New animations 2

mobucks said:
Nice mutant.

Thanks, but what was the name of our community again?;)
Also, going maximum afro with spandex.
YkEZCzJ.gif

What do you think?
 
I just noticed that there are three quite common models (NFMAXX, NMLTHR and NFMETL) which do have spear animations, but no throwing animations. Did anyone end up making these? Because it's a bit of a shame that they can't use a secondary attack just because a fairly simple animation is missing (at least, I assume the throwing animation is the simplest one).
 
JimTheDinosaur said:
I just noticed that there are three quite common models (NFMAXX, NMLTHR and NFMETL) which do have spear animations, but no throwing animations. Did anyone end up making these? Because it's a bit of a shame that they can't use a secondary attack just because a fairly simple animation is missing (at least, I assume the throwing animation is the simplest one).

I did the NFMAXX throwing animation. You can look it up in this thread (page 3).
 
Hey guys Hi.

Okay I start recreating my lost project for Mobster Suit Armor in Fallout 2.
Will not post details why I did it, will do after I finish it.

So far everything is goes very good. I already did all non-projectile weapons (D,E,G,F) , today I start with guns, SMG and heavy wpns.

My question is this: when I create idle animations (when character does nothing) , for some reason when I press direction keys (< > ) my standing animations are not at exact same position and some of the directions are little bit off the grid. In Frame Animator , they look ok, and when I switch between different directions (SE, E, NE etc) they look stable and not change they grid position. For some reason in game, they move and change position. Any idea how to prevent this? I already try reseting frame to x-0, y-0 and no help so far. And yes, I use Frame Animator automate exporting frame to BMP and then editing this BMP for more easy creation of new FRM files.

Basically the only thing that bothers me is this off grid position. I am sure some of you already meet this little frustration and know solution for it. Any help is hihgly appriciate it. Will post preview GIF animation soon.

Take care.

Fallout Raster FOREVER ! :)
 
I totally understand what you are talking about, annoying as hell. I had the opportunity to test my animations on an online fonline server and what I did was I swapped between my idle animation and an original idle animation with the use of admin commands to see (roughly) by how much pixels in given direction(s) I needed to shift my animation. Then I changed the offset values in FrameAnimator and checked again ingame was it ok or not yet. It was a tedious and time-consuming method, but I could position my animations to the very pixel (and find a lot of offset errors done by the developers in the original animations :p).
 
uh.. thanks for the quick replay. bummer, this sound like can take forever..... :(

Btw: here is a preview of my recently fnished walking aniamtion for Mobster Suit. In game look way better.

via Imgflip GIF Maker

PS . Tilting of the gun is ot 100% correct. and will probably re-fix before creating FRM files.
 
What can you also do to minimize your offset trouble is to use the original offset file (.fpr) which FrameAnimator creates when saving animations as bmp files. It is, unfortunately, crucial not to change the x and y size of the frames as this will cause adequate shifts in the offsets of your animation. To use the .fpr from the original animation you must change all the filenames inside the .fpr to match your filenames (easy with find and replace notepad function: ctrl+h). Makes sense?
 
Thanks. Yep. Make lots of sense of course. I work exactly the way your describe. The problem is that my art work is not exactly the same size like the original frames.

Here i record very short video . Personally i am happy with the work so far.
And is relatively quick. For less than 2 days, I did all non projectile weapons, and gun . now I will move forward to SMG and big guns.

Here is the video:

http://www.youtube.com/watch?v=ku7uaOCcMa8
 
Geras said:
It looks really nice! I wish you to stay persistent and finish your project :clap:

Thanks for support man. Yep. Today I continue. I just need to do 3 weapons and I am done. Then I will need to make big testing in the game itself. You wanna help? Let me know.

I will give detailed information how to add the item and frames to the game without any trouble .

Keep in touch.
 
Update: My mobster suit set is ready. (at least all art work is done)

Now i have some problem with off-set.

For some reason few of my frames are completely off hex and looks bad in the game.
In frame animator i allign all the frames for aim up, lower down & fire frames to be exact hex (or at least exact with super tiny differences, but this is not visible) , still in the game fire frames are OK, but lower wpn frames are off hex and look bad :(

Any ideas how I can fix that. In 80% of frames that I did I use Frame Animator FPR projects, so all the frames can be align and not off...
Some of the frames I did without help of frame animator project and compiled the bmp myself , because Mobster has very limited animations and I need to use different animations set to create new one. For example I use default "open door/operate/use stimpack" animations from Mobster to create fire, aim up & aim down animations for Granade Launcher (Bazooka) ... So bisically it was not possible to use FPR projects all the time :/

This was super time consuming process, and I dont want to leave it just because of few frames... will rest for a day or two, and then will recheck everything again...
:puppy-dog:
Need help . Thanks. :puppy-dog:

Update: I re-edit few of the off set and frames look ok in game now.
But I found a bug , that I do not know why cause it. My frames of new suit is all there (even new weopon frames from Sniper Rifle , use original shotgun animation though..) The problem is this: when I equip my armor (I use new item and not overwrite any original item in the game) everything look ok . When I save the game, and then load the game my character is invisible and unable to do any interactions (move, run, switching hands, shot, open doors , bassically no character) the problem dissappear when i go to inventory screen and then back to game everything is normal and my player character is visible again. i do not know why can cause this . I read all tutorials , guides and what not and do not see any solution for that. I assume I did some mistake, where? Any leads? My only idea is missing frames , but is not possible because when I save the game even with the original (AA, or JA) stand in my suit the game "refuse" to display my character without going to inventory first. Need help to remove this frustration... Thanks in advance.

Update: I got why the game does not display correctly any custom armor item::facepalm: because I use Restoration Project beta release 2.2 (i think) . I've tried with RP 2.1 and my armor is fully working without any bugs.
This takes so long . I am not sure what's wrong with the new version RP.

Will make final testing of running/walking speeds and will post link to full set of Mobster Suit in a day or two.
 
ArekBalcerzak said:
please send me all this animation from this thread to arekbalcerek@gmail.com i cant download this there is an error all animations doesnt work for me i need them to my fallout 4 project
What are you asking here? This thread has hundreds of animations. Please be specific.
 
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