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Topic: New models request - SS2 humanoid AIs Read 33381 times  

6743df7e98b75voodoo47

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Tags: °SS2 °request

better move this into its own topic - it seems like the last attempt to create higher poly AIs is dead (moddb page), so the request still stands - we could use a new set of AIs that would be a higher poly, but true to the original replacement for the original set (yes, we do have Rebirth, but while popular and pretty nice, it strays a bit too much from the original concepts). links to tools and tutorials can be found here.

Model list

Ultra-lowpoly AIs:

corpmal1.bin - Male Corpses (-449)
corpfem1.bin - Female Corpses (-450)
headle.bin - Headless Corpse (-1009) this is a female corpse

Objects that are matching the ultra-lowpoly bodies:

cutarm.bin - Cut Arm (-914)
cutleg.bin - Cut Leg (-915)
head5.bin - Cut Head (-916) not too obvious, but this is actually a female head, as the headless corpse model is female.

Lowpoly AIs:

male corpses - any dead male model, for example MS Male Corpse corm_med.bin -1872 (the rest differ only by the texture)
female corpses - any dead female model, for example MS Female Corpse corf_med.bin -1873 (the rest differ only by the texture)
diego.bin - Diego corpse (-3008)
grunt_s.bin - Shotgun hybrid (-175)
grunt_p.bin - Pipe hybrid (-397)
grunt_g.bin - Grenade hybrid (-176)
fembot.bin - Midwife (-179)
assassin.bin - Assassin (-1541)
player.bin - Player1 (-973)
gunghost.bin - suicide ghost


Notes
- when creating the male/female crewmember models, they should be universal enough to be used for dead, living, and ghosts with just a switch of the texture.
- having too much detail/polys might be undesirable - an extremely hires model might clash with the overall game aesthetics. also, having too much detail makes it painfully obvious that there is almost no variation in the AI model set (the "army of clones" effect).
- the hybrids' and midwives' faces should be quite disfigured, again, to mask the "army of clones" effect.
- mouths and lips shouldn't be modeled, NewDark has a feature that emulates mouth movements via texture switching (TTLG), and this only works if the mouth part is flat, and we'll probably want to implement this at some point.
- the joint positions should match the originals, so the orig motions and features (like head tracking) would work properly.


links to some concept art:
http://conejoblanco.deviantart.com/art/System-Shock-2-Tribute-Rumbler-399841806
http://conejoblanco.deviantart.com/art/Nurse-Erin-Bloome-System-Shock-2-Tribute-292876805
http://www.moddb.com/mods/system-shock-2-uprez/images/character-concepts3
« Last Edit: 24. September 2018, 18:56:37 by voodoo47 »
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