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Topic: SS2 Four Hundred (400)
Page: « 1 ... 7 [8] 9 ... 20 »
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67404f013f6abvoodoo47

Re: SS2 Four Hundred
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...
guy, at least provide the names of the maps! anyway, first three are on rick1, so no problem, will be fixed in SPC. no.4 is envmap on the prism, this is upon the mod author to decide whether he wants it there or not. no.5 is from a stripped map, nothing can be done about that. no idea what is supposed to be wrong on 6 and 7 (the small resolution of the pictures is not helping). 8 and 9 are from a stripped map, again, nothing can be done here.
Re: SS2 Four Hundred
67404f013fa3c
no.4 is envmap on the prism
after SS2Tool v5.1 to AccFam_13.rar

67404f013fad4voodoo47

Re: SS2 Four Hundred
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yeah, this is from the 400 mod.
Re: SS2 Four Hundred
67404f013fd9e
no.4 is envmap on the prism, this is upon the mod author to decide whether he wants it there or not.
The problem is not the envmap: the crate top and the prism surface are wrongly sorted and the crate dissapear where the prism is. I believe you'll get the same problem with any alpha texture. A maphack maybe?
(working on next release: Xerxes & Regen Stations are done)

67404f013fe48voodoo47

Re: SS2 Four Hundred
67404f013fe94
ah, I see it now. forcing the correct alpha (or whatever) setting on both the concrete obj and the archetype via dml or mtl should help then.

67404f0140090blaydes99

Re: SS2 Four Hundred
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Thanks for another great release, this is a 'must-have'.
Re: SS2 Four Hundred
67404f014031c
Thanks for another great release, this is a 'must-have'.
Thanks. And you're going to hate me.

Release 14 (tons of stuff -- Xerxes, Regen stations, Recreation...)
I cannot attach the new release to the post because the file got pretty huge. Sorry about that.
Re: SS2 Four Hundred
67404f014040e
You could host it on Moddb. May be it's not as convenient as cloud file services, but more reliable in a long run.

67404f0140493voodoo47

Acknowledged by: ACC

67404f014070aZylonBane

Re: SS2 Four Hundred
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You could host it on Moddb. May be it's not as convenient as cloud file services, but more reliable in a long run.
All file hosting services are "cloud" services. Ugh.
Re: SS2 Four Hundred
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@System
Alright.
But there's nothing I can do about it: texture misalignments, errors in *objects* texturing, z-buffer issues and the like are out of my control.
I just provide graphic files, nothing else.

67404f0140b8fblaydes99

Re: SS2 Four Hundred
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Got the new release, once again many thanks.

Aside from the sleek new textures, I also noticed that you updated that one horrible texture seen during the training "missions" and it looks much better. Heck, I wouldn't personally mind if you took even more liberty with that one to change it up a bit. :) At any rate, nice work all around on this!

67404f0140e12ZylonBane

Re: SS2 Four Hundred
67404f0140e68
Aside from the sleek new textures, I also noticed that you updated that one horrible texture seen during the training "missions" and it looks much better.
"That one horrible texture" doesn't really narrow things down much.
Re: SS2 Four Hundred
67404f0140f71
I've noticed you have added this neat glossy effect on windows on Earth level, i guess it's some kind of shader, right? Is it possible to make monitors and other glass objects glossy as well?
Re: SS2 Four Hundred
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Oh nevermind, my bad, they actually are glossy.

67404f014128eblaydes99

Re: SS2 Four Hundred
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"That one horrible texture" doesn't really narrow things down much.

I'm shocked that you'd say this ZB, just shocked. ;) I'm referring to the infamous bad wall texture used during the training sequences. Earlier in this same thread, I posted a screenshot and special request to update it, so it's kind of hard to miss.

https://www.systemshock.org/index.php?topic=4240.msg53205#msg53205

67404f0141392ZylonBane

Re: SS2 Four Hundred
67404f01413e2
Oh, you mean the texture with the color banding on it.

You know that's primarily a Rickenbacker texture, right? It's all over the place there.

67404f0141493blaydes99

Re: SS2 Four Hundred
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Ah yes, thanks for reminding me. I saw a recent pic taken from some portion of the Rickenbacker the other day and felt that it was that same texture. Since ACC fixed the banding for this texture in a recent release, that should help the Rickenbacker look a bit better.
« Last Edit: 05. June 2013, 18:32:22 by blaydes99 »
Re: SS2 Four Hundred
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Your screenshots are fab. System, what are your radial blur and lightmap settings? I haven't had the chance yet to toy around much with them, but I'd like my game to look just like that!  :D

67404f01417f4ZylonBane

Re: SS2 Four Hundred
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Are you insane? They look awful. Like the player is having an acid trip.
Re: SS2 Four Hundred
67404f0141abb
Your screenshots are fab. System, what are your radial blur and lightmap settings? I haven't had the chance yet to toy around much with them, but I'd like my game to look just like that!  :D
Code: [Select]
sfx_vol_music 0
sfx_vol_2d 0
sfx_channels 48
game_hardware 1
sfx_device 4
sfx_eax 1
game_screen_depth 32
d3d_driver_index 0
enhanced_sky 1
use_d3d_display 1
single_display_mode 3
ui_scale_mode 2
master_volume 0
game_screen_flags 45
game_screen_size 1920 1080
gamma 0.8999999762
skip_intro
sfx_vol_3d 0
game_full_screen 1
d3d_disp_limit_gpu_frames 1 1
fov 80
movie_sw_scale_quality 4
gamma_movie 1.5
force_32bit_textures 1
mipmap_mode 2
lm_init_texmem 2
lm_filter_margin 1
tex_filter_mode 16
mipmap_bias -16.0
fixed_star_size 0.5
pixel_parts_as_disks 1
multisampletype 16
d3d_disp_enable_hdr 32
d3d_disp_sw_cc_sat 1.5
postprocess 1
bloom_saturation 0.9
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bloomscale 1.5
bloom_threshold 0.1
d3d_disp_enable_distortionfx 1
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default_alphatest_ref 1
d3d_disp_2d_overlay_alpha 0.7
d3d_disp_no_rgb10_buf
reverse_stereo 0
fogging 1
render_weather 1

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