Modding the mapper.exe - ideas?

Wild_qwerty

Sonny, I Watched the Vault Bein' Built!
I'm just wondering how hard it would be to mod the mapper.exe either directly through hex editing, a memory patcher or through an application like sfall.

I've been know to use a hex editor from time to time, but I'd likely still need some help with this one.

So for starters what sort of things can we change on the mapper?

1) Add support to the mapper for new weapon calibars - Currently this can only be done be hex editing the completed pro files. This should be possible to do.

2) Higher resolution? Not idea if this can be done but would be nice
 
AFAIK mash (author of the Fallout high-res patches) plans to add high-res support to the mapper as well.

I personally think that building a nice and easy to use map editor tool from scratch is the better idea. AFAIK timeslip is working on something like that ATM. See:
http://www.nma-fallout.com/forum/viewtopic.php?t=38116&postdays=0&postorder=asc&start=500

mapperwl5.jpg
 
The mapper is for his own Fallout-like-Engine. I don't think, that it will work for Fallout 2 too.
 
In regards to the resolution, I should have something for you to play with in the next couple of weeks.
I just posted some screenshots in the "Fallout2 High Resolution Patch" topic, if you want to check it out.
 
i guess the most obvious things would be
1. make it easier to scan through frms's (like windows type of scrollbar) i think the only way atm is arrows that are sloooow and page-up/dn for beginning/ending of the category.
way to
2. a way to build whole wall sections at once (just select beginning, ending) afterwards some tiles can be replaced to randomize the thing.
3. as mentioned before, high res is a must.

guess thats all from me, dont really use it much myself, mostly for checking how my frm's look/work ingame
 
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