My modding rumbles

-Ghoster-

First time out of the vault
I'll probably end up asking a lot of other questions in the future, so I guess I'll just make it into a one thread.

Rumble #1:
This one is probably for @.Pixote.: I have successfully managed to make the proper graphic for the tiles in my mod, but for the love of Master, I can't figure out the way tiles are organized to fit with each other, as in how exactly do they overlap. I tried to make a template like this using the exact tile-size from the game and it seems to "fit" (the borders of the squares fit to the borders of others exactly, excluding the far-left pixel, always overlapping the far-right pixel. But once I match it onto a screenshot from the game and fit it onto somewhere, the tiles never fit correctly (all of this in Gimp, not yet in the mapper!) and I end up with something like this (it's the template over the graphic I'm trying to make into a roof. It fits correctly on the bottom-right corner, but is obviously set off on the left side, despite the underlying graphic coming straight from the mapper. How fix? Do you, @.Pixote., have perhaps any template you made for yourself that fits properly?

Rumble #2:
Is there a way to unradiate the hero and deprive him of the always-emitting-light?
 
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@burn - What do I do with the command? So far I've been only mapping, so I'm new to this.

@.Pixote. - Thanks!

Rumble #3:
I noticed this line to be modified in sfall:
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them at startup
;Set to 1 to check all tiles on started (slow)
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
AllowLargeTiles=0
And I wonder if that would actually make the slicing images an ancient practise. Has anyone used it? Do I guess correctly and it would just require some empty, dummy tiles put on the entire roof while the whole roof would actually be just a couple of frms?

Rumble #4:
Is there a way to prevent player from accessing the character menu in the beginning of the game (much like Pipboy before the temple), or perhaps change it during the game? I know that sfall gives a possibility of controlling other critters in the combat and in their proper turns it's possible to access their character chart. Perhaps one could change the played character with something related to it?

Rumble #5:
Sfall also has those options of choosing the color to highlight the items etc.:
; Set the color of outlines, available colors:
; 1 - glowing red
; 2 - red
; 4 - grey
; 8 - glowing green
; 16 - bright yellow
; 32 - dark yellow
; 64 - purple
OutlineColor=16
My question is: what are those numbers? They're clearly not the default fallout palette, since the very first color is blue (or transparent). I suspect they're the same colors in the animated frms like fireplace or monitors?
 
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Bump! to question #5, also:

Rumble #6:
When I try to edit Obj_dude via Mapper (upper menu), after hitting "done", the mapper goes black (I can only see the monitor and fire animations) and stops responding; any idea what's that about?

Rumble #7:
Too late I realized that once put onto a map, scenery becomes a "saved prototype" and after editing those in the menu, the ones on the map do not change their description, properties and such. Is there a way of updating all the scenery on the map, or do I have to delete them, edit the prototypes and place them all over again?

Just a tease (click to enlarge):









(some obviously inspired by ripped from BGE and Sonora)
 
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