Graphics

Continuum said:
Looks good, but you should center it little a bit (move it to right). And maybe blend the layers (where that previous poster is visible).

I could only render only that construction (without poster), but I deleted source files...

What exactly do you mean with blend the layers?

I also think, that it should be a bit more to the right, but I also already deleted the layer file. :) But it is no probleme because it was pretty easy to do the new image on the sign.

I've made the shadow "transparent" in this version - The shadow is done like in Fallout. Ingame it also looks better then on this screen, but... I still don't like it that much. With a bit scenery trash here and there, it could maybe be faked away.

The sign is still a bit big but I think, if there would be some lamps like in the source image it could look better and more fitting.
 
Lexx said:
What exactly do you mean with blend the layers?
I meant Blending Options (in PS) like Drop Shadow, Inner Shadow, etc. I don't know how they're called in GIMP, but I'm sure that they should be there.
 
Ah yes. I also don't know how this works in Gimp.. I like it more to work with PS, but I am not at home for today and tomorrow so I needed to work with Gimp. It's the best option besides PS.

I will try it later again.
 
Continuum said:
Some time ago I made such poster like thingie from one of Van Buren's concept art:
postervanburen1nonecopynw4.gif
I've tried something like that too

but yours is better
 
Great work Jotisz and Lexx. I think both signs are excellent and very worthy for FO.

@ Lexx: yes, the shadows can be tough. I've found a good way to do them is to copy a piece of the shadow from a critter and tile it into the black shadow in your sign BMP. If you looks closely critter shadows alternate between grey & black, in a similar way to your transparent shadow, but with grey instead of the transparent pixels.
 
No, sorry. Didn't got anything. Also in spam filter was nothing. On what e-mail address did you send the mail?
 
LLC was the username.

But hey, whatever... just gimme your *active* e-mail, or die in the wastes. :wink:
 
I know a little about graphics editing, but next to nothing about modding Fallout. I see you chaps looking at this new billboard art, and I'm wondering...how hard is it (and what steps are required) to import new terrain or background graphics into Fallout 1 & 2?

I could probably come up with some new graphics; I'm thinking along the lines of a derailed train car, and maybe some new shacks, canyon walls, and caverns, and possibly some new containers (like the refrigerator). Is it possible to import these things into the game?

Thanks.
 
Well, you can say, the bigger the art, the harder the work. A train car or similar would be just scenery and one of the easier things. If you want to make ground tiles, then the hardest part would be to cut them into the right sitze - and they need to fit ingame. Canyon walls.. maybe like the walls ingame, a combination of ground tiles and scenery.. could be also more harder and so on.

Take a look at the Fallout graphics. Then you can see mostly what is hard to create and what not.
 
UniversalWolf said:
I know a little about graphics editing, but next to nothing about modding Fallout. I see you chaps looking at this new billboard art, and I'm wondering...how hard is it (and what steps are required) to import new terrain or background graphics into Fallout 1 & 2?

It's not difficult. There are a few things to bear in mind, however, such as the engine has issues with FRM's over a certain size (anyone know the exact size?) and i have found the official FO mapper to be frustrating to use (you just have to be patient)

If you have any difficulties you can just post here for help.
 
Josan12 said:
(anyone know the exact size?)

I don't know the exact size, but a while ago I have had a 300x250px big scenery object. But it felt like my pc was slower when I saw this ingame, so I cuted it in smaller parts - then it was better.
 
Theoretically the safe size should be ~400x300. But sometimes (in Mapper) strange things are happening, so to be sure about this a lot of in game testing would be needed...

Some time ago I added FRM that had ~2400x1050 to check how engine will react on this... Everything was fine until I clicked LMB to add it to the map :lol:

Anyway, if you have something large/huge then split it into 320x200 (like Tanker).
 
What I found out yesterday: It seems that not only the size of the image counts, also the offset is important. As example, if you place a scenery object with 250x250px and an offset of 0x0, everything should be ok ingame. But if you change the offset to - as example - 100x100, then you will have visual bugs ingame, like disappearing parts of the graphic and so on.
 
I was suspecting this, because of strange behavior I mentioned in my previous post. Thanks for the confirmation.
 
Thanks for the responses, guys.

I figured there would be some size limitations, which is why I plan on keeping things small, at least to start with.

I think my goal will be to add more flavor to locations that already exist in the game.
 
Yesterday I got a level up and spend some more points into my 2d skills. Well, then I decided to play a bit with worldmaps and stuff and... yeh... take a look:



It is the Fallout 1 and 2 worldmap in Fallout 1-style and still work in progress. :)

The map is 2100x3000px big and is based on a satellite image. I tried to fit it all 1:1 but needed to change the position of some locations. I decided to move some of the Fallout 2 locations. Of course it is possible to blend out the green circles - at the moment it is in so that people can see, where the locations are.

Like I wrote, it is still work in progress. I still need to fix up some parts, like the north center of the map or the westcoast, where Navarro is - this part is still a bit to blurry for my taste. Also Frisco is still a pain in the arse.

Also thanks to cubik, who gave me the hint with the MapCreator for a nice template. :)
 
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