Submarine Mod

No, no special underwater environment like thing outside the hull. No water tiles. They'll not fit there, besides they're not looking like water at all, just some black-ish I don't know what. So, everything outside will be black, I guess...

BTW. some time ago I was playing with custom water tiles (am I right Mr. Lizard? :ugly:):

scr00000cy8.gif


but this ended in nowhere...
 
Indeed! As usual, I whimpered as hell and you said something like "WTF? What a stupind fucking retarded work with stupid fucking retarded engine?!" :lalala:

So I still have to bribe Ghostus to lift his monumentally lazy hand here, 'cos we just neeeeed azure water tiles! :dance:

Anyway, how on earth is this matter Subbie related? :P

Anyway MK II: now this is an ugliness #1. Holy shiet!
 
Jesterka said:
Indeed! As usual, I whimpered as hell and you said something like "WTF? What a stupind fucking retarded work with stupid fucking retarded engine?!" :lalala:
Tja, say what you want... This can be done (me). And something like they won't be animated? Not sure about non-animated ones... (Jesterka).

Jesterka said:
Anyway, how on earth is this matter Subbie related? :P
Because subbie is placed in water maybe? :o
 
This is how long bow torpedo room will be:

interior.gif


Of course I can make it longer if you want, for example by cloning torpedoes, so instead of 8 will 16... but I think this size will be good enough.

That crane things will be probably removed since they're looking somehow strange (hanging in the air).

Situation with free space/hexes from top point of view:

snap022.gif



Now, how many accessible (e.g. repair something/disarm something/arm something) consoles/computers/whatever do you want to have inside this room? Since everything which won't be accessible will have Frames Offset adjusted to prevent that utter broken highlight feature and because of that will just an eyecandy, nothing more.

I'm asking about this, because there was an idea to allow the player to disarm torpedoes without deactivation codes (by getting inside torpedo room, since deactivation codes will be used in command room), which without proper skills will cause the explosion and player's death.

Should I render non accessible things together with walls (less work), or do you want to have separated scenery pieces, torpedoes for example to allow the examine thing (more work)?

I think there's no sense to put anything that won't be visible under the left walls (for example torpedoes are visible)... looking at/accessing something which is visible from the back isn't good idea, I guess...

Also, forget about your own creativity while doing the map: you'll be forced do build in exactly the same way as I'm placing objects inside (consoles/computers/torpedoes/whatever), otherwise you'll get shitty shit. Also, keep in mind that nothing from exiting art will fit there.

And the last thing: for sure I'll do torpedo room and command center, as for the rest probably I'll upload outer hull geometry, so someone without any problems will create additional pieces that will fit there. Only problems with different lighting may occur, so I'd strongly recommend to use Max to keep everything consistent.
 
I love it. Also I think the cranes are ok too. Maybe you just need to add some kind of "hang up"-stuff so that the player can see, that the cranes are hold by the roof.

/Edit: To the outside black again. Maybe it would look better if you add the outside walls for second and third level too? So that you kind of see the submarine as a hole and you inside and outside the black? A bit like the cathedral in Fallout 1 just with black around and not the wide desert.
 
Lexx said:
Edit: To the outside black again. Maybe it would look better if you add the outside walls for second and third level too? So that you kind of see the submarine as a hole and you inside and outside the black? A bit like the cathedral in Fallout 1 just with black around and not the wide desert.

This sounds like a great idea. I think this would improve the sumbarine feel even more!
 
Lexx said:
To the outside black again. Maybe it would look better if you add the outside walls for second and third level too? So that you kind of see the submarine as a hole and you inside and outside the black? A bit like the cathedral in Fallout 1 just with black around and not the wide desert.
Yeah, I know what do you mean. I was considering such thing in early stage, but after subbie has turned into disarm torpedoes only/one visit location... meh... I dropped this idea (since this would require to make deeper = darker effect :P) and I deleted everything which left after cutting tube into three pieces, and will be really hard to re-create "missing" parts of the hull (without shitty results) now...
 
Ok, I installed Fallout/Mapper...

scr00000.gif


Four party members shouldn't cause any problems with blocking the player, I guess... but if they're going to start moving on such small surface then I don't know... :D

Everything will be done as scenery, no tiles.


Mr.Wolna said:
just wanted to say, that you have really amzing skills!
Nah, my skills are more or less average ;)

Anyway, thanks for the nice words, everyone!



-------------------------------EDIT

And scene with something that looks like water...

boatsubbiecopy.gif
 
Holy fucking crap.

If I knew that Contie occurs, I would have not crossed out that pirate wreck/island idea from BGE in 2007. :D
 
Demonslayer said:
A shame that Contie lacks motivation most of the times.
His skills would make Fallout perfect D:
That's very natural.

I'd be pretty demotivated as well knowing that I'm alone for BGE. :wink:
 
If you like that ocean like surface then I'll need to render hull, which is visible under the water. 1600x1200 will be enough.


Lexx said:
And now animate it!!1111 :P
I can't! This water/waves like thing wasn't rendered with subbie. I mean, it's done in 3d, but I used some ordinary bitmap and next I "filtered" it through PS and merged with that ugly, black original tiles (I don't even have a source file anymore, so I can't check how to hell I did that :D).

In other words: I did copy & paste from that screenie I posted earlier and I manually did that transparent thing.

You could try to animate whole surface by using Filters --> Other --> Offset (you'll need to find best fitting value) and get something like this:

nonamez.gif


but problems with "jumping" will occur (probably) and with transparent areas (for sure, since they're done manually)... so it's better to leave it as it is...

The only way to make it right is to render that water like surface once again and animate it inside 3d (1600x1200), but I'm not sure what result will be... or hire some 2d specialist...

Aaron said:
How can you be not demotivated with stupid outdated restricted 2d engine? ;)
Yeah, stupid fucking retarded outdated crappy past-gen shitty shit.

Now, more seriously. I can live without AA/transparency and with 228 colors, but tile size restriction? WTF? 80x36, since engine can handle 400x300 (or even bigger)? This is really retarded and costs shitload of really annoying and unnecessary work and because of that I'm doing everything as scenery :D

3x3 tile in one piece would be fine for me...

not to mention about that utter broken highlight feature, which is working with tiles as it should, but not with walls or scenery...

Meh...



---------------------------------------EDIT

Continuum said:
If you like that ocean like surface then I'll need to render hull, which is visible under the water. 1600x1200 will be enough.
Something like this:




But this will be shitload of clicking in PS :lol: and more passes to render. And I'll need to make some things on the deck.


---------------------------------------EDIT2

Last WIPie of exterior before the buried beneath the shallow waters around San Francisco thing :ugly:



Hmm... such waste of space where player could walk (deck), and boat placed lower, somewhere around the hull... or what could have been if the subbie was a small town... or just flipped scenery, just eyecandy... subbie as art has a really great potential... so many possibilities... for sure source files are not on to delete list :ugly:
 
Fucking Chosen One is a captain now! :lol:






IMPORTANT NOTES

Everything where there's no critters must be blocked:



Frames Offset is adjusted to prevent that fucking highlight feature.

01, 02, 04, 05: Flat to Yes, and Trans None to Yes. You can set everything to Flat. Exception is hatch (00) and ladder (03): Trans None to Yes only.

Where and what:



Entries for scenery.lst:

Code:
SUBEXT00.FRM
SUBEXT01.FRM
SUBEXT02.FRM
SUBEXT03.FRM
SUBEXT04.FRM
SUBEXT05.FRM
SUBEXT06.FRM
SUBEXT07.FRM
SUBEXT08.FRM
SUBEXT09.FRM
SUBEXT10.FRM
SUBEXT11.FRM
SUBEXT12.FRM
SUBEXT13.FRM
SUBEXT14.FRM
SUBEXT15.FRM
SUBEXT16.FRM
SUBEXT17.FRM
SUBEXT18.FRM
SUBEXT19.FRM
SUBEXT20.FRM
SUBEXT21.FRM
SUBEXT22.FRM
SUBEXT23.FRM
SUBEXT24.FRM
SUBEXT25.FRM
SUBEXT26.FRM
SUBEXT27.FRM
SUBEXT28.FRM
SUBEXT29.FRM
SUBEXT30.FRM
SUBEXT31.FRM

You must put this into the game as soon as possible and check for any problems. I didn't had any, but who knows...

--> http://rapidshare.com/files/212280117/subbie.rar
 
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