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Topic: Citadel - System Shock Fan Remake
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6742bb3942dd0Kaucukovnik

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Yeah, I'm doing UI graphics for Citadel.
Weapons, ammo and cursors are already finished and submitted. Almost exact replicas of originals, like the version one shown above.
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Cool, could you show a preview of them?

6742bb3943403voodoo47

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watch out though, increasing the resolution of just some textures too much can actually cause more harm than good - keeping them at level that fits the overall game aesthetics would be preferable. think SHTUP - getting rid of the really lowres stuff, but not making every texture 2048*2048 just because we can.

6742bb39436bfvoodoo47

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also, a random fact, Kaucukovnik means rubber tree (CZ/SK).
Acknowledged by: Kaucukovnik

6742bb3943a5dRocketMan

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increasing the resolution of just some textures too much can actually cause more harm than good

Shut up Voodoo

kidding ;)

Those icons are looking sooo sweet man.  The PCB version look really cool but I have to go with the original style still because something seems wrong about putting organics on an electronic background but they still look so awesome.  This is going to be great :D

6742bb3944182JosiahJack

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Kaucukovnik, they look fantastic!
  Ya they really do.  Thanks!

So, are you collaborating with Josiah or where did this come from?
Yes he is.

Nice, I like the normal version better.
I do too.  I don't think the HD ones would look quite right, unfortunately.  They are awesome though.  8)

You can put the O's and H's back, though. They do belong there. :)
  I'll be deciding that!  I'll see how it looks when it is in-game, I think it might look pretty neat how he has it. Scaled down to fit the corner I think it might look like other elements/molecules at each node of the formula.  Those are for the patches info backgrounds after all.

6742bb39447d9JosiahJack

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increasing the resolution of just some textures too much can actually cause more harm than good
Shut up Voodoo

kidding ;)

Those icons are looking sooo sweet man.  The PCB version look really cool but I have to go with the original style still because something seems wrong about putting organics on an electronic background but they still look so awesome.  This is going to be great :D
Couldn't have said it better RocketMan!  Though voodoo does have a point and we will be careful not to go too HD.  I'm fiddling with the image renderer in Unity and it's looking pretty nice so far with Point filtering.
Acknowledged by: voodoo47

6742bb3944b01Kaucukovnik

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Seeing them as a part of the whole screen, I have to agree with you guys. The "modernized" version would be just too busy for no real benefit.

Maybe with dedicated inventory space like SS2 I'd try to salvage the idea, but as a transparent overlay that needs to contrast with the 3D view, simple = better.
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Those are great additions, keep them in the game and create an option to switch between low- and high-res icons.
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The hourglass icon shows a very unlikely-looking accumulation of sand at the top. Shouldn't it be level?
Acknowledged by: Kaucukovnik
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The hourglass icon shows a very unlikely-looking accumulation of sand at the top. Shouldn't it be level?

Actually, that's a very good point, the sand would be level.

6742bb39451bbKaucukovnik

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You are absolutelt right, guys. The original is not flat, but it was definitely not supposed to be such a tall mountain.

6742bb394536eSynaesthesia

  • Company: Night Dive Studios
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Once this is actually done, I will find the time to start recreating the textures in PBR using my copy of Quixel Suite. Oh, the possibilities...

6742bb3945471comcast123

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Are the physics on this good? Because the physics in the orig. game is pretty buggy.

6742bb394554aicemann

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Really? I never once noticed any bugs that I can think of.
« Last Edit: 03. September 2015, 16:12:44 by icemann »

6742bb3945632voodoo47

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the physics is actually pretty awesome for its time.

6742bb394573bRocketMan

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One thing that should not be emulated when making the new SS1 is falling damage not being there.  I distinctly recall falling in level 8 and it's a long way down on that level but I never took any damage after smashing into the ground below.

6742bb3945831voodoo47

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yeah, SS1 has no falling damage if memory serves. and yes, considering that we'll be getting normal controls, there is not much sense in not implementing it.
Acknowledged by: icemann

6742bb39459dbJosiahJack

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But maybe Hacker has...



But, ya... noted.  What suggested velocity should cause damage?  (Notice I didn't say height)
And so far the physics are quite flexible in Citadel in the Unity engine.  The Player has a Capsule collider with rounded ends that behaves very similarly to the original.  I have it scale down during crouching and prone.  I'm quite happy with it so far.

6742bb3945c2eRocketMan

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If you can fall more than 7 meters without injuring yourself, I'd consider you to be excessively lucky and/or not human so:

d = 0.5at^2
-7m  = 0.5 * -9.81 m/s^2 * t^2
t = 1.1946 sec

v = at
v = -9.81 m/s^2 * 1.1946 sec
v = -11.72 m/s


... so make it 12 m/s and see how that works.  Mind you, if the gravity isn't Earth gravity (can't recall if it was), then this won't make sense.

6742bb3946263JosiahJack

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Are guns usable at this stage?
The dartgun is:

https://www.youtube.com/watch?v=7nRx5NdcB30

...
v = -11.72 m/s

... so make it 12 m/s and see how that works.  Mind you, if the gravity isn't Earth gravity (can't recall if it was), then this won't make sense.
  Will give it a go.  Currently I have gravity acceleration set to 9.8m/s^2 and Unity uses meters so 12m/s might work out fine.  I don't think well in meters so thanks!  Ya, I'm one of those crazy Americans.

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