More Critter Packs

Thanks Wild_qwerty. Great job.

I have a feeling we just don't say that enough to all those guys :?
 
Phil said:
Thanks Wild_qwerty. Great job.

I have a feeling we just don't say that enough to all those guys :?
Yeah, nice one, qwerty. Question, out of idle curiosity, if you're around: I remember that you can customise the characters' clothing/skin colour using the FoT editors. Do the character FRMs in your packs have mixtures of clothing and skin colours?
 
I can answer that one.

No Stevie, unless Qwert ha discoverd something new, they all have the same default colors.
 
Not that I'm aware of. No body has implemented the product of months of toil :(

I know Trolle and Coljack have implemented a couple of previous versions of my FRMs. I have also used the environemental armour for the player without any problems (well I fixed the probelms so there arent any now)
 
Well, I guess we'll have to change that (No body has implemented the product of months of toil). I have your pacification bot running around in the game and attacking me. You can see an AVI of what it looks like. It was a kludge how I added it, and its using the "tough bot" script, its not ready for use, but does appear to work in the game :)

If anyone has any stat info on those FoT critters (SPECIAL, HP, etc), please let me know what they are. I will try to make some protos and scripts for those FRMs from FoT. Perhaps this thread should move to the modding forum from here on.

Edit: The behemoth looks like this.
 
it hops around abit between the different animations :(

But the clipping is the real problem, you may have noticed that the layer look wrong sometimes and it appears that the player is standing inside the robot. It normaly does that because the critter doesnt have a propper center, but in this case it is becuase the critter is so big, there's nothing I can do to fix that, its jsut how hte engine handles the FRMs :(
 
Yeah movement is a little rough but they still look cool ... nice to see something new in the game anyways.

I wonder how the "mask" or "mesh" works with these. I know that in 3D models you create a mesh (like in 3DSMAX) that prevents the player from standing "inside" the object (same idea as hex blockers in the mapper but much more precise). I can only guess that there is some distance from the center based on critter size that defines a mesh where you can't walk. Do you know how that works?

That behemoth should have crushing damage. If that thing stepped on your leg you'd need more than a doctor bag :lol: . The other thing I thought of while looking at these is: it would be cool if you could ride the pacification bot and use it as a pack animal.

I'm looking forward to seeing all of them in a map wandering around. I have 4 on the same team now (vault boy with 44 magnum, bull, dog, and hair), and they kill me in very short order LOL. BTW what the heck is that hair thing (mahair)? :?: Some of these are too "out there" for my tastes (like vault boy), but I'm having fun with some new critters. I like the idea of a fallout game that remains believable (no cartoon characters) and less humour, more story and role playing.
 
dude_obj said:
I'm looking forward to seeing all of them in a map wandering around. I have 4 on the same team now (vault boy with 44 magnum, bull, dog, and hair), and they kill me in very short order LOL. BTW what the heck is that hair thing (mahair)? :?: Some of these are too "out there" for my tastes (like vault boy), but I'm having fun with some new critters. I like the idea of a fallout game that remains believable (no cartoon characters) and less humour, more story and role playing.

The sprites are from FOT. The hair thing is the FOT hairy deathclaw (adult). The monkey is the FOT hairy deathclaw (baby).
 
Beasicly, the folks at Microforte didnt have a clue as to the way FO should have looked, so they fucked a lot up.

You inability to realize what you were looking at proves that statement.
 
Omg hairy deathclaw .... yikes ... I thought it was a mutated rabbit or something goofy like that. A few of them are just goofy but some are pretty cool. The citizens, raiders, and bots are useful for FO modding I think.
 
You have to admit, that when you see tha baby deathclaw move it does look like a monkey! The adult deathclaw reminded me of a bugs bunny cartoon where he drank a potion and turned into a giant rabit monster thing. Hence the FRM names of 'moneky' and 'hair'
 
Yes in my protos I am calling them monkey and rabbit.
Is there anything that can be done about those white parts?
Some of the people are missing hair.
 
I have 5 of the 7 armors in Art Pack 1 working well, on the ground, in inventory, and worn. There are "hero" characters to match the power armor, environmental armor, and tesla armor (I used the FoT 'hero in metal armor' for that one). The raider and reaver armors work, but the corresponding character models may be missing some animations (not sure yet).

The enviro armor looks particularly cool. And the raider/reaver armors could fit nicely into an undercover infiltration into raider camps plot. Not much I can do with the ghoul and mutant armors without characters that wear them.

Thanks wild_qwerty. I love these graphics.
 
Yes the enviromental armour model is diffinitely ery fallouty :) Depsit what most people think of FOT, this particular model was well done.

I dont think I made the flamer aniamtions for the raiders or the reaver models.
 
Still working on this expansion pack idea ....

Question for wild_qwerty ... the art pack contains 7 armors, 5 of which I can use because there are matching FRM sets in the critter packs. But the leather armor seems to be missing. Is there an armor that matches the HMFOTL/HFFOTL?

I have the metal armor that matches HMFOTM/HFFOTM, and I made that into a Tesla Mark II armor for the expansion. If there is a matching leather armor from FoT I could make it a Leather Armor Mark III. Did that one just not get converted or is it not in FoT?
 
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