Wild_qwerty
Sonny, I Watched the Vault Bein' Built!
Well since I have finally figured out the last piece in the puzzle here is a run down on how they work for anyone else out there interested (or crazy enough) to try and mkae some new ones.
First off I will explain how the files are centered in a FRM
1) As you can see the indivdual frames (BMPs) are centered in the middle of the bottom edge of the image.
2) You may also note that the critters feet are well above this center point; you will need to adjust the "Frames Offset" to fix this.
3) The individual frames within an orientation can be adjusted by editing the X and Y offsets for them. You should probably line up all indivual frames and make sure each orientation is centered correctly is reference to the other orientations. Use Frame Animator for this.
4) Each orientation can have its X and Y position 'shifted' by adjusting the Frames Orientation. This will move the whole orientation rather than just the indivual Frame. Use Frame Animator for this.
If you dont adjust the Y value of the Frames Orientation the critter will be 'above' the hex it is supposed to be in. This will make the whole thing look ugly as other critters will walk through it, and it looks like it is floating above the ground.
I have found that FRM Workshop is not quite up to the job for part 4 of making new FRMs, but Frame Animator does the job nicely
Why use FR0,FR1,FR2,FR3,FR4,FR5 instead of a single FRM?
Well I do have a theory on this, though I have not proved it yet. I have noticed that a lot of the "bigger" sequences such as the high violence death animations are split up into seperate FR# sequences. I think this is so rather than having to load the whole FRM file the engine only needs to load the indivual orientation it requires. This could effectively cut the load time down to 1/6 th of the time of loading a complete FRM file.
I supose a way to prove this would be to join the six orientations back together (using Frame animator) and see if the game lags at all when loading that sequence. The perfect model would be Leiutenant Lue the super mutant from FO 1 as he has a very big death sequence already. Though to get an accurate test you may need to run this on an older computer.
First off I will explain how the files are centered in a FRM
1) As you can see the indivdual frames (BMPs) are centered in the middle of the bottom edge of the image.
2) You may also note that the critters feet are well above this center point; you will need to adjust the "Frames Offset" to fix this.
3) The individual frames within an orientation can be adjusted by editing the X and Y offsets for them. You should probably line up all indivual frames and make sure each orientation is centered correctly is reference to the other orientations. Use Frame Animator for this.
4) Each orientation can have its X and Y position 'shifted' by adjusting the Frames Orientation. This will move the whole orientation rather than just the indivual Frame. Use Frame Animator for this.
If you dont adjust the Y value of the Frames Orientation the critter will be 'above' the hex it is supposed to be in. This will make the whole thing look ugly as other critters will walk through it, and it looks like it is floating above the ground.
I have found that FRM Workshop is not quite up to the job for part 4 of making new FRMs, but Frame Animator does the job nicely
Why use FR0,FR1,FR2,FR3,FR4,FR5 instead of a single FRM?
Well I do have a theory on this, though I have not proved it yet. I have noticed that a lot of the "bigger" sequences such as the high violence death animations are split up into seperate FR# sequences. I think this is so rather than having to load the whole FRM file the engine only needs to load the indivual orientation it requires. This could effectively cut the load time down to 1/6 th of the time of loading a complete FRM file.
I supose a way to prove this would be to join the six orientations back together (using Frame animator) and see if the game lags at all when loading that sequence. The perfect model would be Leiutenant Lue the super mutant from FO 1 as he has a very big death sequence already. Though to get an accurate test you may need to run this on an older computer.