_w
the extra stationary leaves are helping, but they are not covering the base of the stalk completely, so it's still visible.
Posted by: Olfred
« on: 24. February 2025, 15:38:07 »

I tried to set up a Tweq to have a better look at it, if it's really centered, but I couldn't figure out how to set it up.
Does the first one I edited rotate properly?
Posted by: Olfred
« on: 06. February 2025, 20:40:22 »

I thought I had it centered. Don't have like a really good way to test it out. I'll take another look at it.
Posted by: voodoo47
« on: 06. February 2025, 17:12:51 »

definitely better, but not 100% what I had in mind (masking the base of the stalk completely so it would look less weird when rotating). one can still see it going into the ground, and rotating oddly (not centered - maybe that is what's throwing me off).

but if this is what it is, then I would say it's ok, no such thing as perfection in this world.
Posted by: Olfred
« on: 06. February 2025, 16:57:46 »

I had to modify the leafes a bit for it to work properly without too much clipping. Also I made the plant a bit smaller so the eye position is more in line with the original one. It still looks bigger because of the leafes on the top.
[eyeplant_new2.bin expired]
Posted by: vurt
« on: 29. December 2024, 11:07:14 »

ok, i put up a small resource pack under General. 
Posted by: voodoo47
« on: 29. December 2024, 09:02:07 »

mod/admin account does not have a limit, but I'm thinking if it's more than 200MB, then we probably should host it elsewhere - Nexus if you like that, and maybe a ModDB mirror for people who can't be bothered to create accounts.
Posted by: vurt
« on: 29. December 2024, 04:55:25 »

what's the file size limit on here btw?

I was messing around with some of my older AI models and one of them is really good at creating Sci-fi doors/walls/crates. I can do a SS2 inspired texture pack as a modder's resource and put it up here... but it's going to be big.. i can use nexus mods otherwise.
Posted by: vurt
« on: 29. December 2024, 01:43:46 »

it's great at very detailed stuff such as something broken, not so good at cleaner stuff.

buuut... you can obviously train a model on really clean stuff which has very little detail, that would've worked well for that clean valve door.
i don't have such a model though. my models are now very old, i made most of them last year and a few in early 2024. i'll get back to doing them at some point i guess, it's extremely time consuming.
Posted by: voodoo47
« on: 28. December 2024, 23:12:34 »

interesting - one would think the broken wall would be much more difficult to generate, but it came out pretty much perfect on the second try.

oh well, not going to look a gift horse in the mouth too much - thanks either way.
Posted by: vurt
« on: 28. December 2024, 22:43:59 »

...depends on how hard you go with the img-img generation. this is "tracing" the image to around 45%.. i can trace it to 60-70% and they will appear for sure, but the quality will be awful, much worse than the blurry version above.
AI is unfortunately tedious to work with, every image has to be generated usually 5-100 times, depending on what it is, usually one image comes out that looks decent. the prompt has to be descriptive enough, and this is perhaps where i am lacking the most since English isn't my first language.

Posted by: voodoo47
« on: 28. December 2024, 21:49:59 »

wonder why it just deletes the few lines that are connecting the circle to the corners. ah well, this will have to do then, I guess - thanks.
Posted by: vurt
« on: 28. December 2024, 21:09:32 »

it was the best of around 40 images. but i can try to smooth the original image, maybe that gets rid of the pixelation artifacts. i'll do a test later.

since it's not a color texture you can always change saturation to get rid of the red/brown pixels btw.

edit:

way more blurry though.. i prefer the former personally. just make sure you reduce the saturation.
[DOORPD4-306.png expired]
Posted by: voodoo47
« on: 28. December 2024, 19:12:59 »

hmm.. that one will have to be adjusted, it somehow got brownish at certain places, and there is an extra thin grey line on the left and right side that shouldn't be there. few lines are missing in the corners if you check my screenshot, and those that are still there got curved.

maybe one more pass, and then we'll just pick one that's better, and maybe I can adjust it slightly myself (I actually can do a little bit of texture work if it's not too complicated).
Posted by: vurt
« on: 28. December 2024, 18:21:13 »

This is as close as i can get with that one.

well, i can get closer but the quality will suffer a lot, the metal will look pixelated etc. These textures are hard because of how it interprets the pixelated metal, so to get a smooth metal surface without it adding rivets and whatnot isn't easy. Low-res wood is much easier.
[DOORPD4-281.png expired]
Posted by: voodoo47
« on: 28. December 2024, 09:50:57 »

was just about to say this should be it for now, but yeah, the airlock texture, lets maybe get that one up to scratch too.
[RCK002.PCX expired]
[airlock.jpg expired]
Posted by: vurt
« on: 27. December 2024, 23:04:51 »

np, let me know if there's something else.
Posted by: voodoo47
« on: 27. December 2024, 19:37:12 »

yup, that will do just fine, thanks. I also extend my gratitude to our future AI overlords, good job, don't put my head into a jar when your time comes.
Posted by: vurt
« on: 27. December 2024, 18:52:54 »

ok, one more try.
[arbor03.png expired]
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