G'len on 5/4/2005 at 13:15
Quote Posted by JediKorenchkin
I think our first goal should be the old one we had: Find out what needs to be done to get the first level out, and do that. Nothing will perk interest like that. And I think we're pretty close on it too. I mean, we won't be able to implement all of the coding things, like the cameras/shodan security, but it should still be a fun little thing.
Thst'sd not far from what I said: first clean the current version of the Conversion pack and upload it; then start modelling. I'll start with ones relevant to Deck 1, such as the Cyberjack, the few furniture I haven't done yet (I still have to make thew chairs collidable), a few lights, and a few monsters (Hopper, Cyborg Assassin/Warrior/Drone, MaintBot; the Humanoid Mutants and ServBots are done), levers and switches (Now I know how to do them!) and force bridges. We also need golden elevator doors.
Deck 1 log texts are almost done, but sound will have to be imported; I'll playt around with the sound extractor soon.
We also need to recruit a sound-man, that is, someone who'll compose schemas (with existing and maybe additional) sound effects for the AI mostly.
We need to re-texture the level using the original 64x64 (or was it 128x128?) textures, place objects and start rigging the traps and so of the level. Yes, I need to work on a security system.
JediKorenchkin on 5/4/2005 at 17:39
Quote Posted by Bluegrime
Maybe, just maybe, you could set C space as water, and script the players breath to several hours or more, certainly more then most people would spend in one sitting. Of course if you set it for dozens of hours, then it may lead to slowdown of the game. But a script like "player_breath=420" or somemthing of the sort might let you do C space.. or not.
No, there's another way to do it using gravity brushes. I've done it before with help from others, though at this particular moment I can't remember who. :(
I'm not sure how we can do the timer that boots you out, but I'm sure there's a way somehow. I'm thinking maybe set it up using the Camera Alarm System, simply because it has numbers that count down, and I *think* you can set it to start at a certain point.
Quote Posted by Bluegrime
Oh, and do you have any volunteers for the puzzles?
Indeed not, I don't know that we'll be able to do them.
Quote Posted by G`Len
We also need to recruit a sound-man, that is, someone who'll compose schemas (with existing and maybe additional) sound effects for the AI mostly.
Like I said, I think Jossi might be able to do that.
Quote Posted by G`Len
We need to re-texture the level using the original 64x64 (or was it 128x128?) textures
Ugh, I'd really much rather get them redone.
rachel on 5/4/2005 at 17:51
Quote Posted by JediKorenchkin
I would also be able to sacrifice the Reactor or Level 4 if Aekeron wants those, or we pick up another level editor (I know averroes was interested once upon a time?) because I do have a full time job these days...
I had Medical to do, among others I don't remember, though I admit I didn't get much done. :erm: In fact I haven't even Dromed in weeks, and SS2's been resting on a shelf for much more than that...
The thing is, I need to be in a certain mood to do that kind of stuff, and unfortunately, there hasn't been much in the last few month to put me in good conditions to work on that (or on anything else, for that matter). Sorry. :(
JediKorenchkin on 5/4/2005 at 18:10
Quote Posted by averroes
The thing is, I need to be in a certain mood to do that kind of stuff, and unfortunately, there hasn't been much in the last few month to put me in good conditions to work on that (or on anything else, for that matter). Sorry. :(
Oh, totally. I can't do it constantly either. I haven't opened DromEd in about a week either.
But, of course, work doesn't help any number of things, since I sleep 8-10 hours and work usually 7-9, sometimes graveyard shift. But I'm bitching.
But, yeah, if you're interested in being on it, that's cool, we could certainly use all the help we can get, if not, that's cool too.
JossiRossi on 5/4/2005 at 18:58
Quote Posted by JediKorenchkin
Like I said, I think Jossi might be able to do that.
*POOF*
You rang?
I'm in for whatever you throw at me.
P.S. Screw my XP machine, I'm gonna dual OS the damn thing and get 98 on there.
Zygoptera on 5/4/2005 at 22:20
Quote Posted by JediKorenchkin
I mean, we won't be able to implement all of the coding things, like the cameras/shodan security, but it should still be a fun little thing.
Ecologies, seriously. Just like the red eggs in the Rickenbacker.
Quote:
No, there's another way to do it using gravity brushes. I've done it before with help from others, though at this particular moment I can't remember who.
Me, I think. Involved using S&R to have a floating data object move around (xyz) and attack the player in a zero-g room, IIRC. I never did work out a good way of getting the flows to work without using water though.
Doable, but tricky and may not be worth the time. I suspect I'd have to do them too since it isn't something which can be easily explained.
Anyway, I'm happy to have a crack at C-space, cameras and doing the puzzles too. Can't guarantee they'll work though...
ZylonBane on 5/4/2005 at 22:34
Quote Posted by G'len
We need to re-texture the level using the original 64x64 (or was it 128x128?) textures
I've said it before, and I'll probably say it again--
Batch-convert the SS1 world textures up to 256x256, so that you leave the door open to redraw them at that rez
later. The hardest part of this would be breaking the SS1 textures down into sensible families, and creating a reasonably future-friendly palette for each family.
Also, do you plan to reproduce the blinking lights effect that many of the world textures use? Yeah, it would require an entire animated frame sequence for each one, but it'd be a shame to lose da blinkenlights.
WhiteRabbit on 6/4/2005 at 01:42
I couldnt agree more ZB. I don't really have the artistic skills to help create new textures, but I would happily do this conversion, using some sort of high quality resizer, like (
http://www.hiend3d.com/hq4x.html) hq4x.
Kolya on 6/4/2005 at 01:44
I just extracted all textures I could from the SS1 .res files using Glen's DumpTex.exe.
It seems not all the .res files hold textures or DumpTex couldn't work all of them, I don't know. Maybe another extractor could help with that.
These files worked with DumpTex:
CITMAT.RES
DEATH.RES
GAMESCR.RES
HANDART.RES
INTRO_cdrom.RES
INTRO_HD.RES
MFDART.RES
MFDFRN.RES
MFDGER.RES
OBJART2.RES
OBJART3.RES
OBJART.RES
SIDEART.RES
SPLASH.RES
START1.RES
TEXTURE.RES
VIDMAIL.RES
WIN1.RES
These files didn't work with DumpTex:
CITALOG.RES
CITBARK.RES
CUTSPAL.RES
CYBSTRING.RES
DIGI.FX.RES
ENGINST.RES
FRNALOG.RES
FRNBARK.RES
FRNINST.RES
FRNSTRNG.RES
GERALOG.RES
GERBARK.RES
GERINST.RES
GERSTRNG.RES
LOFRINTR.RES
LOGEINTR.RES
LOWDETH.RES
LOWEND.RES
LOWINTR.RES
OBJ3D.RES
SPLSHPAL.RES
SVFRINTR.RES
SVGADETH.RES
SVGAEND.RES
SVGAINTR.RES
SVGEINTR.RES
GAMEPAL.RES
I'm going to resize them to 256x256 now...
Mmh, the textures have all kind of varying sizes.
Even width and height aren't always the same.
64px seems to be biggest and 2px smallest. (Except from Game interface which is bigger.)
What should I do?
a) Resize proportionally with biggest side 256
b) Resize unproportionally (all sides to 256x256)
c) ?
Kolya
WhiteRabbit on 6/4/2005 at 02:08
I think there was a zip of all the textures already floating around the CCP. I know I got one from them at one point. If you are going to do the resizing, I would just reccomend hq4x on all of them. This will put the big ones up to 256.