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Topic: SS2 CyberBlutch Rebirth 05
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6740feafa5d9eZylonBane

Re: SS2 Rebirth Beta 01 - Complemented Version
6740feafa5e22
Heh, I've been waiting years to see if anybody would notice that little mistake. And I doubt anyone has a version that's identical but without the scribble because that's the only version I ever released.
Re: SS2 Rebirth Beta 01 - Complemented Version
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ZB, testing our attention since 1823.

6740feafa64c0Enchantermon

Re: SS2 Rebirth Beta 01 - Complemented Version
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Attached.

Heh, I've been waiting years to see if anybody would notice that little mistake. And I doubt anyone has a version that's identical but without the scribble because that's the only version I ever released.
Ah, I just compared them side by side, and I see now that they are different. My mistake.
Re: SS2 Rebirth Beta 01 - Complemented Version
6740feafa66e5
Hey guys

I got a strange question:

I got this ss2mod file "rebirth_sprachfix_patchfix2_0.ss2mod" but I can't activate it... it asks for some "-volumes" file...
I searched the forum for "sprachfix" but I cant find anything about it?

Wrench
Re: SS2 Rebirth Beta 01 - Complemented Version
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Neither have I ever heard of it. And it doesn't make any sense anyway. Rebirth doesn't need a language fix.
Re: SS2 Rebirth Beta 01 - Complemented Version
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Neither have I ever heard of it. And it doesn't make any sense anyway. Rebirth doesn't need a language fix.

Thats strange... uhm okay then DIE CRAZY MYSTERIOUS FILE!!! DIIIIEEEE!!!!!

6740feafa6cf4unn_atropos

Re: SS2 Rebirth Beta 01 - Complemented Version
6740feafa6d5f
Ahoj,

is there a tutorial around anywhere how to change the modells in sys2?
Were they taken out of the game and changed, or did someone create new modells and replaced the old ones?

6740feafa70edEnchantermon

Re: SS2 Rebirth Beta 01 - Complemented Version
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is there a tutorial around anywhere how to change the modells in sys2?
If you're asking about how to install this mod, read the first post. If you're asking about how to create models, get a modeling program and learn how to use it.
Were they taken out of the game and changed, or did someone create new modells and replaced the old ones?
CyberBlutch created new models that replace the old ones.
Re: SS2 Rebirth Beta 01 - Complemented Version
6740feafa72aa
This will be interesting to you: How to make new BIPED Meshes for Dark Engine Games
And these are tools you'll want: ShockEd Toolkit

6740feafa758aunn_atropos

Re: SS2 Rebirth Beta 01 - Complemented Version
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CyberBlutch created new models that replace the old ones.
My idea was to take a modell out of the game, change something on it and then to put it back. Because  I have no moddeling skills I thought that would be an easier way instead of doing something from scratch. Maybe there is a chance for changing the textures at least^^

@Kolya: Up to now I just had the normal dromed, but this version is a lot easier to use, thanks!
The other programms look kinda complicated. I guess I should learn how to handle shocked at first

6740feafa78dfRocketMan

Re: SS2 Rebirth Beta 01 - Complemented Version
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Changing the textures in the sense of making a direct replacement of the file is possible but if new UV mapping is required or if you want to remodel something and put it back in the game it won't work without repairing the model after the changes have been made because the information governing how the mesh deforms in response to being animated (joints, motions, etc) is lost in the process of rebuilding the mesh.  I had to be reminded of this on a couple of occasions myself.

6740feafa7bfcvoodoo47

Re: SS2 Rebirth Beta 01 - Complemented Version
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If you mean the humans in the earth level (before the training center) they should use the rebirth models. Which makes them look like corpses unfortunately.
The ADaoB mod fixes that. So if you use that, they will look like the normal models again.
is there any way to fix this (I mean,to have rebirth models on the living human npcs without breaking anything)?
Re: SS2 Rebirth Beta 01 - Complemented Version
6740feafa7dd6
But earth's living humans do have rebirth models. It's just a minor problem that those are corpse models which makes them look like zombies (if you get up close and have a good look, otherwise you're unlikely to even notice).
The only way to fix this is to replace the mission file with one where the humans use different models, which is what ADaoB does.

To clarify: Earth's living humans wore corpse models in the original game too. But it only became really noticable with rebirth.

6740feafa7e6dvoodoo47

Re: SS2 Rebirth Beta 01 - Complemented Version
6740feafa7eba
oh,I get it now. thanks for the clarification.
« Last Edit: 05. February 2011, 17:31:30 by voodoo47 »

6740feafa8023voodoo47

Re: SS2 Rebirth Beta 01 - Complemented Version
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..ok, first, I'm a total newbie in this, so don't be surprised if I say something stupid or obvious.

I have been looking at the original mesh.crf, trying to figure out how things work. the reason is simple-I would like to use rebirth models for the living crew members as well (as having both the original, and the rebirth models on one screen looks just wrong). so basically, the original game uses one set of models and textures for living people, and another for corpses (CRUx_xxx/CORx_xxx). that means adding a rebirth model is quite easy, all I had to do was make a copy of the rebirth CORx_xxx models and rename them to CRUx_xxx. there is one problem though-the new "living" model uses (or rather, if I understand things correctly, is internally linked to) the old "corpse" texture, making the living ingame npcs look a bit too bloody.

the question is-how difficult would it be to edit the new "living" model (in reality, just the renamed "corpse" model) and link it with some other texture (exactly as the original CRUx_xxx is linked to CRUx_xxx.GIF)?
Re: SS2 Rebirth Beta 01 - Complemented Version
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I think you'd just need to use BIN2E and edit the E file to use the new texture, then ...um make it a bin again. All you need should be in NV's ShockEd Toolkit.

I do wonder where you see living models and corpses so close together though that it would matter.

6740feafa82eevoodoo47

Re: SS2 Rebirth Beta 01 - Complemented Version
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the hybrid chase scene just after the 45100 door would be a good example (tall lowpoly woman chased by a short hipoly hybrid. makes you go waaat? instead of eeek!).


I'm doing the graveyard shifts next week, guess I'll try playing around the editor a bit. thanks.


edit: ah what the hell, sometimes you just gotta have fun. managed to convert the bin to e, and did the edits, but I'm a bit clueless on how to convert it back to bin-it seems like I can convert it to 3ds and then to bin, but that seems kind of.. impractical. hmm.....
Re: SS2 Rebirth Beta 01 - Complemented Version
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Not sure, NV can certainly explain that if you don't find anything in the readmes before.

6740feafa856fvoodoo47

Re: SS2 Rebirth Beta 01 - Complemented Version
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guess this is as far as I go (not surprised, if it was just as easy as running two commands and editing two lines, someone would have done it long time ago):

Image: http://img97.imageshack.us/img97/7066/ahwell.png


hmm, maybe I should split this away from the rebirth thread.
Re: SS2 Rebirth Beta 01 - Complemented Version
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I was about to do it, but now I'll leave it to you. :)
Preferably from unn_atropos' question onward, as it's all about SS2 AI texturing.

6740feafa88ccvoodoo47

Re: SS2 Rebirth Beta 01 - Complemented Version
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ouch, the weight of the responsibility.

..well, even if I won't manage to fix the model in the end, I already have a solution that works good enough for me-I have edited the texture slightly, and made it a bit less bloody. not a perfect solution, but still way better than having mixed models, imho.


edit: uploaded short clips.

hybrid chase:
http://www.youtube.com/watch?v=93XzeTbFdjU

watts dying:
http://www.youtube.com/watch?v=OSTv-Q4EXPM

the bloody textures and scared faces work surprisingly well here-makes the chase scene look even scarier (swapped the texture on hands to make the gore less visible), and as for watts,he IS supposed to be gravely wounded and dying, so being all bloody and scared is ok.

the scene at the beginning the of recreation deck is really awkward though-but there is no way I'll ever be able to fix that, as it would require an edit to the model itself,and a new not-as-much-scared face texture. still, I think it is slightly better than using the old lowpoly model.

« Last Edit: 06. February 2011, 11:38:27 by voodoo47 »

6740feafa8ae7Nameless Voice

Re: SS2 Rebirth Beta 01 - Complemented Version
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You can't really convert AI meshes back to .e, you lose the limit planes, meaning you won't be able to convert them back to .bin.

If you just want to change the textures, use a hex editor on the mesh's .bin file and replace the texture name.  Just don't change the length of the file.

6740feafa8d59voodoo47

Re: SS2 Rebirth Beta 01 - Complemented Version
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wow, I'm at a loss for words. that was incredibly easy. many thanks.

now to play with the textures :)


edit: done. I have left a bit of blood here and there, after all, the clothes should be a bit messy after all that stuff the npcs went through. watts is left all bloody and gory, this is intentional, as he is supposed to be gravely wounded and only seconds away from death.. with the exception of the recreation deck scene, the models/textures fit quite nicely, the game was kind enough to hide most of the imperfections (special thanks to tommy for not turning around during the rumbler chase scene, and not revealing that rebirth grin of death).

to install, just drop the archive contents to the DataPermMods folder, and overwrite. rebirth must be installed first (kind of obvious, but whatever).


edit: youtube links:

http://www.youtube.com/watch?v=_zD8kn0g3s0
http://www.youtube.com/watch?v=DE4vZtli9aU
http://www.youtube.com/watch?v=E6K1pDH4A8w
http://www.youtube.com/watch?v=P9Vq7mIPyIk

edit2: Watts and Cortez are fixed.

edit3: earth and chesapeake bay station models added.
« Last Edit: 10. January 2013, 14:45:07 by Kolya »
Re: SS2 Rebirth Beta 01 - Complemented Version
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If you want to keep this as a separate mod, at some point please create its own thread.
The other option is to merge it into rebirth (once you're finished), as it is a rebirth extension anyway.

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