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Topic: SS2 Four Hundred (400)
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66f8e480a0c8fPrimitive Primeape

Re: SS2 Four Hundred
66f8e480a0d00
Make merge, not deconflict.
All we need is love.

66f8e480a0f12voodoo47

Re: SS2 Four Hundred
66f8e480a0f97
as long as there are proper mtl files for all the texture sets in both mods, it should be just a matter of setting the mod priority in your preferred mod manager.
Re: SS2 Four Hundred
66f8e480a117c
It depends of the override order you use in NewDark really (I don't know if they really "conflict", it's not like one is going to mess with the other in an ugly way). But-- I don't mind removing the screens from 400 entirely (I'm not exactly eager to remake them all especially since there's already another mod for that). Most user will install every graphic mod they can at once anyway -- just write the mtl files for the terrain on your side...

Also, there are two models I'm currently messing with: drop00.tga (in bitmap/txt16) and scan (in obj/tex16)... I might as well remove these two (feel free to take these files if you want them).

All in all, I might as well tidy 400 a bit (rename some files and make sure there are no useless things bloating the archive).

66f8e480a122fPrimitive Primeape

Re: SS2 Four Hundred
66f8e480a1260
Will you fix/make better glass panes in the future?
« Last Edit: 22. May 2014, 13:15:13 by Primitive Primeape »
Re: SS2 Four Hundred
66f8e480a1539
Will you fix/make better glass planes in the future?
The big blue glass windows? I know I also replaced one glass texture (wasn't supposed to release that, my mistake), but that's a model (so it's for SHTUP). Hint: if you point at something in the game and it shows a description of said thing, it's not part of the terrain...

66f8e480a15f4voodoo47

Re: SS2 Four Hundred
66f8e480a164e
yeah, the next version of SHTUP will take care of windows.

66f8e480a1748Primitive Primeape

Re: SS2 Four Hundred
66f8e480a17a4
Ah, understood ACC.
Sounds great, Voodoo.
Re: SS2 Four Hundred
66f8e480a1925
Great to see you're still on this ACC!
Acknowledged by 5 members: ThiefsieFool, RocketMan, ACC, Join usss!, Primitive Primeape

66f8e480a19cePrimitive Primeape

Re: SS2 Four Hundred
66f8e480a1a1c
Man, I love it!

[Shock2 2014-05-21 23-29-38-51.png expired]
Re: SS2 Four Hundred
66f8e480a1b7a
Thanks for your commitment to this project, ACC! Much appreciated.

And ZylonBane, we are keeping our fingers crossed for SHTUP-ND of course! ;)
Acknowledged by 2 members: RocketMan, ACC

66f8e480a1db4System Shocked

Re: SS2 Four Hundred
66f8e480a1e0a
Suddenly, out of nowhere, update 16.

I'd given up hope of another release. Many thanks for your ongoing dedication to this project. Keep up the superlative work. It's greatly appreciated.
« Last Edit: 24. May 2014, 18:16:29 by System Shocked »
Acknowledged by: ACC
Re: SS2 Four Hundred
66f8e480a1f50
I was thinking about the "conflict issue" and noticed something embarrassing: the maintenance elevators in Engineering use "flt_3/yellow" and "eng_2/f_grid2" (well, not those EXACT files, but they are the same graphics). I never really payed attention to the models, but I suspect it's not the only model doing this. Unless you have a plan for the shared textures SHTUP and 400 **WILL** conflict eventually.

66f8e480a1ff6voodoo47

Re: SS2 Four Hundred
66f8e480a2045
small stuff can be sorted out, so don't worry about that. anyway, still no love for ert_1/ert024? would love to see the earth map in full new jacket.
Acknowledged by: Primitive Primeape

66f8e480a20cePrimitive Primeape

Re: SS2 Four Hundred
66f8e480a211c
What group does the annelid pools belong to?

66f8e480a21e7voodoo47

Re: SS2 Four Hundred
66f8e480a2240
pools? maybe you mean piles (of disgusting worms)? those are objects, and according to vurt, the (animated) textures are a pita to recreate. but I do agree that an update of those is badly needed, they really cut into the overall visual fidelity when you run the game with all the new fancy stuff enabled, so I certainly wouldn't mind ACC having a look. same goes for those rotating OSA/Navy/Marine logos on Earth.
Re: SS2 Four Hundred
66f8e480a24fb
Well, the rotating logos is something I could do in Blender.
Are there any higher resolutions available of the emblems they have on them?

66f8e480a25a3voodoo47

Re: SS2 Four Hundred
66f8e480a25f2
I don't think so. that's probably the reason why no one has attempted to make hires logos in the past - you would have to redo them from scratch.

66f8e480a2709ZylonBane

Re: SS2 Four Hundred
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Yeah, high-res versions of the military branch logos are something that's been floating around my to-do list for years. The problem is that the logos are three-dimensional. Not just the spinning discs, but the actual logos themselves appear to be embossed.

66f8e480a27fePrimitive Primeape

Re: SS2 Four Hundred
66f8e480a284f
Yes Voodoo, I meant piles. Not pools, what was I thinking... :p

66f8e480a29a1voodoo47

Re: SS2 Four Hundred
66f8e480a29f1
hey ACC, the Shodan reveal level is using a bunch of special objects as fake walls, and as they are using their own copies of the world textures which are placed in obj/txt16, they will still be lowres even when the 400 mod is installed. to fix this, copy/rename the following textures into obj/txt16;

BlackOps01.png -> OPS006.png
BlackOps02.png -> OPS007.png
Base3.png -> OPS010.png

for the sake of consistency, I strongly recommend that you make this a permanent part of your mod (even though they are obj textures, they should be a part of the 400 mod, as they are representing wall textures, and are, after all, your work). I'm attaching the extra textures to this post for the time being (extract to your DataPermMods, DataTempMods, or AccFam_16 folder).
Acknowledged by: Primitive Primeape

66f8e480a2ad4ZylonBane

Re: SS2 Four Hundred
66f8e480a2b22
The Council of SHTUP agrees.

There's also the fake wall objects used by the Kool-Aid bot on rec deck.

66f8e480a2bddvoodoo47

Re: SS2 Four Hundred
66f8e480a2c2a
yeah, following textures need to be copied to obj/txt16;

slatmar.png
arbor03.png (updated version does not exist yet)

attaching the one existing texture (extract to your DataPermMods, DataTempMods, or AccFam_16 folder).

66f8e480a2cc9Primitive Primate

66f8e480a2dc9voodoo47

Re: SS2 Four Hundred
66f8e480a2e16
not really, as it's only the lower part of the (obj) texture, which will still look off-place as on the orig map, the texture offsets are not exactly optimal at that place. will be much better with SCP (was hammering on that place for quite a while to make it look and work better).

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