ZylonBane on 21/4/2005 at 14:46
Quote Posted by icemann
Why not just include minimal clothing (underwear, bras etc etc) ? I doubt anyone would have any problems with that.
That would still just look like some monsters interrupted an orgy. Best compromise, IMHO, would be to texture the "naked" models as if their clothes had been mostly ripped/shredded off them.
On that note, I don't think anyone would disagree that SS1 was a more gory game than SS2. In SS2 most of the dead bodies were absorbed into the Many, but in SS1 all those corpses were just left to rot. While SS2 relied mostly on psychological horror, SS1 went for a large measure of physical horror, by presenting the player with rooms full of carnage. If the horror of these scenes is to be preserved in the CCP, SS2 is going to need some work.
First, the default blood splats in SS2 are a cartoonish bright red. I've been playing with darkening this in SHTUP, but it's tough to get the more realistic reddish-brown of dried blood to look right against the Von Braun's bright walls.
Second, SS2's character models look terrible in their dead poses. SS2 models are designed for walking. In death their joints tend to pop out at weird, unnatural angles. And they often look like they're floating.
Third, we need a greater variety of, umm... "parts". We already have simple head, arm, and foot models (in need of retexturing), but we could use a few more variants, like a decapitated body, ripped torso, etc.
G'len on 21/4/2005 at 15:57
Quote Posted by ZylonBane
SS2 is going to need some work.
Ofcourse it does. Any help in this aspect will be warmly (or, in SS2 terms, wormly :ebil:) welcome :)
Quote:
First, the default blood splats in SS2 are a cartoonish bright red. I've been playing with darkening this in SHTUP, but it's tough to get the more realistic reddish-brown of dried blood to look right against the Von Braun's bright walls.
SS2's blood is passable (if a bit cartoonish); if you can create better blood splats, ofcourse, the entire community will be enourmously pleased.
Quote:
Second, SS2's character models look terrible in their dead poses. SS2 models are designed for walking. In death their joints tend to pop out at weird, unnatural angles. And they often look like they're floating.
It's more a problem of the Dark Engine as a whole, really; If Rebirth doesn't help this, I don't think that anything is likely to. Joint modification is a messy business, so if you wish to brave it, tread carefully.
Quote:
Third, we need a greater variety of, umm... "parts". We already have simple head, arm, and foot models (in need of retexturing), but we could use a few more variants, like a decapitated body, ripped torso, etc.
Again, everybody should feel welcome to create these parts. Organic models are not (yet) within my expertise, though, but I might try to rip a corpse in half.
Aekeron on 21/4/2005 at 16:26
That's incredibly good news /re the scripts, Glen ;)
JediK..don't go..just rest :)
JediKorenchkin on 21/4/2005 at 16:29
It's too bad we can't use a better engine.
Aekeron: The problem isn't a lack of ability to rest, it's the problem that I wouldn't have the time needed to work on this.
Aekeron on 21/4/2005 at 16:39
Ah, fair enough.
Would be a shame, but I know the feeling in regards to work/money pressures :/
ZylonBane on 21/4/2005 at 16:51
Quote Posted by G'len
It's more a problem of the Dark Engine as a whole, really; If Rebirth doesn't help this, I don't think that anything is likely to. Joint modification is a messy business, so if you wish to brave it, tread carefully.
Since you never actually see anyone die in SS1, there's no reason why corpses couldn't be modeled as preposed objects instead of AI meshes.
Enchantermon on 21/4/2005 at 19:25
Quote Posted by G'len
So we'll have security screens in the Conversion as in SS1's "observation" rooms - frob a scrin object, and you'll see through a camera.
Excellent! I recently played through SS1 and I was wondering how you were going to pull that off. :thumb:
Could the same type of thing be used for the Sensaround?
Quote Posted by ZylonBane
Since you never actually see anyone die in SS1, there's no reason why corpses couldn't be modeled as preposed objects instead of AI meshes.
You know, that sounds like a good idea. Instead of AIs, just make them (essentially) human-shaped crates, right? Doing so would allow for a lot more variety too, wouldn't it?
Enchantermon
G'len on 21/4/2005 at 20:00
Quote Posted by Enchantermon
Excellent! I recently played through SS1 and I was wondering how you were going to pull that off. :thumb:
Could the same type of thing be used for the Sensaround?
Unfortunately, I don't think so. Not only the camera cannot move while you look through it, but you'll have to stop walking while looking into your sensearound. And you couldn't look forward while looking into the sensearound.
Quote:
You know, that sounds like a good idea. Instead of AIs, just make them (essentially) human-shaped crates, right? Doing so would allow for a lot more variety too, wouldn't it?
Yes, it's a very good idea, but someone will have to work on that. Is any of you good enough with organic modelling to pull this off?
ZylonBane on 21/4/2005 at 20:14
Any reason not to use Poser for this task? I believe it has the option to save as 3DS. Once you get a textured low-poly model set up, it would be cake to churn out different death poses.
JediKorenchkin on 21/4/2005 at 20:28
Quote Posted by ZylonBane
Since you never actually see anyone die in SS1, there's no reason why corpses couldn't be modeled as preposed objects instead of AI meshes.
Isn't there that one? On Deck 5'er?