Nameless Voice on 12/9/2007 at 11:40
Those are terrain textures, and as such they can't be improved without modifying the mission files.
Edit: And I'm still waiting to see that fusion cannon ingame! ;)
sacolton on 12/9/2007 at 13:05
Quote Posted by Cortex
How come no one ever mentions the animated panels on the walls? Excuse my ignorance but I just completed the game yesterday (awesome textures!) and those things stick out like a sore thumb now. The "warning", "error", "attention" signs, that sort of thing.
I noticed the same thing. Alot of great wall textures and some signs have been redone, but the monitor wall screens really need a overhaul. I'm a graphic artist, so maybe I can squeeze some time into making these, but I have no idea where to start. :erg:
Overall, the improvements really breathe new life into SS2. Great work!
ZylonBane on 12/9/2007 at 14:35
Quote Posted by sacolton
I'm a graphic artist, so maybe I can squeeze some time into making these, but I have no idea where to start. :erg:
Don't waste your time. As NV pointed out above, the only way to increase the resolution of those monitor screens is to edit the map files themselves. Also, some of the maps (I forget which ones) aren't available in editable form, so updating the monitors in those maps isn't even theoretically possible.
Nameless Voice on 12/9/2007 at 14:45
Well, most of the maps are editable (I believe there were maybe 1-3 that are not, but can't recall offhand.)
Someone
could make a new set of textures for the terrain computers, and then implement them into popular mods such as ADaOB and SecMod.
They would have to not be direct drop-in replacements, though, but rather use a new texture family so that unmodified missions would fall back to using the original textures. With proper use of the highlighting tools, it shouldn't take
too long to implement the changes into the levels. But then the textures would have to ship with that mod (e.g. ADAoB) rather than with SHTUP.
EDIT: You might want to include (
http://www.strangebedfellows.de/index.php?topic=623.0) this fixed security bot arm skin, but I'm not sure if this (modifying a mesh texture) is maybe outside the scope of SHTUP.
If you do use it, note that I changed the palette on that texture, so you should probably apply the same palette to the other security droid texture (SecBot8.gif) to maintain the shared palette.
ZylonBane on 13/9/2007 at 14:15
Quote Posted by Jeshibu
This was what stood out most to me: the in-hand wrench.
Well don't leave us hanging. What about it stood out to you?
Kolya on 13/9/2007 at 14:30
Quote Posted by dylan barry
Bruce Springsteen?
The Boss. \:D/
Jeshibu on 13/9/2007 at 14:43
Quote Posted by ZylonBane
Well don't leave us hanging. What about it stood out to you?
I thought the screenshot would have made this obvious, but I meant the fact that it doesn't look nearly as good in the player's hand as it does on the ground.
sacolton on 13/9/2007 at 14:45
Forgive me if this has been answered, but was the player model replaced with something better? I haven't seen any screenshots to indicate it has.
Don't hurt me. :p