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Topic: SS2 Four Hundred (400)
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673ff7517e16ePrimitive Primate

Re: SS2 Four Hundred
673ff7517e1e5
Oh. I haven't tried them out yet, I presumed it was a total fix.
I can't wait for SCP, it appears it will fix every pixel of the game.

673ff7517e3d8voodoo47

Re: SS2 Four Hundred
673ff7517e449
the textures themselves are not a magic fix for everything, the maps also need to be set up properly to make everything silky smooth.

673ff7517e4f2Primitive Primate

673ff7517e663System Shocked

Re: SS2 Four Hundred
673ff7517e6b7
@ ACC, I think this is part of your mod.

In Hydroponics, at this location http://i.imgur.com/BlU5355.jpg this decal is double-imaged http://i.imgur.com/mC2VhL6.jpg. It's the same on the opposite side.

673ff7517e814voodoo47

Re: SS2 Four Hundred
673ff7517e864
confirming - not sure what causes this weirdness, but it's definitely not there without the 400 mod. also, you need to be ingame, it does not happen in the editor. some mtl effect may be causing this.

ok, this is happening because the ACC xerxes02 texture is not a 1:1 replacement of the orig texture - the orig does not have the Xerxes decal. the orig decal is a part of the Xerxes face object, so what happens here is that after applying the 400 mod, you will get two Xerxes decals - one is part of the Xerxes face object, and one is on the world texture.

the Xerxes decal needs to be removed from the xerxes02 ACC texture to fix this properly.
see the posts below.

[faceoff.jpg expired]
« Last Edit: 02. June 2014, 22:33:25 by voodoo47 »

673ff7517e9a0ZylonBane

Re: SS2 Four Hundred
673ff7517e9ef
Actually, only SHTUP does that. To up-res the Xerxes logo, it provides a version of the column texture with the logo removed, so it can be replaced by the high-res version in the object. I'm surprised this was only noticed on Hydro, because it should affect all Xerxes columns. Maybe the other ones are better-aligned.

The hacks I had to resort to before it was possible to increase terrain texture resolution directly...

673ff7517ea9dvoodoo47

Re: SS2 Four Hundred
673ff7517eaea
I stand corrected - so it's actually SHTUP vs 400 conflict. guess it had to happen one day. what would be a proper way of solving this, I wonder?
Re: SS2 Four Hundred
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Back when I did the Xerxes texture, I made most of the testing in Hydro, that's when I noticed the issue; So I removed the logo from my own version. When I noticed the logo wasn't there in Command, I figured out it had to be related to SHTUP (but yeah, I confirm, the logo is only showing in Hydro) -- so I put it back in...

673ff7517eea4ZylonBane

Re: SS2 Four Hundred
673ff7517eefc
I stand corrected - so it's actually SHTUP vs 400 conflict. guess it had to happen one day. what would be a proper way of solving this, I wonder?
Delete the SHTUP Xerxes panel model. The Xerxes face will still be upgraded because both modified and original models use the same texture.

Next SHTUP release won't include the modified model.

673ff7517ef80Primitive Primate

Re: SS2 Four Hundred
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Is Xerxes thinking outside the box on that picture?

673ff7517f057voodoo47

Re: SS2 Four Hundred
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added a note with the model name to the first post.

673ff7517f1edSystem Shocked

Re: SS2 Four Hundred
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@ ACC

Providing this falls under the scope of your mod, I was wondering if this g'awful "caution" texture behind the ladder, in the Rickenbacker pod area, is something you could lay your magical hands on http://i.imgur.com/ALMQIXM.jpg and http://i.imgur.com/ufiVf4O.jpg. The texture appears in numerous places.

It's blurry and the yellow portions should be brighter. After all, it is a "caution" sign and should serve as more of a warning.

Going forward, would you prefer the player's position coordinates also, or are screenshots alone sufficient.


Thanks in advance.

673ff7517f2devoodoo47

Re: SS2 Four Hundred
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the texture name is rck023, and I'm pretty sure ACC is fully aware that not all textures have been remade just yet.
Re: SS2 Four Hundred
673ff7517f884
Providing this falls under the scope of your mod, I was wondering if this g'awful "caution" texture behind the ladder, in the Rickenbacker pod area, is something you could lay your magical hands on(...)
Don't worry: it's Ricken_2/RCK023 (so yep, it's part of the plan), I have a savegame right in that area. (burned by Voodoo)

(stuff to copy to obj/txt16)
Unless there's a solid reason to make copies, I'm going to handle this via MTL files. While I'm at it, here a full list of textures shared between FAM and OBJ:
- ARBOR03 (as you pointed out), todo
- ARBOR03B (I can do it but it's going in SHTUP, not 400), todo
- CARPAN (done -- ready for next update)
- F_GRID2, todo
- LIGHT (done -- ready for next update)
- LIGHT1 (done -- ready for next update)
- OPS006 (done -- ready for next update)
- OPS007 (done -- ready for next update)
- OPS010 (done -- ready for next update)
- PIPE32 (this one is a variation of HYDRO_2/PIPE2, feel free to use acc/pipe01a.png)
- PLAINS1 (done -- ready for next update)
- RICK015, todo
- SLATMAR (done -- ready for next update)
- WEDGELIT (is a small part of one of the ENG texture; I won't touch it, but feel free to borrow what you need)

On my end, I noticed OBJ/TXT16/CLBOX and OBJ/TXT16/CLBOX1 are also used in FAM/SHARED

The next update should also remove the stuff that SHUTUP will include (screens, SCAN_, SCANR_ ...)
« Last Edit: 03. June 2014, 15:46:42 by ACC »

673ff7517f92cvoodoo47

Re: SS2 Four Hundred
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right, you should be able to just mtl redirect it to the proper texture.

673ff7517fa72ZylonBane

Re: SS2 Four Hundred
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SCP will also be adding among its new objects one that uses clones of HYDRO02 and HYDRO10 (mostly the latter). Due to the nature of this object it will need to match the terrain.

https://www.systemshock.org/index.php?topic=5970.msg70769#msg70769
Re: SS2 Four Hundred
673ff7517fbaf
I don't understand what you guys are doing exactly, but if you need the PSD files for both these textures, you can have them.

673ff7517fc51voodoo47

Re: SS2 Four Hundred
673ff7517fc9e
it means you will probably have to add some obj redirect mtls for some hydro textures to stay compatible with SCP's custom objects. shouldn't be a problem.
Acknowledged by: ACC

673ff7517fe67ZylonBane

Re: SS2 Four Hundred
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I don't understand what you guys are doing exactly...
Using objects to simulate adding terrain features to stripped levels.
Acknowledged by: ACC

673ff7517ffa3voodoo47

Re: SS2 Four Hundred
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as mentioned here, some glass objects (vodka, beakers, prisms, maybe more) are inheriting an effect that is making them look odd. it would be preferable if they didn't do that.
Re: SS2 Four Hundred
673ff751802e0
as mentioned here, some glass objects (vodka, beakers, prisms, maybe more) are inheriting an effect that is making them look odd. it would be preferable if they didn't do that.
I left a note about that earlier, it was not supposed to be distributed (the archive got a bit... messy), it should be fixed now.
Release 17, some ugly ugly textures in there.

673ff751803b5voodoo47

Re: SS2 Four Hundred
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ah yes, you did. sorry, kinda need to keep way to much stuff in my head these days. r17 working fine, thanks.

673ff75180534Yankee Clipper

Re: SS2 Four Hundred
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I'm seeing an overlap in the text of the Xerxes located on MedSci. I see it if I'm running 400 and Shtup at the same time. If I run either of them without the other, the effect goes away.

http://oi59.tinypic.com/208jjue.jpg

I was using 400 v16 and I don't recall seeing this before I updated to v17.

673ff75180631ZylonBane

Re: SS2 Four Hundred
673ff75180684
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