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Topic: SS2 Vurt's Water
Page: « 1 2 [3] 4 »
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67501d6edc756ZylonBane

Re: Vurt's SS2 Water
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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.
Re: Vurt's SS2 Water
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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.
Re: Vurt's SS2 Water
67501d6edcb85
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).
« Last Edit: 25. November 2012, 04:17:47 by IGNA »
Re: Vurt's SS2 Water
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No idea what's up with that. I always install stuff like normal though and not in DataPermanentMods.
Re: Vurt's SS2 Water
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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.
Re: Vurt's SS2 Water
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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.

67501d6edcf94voodoo47

Re: Vurt's SS2 Water
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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).
Re: Vurt's SS2 Water
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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.

67501d6edd39bShinobi

Re: SS2 Vurt's SS2 Water
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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.
Re: SS2 Vurt's SS2 Water
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.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.

67501d6edd730voodoo47

Re: SS2 Vurt's SS2 Water
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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.

67501d6edd821Shinobi

Re: SS2 Vurt's SS2 Water
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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.

67501d6edd8fdShinobi

Re: SS2 Vurt's SS2 Water
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Also (grr no edit function), I lol'ed at how far I had to travel in-game to find some bloody water!
Re: SS2 Vurt's SS2 Water
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Which folder structure issue is that? AFAIK all my mods are packed correctly, e.g "obj" is the root folder in the archive.
Re: SS2 Vurt's SS2 Water
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You have to register to be able to edit posts.

67501d6eddc2eShinobi

Re: SS2 Vurt's SS2 Water
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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?
« Last Edit: 17. February 2013, 17:17:00 by Shinobi »
Re: SS2 Vurt's SS2 Water
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the env map folder structure should be correct too so you just install it like normal.

67501d6edde1fJogging Bear

Re: SS2 Vurt's SS2 Water
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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.)

67501d6eddf43dudroot

Re: SS2 Vurt's SS2 Water
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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.
Re: SS2 Vurt's SS2 Water
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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.
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I'd like to try out the different versions, but I don't have a savegame with water. Could someone provide one for me?

67501d6ede25avoodoo47

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do note the save is not meant for normal gameplay.
Acknowledged by: rccc

67501d6ede35eZylonBane

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MedSci crew quarters, flooded section. Plenty of water there.

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