New animations 2

.Pixote. said:
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:
Yep I agree it would be good to find a work around for the tile limit. I'm messing around with the tile drawing functions at the moment so you never know.
 
Mash said:
.Pixote. said:
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:
Yep I agree it would be good to find a work around for the tile limit. I'm messing around with the tile drawing functions at the moment so you never know.
This came up a while back, when I added the large tile support to sfall. I had two options, one of which was easy but ate up extra tile slots, and one of which was hard but didn't. The consensus back then was that I might as well take the easy route, because there wasn't anyone in danger of hitting the limit. Has there been a huge surge of tiles since then or something?
 
Timeslip said:
The consensus back then was that I might as well take the easy route, because there wasn't anyone in danger of hitting the limit. Has there been a huge surge of tiles since then or something?

All of the major mods based on the Fallout engine will face this dilemma eventually. The RP has approximately 1000 new tiles, and Mutants Rising is within 50 tiles of the limit, people don't always realize that the tiles are not only used on the ground, but in the roof and building design (See the Casinos in New Reno). The removal of the limit will be a huge advantage for the modders. As for the larger 3x3 tile size, I haven't seen it used so far, and I'm not sure how the official mapper will handle such files, let alone build maps with them.
 
The mapper will scale them down to the normal mini tiles. So the only way to really test them is checking them directly in the game.
 
ok, I can add the animations to the mk2 leather using f2wedit but how / where do I find the "critter animation list"?
 
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)
I think there's about 150 critters currently in the RP so still plenty of room for now. :)

Is the amount cut by the hero app. mod a fixed value or is the amount dependent on, say, the amount of animations it 'contains'? (i'm thinking about when the bald dude animations are added).
 
The hero app. mod does 2 thing:
#1 It doubles the size of the current critter list and offsets the PC's FID to point to this new area where the hero app. critter names are stored(those starting with the '_' char). This was done to prevent npc's using your new look.
#2 Changes the folder location where the new PC animations are stored depending of which appearance is chosen.

So adding new appearances from this point wont affect the size of the critter list as the same names are used.
Hopefully that made sense.
 
Hi, I've been lurking around here for some time now, and I feel it's about time I made a contribution to the community.

Since I've always had a thing for miss red-head, I thought I'd have a crack at making some leather jacket animations:

hfmaxxaa0.gif
. . .
hfmaxxaa1.gif
. . .
hfmaxxaa2.gif


What do you people think? Did I get it right? If so, I'd like to offer my assistance to Ghouly89 and the red-head crew to get this critter in-game.
 
She looks very good indeed! Team up, you guys!

It's about time the girls get a hair option as well.
 
It looks poorly done, imo. There's a few ugly details there, and it is especially bad on the E direction.
 
She looks good to me. Aklthough I'm on a shitty computer screen today, so can't see the details too well. Will have to check it later.
 
On a second look, I see some flickering pixel and a moving head. But it's not as bad as my bald head combat armor guy. :P
 
Besides some screenshots i've never actually seen that bald CA critter in motion. Maybe i'll check and see if it can be fixed up a bit.
 
ZluskeN said:
hfmaxxaa0.gif
. . .
hfmaxxaa1.gif
. . .
hfmaxxaa2.gif


What do you people think? Did I get it right? If so, I'd like to offer my assistance to Ghouly89 and the red-head crew to get this critter in-game.

Where the head meets the shoulders it’s messy…too many glitches. Don’t give up – I will put together an AVI to help the newbie’s at this critter building thing…give me a day to make it. I will upload the Photoshop actions for those who wish to use them. This is a short example of what I’m talking about – but for Mr. Blackie…(that's just a test AVI).


[youtube]http://www.youtube.com/watch?v=YP89zANXKhE[/youtube]
 
ZluskeN said:
Hi, I've been lurking around here for some time now, and I feel it's about time I made a contribution to the community.

Since I've always had a thing for miss red-head, I thought I'd have a crack at making some leather jacket animations:

hfmaxxaa0.gif
. . .
hfmaxxaa1.gif
. . .
hfmaxxaa2.gif


What do you people think? Did I get it right? If so, I'd like to offer my assistance to Ghouly89 and the red-head crew to get this critter in-game.

I'd definitely like the help :mrgreen:

However, x'il isright. You have to watch out for the critter's head jumping up and down / her whole body sliding across the floor. Also, I have come to learn I have to a little bit of repainting near the neck on East and West anims because it can geta little messy.

Otherwise, I'm all for reaming up! ;)
 
x'il said:
Hey .Pixote., can't watch your video, says it's private.

Same over here. I would be very interested in watching this video but
I don't need a youtube account...

Is that intended to be private Pixote ?

--
Aguirre
 
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