FO2 Graphics Upgrade Patch (FO2GUP)

I think model of female character is finished, only head and hairs should be added of course (and holster for sawed-off shotgun Smile ). Any suggestions? Maybe change or add something? What hair should have? Long, short and what the color?

If you're keeping with all the other female PC armours it needs a black pony tail.

One on the reasons I liked the combat armour so much was that it had a big rucksack on the back. I always found it strange the PC carried so much gear without any visible bag. So include one of those please (and also possibly on any other armours you do :P)
 
Hotel California said:
One on the reasons I liked the combat armour so much was that it had a big rucksack on the back.
Me too :)
Hotel California said:
I always found it strange the PC carried so much gear without any visible bag. So include one of those please (and also possibly on any other armours you do :P)
Of course every new armour will get a backpack and/or bag, also other add-ons :wink:
 
The Backpack idea is a good one.

At some stage we could have a couple of new bots, like a mk II mr handy and a MK II Security bot.

Anyway, I'm going to start making the first version of the patch today with the item art etc...

*Edit*
I've been playing around quickly with making each inventory item and new piece of ground art that matches it. Below are a couple of test items alongside the original ammo box to compare the scale.

I can probably make all of these in a night once I automate the task. These items are the original FRMs from the \Fallout2\art\inven folder exported as a transparent gif, scaled by a factor of 25% and then converted back into a FRM. I can probably through together a batch file to take care of all of these items in one go.

I can then just edit the proto files to use the new ground items :)



 
In many cases the orientation of the inventory image is wrong for the isometric game world. The rifle and health kit would look wrong. The only reason the molotov looks good is because its one of the only Items that are head on. Maybe if you rotated the health kit anticlockwise a little it would look better but the rifle will always look wrong due to it standing up. You could try rotating it but post pics of them against a FO background with a figure near.
 
You may try to rotate the image about 45-60 degrees and reduce the height about 1/4 or 1/5. Next rotate it second time. Something like it (gif's transparent color is crapy and image was rotated only one time ;) ):
gaussml1.gif



BTW
I've made little test :)
scr00000ai6.jpg

Model on the top was rendered for 1280x1024 resultion, on the bottom for 640x480. Yes, I was thinking about FIFE engine - high resolution without changing Fallout's zoom (just only dreams :P).
 
I do agree about both the rucksack and belts/pouches.
Continuum, that female armour keeps looking better and better.
 
Jesterka that's nice work man.
As i said we have enough man power in this forum to create powerful things!
 
Lich did also some nice art work. Maybe he has some usefull stuff that you guy might use as well.
 
I've run another couple of tests to try and correct the perpective. It's still going to take some tweaking but if it doesnt work I can still use hte FOT ground art for items.

The current process is fairly much automated using command line tools such as Frm2Gif, imagemagick and then Gif2Frm

Here's a quick breakdown of the process:

Frm2Gif item.frm
mogrify -rotate 140 item.gif
mogrify -resize 25% item.gif
Gif2Frm item.gif

Certian Frms will need to be rotated and scaled at different rates to look right, but the process is very fast since I automated it :)




@Continuum, Wow! Thats awesome mate. Thanks for the suggestion of rotating the image too, I'll havent tried reducing the height yet but I'll play around with that later.

@ Jesterka, I cant seem to be able to open up that screenshot you posted
 
Wild_qwerty: Is it better now? :)

bge_snake.bmp


But stop blessing me. :D In fact, it is NOT my art, I´m a character/storyline designer, not a graphic artist... But I have a quite cool army of artists, who made many things like the viper above...
 
This is cool :D Now, we only need new engine and we can start work on Fallout 3 :mrgreen:

And thanks to everyone for good word for Combat Armour :)
Armour looks good, but not when is rendered to Fallout's FRMs size. The problem with FRMs is only one - they're too small. Just rotate the model about 5 degrees and you will have better visual effect (for example lack of single pixel at the top of the hairs), this problem dissapears when you're working with bigger renders. I'm currently trying to create "system of views" which should improve appearance of the characters - I want to release good FRMs ;)

Backpacks, helmets and other stuff will be added at final stage, they don't have affect on the most animations (they're connected only to one bone) and the part of long hairs which isn't "covered" by helmet will be visible :)
 
I made several weapons and cars (scenery pieces) and yes, I whish Fo2 had a higer resolution and broader palette. I consider this a good chance to do a lot while having little. Waiting for FIFE here, though.
 
Well I suspose we could aways make a high res version for use in FIFE :)

If you need to get the view angles sorted out do a search for posts by Jochua he's the guy who made Frame Animator and he has posted a few items here regarding the view angles.
 
Jesterka said:
But stop blessing me. :D In fact, it is NOT my art, I´m a character/storyline designer, not a graphic artist... But I have a quite cool army of artists, who made many things like the viper above...

Your friends could do more enconter maps. There are only 2 different mountain enounters, one with a over cave, and on with the cave sealed like the screenshot you posted.

:>
 
Whilst you're on with graphic upgrades would it be possible to make swimming frms? Or possibly frm's for climbing ropes? It always seemed such a shame that when using a rope you never saw the guy climbing up.

Great work guys on this.

Continuum, the work on the new armour looks superb. Can't wait to see it when it's transfered to full use frm's!
 
Chris Parks said:
Whilst you're on with graphic upgrades would it be possible to make swimming frms? Or possibly frm's for climbing ropes? It always seemed such a shame that when using a rope you never saw the guy climbing up.
You want something like it?:
untitledux2.jpg

The blue surface is respresenting water tile and there's no movement or swimming animation of course, but how it will be look in game I don't know.

Climbing on ropes also could be done, I think :) but "bonus" FRMs will be added when all standard animations will be finished.
 
Again continuum, you impress me with your work. it's excellent.

After seeing those, I'm sure the swimming and climbing frm's could be made and integrated, but as you already said, they're just bonus ideas. Essentially, I just wondered if they could be done!!
 
The art could be done, but I'm not sure how the engine would handle something like that, unless you can somehow script it to change the FRM depending on what surface you are on.
 
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