Marzec on 13/5/2021 at 08:34
What I read on systemshock.org is the following:
Quote Posted by pripyatbeast
Anyone who grants Nightdive permission to use their work will be credited in the game and given keys to the Remake and SS2:EE as a thank you. We will also be giving beta access to those who want to try it out and provide feedback.
When the project is complete we will release the source code on our github
From what I read I'm not sure if he's talking about "Remake" or "SS2:EE". I thought SS2:EE will only be a collection of mods and improvements/tweaks. Does SS2:EE deal with dark engine source code updates, too? If yes, release of it will be a huge boost to our project, too.
Marzec on 30/5/2021 at 19:51
Then the questions are:
1. Will the new remaster support existing FMs?
2. If yes, what is the amount of effort to make the FMEditor remaster-compatible.
Most likely we need to wait until the release to be able to answer all of this.
Ascobol on 15/6/2021 at 15:31
How is this coming along? Very excited
Marzec on 15/6/2021 at 16:19
Hi Ascobol. A new video is planned very soon.
Godlike on 24/6/2021 at 03:03
I am curious what tools Night Dive will release with System Shock: VR.
Perhaps this all tools along with FMEditor we could use as KEX tools for no more hassle with newdark?
Marzec on 26/6/2021 at 16:27
Hey Taffers. 2nd FMEditor video is now available:
[video=youtube_share;G18nIav7q1g]https://youtu.be/G18nIav7q1g[/video]
In tonight's episode:
1. Face properties
2. N-sided shape brush inspector
3. Gimbal based rotation gizmo
4. Symmetry- and center-oriented drawing functions
5. Polygons, Cells and Solid World display!
6. WorldRep is now updated after portalization
R Soul on 26/6/2021 at 19:00
Some great features there. I like the ability to edit a cylinder's parameters instead of having to rebuild it.
I know next to nothing about 3d graphics, but have you tried using Dromed's wr_export_obj command to help you translate the miss file data into UV coords? Would it even be feasible for your program to render the .obj file itself and treat it as a layer?
I have some other suggestions, assuming these aren't already on your list:
It would be very nice to have something that auto-rotates the texture to match the slope of a wedge brush. This would be especially useful when using beam/trim textures on the outside edges of stairs. This would be applicable for alignment modes 'Norma' and 'Extended'.
Another useful texture feature, which would help with the above but also be useful in it's own right, would be the ability for us to quickly change rotation by a preset amount, e.g. 45, 90 etc. Some trim textures run vertically, others horizontally, so an auto rotate tool would sometimes be out by 90, or maybe 180 etc.
Another one - a feature to set the correct sunlight direction for given celestial object. We can have three. Most of us will put the moon/sun in Celestial 1 but it would be wise to let the user choose which one to use, e.g. by putting the button in the dialog box for each of them. It would also be good to always keep them in synch, but that should be an option in case the user is implementing these things in an unconventional way.
I also think the brush orientation/size fields should show 3 or 4 decimal places, or the user should have the choice.
Marzec on 27/6/2021 at 05:55
Quote Posted by R Soul
I know next to nothing about 3d graphics, but have you tried using Dromed's wr_export_obj command to help you translate the miss file data into UV coords? Would it even be feasible for your program to render the .obj file itself and treat it as a layer?
As a matter of fact we did that and it had several downsides:
1. wr_export_obj creates a very inefficient material collection. Basically almost every wall is another material pass and this is not how you optimize render on GPU level. So if we would like to use it, we would need to parse and fix that.
2. Having an export, you loose the information of a brush corelated with each wall. Soon, we want to have clickable ability to choose the brush face on the render itself, just like in DromEd. And I think it's probably impossible to do it using the export iself.
Apart from that the export worked fine and in fact you can see it (with textures hidden) on our teaser video.
Quote:
I have some other suggestions, assuming these aren't already on your list:
Thank you for your feedback. All suggestions make a total sense to me. I will put them on our list.
To quickly change rotation by a preset amount, you have this round-shaped ui element in top toolbar, for rotation step. It affects the rotation step in degrees globally. So if you rotate a brush with rotation gizmo, it will "snap" to this rotation step "grid". It will work the same when you roll the middle mouse button in rotation text fields on the right side of the window.
The grid value works the same. Will affect both dragging using gizmo and middle mouse button on text fields.
Quote:
I also think the brush orientation/size fields should show 3 or 4 decimal places, or the user should have the choice.
Yes, you're right DromEd shows 3 decimal places, so we should consider showing 3 or 4, since we have place for it anyway.
Esse on 28/6/2021 at 16:50
This is amazing work. You and your dev team are doing an incredible job with this project. I can't wait to see the finished project, and try it out myself!