Silent Hill 2: Enhanced Edition UPDATE #10 (The Final Update) is now live! ๐ฅณ๐ฅ
Watch our update announcement video here ๐บ๐
https://t.co/30VyQwKQl4
Download Silent Hill 2: Enhanced Edition here ๐ฎ๐
https://t.co/lpc7yVZnvO
@fishwicksol If you know how to use Blender, I have an experimental add-on for importing models/animations for download here (requires 2.9): https://t.co/IiwoaKIwVF
Comparing the facial rigs of these two #SilentHill protagonists side-by-side. #Blender
James' model has 12 morph targets controlling the eyes, eyebrows and mouth. Heather has 25 morph targets, more than double compared to James, allowing for a wider range of expression.
Programmer, reverse engineer, and Silent Hill mega-fan Laura Ann has made an online Silent Hill 2 .mdl viewer. ๐คฏ Be sure to check it out!
https://t.co/DhxUTm68qY
@jefftheironicda If you know how to use Blender, I have an experimental add-on for importing PS2 models and animations here (requires Blender 2.9): https://t.co/IiwoaKIwVF
A small detail in Silent Hill 3: during this scene in the church library, the mocap actor for Vincent makes a stomping motion that can't be seen on camera. #SilentHill
@phillip_trudeau@ZimSanYT@WhereAllBegins@BigmanjapanSC I'm not too sure about PC, but my guess is that they are different. On PS2, there are some header differences between SH2 and SH3 map formats which make them incompatible.
Closers were supposed to climb from under the floor and then attack Heather in the amusement park at the opening. One of animations for it that I built. Where did you bring it from?
(Take two ๐)
AND WE'RE LIVE! The next major update (Update #9) for Silent Hill 2: Enhanced Edition has just released! ๐ฅณ๐ฅณ 60 FPS mode, full mouse support, and more!
Update #9 Video
https://t.co/tbioET6vtg
Project Site ๐
https://t.co/lpc7yVYPGg
In Kingdom Hearts, behind the front door of Geppetto's house is a billboard texture of Traverse Town. The 128x128 texture shows what was very likely an early version of the town's first district, resembling how it looked at E3 2001.
@syst128 I'm not certain, but it seems the game does use one or more parameters to control the intensity of the shake effect (i.e. game models and UI elements can be controlled separately). In Blender I wrote a script which simulates this effect, but probably not in the exact same way.
@MurugalStudio Hell yeah!
Snooped around at your github repo. Imported the Vibri model into Unity & turned the walkcycle frames into a vertex animation texture. Looks interesting with interpolation.
Really looking forward to rendering her on my scope when I have some more free time!