FO2 Graphics Upgrade Patch (FO2GUP)

Continuum said:
I've maded crane for the rocket :)

damn you're good, took me longer to make the rocket and that no where near as complicated. I still dont know how to make the ribs for the model yet, I might have to make them one at a time rather than just attaching something to the contruction lines.

I didnt think that a rocket ship would be quite this popular, we seem to have struck a nerve here.

I would still like to keep the patch are purely a graphics update, but we may be able to make the graphics up for a mapper to use in a later mod.

I've updated about 190 something proto's now and have square eyes from looking at the mapper so long, I'll get more done tonight though :)
 
I'm nearly done with the ground images for items now. I've still got a few items that need images made for them and a for of the ones I've made need improving but it's getting there.

I do have one small delimar though. One of the design constraints for the patch is that it be compatable with other mods and the best way to ensure this is to not add any new protos. But the only way I can add new projectiles for each weapon is to create a new proto. On the plus side these are in the \misc folder and not many modders add new items in there so I shoul dbe fine to do it.



Now I will probably have the same problem with adding the rocket, I can update the original shuttle proto's to use the new rockets FRMs, but I'll probably need to create some new scenery protos for the crane.

Any ideas on this one, I'd like to avoid adding new protos if at all possible. I might just need to be a little more flexible on this point.
 
not sure sorry, It's probably not something most people would want to see changed. I know some people would to like to see the orignal ui from FO1 in FO2 which is easy enough. This is the interface that Lisac2k made up for mutants rising so we could use that or the FO1 interface.

Continuum and Sirren76, what do you guys think about the interface? do you think we should leave it or change it?

 
Wild, I'd go with the version you posted. Since the PIP-Boy we inherit as the Kickass Mofo Descendant of the Vault Dweller (Spear and Tribals included) belonged to our character in FO1, it's logical to have the one in FO2 be similar to the one in Fallout, instead of being a pimped out gray.
 
I like idea of changing interface.

@ Wild_qwerty
We could create some new art (like new scenery for the rocket), but as "sideline effect" of the project :) so other modders could use it to "rebuild" old maps, I think. I can send a crane model to someone who will improve it, add textures (you can find a lot of free textures to cover it) and add some details.
 
I'd go for the new interface. It's easy to replace and that's a graphical enhancement that players will constantly see.
 
okay, I'll add the new interface tommorow morning and I could probably upload the first alpha build then.

- I've completed pretty much all of the new ground art, though I think I can improve apon a few of them.

- I've added new misc protos for the grenade projectiles.

- The explosions have been replaced with a more detailed version. These are the ones that corpse and dude_obj made for their FOXP mod. They were a little slow so I've autocut them to improve loading time etc....

- will add new interface before upload.

Well I'm off to bed in a moment, the next build will have more stuff I supose, not sure just what yet so post your ideas and requests. I'll try and figure out this whole texturing thing so I can finish off the rocket ship. Later builds will include Sirren's and Continuum's awesome work.

I'll post a link in about 10 hours or so.
 
Let me just say what i think about some guis (just my opinion).
This could give you an idea to work on a new one if you are thinking about it that is. I think that upgrading the gui is one of the fundamental things on modding because it's a think that we are seeing everytime but it's also the hardest thing to mod imo because you can't let it looks like a FOT gui, too bright and too shiny but you can't also let it be a mixture of old and new. A thing i would like to experience is suffer upgrades to the gui itself during the game. For example add that thingy that i forgot what it does in fact (lol), that reveals some things in the "MAP" button, that would be nice to implement to pipboy, not carrying it around, imo. But that is for other modders maybe. Well here is what i think:


interfacezu2.png


- Pros:
> the fact it's based on F1 GUI.
> the new weapon button, a little to fancy with those "squares" around the button, but i still like the idea.
> the skilldex letter looks better than the one used on F1 Gui

- Cons:

> the wires doesn't need to be outside, i think it doesn't need to look made by hand.
> the shadow of the red button on the right makes the button look like it isn't on the same level as the left one.
> the map cha pip buttons look already pressed.
> the weapon button looks more techie than the rest of the menu.

scr00002cb7.png

(the first one is something based on this so it's about the same)

- Pros:
> the fact the menu stays with the same color as the inventory.

- Cons:
> looks too hand made for a before fall tech item.

scr00001ab8.png


- Pros:
> More techie than the one from F1.
> The grey and the brown give a look of some metal that rusted with the time.
> The buttons are more suitable.

- Cons:
> Menu color doesn't match with other things like inventory, cha, pip, savegame.
> Square "fight box" looks older than the rest of the gui.

blacksteelet6.jpg

(Black Steel GUI)

- Pros:
> The techie looks, definitely the best one in this aspect.
> Ammo slot that really looks like it. (when i first played FO i was troubled with that green dots: "What is that? O_o")
> Color matches "fight box", cha, pip, map buttons
> Almost everything looks good to me.

- Cons:
> Well the color seems too "copper" in some spots and looks like wood sometimes, maybe some scratches or water marks (rust) would do the thing.
> boxes in the HP and AC would be nice (and the letters saying HP and AC too :|).
> the weapon button doesnt fit (color, aspect).
> the screen on the left could be worked on.
 
I'd still go with the a'la Fallout 1 GUI, since it's the original, and the second installment of the series features the same PIP-Boy, so there is little sense in altering the GUI's look.

Demonslayer, I warn you NOT to dismiss the work of the GODS! (In this case FO1's devleopers)
 
I'm not dismissing.
I just pointed the good and the bad. Maybe then they could improve a INSANE-UBER-POWER-GUI that should exist since the begining :P
 
Wild_qwerty said:
I supose, not sure just what yet so post your ideas and requests.

Right then,

I read somewhere wild_qwerty that you were working on crossbow animations for some of the critters. Do you still have those or has everything been lost?
 
No, bad Glovs, no!

Now, you will write 100 times on the blackboard "I will not suggest taking an amateur, poorly conceived illustration and using it instead of the original deathclaw .frm, animation and concepts"

Now, DO IT!
 
@ Glovz
Without new engine there's no sense to "upgrading" existing critters ;) Even if you create uber detailed model at 640x480 and 256 colors most of the details will be invisible (I'm working on new armours, so I know how everything looks). In my opinion it's only a wasting time for doing that. Somewhere in this thread I presented how looks difference between model which was rendered for 1280x1024 and 640x480.

Besides Deathclaw's FRMs don't need any improvements, I think :)
 
@Mikael Grizzly
yes sir :oops: :sorry: :cry:

@Continuum
Yes now that I think about it, you are correct that at low quailty and low res details will not be seen or appreciated.

As for the current look of the Death Claws, I simply always wished they looked just a little more scary somehow.
 
They look more scary than those giant rabits from FOT anyway.

I know that there are a coupl eof different sorts of Deathclaws in FO2, the normal ones and the tough deathclaws. We could maybe create a small change to tell the difference, something like a small colour shift perhaps. But I'd be to afraid to change the Deathclaw to much, someone from nma will track me down and hurt me, after the FOT version (not to mention the BOS version) the deathclaw is almost a taboo to touch.

Continuum, how's the armour comming along? I still cant figure out how to laod the textures on the space rocket :?
 
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