New animations 2

Like everything in fallout, it's not a question of hard but of how much more time. If you don't put the masked head, you can use the time to put the hat.

I guess I leave the robe to you guys, i think I might do the tribal boxer green pants in the mean time.
Anyway X'il, if you do the Thycho stage 3, please release the Stage 2, I have a use for it ! :D
 
x'il said:
nmtychab3.gif

I'd say he looks good for the mysterious stranger critter 8-)
 
You don't have to import anything into the critter.dat. You create the folder structure in your Fallout 2 folder and copy&paste the animation files into there.
 
These last few posted new critters looks totally cool. That mobster looks way better then the oversized ones... and alse the new brown robe would be a perfect change of the Bridgekepper's robes...
 
Grayswandir said:
X'il, if you do the Thycho stage 3, please release the Stage 2, I have a use for it

Sure, that's what i had thought of doing originally. :wink:

Anyway, the Hero Male Leather Armor Mk2 is finished:

--- --- --- --- --- --- --- --- ---

***********
DL: http://www.mediafire.com/?3pd37x0u3dsfpll
***********

And in case someone missed it a few pages back, here's the Hero Female counterpart:

x'il said:
--- --- --- --- --- --- --- --- ---

*************
DL: http://www.mediafire.com/?8kxatcwhxermo93
*************

All hero (player) required animations included, of course.

Long hair and Baldie mk2's perhaps some time in the future.

:)
 
Hah, few minutes ago, I wondered how the status of that is.
 
Jotisz said:
These last few posted new critters looks totally cool. That mobster looks way better then the oversized ones... and alse the new brown robe would be a perfect change of the Bridgekepper's robes...

I made the change in the RP but some people complained about the Bridge-keeper wearing the purple robes, so he was returned to his original look. The actual description of the robes does mention some discrepancy in the appearance and the robes on the Bridge-keeper’s body. I wanted to change the purple robe appearance to the brown, but thought it would require too much work, with X’ils color replacement it’s feasible, but care will be required with those frames that have the gun flash effect.
 
x'il-

Will these new mk2 animations work if I just dump them into
Code:
...\fallout 2\data\Art\critters
or do I need to edit a script?
 
No scripting needed but you have to add the name of the new frms into the critter anim list (I don't remember the exact name) and then modify the original armor proto which you wish to use the new appearance.
 
But keep in mind, that it will make problems, if you use the long hair dude, because recolored armor for this one isn't done yet.
 
hmlmk2aa2.gif


Will these new leather armor critters make it into the RP…has anyone contacted Killap, or is there a restriction as to how many new critters the game engine can handle…what’s the limit anyone.

PS – Vault suit Baldie is coming along nicely just SMG – Rifle – Big Gun – Mini Gun – Rocket Launcher – and it’s all finished. :shock:
 
The FID limit is 4096 although the hero App. mod cuts that in half to 2048. :oops: (been meaning to look for a better solution there)
I think there's about 150 critters currently in the RP so still plenty of room for now. :)
 
Mash said:
The FID limit is 4096 although the hero App. mod cuts that in half to 2048. :oops: (been meaning to look for a better solution there)

This magical number – 4096 – what is it based on, and what are the consequences if someone goes over it…
 
Can it be circumnavigated, the reason I ask is because ‘tiles’ in Fallout are small and numerous, and it isn't too difficult to reach the magic number 4096, as for critters or walls or scenery, well I cant imagine anyone reaching 4096 individual pieces in any of those categories. A fix for this will be another Godsend for Fallout modding. :mrgreen:
 
x'il said:

Awesome, x'il. You're just pumping it out, bro! 100% complete, game-ready and damned accurate too :ok:

I'm sure Killap and MIB88 will want this for the MM and RP.
But don't forget to copy and rename the 'regular' LTHR set for the LHD as placeholders, and so the game won't crash if the player selects the LHD.
 
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