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665c2c9b90fe0voodoo47

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Tags: °SS2

the logos on the earth map right after the training area really could use an overhaul.

the original textures can be found in obj.crf/txt16;

OSALOG_.PCX - OSALOG_4.PCX
MARLOG_.PCX - MARLOG_4.PCX
NAVLOG_.PCX - NAVLOG_4.PCX

the (orig) five frames are not a limit, the new set can have more. staying close to the original concept is recommended.
« Last Edit: 10. February 2018, 13:59:31 by voodoo47 »

665c2c9b911b4ZylonBane

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
665c2c9b91205
I second this request. There's really two parts to it-- recreating the logos, then getting someone to model and animate the rotating shields, reproducing the shiny effects, etc. I could probably make a decent repro of the logos. It's the 3D part that's beyond me.

As for the frame count, default frame duration in Dark is 200ms, so if there's five frames, that gives a one-second cycle for the animation. NewDark can handle a 60-frame/60 FPS animation, but IMHO that would be silly overkill-- 180 textures for a set of screens that only appears once in the entire game. 30 or even 20 FPS would probably look just fine.

665c2c9b9168dRocketMan

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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ZB, if you want to work together on this, I can do the modelling part.  Seemed to work pretty well when we did the spinning med logo thing...

665c2c9b91818hemebond

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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Is there some sort of repository or project website that shows what textures need redoing and what's already been done? Or is this not for a specific project?

665c2c9b91994voodoo47

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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not really - the most important stuff is posted as requests here at Engineering, just click the request tag in the first post.

the (SS2) rule of thumb is that if it hasn't been remade already, it probably could use a better version (model, texture, effect etc). pretty much all orig resources are lower res than they really should be, so you can basically choose whatever suits your skill set best, and have a shot at it. the only two recommendations are - try to avoid redundancy (for example, redoing the shotgun is almost pointless as we have quite few models available, including the excellent Tacticool model), and try to stay close to the original concepts (we like that very much around here, and statistically, the world likes it too).

665c2c9b91d12ZylonBane

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
665c2c9b91d6b
ZB, if you want to work together on this, I can do the modelling part.
If I get to this, it won't be any time soon. After giving a year of my life to SCP I'm on the edge of total SS2 burnout.
Acknowledged by 2 members: RocketMan, Colonel SFF

665c2c9b91e03voodoo47

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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Power Psi!
Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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To be honest. I already started working on the logos. Just didn't had the time to finish it up (yet)
Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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Just a small preview of how far I currently am.
The colours need to be adjusted and I want it to be a bit more shiny. I'm new to material editing in Blender so it's a lot if testing around and might take a while till I'm finished.

The rotation and rendering is going to be easy, it will just need time.
What would be a desireable resolution for ingame use? I thought going for 512x512.
[navlog_preview.jpg expired]
Acknowledged by: unn_atropos

665c2c9b925e9unn_atropos

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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That looks cool.
I would suggest that you add a inner circle.
In the original picture the anchor seems to be above the horizontal line in the middle and also sticks out a bit at the top. (?)
Also I think there are some more rings in the middle, behind the curced triangles. Looks like three but I drew in just one.
Will the embossed rings be rounded in the rendering?
[navlogo_var.jpg expired]

665c2c9b926e5voodoo47

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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512*512 should be more than enough.

665c2c9b92860ZylonBane

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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Looking good! The colors seem more saturated than I remember, but I don't have the originals right now to compare. Even 256x256 would be fine, since the player can never get close to those logos. But always nice to have higher-res raw versions available. At 256x256 we could quadruple the frame rate for the same video RAM cost as 512x512 versions.

The font does need to be updated though. 98% of the text in SS2 uses the Square721 font family. You can get the full family here.
Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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Will the embossed rings be rounded in the rendering?
Everything is embossed.
The font does need to be updated though. 98% of the text in SS2 uses the Square721 font family. You can get the full family here.
Neato. I just shrugged it off as the Blender font was "close enough". But this is even better.

Here is another version, just improved geometry and the text, nothing else.
[navlog_preview_2.jpg expired]

665c2c9b92f1cZylonBane

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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Just compared to the original texture. The original seems more purple than blue around the outer ring, and the anchor more blueish-white than cyan.

665c2c9b9300evoodoo47

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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one more month and it will be a year since the last activity in this topic, so I'm thinking.. bump?
Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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I'm struggling with getting the lightning anf shaders right as my experience with that is low. As for now I couldn't afford the time to learn more into that.
It's stalled but not cancelled.

665c2c9b9330bmicrospam

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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I could possibly provide some assistance. I have experience with with 3ds Max's renderer.
Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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Unfortunately I am working with Blender and as far as I know render settings and such aren't compatible.

EDIT: I searched around and found an old WIP to test the ingame animation. The colours aren't corrected on this one and it's rendered with a low quality (didn't wanted to wait hours on a good quality one).
As you can see, the lighting isn't that great and overall it doesn't look as shiny as I would like it to be.
So I decided to study a bit more into lighting and shaders to get the wished results.
[navlogo unfinished.7z expired]
« Last Edit: 24. February 2016, 17:04:53 by Olfred »

665c2c9b9395cGrosnus

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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I don't know if anyone is still working on this but I decided to put my spin on it:







256 x 256 x 30 frames, rendered in Unity.
Acknowledged by: hemebond

665c2c9b93b37voodoo47

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
665c2c9b93b96
*shockgasm*

https://www.youtube.com/watch?v=HpEMjxs2vIQ

allright to use in the next version of SHTUP/SCP?

665c2c9b93ee6Grosnus

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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allright to use in the next version of SHTUP/SCP?

no problem with that, I think it would be an overkill to make seperate mod out of it anyway

665c2c9b94087ZylonBane

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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Woah, those look really good!

665c2c9b94439voodoo47

Re: Hires resource request - SS2 spinning Marine/Navy/OSA logos
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no problem
thanks. and yeah, those are pretty much perfect - I'm removing the request tag from the first post and marking it as completed.
« Last Edit: 10. February 2018, 14:09:13 by voodoo47 »
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Those are really amazing. Much better as what I could have done.
And I indeed totally forgot about this, shame on me.
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