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Topic Summary

Posted by: Kolya
« on: 25. January 2018, 14:35:42 »

Cool. Thanks System!
Posted by: voodoo47
« on: 25. January 2018, 13:54:02 »

well what do you know, that actually is the lost full Arcaniac package. I'll post it at Engineering.
Posted by: System
« on: 25. January 2018, 13:40:15 »

before I forget again - if the link existed, I'd assume someone has also managed to download the archive. would be nice to have it for experimental/archivation purposes.
download
Posted by: voodoo47
« on: 05. December 2015, 10:56:30 »

Arcaniac planned his own gameplay modification and in his Alpha
before I forget again - if the link existed, I'd assume someone has also managed to download the archive. would be nice to have it for experimental/archivation purposes.

//tiny update of the 2.1 version, making it compatible with all the FM quickfixes, just in case there is one crazy person on this planet who would want to play the FMs with the quickfixes and the Arcaniac mod. not even going to bother bumping the version number.
Posted by: voodoo47
« on: 18. October 2015, 07:24:36 »

the proper question would be, "what's up with ALL the models straight out of various other games?"
Posted by: ZylonBane
« on: 18. October 2015, 01:26:37 »

What is with the pipe wrench straight out of Half-Life: opposing force?
I don't know. Why don't you tell us what is "with it"?
Posted by: evfdvrevfebbb
« on: 18. October 2015, 01:13:18 »

What is with the pipe wrench straight out of Half-Life: opposing force? I saw it in a SS2 play through and i was just wondering what was going on...
Posted by: voodoo47
« on: 04. August 2015, 21:45:53 »

noticed a missing texture on the rumbler, so readded. also changed the Bronson & co models from soldier into security officer (as suggested earlier). was thinking about removing the awful protocol droid model, but didn't do it in the end - those who want this mod, deserve to enjoy it in its full glory.

not even going to bother bumping the archive version. also, the shotgun hybrid model has screwed up joints, so it won't work properly with the upcoming SCP release (the RealSG addon fixes this). send hookers and booze to RocketMan if you want a fix.
Posted by: voodoo47
« on: 07. January 2015, 00:04:18 »

it must be a part of the model.
Posted by: Yankee Clipper
« on: 06. January 2015, 23:28:48 »

The new SG_CHAM2 does the trick. :)

Also, it is actually just the female Rickenbacker corpses (corf_ric.bin) that have the spikey hands glitch. Any one have any ideas about what to look for that would cause that kind of thing?
Posted by: voodoo47
« on: 06. January 2015, 22:54:00 »

posted in the orig TTLG topic, maybe someone still has it somewhere.
Posted by: Kolya
« on: 06. January 2015, 21:48:57 »

The pink part should be transparent. It's the first colour in the image's colour palette as it should be. Not sure why it doesn't work. Try this one.

I'm sorry I don't have a backup of earlier versions of this mod.
[SG_CHAM2.png expired]
Posted by: Yankee Clipper
« on: 06. January 2015, 19:18:20 »

One other thing regarding the Shotgun Hybrid model. I generated a .e file which lists the following:

Code: [Select]
MATERIALS{
1,"Material1",GOURAUD,TMAP "SG_BARL2.pcx",0,TRANSP 0;
2,"Material2",GOURAUD,TMAP "SG_CHAM2.PCX",0,TRANSP 0;
3,"Material3",GOURAUD,TMAP "SG_PUMP.pcx",0,TRANSP 0;
4,"Material4",GOURAUD,TMAP "SG_STOCK.pcx",0,TRANSP 0;
5,"Material5",GOURAUD,TMAP "hybsect.gif",0,TRANSP 0;
6,"Material6",GOURAUD,TMAP "Hhands.gif",0,TRANSP 0;
7,"Material7",GOURAUD,TMAP "MCGHead.gif",0,TRANSP 0;
8,"Material8",GOURAUD,TMAP "HYBSECl.gif",0,TRANSP 0;
9,"Material9",GOURAUD,RGB 0,254,0,TRANSP 0;
}

Those that start with "SG" are for the shotgun he is carrying. The files are not there in the mesh\txt16 directory, but files of the same name are in the obj\txt16 directory. So, I grabbed copies of those and stuck them in in mesh\txt16. It does make for a more detailed and better looking shotgun in the shotgunner's hands. But, there is an obvious bit of pink in the trigger guard. What is the best way to go about fixing it? Is the problem occurring because there used to be a file in the mesh\txt16 directory that had the same name (SG_CHAM2) but was actually a different file, or were the model's hand different, or what?


[dump000.jpg expired]
[SG_CHAM2.png expired]
Posted by: voodoo47
« on: 06. January 2015, 18:37:31 »

yeah, some screenshots are from the full version. I don't think it's available anywhere anymore, so hope that Kolya has some backup somewhere.
Wouldn't the corpmal1.bin and corpfem1.bin models be a better choice? Arcaniac dressed those models in security garb.
guess they would work as well, but I don't think I care enough to edit stuff some more. my line of thinking was that they managed to grab some equip before the final stand, hence, decent armor and stuff. anyone trying to fix the mod up would probably be better off dml'ing most, if not all corpses, as they are now basically scientist, technician, security, soldier etc instead of eng, med, rec, ops etc, so they don't fit too well on many locations when the mod is used on vanilla game.

and yes, most models and meshes have cracks, spikes and other anomalies - if you are planning an overhaul, you might find yourself with quite a lot of work at hands.
Posted by: Yankee Clipper
« on: 06. January 2015, 18:21:14 »

@Kolya:
I think some of your screen shots in the 2nd post depict things that you have removed. dump000, dump003, and dump011 are all stuff you will not see if you run the currently available mod.

@voodoo47:
You dml'ed Bronson and her crew out of the miniskirts. Good call! However, you used the Rickenbacker models as replacements. But, the Rickenbacker models are military while Bronson and her people are Von Braun security. Wouldn't the corpmal1.bin and corpfem1.bin models be a better choice? Arcaniac dressed those models in security garb.

BTW, regarding the corpses that have have spikey things coming out of their left hands mentioned somewhere: It only seems to occur with the Rickenbacker corpse models, corf_ric.bin and corm_ric.bin. To paraphrase Schultzie, I know nothing, nothing! - when it comes to meshes, otherwise I would see if I could fix it.

Is there anyway to get a copy of the mod from before it was Reduxed?
Posted by: voodoo47
« on: 02. January 2015, 23:57:20 »

yes, the mod you see here is just the graphics part of the original release (that never got finished), it contains some extra stuff that was used on the modified maps, and probably some stuff that wasn't used at all. and, as mentioned, pretty much everything is slightly broken.

and yeah, there are parts that look just weird, the protocol droid being a good example. it's probably because most, if not all models are already existing models from other games that have been converted and slightly modified to resemble the original AIs.
Posted by: Yankee Clipper
« on: 02. January 2015, 22:40:29 »

This is an interesting mod. I have been playing around with it to see which parts I like. Some look parts look very good; others, not so much. So, I have been poking at it innards to try to figure out what does what so I can delete the less desirable pieces.

BTW, a transvestite protocol droid... WTF?

Anyway, the stuff in the /obj folder was easy enough to figure out with the help of the BSP Viewer. But, it throws an error when I try to use on the /mesh stuff. Much of that makes sense by the names, enemies obviously, as well as the corpses and ghosts. I used the BintoE tool to find out the dependencies for some of the stuff. But, there are a few things that I'm not sure about. gstm_med.bin is a good example. The name suggests a male ghost on MedSci, but deleting the file made no discernible difference on the apparitions on that level. Plus, there are also files that have names like ghost_m.bin, so maybe gstm does not stand for a male ghost. I also used ShockEd to go to the point where the apparition appears, but I could not see a ghost object to look up in the editor to get its shape name.

The .e file list these materials (gMliveo.gif, goffhand.gif, glabcoat.gif, GCOMslak.gif), all of which are in the /mesh/txt16 directory and all of which look ghostly enough, but where are the ghosts that use this AI? And, how can I find the ghost objects in ShockEd so that I can look them up in the Object Editor? Also, there is a file called gstm_sec.bin. All the rest of the gstm files have an underscore then a short name for a level. What level does sec stand for?

Finally, there are a few files, such as NAVFOFF.bin, that look like they are related to the 3 career path choices. As it stands now, there are 3 different NPC voices for the 3 services, but the 3 NPC characters are all played by protocol droids. Did this mod originally have someone or something in the different uniforms on the station level?



Posted by: Kolya
« on: 06. November 2014, 21:43:24 »

Posted by: System Shocked
« on: 06. November 2014, 17:02:40 »

nuh-uh-uuh, the all spider mod comes first. floating psi spiders!

.   .   .   .   .   .   with new PSI pissing ability.
Posted by: RocketMan
« on: 05. November 2014, 18:03:12 »

Ah, my mistake, I see what you did now.
Posted by: voodoo47
« on: 05. November 2014, 17:54:47 »

nope - I just dml'd them. also, the previous version of the mod is still attached to the first post.
Posted by: RocketMan
« on: 05. November 2014, 16:54:05 »

Wait... so this mod, until now, contained a bunch of corpse models that Arcaniac made and you just decided to change it?  Mind posting the old one with an expiry date please so I can archive?
Posted by: voodoo47
« on: 05. November 2014, 14:37:15 »

nuh-uh-uuh, the all spider mod comes first. floating psi spiders!
Posted by: unn_atropos
« on: 05. November 2014, 13:20:26 »

hot blondie bullshit shock.
Stop all work on this "SCP" of yours. Priorities have changed!
Posted by: Kolya
« on: 05. November 2014, 13:11:43 »

hot blondie bullshit shock.

Link plz.
Posted by: miracle.flame
« on: 05. November 2014, 13:00:56 »

Same as the series is called V.I.P.  :P
Posted by: voodoo47
« on: 05. November 2014, 10:03:19 »

the game's called System Shock, not hot blondie bullshit shock.
Posted by: RocketMan
« on: 05. November 2014, 04:37:59 »

because you DON'T wear a f*cking miniskirt and high heels when making a last stand

[9453324162_7993b919dd.jpg expired]
Posted by: voodoo47
« on: 04. November 2014, 23:20:45 »

ok, new SCP compatible version, because we can. also, System owes me (and Olfred) a bottle of vodka.


//ok, screwed up AI textures - batch converted to png to solve the problem (more screwups here and there, but the almost one hour total time I've spent on this is just enough). also changed models of Bronson and her men to something saner, because you DON'T wear a f*cking miniskirt and high heels when making a last stand. I see that System has managed to download the pack already - he will need to get it again. also, he now owes me two vodkas.
Posted by: TidalWaves
« on: 23. May 2013, 20:20:03 »

I had to do some guesswork and i had to refer to the video to make sure I had the right texture but i got it working. Thanks. now just one more mod i have to fix before I can jump in and start playing -unless the elrond's Erin bloom midwife skin doesn't work.
Posted by: voodoo47
« on: 23. May 2013, 19:42:56 »

yes, you will also need to place the texture into DataPermMods/mesh/txt16.
Posted by: TidalWaves
« on: 23. May 2013, 19:26:55 »

Posted by: voodoo47
« on: 23. May 2013, 19:18:48 »

we've seen worse. basically, the model you want to use, including its texture, needs to be placed in DataPermMods/mesh to properly override the default one.
Posted by: TidalWaves
« on: 23. May 2013, 19:13:23 »

ah. was never big into music.


protonew.bin

Ok an where do I drop that? into the DataPermMods?

Yeah I made a misspelling. sorry, my bad.
Posted by: Simplex
« on: 23. May 2013, 19:12:29 »

Me neither, I just googled it and ignored "did you mean 'kamikaze'?" :)
Posted by: voodoo47
« on: 23. May 2013, 19:02:29 »

ah. was never big into music.


protonew.bin
Posted by: Simplex
« on: 23. May 2013, 18:56:56 »

Posted by: voodoo47
« on: 23. May 2013, 18:54:27 »

Posted by: TidalWaves
« on: 23. May 2013, 18:45:27 »

does anyone know what mesh the protocol robot uses? I mean the robot that kamakazi charges you before blowing up. I'm really interested in using that mesh with the Rebirth mod. I saw the mod/ texture for the kamakazi droid here http://www.youtube.com/watch?feature=player_embedded&v=mp9GTcVDE3E and I really liked it. could someone tell me what mesh that droid is using?
Posted by: RocketMan
« on: 02. March 2013, 21:04:47 »

Darklord may have been referring to the robots.  I never use anything that deviates too much and I used these so they must be close.
Posted by: Hikari
« on: 28. February 2013, 16:37:51 »

Plus it uses models from other games, most notably halflife and Alien Vs Predator.
Posted by: voodoo47
« on: 28. February 2013, 16:33:44 »

it strays from the original concept WAY too much.
Posted by: Darklord
« on: 28. February 2013, 16:29:41 »

The models alone seem like a worthy replacement for rebirth?  Why isn't this more recommended?
Posted by: RocketMan
« on: 28. February 2013, 03:07:13 »

I used to use the droids from this pack.  The problem I had with them was they were too big to fit through some spaces like the hole in the wall near the mall and under some low ceiling in Rick.  I think the models would be fine if they were resized but I don't know by how much.
Posted by: Kolya
« on: 27. February 2013, 20:52:48 »

If I remember correctly the droid model is still in there, just disabled. I really don't remember what the problem was.
Posted by: Olfred
« on: 27. February 2013, 16:18:20 »

I have seen the protocol robot in one video and was looking for the mod that features it.
Now I read that the robots were bugged.
What was bugged about them?
Posted by: Kolya
« on: 18. December 2011, 08:52:33 »

Arcaniac is not likely to answer, he hasn't posted here for a long time.
But if they look like AvP2 marines, they probably are.
Posted by: GrimGravy
« on: 17. December 2011, 23:43:30 »

So ive noticed that the marine models are similar to marines from AvP2, did you base your models of of them?
Posted by: unn_atropos
« on: 29. November 2011, 19:39:30 »

It's compatible with all of them. Ask MOTHER about mod compatibility.
Yeah, mother knows all the answers
Posted by: JML
« on: 29. November 2011, 19:11:36 »

Hmm yeah normally I know about Mod files and stuff, but as it had conflicts with so many, I was really unsure if enabling it would be a good idea. Well I'll try it out now. Thanks

What I do now is: Activate Arcaniac Graphic Pack Reduxed: and then the rest from top to bottom. I guess that will be fine for me then...
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