Blue Velvet – Fallout 1 into Fallout 2

Blueish caves with the right light levels would look way better than the original fo2 cave artwork. Awesome idea.
 
Heh, not to be a turd in the punch bowl here, but I disagree completely. I've only played Fallout 1 once (and didn't like it much), so I didn't remember the blue caves, but seeing the screenshots it just smacks me in the face how much better the FO2 ones look. As for the light levels, however, I'm all for making them darker, and making torches brighter and have more range. This might even make flares useful. Guess I won't download because of the blue stuff, but other people seem to like it very much, so by all means go ahead!
 
The blue walls are definitive better in "plain caves". There have been no map in Fallout, where cave walls and stones have been merged with destroyed vault walls. That's why it doesn't fit on the one screenshot that pixote posted.

But if you have a "closed enviroment" and the correct light level, it looks way better and more interesting to me, personally.
 
it´s a question of light as darker as better the blueish colour gives the effect of more lonelyness than the warmer colours like the brownish.

I like the aspekt that "Magnus" said to make the flares more usefull... :clap:
 
Would it be weird to have say the brown floor tiles with the blue walls?

I think the blue is growing on me but not sure. That's when I thought what if it was combined.
 
I'm liking the blue. I loved the cave art in Fallout. Be pretty rad if this is eventually done for the RP.
 
If people like the Blue – then download – if people don’t like the Blue then don’t download…pretty easy. But I will make sure it works properly before I release it…as an added bonus all of the smaller maps with the broken edges will be boxed in black – for those high resolution lovers out there. But I’m not fixing any vanilla map problems; you’re going to have just to enjoy those. And it looks pretty nice IMO. :wink:
LPGiqEX.gif


GlowHound said:
I'm liking the blue. I loved the cave art in Fallout. Be pretty rad if this is eventually done for the RP.

Never say never, but I can say it’s a long way off – too many other Fallout projects happening I’m afraid.
 
Last edited:
Josan12 said:
I vote for the green.
Surely you mean the pink one? :P

.Pixote. said:
I’ve done the maps to text thing before, but I was just testing the mapper, and I couldn’t make head or tail of most of the numbers…maybe it could be tested with one map, and see from there. I will pass the artwork to whomever wants to try, or at least knows how to do this properly. But before I pass the whole community the files I need to check every map in Fallout 2, as a precaution. The most critical thing is altering the light levels for the blue maps - reducing the ambient light levels. The caves should be darker than what’s found currently in Fallout 2.

So is anyone up to building the ALL MAPS TEXT for one of the Fallout 2 caves… :wink:
I just did a test and it works like I thought. It's really easy, and tedious. :)
Adding the stuff to the Mapper is the hardest part.
The map.txt is divided into different sections.
First you have all the tiles and they are very easy as they only go by name, no proto info stored. So if you add blue cav1000 into the mapper as cav1000B, you just have to search and replace that.
Then comes the script section which you can ignore.
Then comes the objects section where the walls are.
They have obj_pid and obj_fid stored that needs to be replaced with the newly added wall protos. That info can be found in the proto text files you get when making them.

Take ca001 as an example, with the blue one named ca001b:
Code:
search for:

obj_pid: 50331822 00000174
obj_fid: 50331672 ca001

replace with: 

obj_pid: 50333483 00001835
obj_fid: 50333540 ca001b
This was done with the RP, for vanilla the new obj_pid will obviously be different.

And one more thing, there is no point in making one map as it takes the same amount of time as making all of them, minus saving them as text files (and fixing the exit grid data).

Edit: I'll just add a picture for fun. As you (hopefully) can see, you can't mix colors with walls and tiles.

blue.png
 
Thanks Darek for the info – but we still have the problem of which maps do you change and which do you leave, and to be honest the best way of telling is for me to change all of the affected maps and let the general population decide. Even though some people have reservations about certain maps, that could all change if they actually played those maps in blue. I’ll pass everyone the maps and artwork, and then see what the consensus is, but thanks again for the mapper help…I'll do some testing (my mapper won’t allow me to load the text map data - Open from text).
 
.Pixote. said:
I'll do some testing (my mapper won’t allow me to load the text map data - Open from text).
That function is broken. You need to use "rebuild all maps" then it will make maps from all the map.txt files you may have in your folder (so be sure to only have the map.txt files you want recreated in your maps folder and no other ones).
 
Magnus said:
Heh, not to be a turd in the punch bowl here, but I disagree completely. I've only played Fallout 1 once (and didn't like it much), so I didn't remember the blue caves, but seeing the screenshots it just smacks me in the face how much better the FO2 ones look. As for the light levels, however, I'm all for making them darker, and making torches brighter and have more range. This might even make flares useful. Guess I won't download because of the blue stuff, but other people seem to like it very much, so by all means go ahead!

This pretty much sums up my sentiments, except that I love Fallout 1 and have played through it several times. The blue caves just clash way too heavily with the rest of the art.
 
As far as fixing maps go, Is it fixable that in the Salvatore 2nd floor area I can scroll up to see the Shark Casino second floor?
 
Sephis said:
As far as fixing maps go, Is it fixable that in the Salvatore 2nd floor area I can scroll up to see the Shark Casino second floor?
This is a side effect of the high resolution patch. The only way to fix it is to not use that patch or to create a separate map for it and then alter some of the scripts. Not really worth it.
 
I also would admit making all "plain caves" blueish but not the other ones, additional i am the opinion to do all caves darker to make "flares" more useful when the player is hunting there.
As darker it is than more less is the possibility to hit a critter.
Why not producing some caves only huntable with lit flares?
 
A blue cave from Fallout 2 with some deathclaws (the cave needs to be darker) …the mod is finished; I will upload the art in a day or so. Any volunteers willing help change the lighting in the scripts. :look:

XTvWrTp.jpg
 
Last edited:
Back
Top