FO2 TC: Fallout of Nevada

"Thorough psychological analysis of the characters and other social aspects of the game are the most crucial parts of this project. "


I like this part the most, I don't really care for new graphics to be honest.. I hope the project's running well.
 
Continuum said:
Dude101 said:
Tons of new scenery and graphics, carefully implemented into the game's environment.
Isn't this car totally out of Fallout-y "perspective" or it's just me? :scratch: But this is looking cool, indeed.

Yeah i think alot of the sprites stick out like sore thumb.
 
cdoublejj said:
Continuum said:
Dude101 said:
Tons of new scenery and graphics, carefully implemented into the game's environment.
Isn't this car totally out of Fallout-y "perspective" or it's just me? :scratch: But this is looking cool, indeed.

Yeah i think alot of the sprites stick out like sore thumb.

Jeah the car gives me some serious funny house mirror vibe allright.
 
I'm impressed! There's no, "We're almost done, but our coder ran out on us. So now all we need is a coder so that's why we're revealing our project."

Yay!
 
If someone writes a nice lengthy book on Fallout 2 scripting, and sells it for $$$ then there may be a chance.

I would buy it. Hope they find that Coder.

Sadly, i am only good at C++ (yes the entire federation)
 
I notice on a lot of mods the new sprites stick out. on some mods only a few sprites stick out while other blend nicely. what the i notice is that a lot of new sprite lack the 256 pixelation. if you look at fallout the all the sprites have that weird 256 gradient giving them a slight pixelation type look.
 
Continuum said:
Isn't this car totally out of Fallout-y "perspective" or it's just me? :scratch:

That's because the car actually follows normal perspective. You can't put that into the trimetric plane of the Fallout world, it'll always show. The reason is probably because it's sorta hard to fit in out-of-plane objects in fixed projection planes without getting the illusion of some sort of tilting. I only very recently discovered how to pull that off and even then it has its limitations. Even the slope looks flawed because Fallout's trimetric plane demands shortening on the z-axis and that rarely shows in organic structures. In any case, it doesn't convince me, that slope: the whole thing looks crooked and there is that tilt again, Gawd I hate that tilt. IIRC Lich also experimented with different projection/perspective modes within Fallout's plane and it just always shows.
Best parts of this are the buildings. The new art is really good.
 
I can tell it's a slope, I can tell it's a car.
it's better than a stick figure...i got no problems with it. looks good.
i don't think we need to break what fallout is or isn't to a pixel level.
 
We need. And camera setup is a basic stuff you need to take care. Another is a proper conversion, and blending with original art style - in this case 90% of custom art simply sucks (including my old work, which means most of the stuff I made :dance:). Of course, I'm speaking generally, not about this particular mod.
 
And I tend to agree with that, which is the reason, why I use new graphic in my mod(s) only minimal. I really just use stuff in my mod, which really fits the general graphic setting.

I look at my maps all the time, I recheck them over and over again and if I see something that doesn't really fit, sooner or later it will annoy me a lot and I have to rework it. That's often the case with new graphics. Right now I have this problem again in a map, with a graphic I made some days ago... for now it's still in the map, because I say to myself "it's ok, let it there" but I know already deep inside me, that it will be deleted again in sooner future...

..uh, anyway. Like written above, better don't add new graphics to the game, if they aren't on par with original ones. Hurr durr. :>
 
I agree, most new model are made with 3D software then converted into fallout frm. But most of the times, there is often the need to rework on some details with the converted frm as basis. For exemple here, I would maybe burn a little those with walls with some toshop love to make it look older, more damaged, add some holes here and here on those white red walls.



If someone writes a nice lengthy book on Fallout 2 scripting, and sells it for $$$ then there may be a chance.

I would buy it. Hope they find that Coder.

Sadly, i am only good at C++ (yes the entire federation)

You don't really need to know any code to use the scripts of fallout. Most of the time you just organise the dialogue, and then you copy past a command where you want it to be. Of course a programmer mindset could help, but isn't necessary.
But I agree the modding section lack a scripting subsection where they would be tutorial explaining how to make a 2 gangs town war, or how to make all the basic scripts for a city (citizen, trader, bar owner, mayor...Most of them only need some tweaking and some dialogue changes). And then going on with more complex quests, Ardent'style expert areas...
But I never proposed it cause I don't have the first line of these tutorials...
 
I'm not convinced by some of the new artworks as well, but the deserted, ruined look of some of the maps shown in screenshots along with the comment that settlements would be scarce and anarchy's all around sounds good.
 
I think the buildings are pretty nice and fitting. It's just uncommon to see so much colors on buildings in a Fallout game. :P
 
I'm giving the traders tutorial a go, but it gets real complicated real fast once you get into multiple shelves..

have a look at the WIP and PM me any comments..
 
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