New animations 2

Does someone still have those black ants i remember seeing somewhere a while ago? Where they any good?
I could have a use for it... :D
 
They are gold and blue/greenish ants in this thread, but no black ones. But maybe I only dreamed about them?

edit:
Arf no, I didn't :
maantbaauk9.gif

made by a german named sklif, posted here by M.Wolna.
Does someone still have this?
 
Interesting little ant critter... I might remember seeing it somewhere, but I don't know where it would be. :confused: Anyway, I finally stumbled across the first missing piece of the red-head girl, AE, and went ahead and made her. (Darn you, Fallout devs :P )

NFVREDAE-0.gif
. . .
NFVREDAE-1.gif
. . .
NFVREDAE-2.gif
. . .
NFVREDAE-3.gif
. . .
NFVREDAE-4.gif
. . .
NFVREDAE-5.gif


HFLM2RAE-0.gif
. . .
HFLM2RAE-1.gif
. . .
HFLM2RAE-2.gif
. . .
HFLM2RAE-3.gif
. . .
HFLM2RAE-4.gif
. . .
HFLM2RAE-5.gif


I'll keep posting the girls to a minimum from now on (only bulk posts) so that there's something more inpressive to show! :postviper:
 
While searching for that black ant in the german falloutnow fora, I found this instead:

60102844pq7.jpg


Looks somewhat interesting. Don't know if it's good and / or if this would be too much or not enough work. But posting it here nonetheless, just in case. :>
 
Lexx said:
While searching for that black ant in the german falloutnow fora, I found this instead:

60102844pq7.jpg


Looks somewhat interesting. Don't know if it's good and / or if this would be too much or not enough work. But posting it here nonetheless, just in case. :>

Well, there's already 3 combat armors (original, black-ish and blue) and soon (when i finish the male frm's) leather armor mk2's. There's also the person which Grayswandir said was making 2 sleeves leather jackets, so it's only a matter of making metal armor variations. :)
 
Yeah, I know about the combat armor and leather armor mk2. :P Wanted to show that anyway, because of the metal armor variations and the combat armor variations, which are not only recolor of the whole body.
 
The metal armor 1 is mostly a handmade armor,
The classic armor appearance fit.

Sometimes, it looks like the armor seems polished...
 
Hey I remember these armors from long long time ago, I wasn't even registered yet!
I think they were from Hotel California, in the first graphic thread...

Well, there's already 3 combat armors (original, black-ish and blue) and soon (when i finish the male frm's) leather armor mk2's. There's also the person which Grayswandir said was making 2 sleeves leather jackets, so it's only a matter of making metal armor variations. Smile

Yeah, about that, it seems the russian fellows made almost all the animation for the girl with two sleeves, except the spear/police thing but wont make more. (seems they were some trouble in the russian fonline team, didn't really understand)
I would like to post some gif, but for some weird reason (they use another soft as frameanimator?), I only put my hand on a file with bmp files only, no frp or frm. And reaccording them into frp would take some times, cause some "0" of the bmp files are replaced by "-". It's really a mess, i hope they are going to release a ready to use version.
 
It's one image from the Van Buren design documents. Except this image, nothing exists.
 
Damn! :wall: I would like to see that thing with some animations... but I don't know if ripping the head off and just plopping it on another critter would work too well... :wink:
 
Could someone make a burning animation for a super mutant?
The default one looks kinda stupid since it is too small to fit those giant creatures.
 
utunnels said:
Could someone make a burning animation for a super mutant?
The default one looks kinda stupid since it is too small to fit those giant creatures.

Done.

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EDIT:

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That's it, same stuff just 50% bigger. Now whether it could be used or not (if the death type can be made to point to this altered animations instead of the default or if there's even room for these) that's another matter... if someone clarifies that it could be used then i'll upload the frm's (otherwise why bother). :wink:
 
It would be interesting to check, if all humans share the same burning death animation. I personally think that each critter has his own burning animations, which is always the same looking (except the dwarf, who has child burning animation). But someone has to check that first. :>
 
Well, I had a problem with two sitting critters and burn animations. Engine was using default one, instead of my custom one. But I changed some settings in Mapper to force the engine to using my custom ones. Don't remember what that option was. Body type? Or something like that.

--------------------------EDIT

Continuum said:
Does anyone know what are differences between Quadruped, Robotic and Biped in Body Type other than:

- in case of Biped (all human critters) engine is using BN + BJ (there are 3 types of them: for male/female, child and Super Mutants) combination for death by burn and I can't use my custom one,
- in case of Robotic (robots?) and Quadruped (animals?) engine is using my custom BE (burn) animation.
 
Continuum said:
Well, I had a problem with two sitting critters and burn animations. Engine was using default one, instead of my custom one. But I changed some settings in Mapper to force the engine to using my custom ones. Don't remember what that option was. Body type? Or something like that.

--------------------------EDIT

Continuum said:
Does anyone know what are differences between Quadruped, Robotic and Biped in Body Type other than:

- in case of Biped (all human critters) engine is using BN + BJ (there are 3 types of them: for male/female, child and Super Mutants) combination for death by burn and I can't use my custom one,
- in case of Robotic (robots?) and Quadruped (animals?) engine is using my custom BE (burn) animation.

I see, so in order to use these bigger ones, all supermutants would need to be changed to 'quadruped' status? and since everything always has to be a pain, i'm guessing that could only be done like you did, through the mapper, one at a time...

If so, absurd work for such a nitpicky detail.
 
x'il said:
Continuum said:
Well, I had a problem with two sitting critters and burn animations. Engine was using default one, instead of my custom one. But I changed some settings in Mapper to force the engine to using my custom ones. Don't remember what that option was. Body type? Or something like that.

--------------------------EDIT

Continuum said:
Does anyone know what are differences between Quadruped, Robotic and Biped in Body Type other than:

- in case of Biped (all human critters) engine is using BN + BJ (there are 3 types of them: for male/female, child and Super Mutants) combination for death by burn and I can't use my custom one,
- in case of Robotic (robots?) and Quadruped (animals?) engine is using my custom BE (burn) animation.

I see, so in order to use these bigger ones, all supermutants would need to be changed to 'quadruped' status? and since everything always has to be a pain, i'm guessing that could only be done like you did, through the mapper, one at a time...

If so, absurd work for such a nitpicky detail.
Maybe this is something Timeslip or Haen can look into? This does seem to sound like an engine flaw.
 
x'il said:
I see, so in order to use these bigger ones, all supermutants would need to be changed to 'quadruped' status?
You'll need to overwrite existing one.

IIRC, human critters don't have unique, burn animation files, like:

HFCMBT(BURN).FRM
HFMAXX(BURN).FRM
HMETAL(BURN).FRM

The same file is shared between all instead, and there are three types of them:

- male/female,
- child,
- muttie.

It's logical since burn animations are looking the same. I have no idea how this shit is working, how engine recognize what is female/male, what is child, and what is muttie. I'm not an expert in this matter, or maybe I did something wrong, or maybe there's other way + that was two years ago, so maybe my memory doesn't serve well.
 
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