66627eda5bbfe

66627eda5c35d
3 Guests are here.
 

Topic: [Obsolete] SS2 Vurt's Mods
Page: « 1 2 [3] 4 ... 12 »
Read 76125 times  

Re: SS2 Vurt's Flora Overhaul
66627eda5ce32
You could split up your project into two .ss2mod files, one for the more experimental and "out of place" stuff and one for SHTUP-like plants like the water lilies (which are just a 3D interpretation of the flat 2D plant), so the user can quickly switch (or enable both) via the mod manager.


Oh, and great work btw.
Re: SS2 Vurt's Flora Overhaul
66627eda5cf78
I was really stoked to see your name as the creator of this topic, big follower of your Morrowind work. Great to see you giving this game some love, too. Thanks a ton.
Re: SS2 Vurt's Flora Overhaul
66627eda5d2ff
http://piclair.com/data/3z41g.jpg
http://piclair.com/data/q8345.jpg

Might use for a few selected places, i'm thinking of doing a clutter addon, but it needs more stuff than plants. A small fountain for the garden maybe, could be cool with the pink sakura tree maybe. Let me know if you've got any ideas.. the gayness of doing pink trees and flowers is getting on my nerves! j/k



« Last Edit: 15. September 2011, 11:34:50 by vurt »

66627eda5d431ZylonBane

Re: SS2 Vurt's Flora Overhaul
66627eda5d4b5
Y'know, the Thief community would love love love to have access to these tree models. Thief's default trees suck.

66627eda5d5d6Fironkkuify

Re: SS2 Vurt's Flora Overhaul
66627eda5d631
To be honest, I support the idea of adding trees to the street area.  It seems a little more realistic that way. 

It is pretty interesting how adding new plants and retexturing old ones gives the game more life.  I saw somewhat an example of this when playing Polaris (those poor, genetically-altered plants -w-; )
Re: SS2 Vurt's Flora Overhaul
66627eda5d842
Zylon: yes that's why i added the "flora resource" to the first post.. I made post in a thread on TTLG (about Resources for Thief).

orchid http://piclair.com/data/073nc.jpg


« Last Edit: 18. September 2011, 23:51:22 by vurt »
Re: SS2 Vurt's Flora Overhaul
66627eda5d9be
More clutter, some clothing racks in the mall. http://piclair.com/data/7b2lw.jpg

Is there a way to "reload" added objects into an ongoing game? Kind of sucks to have to restart to see the changes (yes i know i can see my changes in-game through the editor's "game mode"). Maybe there's a console command or something..

« Last Edit: 18. September 2011, 23:54:25 by vurt »

66627eda5da6cNu Zalem

Re: SS2 Vurt's Flora Overhaul
66627eda5dac5
Now that is some good stuff there Vurt. This is inspiring me to learn Blender some 3D modeling even quicker.
66627eda5dc27
Nu Zalem: Do that, the more modders the better  :thumbwink:

New water: http://www.youtube.com/watch?v=ku1MMakiBcM

I've only made the "blin" water so far, i've not even seen the "blout"-water anywhere, where is that used?

66627eda5dd00ZylonBane

66627eda5dd5c
If memory serves, it's used for the "underneath" of water surfaces, when the player is underwater looking up.
66627eda5de64
ok cool, didnt even know there were places where you could be underneath it.

66627eda5df2eZylonBane

66627eda5df84
There's only a couple of places in the Body of the Many where it's possible; it's more of a Thief thing. The two textures are always identical anyway. Probably one of those features that sounded useful when they were programming the engine, but turned out to be not so much.
66627eda5e358
New water: http://www.youtube.com/watch?v=ku1MMakiBcM

I've only made the "blin" water so far, i've not even seen the "blout"-water anywhere, where is that used?
Looks great in principal but the texture does not seem to tile very well, the water looks a little bit too symmetrical and ordered.
66627eda5e4cf
yeah it's always a compromise, either you can make it like shtup, with very subtle coloring, no hilights that you can easily spot etc and you'll have a rather boring but also less noticeable tiling texture. I dont like the tiling but it's really only noticeable when you see a long stretch of water, looking down onto it.. 
« Last Edit: 20. September 2011, 05:05:22 by vurt »

66627eda5e8ddvoodoo47

66627eda5e939
definitely work in progress (maybe it could be a little calmer), but I like it a lot-fits way better than t2 water (it was not meant for ss2, so no surprise here).

66627eda5ea46ZylonBane

66627eda5ea9b
Making a perfect water animation is almost impossible for SS2 and Thief, because they use exactly the same texture for all water. A nice turbulent animation looks great most places but pretty silly in shallow pools or in sinks.

66627eda5eb59Nu Zalem

66627eda5eba5
Water looks splendid. Nice job. I wonder if you'll up the ante with many more textures of the game. If so then I'm all for it. I love to see creativity at work. Keep up the pace Vurt. :thumbwink:
66627eda5ed4a
it will improve ;)

made some water caustics with this utility.

looks alright, the animation is quite smooth (19 frames), might use on top of the other texture.

http://www.youtube.com/watch?v=Sal3EMIv0NU
« Last Edit: 20. September 2011, 01:28:54 by vurt »

66627eda5f001TaxAkla

66627eda5f069
 :thumbwink: Want!!! Vurt, you´re a god. Thanx.
66627eda5f197
five billion filters later: http://www.youtube.com/watch?v=fDnekJt4kqk

thank god/shodan its possible to automate photoshop  :cyborg:
66627eda5f2e7
Impressive job with the water!

Keep it up!

66627eda5f40fmiracle.flame

66627eda5f461
it might be really hard and long-lasting to find the sweet spot between performance hit and eye-candy... keep on rolling.. I can see you are going make ultimate water  :thumbwink:

66627eda5f645miracle.flame

66627eda5f69b
that's what I've been babblin about :D makes me wanna taste it!
3 Guests are here.
The time loop, pt II
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66627eda603ec