Ms Punk Girl, a new playable character.

Geras said:
Thank you :) Maybe when I get extremely bored I'll continue the work, but for now I have no will to do so :|

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:
 
Thanks for the kind words, but I've lost interest for the game and for making the punk girl happen Sad
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:
 
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:
 
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:
hfmetlae5.gif
hfmetlae4.gif
hfmetlae3.gif
hfmetlae2.gif
hfmetlae1.gif
hfmetlae0.gif
hfmetlae0.gif
hflthraev4.gif
hflthraev3.gif
hflthraev2.gif
hflthraev1.gif
hflthraev0.gif

Any feedback would be appreciated
 
Sketch said:
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:
hfmetlae5.gif
hfmetlae4.gif
hfmetlae3.gif
hfmetlae2.gif
hfmetlae1.gif
hfmetlae0.gif
hfmetlae0.gif
hflthraev4.gif
hflthraev3.gif
hflthraev2.gif
hflthraev1.gif
hflthraev0.gif

Any feedback would be appreciated
Looks good to me.

If you end up finishing what Geras started, we'll love you forever :notworthy: :aiee:
 
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.
 
hfmetlas5.gif
hfmetlas4.gif
hfmetlas3.gif
hfmetlas2.gif
hfmetlas1.gif
hfmetlas0.gif
hfmetlaq5.gif
hfmetlaq4.gif
hfmetlaq3.gif
hfmetlaq2.gif
hfmetlaq1.gif
hfmetlaq0.gif
hflthras5.gif
hflthras4.gif
hflthras3.gif
hflthras2.gif
hflthras1.gif
hflthras0.gif

Another small update.
I was thinking about animating grass\bushes, something like this
bush3.gif
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?
 
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.
 
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.
 
Lexx said:
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.
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.
 
Sketch said:
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...

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.
 
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.
 
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:
hflthrde5.gif
hflthrde4.gif
hflthrde3.gif
hflthrde2.gif
hflthrde1.gif
hflthrde0.gif


hflthrdd5.gif
hflthrdd4.gif
hflthrdd3.gif
hflthrdd2.gif
hflthrdd1.gif
hflthrdd0.gif


hflthrdb5.gif
hflthrdb4.gif
hflthrdb3.gif
hflthrdb2.gif
hflthrdb1.gif
hflthrdb0.gif


hflthrar5.gif
hflthrar4.gif
hflthrar3.gif
hflthrar2.gif
hflthrar1.gif
hflthrar0.gif


@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
12GaugeShotgunFallout.gif
i mean something like this
doubless.jpg
would look MUCH better, and making sawed-off shotgun from it seems logical.
 
Sketch said:
And i always wondering, does all like this original weird shotgun
12GaugeShotgunFallout.gif
i mean something like this
doubless.jpg
would look MUCH better, and making sawed-off shotgun from it seems logical.
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?
 
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