New animations 2

Eh, this is just an animation from Planescape:Torment that I've transformed to .frm for a test. ;) I have still the same problems with the frm animator, I could reproduce the crashes now. It happens everytime I open up the menu to add a new image, aswell as switching between the directions (northwest, south, etc).

I'd really appreciate some help or a bugfix. ;)
 
Surf Solar said:
Eh, this is just an animation from Planescape:Torment that I've transformed to .frm for a test. ;) I have still the same problems with the frm animator, I could reproduce the crashes now. It happens everytime I open up the menu to add a new image, aswell as switching between the directions (northwest, south, etc).

I'd really appreciate some help or a bugfix. ;)
Have you tried other versions? It's possible I did something wrong when combining them...
 
Ursa said:
there is "brahmin replacer" critter in progress
you will see it in olympus2207 release

7d5101dd28fd.gif
---
dd26ebb2c521.gif
---
5432af143dcb.gif

Doesn't look much like a brahmin... is it a new animal? looks a lot like a Tapir. Looks nice btw.
 
Looks extremely good. Though, it seems to lack bones inside of it. :p
 
Lexx said:
.Pixote. said:
Sduibek said:
Zombach said:
naghulall2.gif
naghulanl2.gif
naghulapl2.gif
naghulbgl2.gif
naghuljkl2.gif



They are finished? I can receive them for my server FOnline? :shock:
Yeah these are nice. Link link!

I was keeping this critter for Mutants Rising and the Restoration Project, but knock your socks off - http://www.mediafire.com/?304sug209930fh5

Btw. anyone knows how I'll get them to use ghoul sounds? When I've added the stuff to the game, my ghouls have normal human sounds.
Copy the ghouls' sound files into whatever six-character code you used for this ghoul.

For example duplicating all GENGUL**.wav as REDGUL**.wav
 
Interesting. I never thought of that before. :p It's producing a lot additional weight, but oh well...

/Edit: Doesn't seem to work. Do I need to reference the files somewhere?
 
Lexx said:
Interesting. I never thought of that before. :p It's producing a lot additional weight, but oh well...

/Edit: Doesn't seem to work. Do I need to reference the files somewhere?
Yes they need to be in the instance of CRITTERS.LST that lists the different names (nmrobe etc)

Yeah it's probably not the best way but it works (for me at least, heh)
 
Of course I need to add the new critters to the critters.lst, else they won't work at all. Thing is just that the sound isn't used. Maybe it's because my files are "naghugxx" and the "na" is automatically overwritten with human sounds?
 
Lexx said:
Of course I need to add the new critters to the critters.lst, else they won't work at all. Thing is just that the sound isn't used. Maybe it's because my files are "naghugxx" and the "na" is automatically overwritten with human sounds?
Heh, sorry.

If you enable debugging you'll know for sure if it's doing that.

For example it might say
Loading sound file NAGHUGAA.ACM...trying HMXXXXAA.ACM -succeeded (with alias).
 
I've got the debug mode run via sfall stuff, but it works like shit imo and the log is useless most of the time.
 
I am new to adding sprites into fallout 2 and was wondering if anyone could show me how to use rainmans critters with the appearance mod made by mash.

Ive tried a lot of things with no luck. Im guessing they need to be altered beyond just downloading them because when i look at the files for bald guy/long hair dude some of them are named .fr1-5.

Im guessing I need to go through the ones I want to use and rename them all, but is there some kind of guide or faster way to do it than by hand? I also dont know what to rename them too and which files need to be renamed .fr1-5 to work with the appearance mod.


**EDIT** Solved, apparently my brain was not working correctly and i had a subfolder named "critter" instead of "critters"
 
Heh, that looks like it hurts.

The eyebot is not bad. But it has too many thin lines (pixels) imo, which makes it stick out of other scenery / critters ingame. The antennas could be reduced a lot, minimizing the amount of floating pixels.
 
Back
Top