FO2 Graphics Upgrade Patch (FO2GUP)

Well if you press Ctrl + R at main menu and go down through the maps, you can select the inside of some shuttle (maybe Hubologists one? Maybe federation?) but it's just a black screen with squares that say "unused art" or something.....
 
@ Wild_qwerty
The idea of the new shuttle is good ;)

I'm currently fighting with frame(s) offset in movement animations :P
 
Well we might be able to make the art for this at a later stage, that way someone else could mod the game to go inside the space rocket.
 
Oracle,

I can confirm that the submarine mod is still in progress. Scripts are all prepared. Just waiting for some art.
 
@Continuum

As i said in the other thread i think the helmet is too big and kinda odd.

Gave my opinion there.
 
Yes, I saw them ;)

This was only idea, how should look helmet for BOS Combat Armour. Isn't so bad, when is rendered into "game size":
00001ew9.jpg

Anyway "pipes" look cool, I think (I will attach some canister to them).

Like I said - helmets don't have affect on most animations (or even all, I think) and can be changed in any time (of course before making final FRMs).


@ Chris Parks
Just courius - what art do you need?
 
@ continuum,

I'm currently waiting for art to be completed on the submarine top. Graphics aren't my strong point and definitely something I need to look at improving!

If you look at killap's thread for his expansion pack, in the first few pages, there's the front of a submarine with no roof. That's what I'm waiting for.

As for the helmet thing...I think those frm's are great. Helmets would probably be a bit large for that sort of armour for protection and all the stuff they'd contain.

Any idea how long all this will take you to complete?
 
I've updated about a hundred or so items to use the FOT ground art, so a stimpak now looks like a stimpak, each type of book looks different etc...

Here's my latest invention, in progress. Kiss that ugly space shuttle good bye from Sanfrancisco :)

 
Could you make variations of the Power Armor?

I mean shiny silver is alright, but a painted and/or decorated power armor would be awesome!

(basing on the picture of the tribal with broken PA helmet from FO 2)

Or actually make a tribal with PA helmet like on the picture mentioned above.
 
Vox said:
Or actually make a tribal with PA helmet like on the picture mentioned above.

Yeah, this would be nice. \m/

Could be easy, but would be a lot of work. Only copy & paste the helmet from the PA frm's to the tribal-critter frm's.
 
I'm totaly untalented in such digital editing magick. That's why I'm asking the godlike talents that are hanging out here.

The tribal with PA helmet was sort of a symbol of pregressing decay in the wasteland... that even the strongest and most armored end up as radiated junk.

vegigjatzsas_jorder.jpg


(I couldn't find a better version of this pic)
 
@Vox: There's a detailed tutorial explaining how to attach a head to a body. This one explains specifically how to make a bald guy wearing leather jacket, I wrote it myself a long time ago. Maybe you could give it a try... If you got any problems, shoot. I mean, ask.
 
@ Chris Parks
Very nice submarine :D and is hard to tell when my part of modification will be finished ;)

@ Lexx
Tribal critter doesn't have any firearm animation, so even if you copy and paste helmet from PA to tribal FRMs there's no way to using such type of armour by player after Temple of Trial ;)

@ Vox
At this stage there will be no new Powered Armour FRMs. And, yes this picture is fantastic (my favorite from Fallout ;) ). Maybe helmet from it will be added into one armour.

----------------------------------Problem--------------------------------
Ok, I have basic movement animation (8 frames):
nonameqf8.gif

now, how to put it into the game? When I'm using Frame Animator "Walking" script frames are "jumping" (I've tested it with original FRMs - result is the same) - in game it really looks crappy :? When I'm adjusting frames manually movement looks little better, but animation is slowly "twisting" to the south or north. I'm trying to resolve the problem almost from three days and still nothing. Any ideas?
 
those scripts I mad eup are by no means perfect, they were okay for converting the FOT critters, but they are just not that acurate.

I was hard to figure out just how far a critter was actaully moving each time, so I took a "best guess" at it and hope for the best.

A better way to do it is to render the person walking forward in 3d max (or what ever you are using), the scripts only need to be used if you have a criter walking on the spot, just render it so it is already moving correctly.

Compare these two animations:

The first one is just walking on the spot
nonameqf8.gif


The second one is walking forward
hfcmbtab1wr0.gif


Now if you have an image you want to convert to a FRM and you only have the image walking in the spot then you will need to manualy or by a script adjust the frame offset to walk it forward, this is wha tI had to do with the FOT critters.

On the other hand if you are making your own critters dont use the frames offset to walk them forward, just render them walking forward in the correct fashion. This will make a larger FRM, but as the very last step after converting them into a FRM use the autocutting tool in frame animator to adjust optimise the image size.

On a side note - NEVER USE THE AUTOCUTTING FEATURE IN FRAME ANIMATOR UNTIL THE VERY LAST STAGE.

If you auto cut the imagebefore running a script the image will hop up and down and look like crap, the scripts assume that the frames are all the same size but the autocutting tool adjusts the frame size, this should be the final step once you are completely finished making your critter. The autocutting tool is great for trimming the frames down in file size, but make sure it's the last thing you do.

Here's some more reason on the what autocutting before adjusting the frame offset does, in some critters it is more pronouced.

Autocut before frame adjustments
uneven0cz5.gif


Autocut after frame adjustments
hfcmbtab0iw9.gif


Autocut before frame adjustments
uneven1hl3.gif


Autocut after frame adjustments
hfcmbtab1jk4.gif
 
Continuum said:
@ Lexx
Tribal critter doesn't have any firearm animation, so even if you copy and paste helmet from PA to tribal FRMs there's no way to using such type of armour by player after Temple of Trial ;)

Yes, I know, but it could be use for some NPCs. I - for myself - would never use only the PA helmet to protect me. ;)
 
Thanks for the link, i'm downloading the design doc now, but I like this book cover, it's kind of the right thing to have for the san fran area as its still under contruction. To bad I dont who to model something quite this cool.

 
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