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Post C1 in C2 Inception
Is it possible to replace EVERY single graphic/effect and replace it with c1 ships and what not? It would fix alot of problems with old school members who want to "switch" in a sence.

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Tue Dec 13, 2011 9:07 pm
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Post Re: C1 in C2 Inception
speed bump solar bodies.

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Tue Dec 13, 2011 9:13 pm
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Post Re: C1 in C2 Inception
That is probably an optional feature that can be opted out.

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Tue Dec 13, 2011 9:16 pm
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Post Re: C1 in C2 Inception
I would like this to happen very much so.

Maybe if someone got around to creating a much more zoomed out top-down view that disabled much of those choking nebula effects, meh lighting, and ship-banking would be great. It's only a small amount of changes that have to be made.

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Tue Dec 13, 2011 9:37 pm
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Post Re: C1 in C2 Inception
Since SS2 can support UI Modding, you'd just need someone who can spend some time developing said mod.

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Tue Dec 13, 2011 11:08 pm
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Post Re: C1 in C2 Inception
Thought about that before but I dont have time to realize it.
It will still look much worse than c1 coz of banking and very poor lightening ;(



There should be an easier way to do it throu sprites I think.


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Wed Dec 14, 2011 4:37 am
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Post Re: C1 in C2 Inception
THATS NOT BAD ATAL! Can you make the background a standard c1 image? If it looks good, im willing to use my personal time to convert everything.

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Wed Dec 14, 2011 4:48 am
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Post Re: C1 in C2 Inception
low setting =2D-C1 :lol: why not :?: :twisted:


Wed Dec 14, 2011 4:54 am
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Post Re: C1 in C2 Inception
Nein! I cant run it on my laptop unless its on low and 8 pixel depth :(

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Wed Dec 14, 2011 4:59 am
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Post Re: C1 in C2 Inception
Delete 64plate.obj from
Star Sonata 2\Content\Default\Models\Effects

It will bring back old background.

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Wed Dec 14, 2011 5:01 am
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Post Re: C1 in C2 Inception
if someone is serious about doing such a skin, i would gladly support it with some code tweaks (for instance, an xml config to disable banking and or lightning). Just contact me on irc once you have something pretty much done, and ill know you are serious :P.

Although the only problem i can see with such skins (not that big of a deal really), is the fact that it will break some of the multimodels ships, although i guess you can cheat your way around by removing the extra models and just use a plane on the main one.

There is also the fact that new models/ships will still show in 3d till someone "2dify" them :P.

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Wed Dec 14, 2011 6:28 am
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Post Re: C1 in C2 Inception
All someone needs to do is import the .obj's, overlay the textures, then take a 2d top-down render. Then pack it into a mod of course... I'd do it if there was a way to batch-render all the different models with their textures, but I can't think of an easy way to do it that wouldn't require a ton of prep time matching all the textures with their models.

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Wed Dec 14, 2011 7:52 am
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Post Re: C1 in C2 Inception
Banking isn't even realistic for spaceships. Are we bracing the ships against space-air?

EDIT: In favor, although I have no idea how I can help :/


Wed Dec 14, 2011 11:04 am
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Post Re: C1 in C2 Inception
glopso wrote:
In favor, although I have no idea how I can help :/


^This

Give us a basic lesson on how we can do it. I will do 90% of the work.

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Wed Dec 14, 2011 4:04 pm
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Post Re: C1 in C2 Inception
Need to find a freeware .obj viewer that can assign textures, as well as have the ability to render-to-file .png

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