Fallout 1 – New Ian & Tycho Critters

Grayswandir said:
I wish there was a way to make his look match his decscription... when you first meet him he's described as wearing a trenchcoat and gasmask >Smile
Like this?

image.php



But you should stop double posting when it's not required. :wink:
What game is that from? Tactics?
 
It's self-made. Tactics doesn't feature such graphics.
 
Is there more to it than just the idle animation?
I am affraid no.
The trenchcoat, which is the basis for this animation is sortof made: basic animation + pistol and rifle are made, smg and big gun are in slow progress. You can see them in the EC paris thread.
For the tycho model, additional work is required (head with or without gazmask and maybe the belt/leather part on the front side). And probably also the spear animation.
It is relatively simple to do such model, but like Pixote said, only for the basic animations, not as a complete critter with all weapon and stuff. But I don't have plan to make such model right now, I need to complete another one with a helmet, then I will see if other heads are possible.
 
.Pixote. said:
As a consequence, all of the critters using the same appearance have also had the same change, which means they too can use all of the available weapons in game.
Which critters does this apply to? I tested it on peasants just for fun and they can't use weapons even with the FO2 files :(

If you know which this applies to that would be awesome, i'd love to put them in my mod... it always pissed me off that enemies would pick up sweet weapons in a firefight that they can't even frickin use!
 
Sduibek said:
.Pixote. said:
As a consequence, all of the critters using the same appearance have also had the same change, which means they too can use all of the available weapons in game.
Which critters does this apply to? I tested it on peasants just for fun and they can't use weapons even with the FO2 files :(

If you know which this applies to that would be awesome, i'd love to put them in my mod... it always pissed me off that enemies would pick up sweet weapons in a firefight that they can't even frickin use!

The Ian critter is used by a number of characters in Fallout - I suggest we leave all of the critters that use Ian body- and make Ian a unique critter with the black leather pants (which uses all the weapons).

008scr00000y.gif
 
Okay, so the number at OFFSET 0xB of the critter's .PRO file is the pointer to a line number in CRITTERS.LST, which gives them whatever critter appearance is on that line.

So far example, if we take a look at Aradesh:

Code:
TEXT/ENGLISH/GAME/PRO_CRIT.MSG:
{6400}{}{Aradesh}
so his proto file is #64

Code:
DATA/PROTO/CRITTERS/00000064.PRO
Hex Offset 0xB
has a Hex Value 1F which is 31 in decimal (we want that, the hex code at offset 0xB is useless to us for this purpose)

Code:
DATA/ART/CRITTERS/CRITTERS.LST:
First add 1 to the number from above, because the first line of any Fallout LST file is always "reserv" or "reserved", so THE FIRST LINE OF THE FILE IS NOT LINE 1 AS FAR AS FALLOUT IS CONCERNED.
So we take 31 from Offset 0xB and add  1, which gives us [b]32[/b].
Line 32 = "narobe,11"
Again, always remember to subtract 1 from the actual line number within the text file (.LST) to get the line number that Fallout is using internally.

So if you go to line number 32 of this file (which remember is entry number Thirty ONE as far as Fallout is concerned) it's narobe, which is the Neutral Adrogynous Purple Robe graphic.

Which is what Aradesh appears as ;)




EDIT: Here's the relevant entry from Fallout Wikia's 'PRO File Format' page:
Code:
Offset 0x08 	Byte Length 4 	   FrmType & FrmID

Format:[1]

0xAABBCCCC
  | | |
  | | |
  | | +- FrmID
  | +--- Possible part of FrmID (see footnote)
  +----- FrmType

FrmType:

00: items
01: critters
02: scenery
03: walls
04: tiles
05: backgrnd
06: intrface
07: inven

It is used to determine in what directory to search for the corresponding FRM list and file (critter FRM list and files are in critter.dat).

FrmID: line number in the relevant .lst file (e.g. art/items/items.lst for Items).
 
Sduibek said:
So what's the plan? Which critters do we want to change the appearance of?

I thought only the NPCs should be changed - and at the moment that's Ian and Tycho, as they have all of the weapon animations. The rest will have to wait. Giving those two a unique appearance will be most satisfying. :mrgreen:

Unless you want to use the appearance mod, and allow them to completely change their appearance when they change armor (with the blue suit and advanced power armor being the exception). What's your thoughts Sduibek?
 
.Pixote. how did you do all this without having a working version of Mapper2? Or do you indeed have a working setup of that? I'm confused as to how you tested this, I haven't been able to test in-game without removing and then re-adding the critter to the maps :confused:


.Pixote. said:
Sduibek said:
So what's the plan? Which critters do we want to change the appearance of?

I thought only the NPCs should be changed - and at the moment that's Ian and Tycho, as they have all of the weapon animations. The rest will have to wait. Giving those two a unique appearance will be most satisfying. :mrgreen:

Unless you want to use the appearance mod, and allow them to completely change their appearance when they change armor (with the blue suit and advanced power armor being the exception). What's your thoughts Sduibek?
Sounds good. And I just realized that I asked the same question like four times in this thread. :-/ Sorry about that. :oops:

What might be a cool option would be to use animations from the Mash/Josan12/x'il/Lexx/yourself such as:

http://falloutmods.wikia.com/wiki/NPC_Armor_mod
or of course we have all these, heh:
http://www.nma-fallout.com/forum/viewtopic.php?p=670888#670888

This way, they maintain the realism of looking different when switching armors, but still have a unique look easily distinguishable from raiders and all that.

Would do you think? My only concern is I don't want it to "look like Fallout 2 RP" or "feel like it's Cassidy instead of Tycho" if that makes sense.

EDIT: I think i'll still make it optional -- i.e. the end user can install the unique look for the NPCs that stays static, or the unique look that follows changed armor.
 
Sduibek said:
My only concern is I don't want it to "look like Fallout 2 RP" or "feel like it's Cassidy instead of Tycho" if that makes sense.

EDIT: I think i'll still make it optional -- i.e. the end user can install the unique look for the NPCs that stays static, or the unique look that follows changed armor.

Optional is good...don't worry about the comparison with the RP, and Tycho came before Cassidy. Remember the game only has a small number of critters, so much is left up to the players imagination.
 
andro1d said:
New critters are compatible with TeamX 1.3.5 patch?
Yes. Only the graphics and 1 byte of data in their .PRO files (files that determine a critter's stats) will change, although I should mention that the version i'm working on is based on the NPC Mod, not just the patch itself.

So the individual parts would be:
TeamX 1.3.5 patch
TeamX NPC Mod 3.5 (for v1.3.5)
Graphics from this thread
Modified critter files allowing them to display the new graphics
A couple text files modified with entries for the new graphics (i.e. CRITTERS.LST)


EDIT: Sorry, forgot to say the above is assuming you want the unique graphics to apply for JUST Ian and Tycho.

If you are wanting to just copy over .Pixote.'s files as-is, to overwrite the current graphics, that will be compatible with everything. Plus then all your leather armor- and leather jacket-clad enemies can use all weapons against you now. Bwahahahha
 
Sduibek said:
If you are wanting to just copy over .Pixote.'s files as-is, to overwrite the current graphics, that will be compatible with everything. Plus then all your leather armor- and leather jacket-clad enemies can use all weapons against you now. Bwahahahha

That's why we want to use the Appearance mod of Mr. Long Hair and Mr. Baldie for Ian and Tycho - then only those two can use all the weapons. :mrgreen:

People might be thinking but those two were designed only to use those particular weapons ie: SMG and rifle....no no no - BIS didn't have enough space to make every animation sequence for every critter - if they did then there would have been an extra CD with the game. It would have been pretty easy for them to attach the character rigs to other characters and render out more sequences - notice that many critters have identical movements. The decision was based on time and space. There was no time, and no space back in 1997..."the game must go out, warts and all".

That's why people have tried to rectify this situation with critter editing. It's hard and nasty work, but it looks pretty good in game. Even the dudes in the Cafe of Forgotten Dreams mentions this. :)
 
Has any of that been done with the black guys and women w/ yellowish pants?

If you check, she ONLY has spear and knife animations for weapons (wtf?) even though in the game they get rifles and shit, and IIRC the black guy gets those plus like pistol. OooOOoooo

I've looked (but not extensively) and didn't see a built version here of those missing animations.

EDIT: My bad, heres what he's got:

Black Guy w/ Metal Armor
--knife
--throw knife
--sledge
--pistol
 
The low life characters didn't really need the exotic weapon choices, such as kids with rocket launchers - that would have been so cool. Nevertheless with more space and time they could have easily increased all the critters weapon choices. The obvious choices were pistols, rifles, SMG, and knives...with an army of lunatics you could increase the weapon animations for most critters, or just make new critters in 3D and render them.

But back to Ian and Tycho - lets put those two back into the game with the extra animations. Just grab the latest RP and rip out the animations from the 'appearance' folder. The armor change in game will be seamless. That's if you can edit and change their appearance in the BIS mapper - otherwise we are screwed, because the mapper has to be able to save the changed prototype to work. :?
 
.Pixote. said:
Sduibek said:
If you are wanting to just copy over .Pixote.'s files as-is, to overwrite the current graphics, that will be compatible with everything. Plus then all your leather armor- and leather jacket-clad enemies can use all weapons against you now. Bwahahahha

That's why we want to use the Appearance mod of Mr. Long Hair and Mr. Baldie for Ian and Tycho - then only those two can use all the weapons. :mrgreen:

People might be thinking but those two were designed only to use those particular weapons ie: SMG and rifle....no no no - BIS didn't have enough space to make every animation sequence for every critter - if they did then there would have been an extra CD with the game. It would have been pretty easy for them to attach the character rigs to other characters and render out more sequences - notice that many critters have identical movements. The decision was based on time and space. There was no time, and no space back in 1997..."the game must go out, warts and all".

That's why people have tried to rectify this situation with critter editing. It's hard and nasty work, but it looks pretty good in game. Even the dudes in the Cafe of Forgotten Dreams mentions this. :)

While I tend to agree with you, I actually like it the way it is. You can ask them what weapons they are proficent with, they tell you which based on their experience/preferences and they can shoot decently with those weapons. Gives them more character than "oh well, just give him a random gun". 's ofcourse a matter of taste though. ;)
 
Same here. Also, I'm never giving them better armours than they got by default. Besides, Ian is no longer Ian without blue pants, the same with Katja (her green hair). I've been using NPC appearance mod only for Lulzout 2 to get rid off fucking Vic and Sulik (later in game - can't watch him running naked against heavy armoured Enclave dudes).
 
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