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Topic: [Obsolete] SS2 Vurt's misc stuff
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67b510f9ed978blaydes99

Re: Vurt's misc stuff
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Yeah, I suppose detail textures will have to suffice for a lot of these, and these could/would simulate depth and detail with additional render passes.

Still, making textures gleam and shine where appropriate goes a long way. The perception of detail is what seems to impress me, not always the detail itself. You can only stop and stare at textures for so long before it's time to play.

67b510f9edb33ZylonBane

Re: Vurt's misc stuff
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Detail textures, if possible now, are just another way of facing the same problem. You still have to decide on what detail to add that wouldn't fundamentally change the look of the game (if that's your intent).

Making the Von Braun shiny would be nice, but that's shader work, and the material system that NewDark adds doesn't seem to support that.

67b510f9edc94blaydes99

Re: Vurt's misc stuff
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YES, I've found out that details textures and a ton of eye candy is indeed possible but I do agree, you're right about the implementation. Problem is, I've been reading through the material-format.txt notes in the /doc/ folder and guess I'm just getting excited with all the possibilities.

"A material can have up to 6 render passes (including render pass macros like "env_map" and "illum_map"). A render pass is an additional layer rendered on top of the basic surface, usually to produce some kind of special effect."

These extra passes support alpha, animations, shading (not shaders), env_maps, illuminations maps... just goodies upon goodies.
« Last Edit: 05. October 2012, 23:42:47 by blaydes99 »

67b510f9edd87Silver83

Re: Vurt's misc stuff
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Maybe those textures don't need more detail, just another look.right now they have a painted look (well, I guess they were). A subtle reflective layer and a metal touch may be enough.
Acknowledged by: Kolya
Re: Vurt's misc stuff
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How do you make a flat, monocolored expanse of wall more detailed?
By making it more like a flat monocolored wall is in real life, ie shadows, radiosity, reflection and sounds. The drive to spill details over everything in videogames is a diversion anyway, a substitute for the lack of other spatial information. When I look at my door it's just uniformly white and yet it looks more real than most video game doors.
Acknowledged by: blaydes99
Re: Vurt's misc stuff
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Dont forget animations :) i'm thinking of animating leaves (Thief 2) using different sets of textures, not sure how it would look or if it would even work.. Crawling spiders, coming in/out of the cracks in the walls maybe? For SS2 you could animate blinking little diods or small computer screens etc.

It's a bit sad the engine doesnt support bump maps, but playing around with artficial light / filters you can make walls look pretty bumpy even without it

Image: http://piclair.com/data/kxici.jpg

67b510f9ee57cblaydes99

Re: Vurt's misc stuff
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Wow, that looks amazing.

67b510f9ee655ZylonBane

Re: Vurt's misc stuff
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For long animations, the material system uv_mod effects seem worth looking into.
Re: Vurt's misc stuff
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That's quite an improvement...Well done, Vurt.
Re: Vurt's misc stuff
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The Security Door Mod doesn't work for me. Just at the beginning when entering MedSci to the right there are two security doors, but they look the same as ever when the mod is installed. I activated it after all other mods.
Re: SS2 Vurt's misc stuff
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Late reply but it does work, like previously mentioned you need to remove a SHTUP mesh for it to work, i've updated the original post with instructions.

Added a new mod which includes a new turret shell texture + a new .bin for the muzzle flash that adds both smoke and muzzle flash textures with more animations than the original.

Image: http://i.imgur.com/t5rzKyU.jpg

looks crap in still images and the smoke effect isnt really visible in the image.
« Last Edit: 11. February 2013, 10:25:54 by vurt »

67b510f9eeb1fMarcelo

Re: SS2 Vurt's misc stuff
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Nice addition Vurt!  :thumb:
Re: SS2 Vurt's misc stuff
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Why are the doors invisible now? I deleted the file like the first post said and extracted the new security doors into the right spot; but now I can't see or get through doors
Re: SS2 Vurt's misc stuff
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No idea, works for me. My door mod is just a retexture so the texture is the only thing that affects the model.

67b510f9eedecDrowning witch

Re: SS2 Vurt's misc stuff
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any chance we could see muzzle flash work on assault rifle and other weaps that have it?

looks good for the turret :)
Re: SS2 Vurt's misc stuff
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any chance we could see muzzle flash work on assault rifle and other weaps that have it?

looks good for the turret :)
The assault rifle's muzzle flash is already fixed by SHTUP. Don't know about pistol and shotgun, though I think they've been fixed, too.
Re: SS2 Vurt's misc stuff
67b510f9ef357
you can make a copy of flash02.bin and rename it to assflash.bin if you want the same muzzle flash for the assualt rifle.

67b510f9ef4a1Simplex

Re: SS2 Vurt's misc stuff
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assflash.bin - apologies for finding this filename hilarious  :thumb:
Acknowledged by 3 members: RocketMan, rccc, vurt
Re: SS2 Vurt's misc stuff
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Added Better Explosions. I still need help with DML's to make the animation smoother (see https://www.systemshock.org/index.php?topic=4544.0 )

67b510f9ef6e2Alextended

Re: SS2 Vurt's misc stuff
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Can you make a version that only has the sprites, not the weird 3D explosion shockwaves? After you manage to fix the animation speed. Maybe also a version where the suicide bots only have the electrical field. Looks pretty cool.
Re: SS2 Vurt's misc stuff
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It should be possible if i manage to find the explosion meshes.. there's a ton of different explosions in the game (well, like 10-12 or so).
Re: SS2 Vurt's misc stuff
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Did you add a second hand to the assault rifle or is that from some mod I forgot about?
Re: SS2 Vurt's misc stuff
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No idea which mod that might be, this install is like a year old so i can't remember which mod i've used here except for my own..

67b510f9efb25Drowning witch

Re: SS2 Vurt's misc stuff
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thx for the muzzle flash info vurt, and for the explosions mod  :thumb:

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And the whiskers and floaters should now probably be removed before any calculations.
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