Armored Vault Suit?

Idiotfool

Still Mildly Glowing
I tried using Search, but can't find any mention of this, so I thought I'd ask directly...

Has anybody added in an armored vault suit sprite to the game? I'm not sure if new armor can be added in, but I was surprised before with the Race/Hair selection during player creation. I've also seen people working on new attack animations for weapons, like a Wakazichi blade and such...

If it WERE possible and hasn't been done, would there be any interest? How should it be implemented? i.e. would an NPC make it for you? Would you just find shoulder pads and strap them on? Should NPCs wear just the shoulderpad portion for you to loot?
 
AFAIK, nobody made the sprites for an armoured vault suit. This is huge work (several hundred/thousand images to be reworked) and popping out new armour animations isn't all that obvious.

Still, if you're interested in making such an armour, check out the following threads for examples/instructions/etc.:

http://www.nma-fallout.com/forum/viewtopic.php?t=50693
http://www.nma-fallout.com/forum/viewtopic.php?t=56276
http://www.nma-fallout.com/forum/viewtopic.php?t=50355
http://www.nma-fallout.com/forum/viewtopic.php?t=56218
 
Ardent said:
AFAIK, nobody made the sprites for an armoured vault suit. This is huge work (several hundred/thousand images to be reworked) and popping out new armour animations isn't all that obvious.

Still, if you're interested in making such an armour, check out the following threads for examples/instructions/etc.:

http://www.nma-fallout.com/forum/viewtopic.php?t=50693
http://www.nma-fallout.com/forum/viewtopic.php?t=56276
http://www.nma-fallout.com/forum/viewtopic.php?t=50355
http://www.nma-fallout.com/forum/viewtopic.php?t=56218

I didn't think it would be simple, but I'd say the work would be less than any of the new PCs, since it's just one armor, rather than all armors.

Anyway, I've never looked at how the engine works, but is it possible to script in new armors, or would you have to override some other images? I don't see any of that mentioned in the above, which seem to just be image frames tossed up as .gifs.

Edit:
Whipped up a quick version with some cutting/pasting of different armor types. It's actually damn hard to see that he's got a shoulder pad and straps and such...

ArmoredVaultSuit.png
 
Idiotfool said:
I didn't think it would be simple, but I'd say the work would be less than any of the new PCs, since it's just one armor, rather than all armors.

You are forgetting something: it is a lot more work because the new armor over a vault suit means adjusting so many more frames because the player character can use all the weapons and attacks. The same is not true for any new critters, which can only use maybe unarmed and one or two other weapon types.

Just a matter of cost to benefit regarding all the work required for new art. However, that isn't my area.

As for using it ingame, it really is a simple matter. Scripting would only be required for party NPCs to wear new armors. For the player character, it's just a matter of updating a couple of files and creating a new item (Vault suit with armor) with a prototype editor and having the new art referenced when the armor is worn. (I know, that might sound complicated, but if you get an item editor and look at an existing armor, it would make sense. The hard part really is creating all the artwork. And, I for one couldn't really see doing all that work for an armor that would be obsolete before you even got to the Den.)
 
Idiotfool said:
Reminds me of this...

000acdwallpaper.gif


It would be a nice extra for the critter collection, but at 6400+ frames, your going to be waiting a long time for it...
 
MIB88 said:
Idiotfool said:
I didn't think it would be simple, but I'd say the work would be less than any of the new PCs, since it's just one armor, rather than all armors.

You are forgetting something: it is a lot more work because the new armor over a vault suit means adjusting so many more frames because the player character can use all the weapons and attacks. The same is not true for any new critters, which can only use maybe unarmed and one or two other weapon types.

Just a matter of cost to benefit regarding all the work required for new art. However, that isn't my area.

As for using it ingame, it really is a simple matter. Scripting would only be required for party NPCs to wear new armors. For the player character, it's just a matter of updating a couple of files and creating a new item (Vault suit with armor) with a prototype editor and having the new art referenced when the armor is worn. (I know, that might sound complicated, but if you get an item editor and look at an existing armor, it would make sense. The hard part really is creating all the artwork. And, I for one couldn't really see doing all that work for an armor that would be obsolete before you even got to the Den.)

It would be an armor option for the PC, not for NPCs. Anyway, how does this amount of work compare to "Bald Dude" or "Long Haired Dude" or "Black Dude"?

.Pixote. said:
Idiotfool said:
Reminds me of this...

000acdwallpaper.gif


It would be a nice extra for the critter collection, but at 6400+ frames, your going to be waiting a long time for it...

Thanks, I think. That was the idea, .Pixote. I didn't have that image handy, or I'd have added the belt.

ArmoredVaultSuit-1.png
 
The problem with such a critter appearance, is that as soon as you grab a better armor the appearance of the critter will change, and all of that work is gone...but Mr. Long Hair always retains his long hair, regardless of armor type. Therefore it would be better for the other users of the Vault suit - Vault City, ex-vault personal, etc.
 
.Pixote. said:
The problem with such a critter appearance, is that as soon as you grab a better armor the appearance of the critter will change, and all of that work is gone...but Mr. Long Hair always retains his long hair, regardless of armor type. Therefore it would be better for the other users of the Vault suit - Vault City, ex-vault personal, etc.

Ah. I had already considered that the problem with making the suit would be the lack of need except as "cool shit". I can't see it being more useful than actual leather armor, so why would a player keep it?

As you suggest, a Vault 13 guard (Fallout 1/Rare encounter in Fallout 2) or Vault City NPC might be a good place to start before taking on making it a PC outfit, if ever. I am the type that gets annoyed that NPCs wear things that the player cannot, but that's usually in 3-D games.

I'm still sort of shocked that I'm the only one that's interested in this, as the image of an armored vault suit is sort of iconic... There's even an armored Fallout Boy

ArmoredFalloutBoy.png
 
Idiotfool said:
I'm still sort of shocked that I'm the only one that's interested in this, as the image of an armored vault suit is sort of iconic...

I would love to see it, but I think the issue with the guys above is FRM burnout. They have the thousand yard stare and you will have it to if you finish this.
 
Dude101 said:
Idiotfool said:
I'm still sort of shocked that I'm the only one that's interested in this, as the image of an armored vault suit is sort of iconic...

I would love to see it, but I think the issue with the guys above is FRM burnout. They have the thousand yard stare and you will have it to if you finish this.

I guess I should've specified that this wasn't a request for others to do it, but a check to see if there was any interest in case I pursued it.

I've been looking at the .frm converters and creators but I've not found one that I like. Which one do you long-timers use to extract to .bmp to allow for editing? FRM Viewer allows conversion, but only one frame of a set and only one direction...
 
Idiotfool said:
I've been looking at the .frm converters and creators but I've not found one that I like. Which one do you long-timers use to extract to .bmp to allow for editing?
FRM Animator;
1. Open the *.frm file
2. Save your project into a custom directory. All the frames will be extracted and saved as a single bitmap files.
3. Now you can edit them with some graphics editor.
(search the wikia, some tutorials are here)
 
valcik said:
Idiotfool said:
I've been looking at the .frm converters and creators but I've not found one that I like. Which one do you long-timers use to extract to .bmp to allow for editing?
FRM Animator;
1. Open the *.frm file
2. Save your project into a custom directory. All the frames will be extracted and saved as a single bitmap files.
3. Now you can edit them with some graphics editor.
(search the wikia, some tutorials are here)

What wikia? I've tried to find information, but unless you know where you're looking, it's a no go.

Thanks for the tip on animator. I like being able to quickly browse through with frm converter, but frm animator lets me see all the frames. Are there any utilities that combine the two features?
 
What wikia?
Fallout-wiki site.
I have found some tutorial from Lisac2k here. And another one.

Also this "Fallout General Modding" forum contains many of useful informations, check the critter modding threads. (there are hidden video-tutorials made by Pixote)
I can't help you anymore, just take your time and read the old texts. Good luck!
 
FRM Animator is what you need. The project feature makes things smooth when it comes to packing things back to FRMs.

Here's my routine:

1) Open *.FRM with FRM Animator;
2) Save Project As... (You might want use the original FRM name for your projects, so you can discern what is what when things get busy). Now this creates an FPR file as well as all the frames in BMP format;
3) Edit the BMPs with whatever graphics editing software you have. I personally use Photoshop CS5;
4) Once done, open the concerning FPR in FRM Animator and select 'Create FRM'. This will ask you to specify a name, so I suggest overwriting the original FRM.

And that's all!

...till you move on to the next hundred of frames of a following FRM
 
personally I never open the FRM (if I know what FRM I'm going to edit) I just use the automate feature (Ctrl+U) pick which FRM, image format to use press OK and I'm done. I find it's quicker.
 
That link for the FRM is broken, and in polski/russian/whatever

Also, where does one get all possible FRMs, or at least metal armor and combat armor? I was thinking of experimenting... "ideas", with Tesla Armor, hehe.

No promises thought, I'm kinda busy nowadays. Hell, I've been busy for a few years now and that's not gonna change soon... T_T
 
Makenshi said:
That link for the FRM is broken, and in polski/russian/whatever

?

Also, where does one get all possible FRMs, or at least metal armor and combat armor? I was thinking of experimenting... "ideas", with Tesla Armor, hehe.

No promises thought, I'm kinda busy nowadays. Hell, I've been busy for a few years now and that's not gonna change soon... T_T

I unpacked critters.dat to get all the frms. Used datexplorer to do so.
 
I meant the link to downlad the FRM Animator, it's broken or whatever (it says 404, among some western european symbols)

What's datexplorer and where do I get it?


Edit: holy hanna, photoshop is need to do these things? guess I'm out than, I know nothing about these things... :|
 
Makenshi said:
I meant the link to downlad the FRM Animator, it's broken or whatever (it says 404, among some western european symbols)

What's datexplorer and where do I get it?


Edit: holy hanna, photoshop is need to do these things? guess I'm out than, I know nothing about these things... :|

I've used mspaint, but for the amount of editing required for real work, photoshop or other advanced program is recommended. It's impossible to darken the skin of the vault dweller sprites in paint...

Still, it's easy enough to play around with using any image editing program. Here's a link to the the frame editors: http://www.nma-fallout.com/forum/dload.php?action=category&cat_id=28

Choose any editor (Frame animator is recommended) and at the bottom click "download". The location has changed, but will automatically take you to a download site. Choose your mirror and wait 5-10 minutes and download.

I'm sure you can navigate to the .dat utilities using my link. Datexplorer is one of the utilities that lets you unpack the game's .dat files. Critters.dat contains all of the frames for critters and objects in the game.
 
Back
Top