squidkip on 25/2/2009 at 06:39
I recently came across the amazing System Shock 1 Portable project. I've been falling in love with the game all over again. As a currently low on work freelance artist, I've been tempted to tinker with the wall textures and npc bitmaps.
Obviously the 128x128 textures are a huge bonus. However, I'm wondering if there is any way to force System Shock to run in a higher color depth? Things could look pretty amazing if the textures weren't limited to a 256 color palette.
I'm guessing that this is impossible. So I'm looking into the possibility of using a different 256 color palette and simply redrawing or revising everything within the game to use the new palette. I find some aspects of the official palette a bit garish.
Thanks for the help!
kodan50 on 26/2/2009 at 18:38
I'm fairly certain that the engine would need a bit of modification to enable to full color. The palettes are in gamepal.res. The game textures animate with these palettes. If you decide to make changes to the textures, you should also familiarize yourself with these palettes, then utilize them in the textures.
Since we are on the topic, does anyone have a list of programs that can be used to extract the textures and inject the textures back into the file? I know at least two programs have been written for just this kind of occasion. Also, has the texture animation been documented? I had a lot of work I did on it disappear during a tweaker session I had on Half-Shock, and I really don't have the heart to lose anymore time...
Finally, if you DO decide to do some kind of awesome texture project, do not leave after making Medical textures. I mean, that is what everyone else does. I want to see what kind of awesome job you can do on the WHOLE texture sets.
ZylonBane on 26/2/2009 at 21:40
Quote Posted by squidkip
I recently came across the amazing System Shock 1 Portable project. I've been falling in love with the game all over again. As a currently low on work freelance artist, I've been tempted to tinker with the wall textures and npc bitmaps.
Are you familiar with the Citadel Conversion Project? It's a project to port SS1 into the SS2 engine. The SS2 engine still limits you to 256 colors per texture, but you're allowed up to ~200 unique 256-color palettes instead of a single global palette. Not quite as good as real true-color textures, but close enough that most people can't tell the difference.
Da9L on 26/2/2009 at 23:42
Is that project still alive ?
Enchantermon on 27/2/2009 at 02:28
It depends on how you define "alive".
I'm currently finding myself with some time to spare for a little while, so I'm going to work on it.
The three biggest problems we have are a lack of organization, a lack of time, and a lack of help (although we need the first two more than anything right now).
Firefreak on 27/2/2009 at 06:42
Quote Posted by kodan50
Since we are on the topic, does anyone have a list of programs that can be used to extract the textures and inject the textures back into the file? I know at least two programs have been written for just this kind of occasion.
TSSHP rehack goes into this direction, but I don't know whether you counted that on your list already and/or it suits your needs :)
Quote Posted by kodan50
Also, has the texture animation been documented? I had a lot of work I did on it disappear during a tweaker session I had on Half-Shock, and I really don't have the heart to lose anymore time...
the unofficial ss-spec.txt document of TSSHP covers pretty much on textures; At least the palette cycle is covered, and the animation I think as well - if all fails, at least it ought to be in the source as we had them running back then...
squidkip on 6/3/2009 at 00:37
I'm not too bummed that I'll be restricted to 256 colors. Its not as limiting as it looks on the outset. That and I kinda like the retro work process and feel.
I gather that most mods tackle the medical sections of the station and then slowly lose steam? I guess people aren't as enthusiastic about redrawing the more mundane textures. I don't think I'll have that problem.
Now back to tinkering and seeing how everything works.
Nameless Voice on 6/3/2009 at 00:49
Well, CCP was just going to use the original SS1 textures for a start. That wasn't the reason it ran out of steam. Everyone originally involved in the project constantly pretending to be too busy to work on it was more what broke it.
ZylonBane on 6/3/2009 at 01:35
Quote Posted by squidkip
I gather that most mods tackle the medical sections of the station and then slowly lose steam?
Pretty much. Except for the "slowly" part. :p
JediKorenchkin on 6/3/2009 at 04:29
Quote Posted by Nameless Voice
Everyone originally involved in the project constantly pretending to be too busy to work on it was more what broke it.
>_>