Josan12 said:
Is there anyway you can recover any of it?
I'm sure that everything has been overwrited 1000 times since that time
Josan12 said:
i can do the level design and the floor plans for the sub.
You may try to design whole sub interior (in Mapper) based on exiting walls. Then I'll know how many segments (...16 + 16... or ...32 + 16 + 32...) is used for each section/room/whatever. Basing on
screenshots I'll be able to make very long/large segments which:
- will fit into your "template",
- will be looking much better than this crappy and repeatable 16 or 32 (no shitty texturing problems because of round shape),
- will cut a lot of annoying work.
Walls can be large (and animated) as scenery is, so you'll avoid this whole cutting into the small pieces crap. AFAIK the only problem with long/large segments is with highlighting when player is near (because engine isn't able to highlight only small part - outdated crap ). I don't know anything that can fix that. So, interior (and exterior) must be done like Tanker - try to go close to it in night and you'll see no highlight.
Josan12 said:
b) Maybe the underwater floor (lowest floor) could be flooded? In page 1 of this thread someone suggested there could be an underwater section that can only be entered with power armour. I think it's an interesting idea and fits with the 'deconstructed' aspect of the sub that's detailed in the design doc.
Well...
entering into the flooded level isn't good idea, because this engine doesn't support good transparency. AFAIK/AFAIR all transparent things (like glass) are white. Walking inside something white instead of blue-ish isn't going to look good... Besides you won't be able to use transparent scenery around walls that are "under" the player (overlapping), so this area will be empty...
You may try to use tiles and put them as a roof which isn't hiding when player is near, but I know nothing about transparency (is this possible at all?) of the tiles.
Josan12 said:
2) I can help with the tedious aligning and refining of tiles and walls that needs to be done in photoshop (beleive me i know how finickety the process is)
If we're going into non-standard way - no tiles, no 16 or 32 walls then cutting final render(s) and adjusting pieces will be really fast and pleasure thing
...stuff... - if I'm wrong then correct me