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Topic Summary

Posted by: sarge945
« on: 08. February 2022, 22:24:25 »

As long as they are uploaded as uncompressed PCX, TGA or ICO files, they should be fine
Posted by: Kolya
« on: 08. February 2022, 18:14:52 »

Yes. Well remyabel has left for good and his screenshots have expired.

So basically feel free to post new screenshots and @mention someone of the staff so they can replace them in the first post (possibly after bitching about your choice of image format).
Posted by: Hikari
« on: 07. February 2022, 14:08:02 »

pictures in first post have expired.
Posted by: sarge945
« on: 29. January 2022, 06:35:12 »

Thanks for the screenshots. It makes picking a version much easier

Even if they are PNGs
Posted by: remyabel
« on: 20. January 2022, 15:44:45 »

ZylonBane
That's the default with GIMP. I'll re-upload as JPG.
Posted by: ZylonBane
« on: 20. January 2022, 15:26:02 »

PNGs? Seriously? You're giving me dialup flashbacks here.
Posted by: remyabel
« on: 20. January 2022, 14:42:09 »

Took some screenshots since they're missing in the OP.

Note that v4 and v5 look pretty similar.
[vurt water vanilla inspired.jpg expired]
[vurt water v5.jpg expired]
[vurt water v4.jpg expired]
[vurt water v3.jpg expired]
Posted by: Kolya
« on: 12. November 2015, 22:39:01 »

Your user name is broken... ;)

If anyone still has the images put them up somewhere and I'll add them to the first post as we've done with other threads.
Posted by: Deu sex
« on: 12. November 2015, 22:14:11 »

The .jpg links are broken, it makes it hard to choose ;)
Posted by: blaydes99
« on: 06. March 2013, 19:29:18 »

Hey vurt, I tend to like water v3 and v4 more than v5, so I tried those downloads and noticed that the .mtl files have some issues. They each have "ani_frames" defined but do not have "force_ani_settings 1" or "force_ ani_rate 60" so they animate really slowly and jerkily. I added both lines to blin.mtl and blout.mtl and deleted "ani_frames" (this really isn't needed) and now the water looks great. Could you update the v3 and v4 files for NewDark?

(attached my .mtls that I use with v3)
Posted by: JHughes
« on: 06. March 2013, 18:07:08 »

Thanks vurt. I'm just another guy who got sucked back in by the GOG release and the opportunities provided by the NewDark patch.

Since mod managers are obsolete (for the moment anyway), and there are lots of files here that still contain mod.ini and out-of-date instructions, there is plenty of opportunity for confusion.

BTW I finally reached a section where I could see your flora in action and it looks fantastic.
Posted by: vurt
« on: 06. March 2013, 09:15:09 »

Nope. That's how you should install it.
Posted by: JHughes
« on: 06. March 2013, 04:38:26 »

Thanks.

OK then, are there any negative consequences to installing the water and then the environment map?
Posted by: vurt
« on: 05. March 2013, 23:05:24 »

Obviously it would remove the env map effect.
Posted by: JHughes
« on: 05. March 2013, 19:41:57 »

The environment map file includes
env_map 0.03 3 tex\envmaps\vurt_envmap1
in the bin.mtl.

The water 5.1 mod bin.mtl is the same except for that line. So if one were to install the environment map and then the water mod, overwriting bin.mtl, what would the effect be?
Posted by: Chandlermaki
« on: 26. February 2013, 22:05:03 »

The environment map doesn't seem to be working for me, any ideas?
Posted by: rccc
« on: 19. February 2013, 21:19:02 »

Thanks voodoo! I'm gonna go with v5.
Posted by: ZylonBane
« on: 19. February 2013, 21:11:51 »

MedSci crew quarters, flooded section. Plenty of water there.
Posted by: voodoo47
« on: 19. February 2013, 20:48:58 »

do note the save is not meant for normal gameplay.
Posted by: rccc
« on: 19. February 2013, 20:42:58 »

I'd like to try out the different versions, but I don't have a savegame with water. Could someone provide one for me?
Posted by: vurt
« on: 19. February 2013, 11:34:59 »

Older version of the mod, as you can see on the date of posting, i recommend using any of the versions from this thread instead.
Posted by: dudroot
« on: 19. February 2013, 10:16:32 »

What are the water mods in this thread? https://www.systemshock.org/index.php?topic=3099.0

It has versions 0.1,0.2,0.3 etc but this thread has 3,4,5.
Posted by: Jogging Bear
« on: 19. February 2013, 10:10:51 »

Done a clean install (with the GoG version though), patched with SS2Tool 5, but the water animation of yours is still incredibly slow (using v3). Don't know what I'm doing wrong here.

(I am using newDark.)
Posted by: vurt
« on: 17. February 2013, 19:20:05 »

the env map folder structure should be correct too so you just install it like normal.
Posted by: Shinobi
« on: 17. February 2013, 12:00:26 »

Yeah sorry it's more a case of there being no instructions about overwriting other mod files and compatibility. I found a thread elsewhere in the end about your mod compatibility etc. Kolya solves all lol.

My bad - there's nothing wrong with the folder structure!

EDIT: Also, how do we use the environment thingy file you posted on page 2?
Posted by: Marvin
« on: 17. February 2013, 11:57:02 »

You have to register to be able to edit posts.
Posted by: vurt
« on: 17. February 2013, 11:45:32 »

Which folder structure issue is that? AFAIK all my mods are packed correctly, e.g "obj" is the root folder in the archive.
Posted by: Shinobi
« on: 17. February 2013, 11:21:09 »

Also (grr no edit function), I lol'ed at how far I had to travel in-game to find some bloody water!
Posted by: Shinobi
« on: 17. February 2013, 11:16:48 »

Ah great advice, thanks! Vurt really needs to sort out this folder structure issue. And advise about compatibility with SHTUP, as, let's face it, who the hell isn't using SHTUP these days.
Posted by: voodoo47
« on: 17. February 2013, 10:04:54 »

mtls are basically commands that tell the enfine what to do with the texture (animate, tile etc). if you are installing mods manually, you need to know that they are compatible. try dropping vurt's mods into DataTempMods, it has greater load priority than DataPermMods, and you will not have to overwrite anything.
Posted by: Marvin
« on: 17. February 2013, 10:03:21 »

.mtl files are material files introduced by NewDark which enable mod authors to include additional effects for textures like glow, reflection, animations and so on.

Yes, the water partially overrides SHTUP data.
Posted by: Shinobi
« on: 17. February 2013, 04:42:53 »

Extracting to DataPermMods (which, vurt, has been the normal way for a while) throws up an overwrite request: "Blin.mtl". I believe it's a conflict between SHTUP and this.

Don't understand enough to confirm overwrite but I'm assuming mtl files are... meshes? Random guess! Either way, I'm not sure what to do as having multiple mods is more confusing doing things the pre-SS2MM way!

Thanks.
Posted by: Kolya
« on: 02. December 2012, 12:28:25 »

I have never unpacked anything into DataPermanentMods so i have no idea if that works, or how it works.

When using the SS2Tool the DataPermanentMods folder is created and written into the resource load path in install.cfg.
The loading hierarchy is then:
1. root
2. DataPermanentMods
3. Data (where SS2Tool moves all original resources)

Placing mods in DataPermanentMods is the same as placing it in root but preferrable, because this folder can be simply emptied or renamed to unload all mods and load others.
Posted by: voodoo47
« on: 02. December 2012, 06:58:27 »

it will work in datapermanent mods as well, just make sure the folder structure is preserved (drop the fam folder with the water files into datapermanentmods).
Posted by: vurt
« on: 02. December 2012, 04:32:50 »

You drag/drop the content in the archive into the root of SS2. All my mods are packaged like that. I have never unpacked anything into DataPermanentMods so i have no idea if that works, or how it works.
Posted by: IGNA
« on: 02. December 2012, 03:19:16 »

Then how do you install your mods? Almost every mod here in this forum can be installed via unpacking to DataPermanentMods, so I have no idea how to install yours.
Posted by: vurt
« on: 01. December 2012, 16:51:35 »

No idea what's up with that. I always install stuff like normal though and not in DataPermanentMods.
Posted by: IGNA
« on: 22. November 2012, 21:53:47 »

Hey there, I installed version 5 of the water, and the animation plays perfectly, but I think it is using the original SS2 water texture (very bright and cyan colored). I don't know what's the problem (I installed it via unpacking to DataPermanentMods).
Posted by: vurt
« on: 19. October 2012, 21:51:37 »

Yeah i guess it could work pretty well for things like water, could also be nice for color matching, if a texture needs tweaking for a fan mission etc.
Posted by: ZylonBane
« on: 19. October 2012, 21:39:07 »

Yes i remember reading about that, i never did understand why i would want to do that though when i can just adjust the colors on the texures the normal way in Photoshop.
For the reason we're discovering now. Someone could theoretically release a neutral-colored texture set, then allow people to adjust its color to their individual needs via the material file. Much faster turnaround than reprocessing through Photoshop.
Posted by: vurt
« on: 19. October 2012, 21:23:44 »

Yes i remember reading about that, i never did understand why i would want to do that though when i can just adjust the colors on the texures the normal way in Photoshop.
Posted by: ZylonBane
« on: 19. October 2012, 20:42:38 »

RGB modulation. It might only be available for material passes though. I don't have the documentation handy.
Posted by: vurt
« on: 19. October 2012, 20:23:01 »

Tinting textures?

Updated first post with a pic + new, less saturated pool water.
Posted by: ZylonBane
« on: 19. October 2012, 20:17:09 »

IIRC, the new material system allows tinting textures.
Posted by: RocketMan
« on: 19. October 2012, 20:16:16 »

Well there's that swimming pool in Rec level (but isn't it cracked?).  That would appear blue if the surrounding environment had neutral colours.
Posted by: vurt
« on: 19. October 2012, 20:06:42 »

Yes that's all true. I didnt know how deep he wanted the pool to be, i based it on his images.
Posted by: RocketMan
« on: 19. October 2012, 20:04:04 »

It is pretty much true... don't be troublemaker zb ;)  The transmissivity of all materials is a function of wavelength which gives even pure water a slight blue colour (since it has an affinity for absorbing longer wavelengths) but that depends on the thickness of water in the given sample.  If you fill up your tub in a white bathroom you can see a little blue but it's fairly insignificant.  If you had purple or red walls, that would have a larger effect on the water colour than the inherent colour of the water itself.  The colour of pure water starts to become significant when you have bright illumination and deep water, as there is more of a cumulative effect for the observer.  Shallow 1 foot pools on the ground in a modestly / dimmly lit space station are not likely to give you that.
Posted by: vurt
« on: 19. October 2012, 19:57:40 »

Yeah that is not true. Pool water, even inside a house is usually very blue. Google "why is water blue" :) The sky is not the only reason.

Blaydes: ok, i'll replace the first version i did with a new version with less saturation (based on second version of the mod).

I have to start removing files now since i've passed what is allowed :/ But it's no problem, i dont like the first versions i did of the SS2 waters.

Posted by: ZylonBane
« on: 19. October 2012, 19:47:32 »

Water pretty much only looks blue because the sky is blue.
*cough*
Posted by: blaydes99
« on: 19. October 2012, 19:42:38 »

blaydes: sure, which version did you prefer, the first or the last with more highlights? thank god for batch processing!  XD

Thanks vurt! The version with "more highlights" was best IMO.

Voodoo, I'm thinking about a leak, and yeah, water might be dirty at first if there is a leak but within a few hours or days the dirt/dust in the water is going to settle and it will clear up.
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