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6 Guests are here.
 

67421c6f9d02fsarge945

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Speaking of Doom, it's very very easy to go way too far and look worse than it originally did.

Case in point: Doomsday (especially with models) looks abysmal. I find a light touch does a better job (like gzdooms flickering, mods like SmoothDoom etc).

I'd want to see something similar here. Dynamic shadows etc could be nice. I just hope it doesn't just make the maps look more boxy and barren (especially ops, which already looks boxy and barren)
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Like a lot of people (from what I've read) I am both very disappointed and confused by how ugly and unsatisfactory the 3D models in Doom 1 and 2 fan-enhanced game engines are. I've heard that this is due to the technical limitations of the Doom engine, but if so, then why is it that this limitation hasn't bee satisfactorily fixed to allow decent 3D models, when the original game engines are open source and fans have spent two decades adding all sorts of great features to their versions of the engines?

Not that Doom needs 3D models. I am perfectly happy with the original 2D sprites. But good 3D models could be good, and I might prefer them to the 2D sprites, it would be interesting to see.

67421c6f9d431ZylonBane

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The 3D models suck because they're made and textured by amateurs. The MD2/MD3 model format they use is the same model format used by Quake 2 and 3, so it's not a tech limitation.

Although, the source ports have supported 3D models for so long that you'd think there would be some actually good ones by now.
Acknowledged by: icemann

67421c6f9d55dsarge945

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Not to mention, if they wanted a newer model format, there are plenty of open source libraries available for handling things like fbx models.

It's mainly, yeah. Amateurs.

Interestingly though, the sprite artists in the Doom community are fantastic. It seems everyone just prefers sprites.

Just run gzdoom, slap on SmoothDoom, and you should be good to go

67421c6f9d6f7Ether Bot

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I'm sure it's been mentioned, but I'd recommend trying to include HUD Logs and Portrait fix. IMO these are both essential, non-transformative mods.
Acknowledged by: K-Bone

67421c6f9d929voodoo47

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SSR remake KS update, updated rumbler model has been shared as well; https://www.kickstarter.com/projects/1598858095/system-shock/posts/3236806

as always, the texture is off, and seems like it's still mirrored, which not ideal. also can't really tell whether they went with a male, or a female face at the side of its head.

67421c6f9da5fZylonBane

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Jesus, they are NOT backing down on the awful lighting. It's exhausting just to look at.

67421c6f9db6dvoodoo47

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nope. but once the models are out, their textures can be tweaked.

67421c6f9dc67ZylonBane

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Er, I'm talking about SSR, not the SS2EE models.

67421c6f9dd6avoodoo47

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ah right, no idea why I went lighting=textures, and was still thinking about the updated SS2EE hires models. anyway, yeah on that too.

67421c6f9def7ZylonBane

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I swear to god, I must never, ever post in the Night Dive SS2 Discord to correct someone confidently asserting something completely wrong, because if I ever did that, I'd never stop.

67421c6f9e500icemann

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And provide screenshots of the ensuing chaos
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Hey at least tell us what is being said that is allegedly wrong! You can bitch here, get it out of your system.

67421c6f9e774voodoo47

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people on the internet being people on the internet, mostly.
[dontdodrugs.PNG expired]

67421c6f9e95bZylonBane

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Pretty good, but they need to either make those wrists thicker or those hands smaller.
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The hands are weird, yeah. Thumbs are too long and massive. Otherwise a great job. They nailed his smug smile.

67421c6f9ef4dRocketMan

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Head is a tad too round and wide.  The original had a more elongated look with eyebrows that had almost a hat shape, giving Goggles a somewhat depressed, pensive look.
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I now want to see how they re-do the crew members. I also want female version of Goggles

67421c6f9f1b5ZylonBane

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Why would you want a character model that's not used anywhere in the game?

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