SNATCHER - 3D Remake ***UPDATED 8-18-13*** *NEW Pics!*

A forum for discusion, suggestions and information on any Snatcher-related material. Music, games, versions, differences and references.

Also the space for feedback regarding the Snatcher Music Arrangements section by MrRudi.
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Re: The "SNATCHER" MOD ***UPDATED 5-23-09***

Post by el_ash »

Well I've been busting my ass on the MOD to make up for the 4 months of downtime... ](*,)

I'm always happy to hear that you guy's are rooting for me, It helps motivate me!
I really appreciate the support :mrgreen:

Yeah I was dissapointed to find that there will not be a "Project S" this year.
I'm dying to play Policenauts as well, And the wait will soon be over thanks to the talented team here at JHQ!

I'm going to be posting an update very soon, And I think you guy's will enjoy it!
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Re: The "SNATCHER" MOD ***UPDATED 5-23-09***

Post by el_ash »

HAPPY CATASTROPHE DAY!

For this special day in Snatcher history I have done a special update of sorts....

I suggest anyone interested in this MOD goes over to my MODdb site to see all 15+ images, and vids!
The vids should be up on my MODdb as well soon, if not you can check them out on my Youtube!
(all links are on page 1 of this thread).

I have some more great MOD news...

CryMod member "Vigilante" is hard at work on a "Dialog System" for the MOD!
So I'll have some video/images of this system in action over the next few weeks/months.

Here's a little taste of the update...please enjoy :mrgreen:
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Compare - Alton Plaza.jpg
Compare - Plato's Cavern.jpg
Compare - The NEW Kremlin.jpg
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Re: The "SNATCHER" MOD ***UPDATED 6-6-09***

Post by XenoMorph »

Dialog system??? It's hearing stuff like this that makes the mod seem more and more "real" day by day.

For some reason, I can't help thinking about Mass Effect's dialog system for this mod, I mean, the dialogue options usually consists of one or two words anyway, so you'd have no problem sticking dialog options in that little dialog ring. Just a thought though, I'm sure you already have something else in mind :P
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Re: The "SNATCHER" MOD ***UPDATED 6-6-09***

Post by el_ash »

XenoMorph wrote:Dialog system??? It's hearing stuff like this that makes the mod seem more and more "real" day by day.

For some reason, I can't help thinking about Mass Effect's dialog system for this mod, I mean, the dialogue options usually consists of one or two words anyway, so you'd have no problem sticking dialog options in that little dialog ring. Just a thought though, I'm sure you already have something else in mind :P
I'll have to give Mass Effect a play...

The only things I know of to base the Dialog System on are games like KOTOR:II (mass effect's team), Fallout 3, Deus Ex etc.
I look to other games for ideas and inspiriation, then use the same approach for certin things that work well...such as a "Dialog System".

Yeah it's real...running on my machine LOL!
I should have the system working soon, "Vigilante" says a few weeks and it will be done...So then we will be tweaking it.

Dialog Ring? not sure I understand what you mean? (never herd of it)
But the "Dialog System" is something completly new coded and FG'd by "Vigilante", With a GUI/HUD design and everything.

I'm doing alot of good work on the MOD behind the scenes, And when It's far enough along I'll be showing it off as usual.
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Re: The "SNATCHER" MOD ***UPDATED 6-6-09***

Post by Henry Spencer »

The Kremlin shot made the fanboy in me squeal! You're making amazing progress on this! Have you showed this off to other forums yet too?
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Re: The "SNATCHER" MOD ***UPDATED 6-6-09***

Post by el_ash »

Henry Spencer wrote:The Kremlin shot made the fanboy in me squeal! You're making amazing progress on this! Have you showed this off to other forums yet too?
Beleive it or not I usually have the same reaction to my own posts :mrgreen:
Thanx, the MOD is just going to continue to get better and better as I get more done.

Well only you guy's here at JHQ really understand the work I'm doing, But I do update my thread in the CryMod Forums.
I have a great little following on CryMod, But I don't think a single one of them has ever played Snatcher.

I have been working on re-creating the 2D intro graphics in a 3D setting, Here's a look....
And there's a quick "Teaser" of it on my Youtube page!
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compare - Intro Virus.jpg
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Re: The "SNATCHER" MOD ***UPDATED 6-12-09***

Post by XenoMorph »

Image

That's what I mean by "Dialog Ring". I don't know what else to call it. It gives you a lot of free room to see the emotions of characters as well as surrounding space. In Mass Effect you can reply to their questions mid-sentence.
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Re: The "SNATCHER" MOD ***UPDATED 6-12-09***

Post by el_ash »

XenoMorph wrote:Image

That's what I mean by "Dialog Ring". I don't know what else to call it. It gives you a lot of free room to see the emotions of characters as well as surrounding space. In Mass Effect you can reply to their questions mid-sentence.
Oh shit! that looks pretty cool....
Does it effect the NPC when you interrupt them in mid-sentence?
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Re: The "SNATCHER" MOD ***UPDATED 6-12-09***

Post by XenoMorph »

Sadly, no. However, when replies are filled with a little drama, nothing feels as good as choosing a response like that and then watching Shepard pull a gun on an un-cooperative alien just as it's explaining that he doesn't know what you're talking about :D

Anyway, you could give the dialog ring a spin (no pun intended) if it doesn't feel too awkward.
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Re: The "SNATCHER" MOD ***UPDATED 6-12-09***

Post by el_ash »

XenoMorph wrote:Sadly, no. However, when replies are filled with a little drama, nothing feels as good as choosing a response like that and then watching Shepard pull a gun on an un-cooperative alien just as it's explaining that he doesn't know what you're talking about :D

Anyway, you could give the dialog ring a spin (no pun intended) if it doesn't feel too awkward.
Well I was thinking about the pull a gun option for every conversation, Since Gillian does it to Ivan (But i'm not sure about this yet).
Once the System is running I'm going to play around with ideas etc.

I still have to see the System in action in Mass Effect, I might get the game soon.
Right now the Dialog System is more like that of Fallout 3 (or most RPG's), And if Mass Effect's System is that good...I'll be using something similar if possible.
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Re: The "SNATCHER" MOD ***UPDATED 6-12-09***

Post by p13t3rm »

I think this is amazing and all.
But honestly I think you should have used the Fallout 3 engine for this.
It would have been perfect.
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Re: The "SNATCHER" MOD ***UPDATED 6-12-09***

Post by el_ash »

p13t3rm wrote:I think this is amazing and all.
But honestly I think you should have used the Fallout 3 engine for this.
It would have been perfect.
I enjoyed Fallout 3, And have considered this before.
But there's one major thing I thought about...

What's the point of using the Fallout 3 Engine if I'm not going to create the ENTIRE island of Neo Kobe?
There's an isane amount of additonal content I'd need to create for something like that though.

I'm only one man who works on this in my spare time though, If I had the reasources of Bethesda...
Such as a Team of 100 people and 4 years of solid time to commit, I'd give it a shot!


BTW : a small update....

As usual the MODdb page has more images etc.
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GibsonsWars8.jpg
Compare - Gillian's Apartment.jpg
RedSquareWars.jpg
Last edited by el_ash on Tue Jun 23, 2009 9:02 am, edited 1 time in total.
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Re: The "SNATCHER" MOD ***UPDATED 6-12-09***

Post by p13t3rm »

If you don't mind me asking,
What are you using for 3d modeling?
And how do you plan on implementing the whole text based menu?
I'm really interested in this and wouldn't mind helping you out with modeling or mappping out the different areas.
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Re: The "SNATCHER" MOD ***UPDATED 6-12-09***

Post by el_ash »

p13t3rm wrote:If you don't mind me asking,
What are you using for 3d modeling?
And how do you plan on implementing the whole text based menu?
I'm really interested in this and wouldn't mind helping you out with modeling or mappping out the different areas.
it's in the pages of the thread here, But... :mrgreen:

ALL of the level work is done in the Cryengine 2 / SandBox 2 toolset with "Solids".
ALL the model work is done in 3D Studio Max 9, with some test work being done in MudBox 2009 for now.

As far as the "Text Based" aspects of the game....
I'm pretty much going for the Fallout 3 approach as far as interaction and NPC conversation.

EDIT : PM ME about helping me model :mrgreen:
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Re: The "SNATCHER" MOD ***UPDATED 6-23-09***

Post by XenoMorph »

When I saw that house I shat myself.

Man, I just remembered that my brother is studying 3D modeling in Riihimäki. I should ask if he wants to try his skills at modeling a few Snatcher locales (He is a huge fan of that game, like myself).
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Re: The "SNATCHER" MOD ***UPDATED 6-23-09***

Post by el_ash »

XenoMorph wrote:When I saw that house I shat myself.

Man, I just remembered that my brother is studying 3D modeling in Riihimäki. I should ask if he wants to try his skills at modeling a few Snatcher locales (He is a huge fan of that game, like myself).
Thanx man...LOL!

I can't wait to actually start modeling these scenes either!

ALL of the level work is done in the SB2 for now, And it's very limited.
I don't really use anything more than 4 sided boxes, The SB2's toolset isn't designed for complex modeling in Engine.
It's just so much easier to tweak and edit in-game in realtime with the SB2 tools, Until I'm ready to finish things off.

Just wait until I bring this work into my modeling program and start detailing and touching it up :mrgreen:
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Re: The "SNATCHER" MOD ***UPDATED 6-23-09***

Post by el_ash »

Well I've been working on the JHQ/Central Ward map, Here is an image (large sized for once).

As always the MODdb Page and other links for the MOD have more images etc.
Hope you Enjoy :mrgreen:
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Re: The "SNATCHER" MOD ***UPDATED 6-27-09***

Post by Junker Gear Snatcher »

Wow.

That looks A.M.A.Z.I.N.G.

Seriously, very professional looking. Very true to the original.

Can't wait, bro. Well... I can. but you know what I mean.
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Re: The "SNATCHER" MOD ***UPDATED 6-27-09***

Post by nemesiswontdie »

wow dude this looks great! im pretty interested in this. when do you think it you will be finished with this?
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Re: The "SNATCHER" MOD ***UPDATED 6-27-09***

Post by el_ash »

nemesiswontdie wrote:wow dude this looks great! im pretty interested in this. when do you think it you will be finished with this?
I honestly don't have a fucking clue.... :mrgreen:

I've been working on this project for a little over a year now, And there's still a shitload of work I've got left to do!
It's really taking a long time because I'm the ONLY person working on this in my spare time, And I'm teaching myself most of these positions/tasks as I go.

Not to sound like the idiots in charge of Duke Nukem Forever (wich is NEVER coming out!)...But "When It's Done" LOL!
You will definatly know when it's done though....and it won't take 12 years!
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Re: The "SNATCHER" MOD ***UPDATED 6-27-09***

Post by XenoMorph »

Duke Nukem "For Never" you mean? Hyukyukyuk!

Ahem.

So, my brother feels that with his current level of skill, he's not worthy of working on anything Snatcher related, lest he soil the greatness that was a Cyberpunk Thriller on the Sega CD. I can understand that position, it's a pretty intimidating task, even if it's only a cryoengine mod.

As long as you don't keep changing the engine like they did with Duke, you'll probably be able to shave a couple of years off from that 12-year timeline :D

We'll all have Quantum processors by the time Duke Nukem Forever hits the shelves, enjoying the game in a realistic, full virtual reality 3D environment.
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Re: The "SNATCHER" MOD ***UPDATED 6-27-09***

Post by el_ash »

XenoMorph wrote:Duke Nukem "For Never" you mean? Hyukyukyuk!

Ahem.

So, my brother feels that with his current level of skill, he's not worthy of working on anything Snatcher related, lest he soil the greatness that was a Cyberpunk Thriller on the Sega CD. I can understand that position, it's a pretty intimidating task, even if it's only a cryoengine mod.

As long as you don't keep changing the engine like they did with Duke, you'll probably be able to shave a couple of years off from that 12-year timeline :D

We'll all have Quantum processors by the time Duke Nukem Forever hits the shelves, enjoying the game in a realistic, full virtual reality 3D environment.
I was REALLY hope'n the Duke would show his face this year!

I think I know how your Bro feels.....
I honestly don't know why I'm doing this at my current skill level?
But I know that by the time I'm done I'll be happy with the work/my skills.
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Re: The "SNATCHER" MOD ***UPDATED 7-1-09***

Post by el_ash »

Well the video is up....Enjoy :mrgreen:

JUNKER HQ / Central Ward "Teaser" #3 :

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/QsGQhd26OSw&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/QsGQhd26OSw&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]
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Re: The "SNATCHER" MOD ***UPDATED 7-1-09***

Post by silent_snake »

It looks wonderful.
CryEngine 2 looks amazing, BTW did Crytek release the Crysis Warhead SDK?

Oh, the Aphex Twin music fits wonderfully in the video. :wink:
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Re: The "SNATCHER" MOD ***UPDATED 7-1-09***

Post by el_ash »

silent_snake wrote:It looks wonderful.
CryEngine 2 looks amazing, BTW did Crytek release the Crysis Warhead SDK?

Oh, the Aphex Twin music fits wonderfully in the video. :wink:
Thanx Man :mrgreen:

Well the "Warhead" editor subject is a confusing mess, so i'll skip the details.
Instead we got the Crysis "Wars" engine/SDk/Editor to work with now (the MOD is running on it currently).

I usually listen to Aphex Twin, Alec Empire, Atari Teenage Riot, Skinny Puppy and DJ Shadow when working on the MOD....
It helps to put me in the whole "CyberPunk" mood to work on something like "Snatcher", So sometimes I use the music I listen to for the Vids.

The funny thing is I have a 64-bit machine, and a DX10.1 Graphics card, But I'm running XP 32-Bit and DX9 Graphics right now!
So the MOD/CryEngine 2 will look even better once I change over to DX10/64-bit (I HATE Vista...so I'm just not going to bother with it).
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