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Topic: SS2 Four Hundred (400)
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6742febc2381dPrimitive Primeape

Re: SS2 Four Hundred
6742febc2388b
Make merge, not deconflict.
All we need is love.

6742febc23a83voodoo47

Re: SS2 Four Hundred
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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
6742febc23cb4
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).

6742febc23d64Primitive Primeape

Re: SS2 Four Hundred
6742febc23dba
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
6742febc244f4
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...

6742febc245b2voodoo47

Re: SS2 Four Hundred
6742febc24607
yeah, the next version of SHTUP will take care of windows.

6742febc246b2Primitive Primeape

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

6742febc2492aPrimitive Primeape

Re: SS2 Four Hundred
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Man, I love it!

[Shock2 2014-05-21 23-29-38-51.png expired]
Re: SS2 Four Hundred
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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

6742febc24f67System Shocked

Re: SS2 Four Hundred
6742febc24fcb
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
6742febc25108
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.

6742febc251b9voodoo47

Re: SS2 Four Hundred
6742febc25202
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

6742febc25293Primitive Primeape

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

6742febc253d1voodoo47

Re: SS2 Four Hundred
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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
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Well, the rotating logos is something I could do in Blender.
Are there any higher resolutions available of the emblems they have on them?

6742febc257a8voodoo47

Re: SS2 Four Hundred
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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.

6742febc25958ZylonBane

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.

6742febc25a47Primitive Primeape

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

6742febc25bf2voodoo47

Re: SS2 Four Hundred
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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

6742febc25d7dZylonBane

Re: SS2 Four Hundred
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The Council of SHTUP agrees.

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

6742febc25e8fvoodoo47

Re: SS2 Four Hundred
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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).

6742febc25f9cPrimitive Primate

6742febc260b4voodoo47

Re: SS2 Four Hundred
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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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