Nameless Voice on 3/1/2009 at 18:59
We don't have: eng2, hydro2, ops3, ops4, shodan.
Any luck with that mapping list?
ZylonBane on 3/1/2009 at 20:42
Quote Posted by Nameless Voice
We don't have: eng2, hydro2, ops3, ops4, shodan.
Any luck with that mapping list?
Is the "dojo" map that was leaked a few years back unstripped? That contains the entire Citadel portion of shodan.mis, and rick3.mis has the entire Rickenbacker section. Between the two of those, it might be possible to reconstruct an unstripped copy of the mission.
Haven't had a chance to look at the mapping list yet, sorry. Been busy with post-holidays cleanup.
Nameless Voice on 3/1/2009 at 20:47
Quote Posted by ZylonBane
Is the "dojo" map that was leaked a few years back unstripped?
Yes, it is.
Quote Posted by ZylonBane
Haven't had a chance to look at the mapping list yet, sorry. Been busy with post-holidays cleanup.
No worries, there's no great hurry.
ZylonBane on 4/1/2009 at 05:22
Hey, would it be much trouble to modify that script so that it forces the textures to a certain rotation based on a flag in the data file? May as well automatically make sure there isn't any sideways or upside-down text. Something like:
Code:
tech\p0023 techw\p0023x -2 1
With "1" meaning to force upright, and "0" meaning to leave as-is.
Enchantermon on 4/1/2009 at 05:42
Quote Posted by ZylonBane
Don't underestimate the size of it. SS2 is one of the true classic PC games. I don't doubt there will still be people playing it for the first time decades from now.
Oh, I don't doubt that it's a classic. I misspoke; I was referring more to the parts of the community actually interested in modding SS2. And even those who do it have jobs, schoolwork, families, etc. as well, things that must take priority. CCP has the potential to be something great and wonderful, but it dies so often due to, among other things, a lack of time to work on it.
Quote Posted by ZylonBane
Is the "dojo" map that was leaked a few years back unstripped? That contains the entire Citadel portion of shodan.mis . . .
It does? The only part of it I remember is the actual dojo part...I must have missed Citadel somehow, although I don't know how I could have. Then again, it's been several years since I've been through it; I could have just forgotten.
In that case, however, you're right about reconstruction; all rick3 would need is a trim and some biomass thrown in.
Before I got involved with CCP, I had toyed with the idea of expanding the far-too-small "Where Am I?" level with other parts of Citadel and all that. I halted my idea and decided to lend my help to CCP instead when I realized (apparently incorrectly) that I had no idea how the original designers made Medical look fragmented like they did. But if it's unstripped in the dojo, that's the perfect reference point.
ZylonBane on 4/1/2009 at 06:03
Quote Posted by Enchantermon
all rick3 would need is a trim and some biomass thrown in.
And the reconstruction of the cyberspace tunnel connecting the Rick section to the Citadel section. But that's tiny, and nothing but huge blocks, so shouldn't be too hard.
Enchantermon on 4/1/2009 at 06:06
Yeah. I didn't know if that was in the dojo as well or not.
Nameless Voice on 4/1/2009 at 15:27
Quote Posted by ZylonBane
Hey, would it be much trouble to modify that script so that it forces the textures to a certain rotation based on a flag in the data file?
No, it wasn't too much trouble, but I've used 'r' to indicate that the texture should be unrotated, rather than 1. Just leave the 'r' away if you don't want the texture to be unrotated.
Code:
tech\p0023 techw\p0023x -2 r // scale -2, unrotate
tech\p0023 techw\p0023x -2 r 64,64 // scale -2, offset by 64,64, unrotate
tech\p0023 techw\p0023x -2 128,128 // scale -2, offset by 128,128
tech\p0023 techw\p0023x -2 // scale -2
I'm afraid that it will probably mess up the alignment of the texture in question, though. If you could name somewhere that actually has misrotated screen textures, I could test it and try to work out the formula to automatically adjust the UV mapping.
Nameless Voice on 4/1/2009 at 18:49
I see. That's a much bigger problem: the textures in question are horizontal rather than vertical, so 0° isn't necessarily the correct "unrotated" direction any more. If you put a texture on the floor, it runs from east (top) to west (bottom).
In that shot, the two panels on the left should be 270°, the back panels should be 180°, and the two panels on the right should be 90°. Simply setting them all to 0° won't do any good and will probably just make things worse.
In other words, they're going to have to be adjusted manually.