New animations 2

Lexx said:
Thanks, merged it with my stuff.
You cruel exploiter of the free fallout modding labour force! Only that slimy czech lizard is worse than you!

Again, good job guys :salute:
 
x'il said:
More colour variations, another quick one, TV says: some Venus fly trap specimens have juicy red areas (and fetid smell) in order to attract their prey... :P (this one is more red/brown-ish in order not to make it too shinny):

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Awesome. :shock:
 
Is this one any good?
2s1sqyo.gif
qpnqiq.gif
1z4yaeo.gif
250mn9w.gif
 
Yeah, actually those can be used for all ants, because they were missing in the original Fallout 2 game, as well as the burning death animations.

Killap may implement that small wheel into his Frankenstein, I have nothing against it :mrgreen:
 
Do the small molerats have the burn – electrify animation…I’ve been testing the maps and the suckers just flop down dead with the pulse rifle, while almost everything else is vaporized…it might need mending.
 
Try shooting a 'lenny'-type ghoul or a few other of the FO2 critters you were talking about in the previous page with a plasma rifle... a lot of them don't have the meltdown death animation.
 
Wow, I've been away from this thread for too long. Lots of nice additions here, great job everyone! I'm definitely going to be making use of several of these sets.
 
Would it be difficult to scale down the mobster types in New Reno? Someone mentioned they look out of place (too true!), but maybe they'd fit in better if they were slightly smaller.

(borrowing part of .Pixote.'s image to illustrate)

blsht.gif


Scaling the mobsters down to human height and making them just a few pixels narrower seems to work. Now I'm not sure how hard it would be to scale down all the frames of the animations, but perhaps someone's got a clever Photoshop action for this?

The boxers too - they're too tall and wide. They just don't fit in.
 
The size is correct when you compare mobsters with PAs:

33002.gif


But isn't correct when you compare with normal, human critter... something isn't right...
 
SkuLL said:
Would it be difficult to scale down the mobster types in New Reno? Someone mentioned they look out of place (too true!), but maybe they'd fit in better if they were slightly smaller.

(borrowing part of .Pixote.'s image to illustrate)

blsht.gif


Scaling the mobsters down to human height and making them just a few pixels narrower seems to work. Now I'm not sure how hard it would be to scale down all the frames of the animations, but perhaps someone's got a clever Photoshop action for this?

The boxers too - they're too tall and wide. They just don't fit in.

I think their height and weight makes character!
 
Continuum said:
The size is correct when you compare mobsters with PAs
[...]
But isn't correct when you compare with normal, human critter... something isn't right...
Exactly! And they're not wearing any armor at all. That would make them the largest human beings in the entire game, which is a bit silly.
Nothing wrong with a beefy bouncer, but being easily two heads taller than the strongest savage in the wasteland is a bit much.

Chr1s said:
I think their height and weight makes character!
Too much character in this case, I reckon. If there was just one 'oversized bouncer dude' it might be understandable, but there's so many of them and they're not at all special in any other way than their disproportionate size. Just feels wrong.
 
Well, if you call them mobsters, they are probably oversized but if you think of them as security, the size is probably right.

You don't see small frame bodyguards on night clubs.
 
Demonslayer said:
You don't see small frame bodyguards on night clubs.
True. You don't see bouncers two feet taller than anyone else on the planet, either.

Anyway, I don't mean to hijack the thread with this discussion - as I don't know how to effectively change all the animations myself, I only wanted to suggest it to those who can. It's hardly a priority, though, seeing as those guys are only in New Reno and not very significant for gameplay.
 
SkuLL said:
Anyway, I don't mean to hijack the thread with this discussion - as I don't know how to effectively change all the animations myself, I only wanted to suggest it to those who can. It's hardly a priority, though, seeing as those guys are only in New Reno and not very significant for gameplay.

It's not a bad suggestion since it can be automated and going by that example image you posted they look a tiny bit less retarded with a more adequate size, so maybe it'd be worth a try...

Unfortunately, imo, that critter's level of :ugly: is just too great to be fixed by anything but complete removal.
 
x'il said:
Unfortunately, imo, that critter's level of :ugly: is just too great to be fixed by anything but complete removal.
Agreed :clap:

Just giving the FRM editing a try.... starting by changing the colour of a few things...

I notice that once I extract BMP images out of my FRM files, the shadows are not black as I thought, but sort of reddish grey. (Working with the Dog FRMs now.)

But in game, character shadows look black as night. How does that work?

Anything I should look out for when converting the image's colour scheme to RGB and back using Photoshop?
 
i must point out that this is amazing stuff you guys doing here with pixel art.
too bad we have no access to the engine, otherwise you could made models in every color you want, with simple color mask and then sprite RGB remapping.
 
It’s one of the silly anomalies introduced in Fallout 2, along with crappy animations for certain new critters. Rescaling the mobster critter isn’t worth it…I would rather see a new hybrid critter patched together from the original Fallout 1 critters. :P

I wouldn’t want to remove it completely from the game though, love or hate them; they are a part of the game design. :roll:
 
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