Ms Punk Girl, a new playable character.

Discussion in 'Fallout General Modding' started by Geras, Mar 1, 2012.

  1. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    I know exactly what you're talking about Geras, critter building is the most taxing of all the Fallout modding exercises...just rest and recover for a while. :wink:
     
  2. Mutated_Mark

    Mutated_Mark First time out of the vault

    17
    Dec 29, 2012
    Well maybe just take a break and if you feel like it again the motivation is there again you pick it up. Taking a break can work wonders. No matter if you discontinue this work its pretty damn awesome and thanks for your workload.

    Cheers
    :wink:
     
  3. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    If nothing else, Punk Girl will live on as Katja in the next release of FIXT :salute:
     
  4. Marionettetc

    Marionettetc Banned

    204
    May 15, 2013
    I've been following NMA since its inception and have been a die hard fallout fan/player since the late 90's and I just want to say amazing work!

    I've done some minor Vegas modding in the past, so I can relate to how much work goes into getting such tiny results - and I commend you for getting as far as you did Geras!

    It's mod work like this that continues to keep older games fresh and rewarding to play through again for the millionth time. And I definitely appreciate it! :ok:
     
  5. Sketch

    Sketch First time out of the vault

    25
    Sep 6, 2009
    Hey guys.
    Since nobody going to continue making Punk Girl, i've decided to try for myself. Its a shame, that such giant amount of work are going to waste... Here's my first update:

    Any feedback would be appreciated
     
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Looks good to me.

    If you end up finishing what Geras started, we'll love you forever :notworthy: :aiee:
     
  7. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Looks good, Sketch.

    I always said that the way to entice me out of Fallout retirement (when this happens) is with new Fallout graphics. The punk girl is one example.

    Keep up the good work.
     
  8. Sketch

    Sketch First time out of the vault

    25
    Sep 6, 2009

    Another small update.
    I was thinking about animating grass\bushes, something like this but when i put *.frm in to the game, animation isn't playing, only if i replace fire or other animating object... what's the catch?
     
  9. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    If you want to animate a graphic, you need to attach a script to the object.

    Fire isn't animated, it's using color swapping.
     
  10. Sketch

    Sketch First time out of the vault

    25
    Sep 6, 2009
    I mean this fire
    Too bad it needs scripting, i don't know anything about it...
     
  11. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Well, it won't work anyway. Adding such a script to every grass item in the game will be overkill.

    I don't know of any other solution. Maybe something could be done with Sfall, no idea.
     
  12. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Well scenery items can be scripted without problems, though.

    Granted yes if you want all grass on all maps to animate, that is going to be kind of a pain in the ass to implement, but it's doable and I don't foresee it causing crashes. There aren't as many grass items per map as you might think.

    But I could be wrong, afterall I've heard about the issue with the scripted piles of shit causing crashes in older versions of F2RP :lol:

    @Sketch:

    First of all, OMG FUCKING LOVE YOU. I'm so glad to see you working on Ms Punk Girl, that's awesome.

    Re: animated objects:

    in theory you shouldn't have to script it at all. Fallout 1 uses animated FRMs for the Military Base alarms and they have no animation order in script, it just places them on the map. So as far as I know, as long as you use animated FRMs, it should work no problems. I would highly encourage you to try this method before needlessly doing a bunch of scripting. Take a look at MBLIGHT1.FMR and MBLIGHT2.FRM as examples of animating graphics. (Fallout 1)

    Here's the Klaxon (MB alarm) script -- so what you might be able to do is add similar code to the script for the map itself and have it randomly select hexes to add the objects to. Or pick specific hexes in the map editor and use those. Or write down the hexes already used in all the maps, and overwrite the current objects with the animated version.

    Code:
    procedure start;
    procedure map_update_p_proc;
    
    procedure start
    begin
    	if (script_action == 23) then begin//map_update_p_proc -- called every dozen seconds or so, & additionally on certain events (exit dialog, end combat, load map, etc)
    		call map_update_p_proc;
    	end
    end
    
    procedure map_update_p_proc
    begin
    	variable LVar0 := 0;
    	if (global_var(146) and (local_var(0) == 0)) then begin
    		set_local_var(0, 1);
    		if (obj_pid(self_obj) == 33555260) then begin// or 59
    			LVar0 := create_object_sid(33555340, tile_num(self_obj), elevation(self_obj), -1);
    		end
    		else begin
    			LVar0 := create_object_sid(33555339, tile_num(self_obj), elevation(self_obj), -1);
    			
    		end
    	end
    end
    
    

    Notice how it doesn't tell anything to animate at all, it just places the animated object (MBLIGHT in this case) onto the map.


    If that doesn't work, you gotta use scripts as Lexx said.


    Code:
    reg_anim_animate_forever void Anim
    
    what (ObjectPtr)
    anim (int)
    delay (int)
    
    Adds a single, in-place animation on an object (what) to an animation sequence-list, at a given delay from the previous animation (delay should always be -1)! This animation will animate continuously until something in the system interrupts it. To be used *very* sparingly, for instance Gizmo’s sign and the ‘pray’ signs in the children of the cathedral (which will have to be toned down). 
    Here's the script I personally use for Gizmo's sign, making sure it animates no matter what:
    Code:
    procedure start;
    procedure map_enter_p_proc;
    procedure map_update_p_proc;
    procedure start_p_proc;
    
    
    procedure start
    begin
    	if (script_action == 1) then begin
    		call start_p_proc;
    	end
    	else begin
    		if (script_action == 23) then begin//map_update_p_proc -- called every dozen seconds or so, & additionally on certain events (exit dialog, end combat, load map, etc)
    			call map_update_p_proc;
    		end
    		else begin
    			if (script_action == 15) then begin//map_enter_p_proc (or "map_start_p_proc") called when entering from World Map, on green "exit" grids, SOME ladders, doesn't appear to call on elevators or manholes
    				call map_enter_p_proc;
    			end
    		end
    	end
    	reg_anim_func(1, 1);
    	reg_anim_animate_forever(self_obj, 0);
    	reg_anim_func(3, 0);
    end
    
    procedure map_enter_p_proc
    begin
    	reg_anim_func(1, 1);
    	reg_anim_animate_forever(self_obj, 0);
    	reg_anim_func(3, 0);
    end
    
    procedure map_update_p_proc
    begin
    	if (combat_is_initialized == 0) then begin
    		reg_anim_func(1, 1);
    		reg_anim_animate_forever(self_obj, 0);
    		reg_anim_func(3, 0);
    	end
    end
    
    procedure start_p_proc
    begin
    	reg_anim_func(1, 1);
    	reg_anim_animate_forever(self_obj, 0);
    	reg_anim_func(3, 0);
    end
    
    
    How to actually employ it is you must go into the map(s) in the Map Editor, and select each object, and link that object to the script in question.

    There is information here on how to get the Map Editor working if you haven't used it before. It can be kind of daunting but actually linking those objects to the scripts is a breeze. Select object, hit keyboard key "E", scroll to select script, click OK, click OK, save map when done doing this to all instances of object.
     
  13. Geras

    Geras Animal Friend

    115
    Oct 12, 2011
    Good on you, I hope you will stay strong with animating her :) Maybe, in 2 months time, we'll team up to finish her once and for all.
     
  14. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Never said anything against this.
     
  15. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Oops, my bad. Thanks for the correction.
     
  16. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    I am wondering if it looks good, if all grass graphics are animated. In "worst case" this stuff could be used in the FOnline engine.
     
  17. Sketch

    Sketch First time out of the vault

    25
    Sep 6, 2009
    Thanks for the comment guys, i was beginning to think that nobody needs new sprites, and doesn't making any new ones, with all this fancy 3D stuff...
    Anyway, here's another small update:








    @Sduibek
    Thanks for the script, animating grass appears harder than i think, and takes a lot of time...

    And i always wondering, does all like this original weird shotgun i mean something like this would look MUCH better, and making sawed-off shotgun from it seems logical.
     
  18. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I don't have any issues with the graphic, but if you can make a better one, the community will definitely appreciate it 8-)

    By the way, how goes progress on Punk Girl Leather Armor?
     
  19. Geras

    Geras Animal Friend

    115
    Oct 12, 2011
    I've done nothing myself, sadly.
     
  20. Kilgore_

    Kilgore_ First time out of the vault

    11
    Nov 4, 2009
    For your information:

    Ms Punk Girl will be playable in the new FOnline mod based on FOnline: 2238:

    www.fonline-reloaded.net

    with all animations that were done so far.


    Cheers,
    Kilgore