New Fallout 2 animations (sniper, wakizashi, etc)

Should the player use one or two hands when thrusting with the sword?


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OK, lets try FileFactory hosting instead. The new links are in my main announcement post on the last page. Let me know if they work.
 
Jusdt sent me ther files. per E mail, and i will upload it on a good server not this free stuff upload shit, ok :wink:

Mr.Wolna@web.de


edit: I love your hard work belive me, but you use mirrorw trick, and the guns are then in the false hand :cry:
 
@Josan12

It is still impossible to download files (sniper is ok but rest is not)
 
Ok, lets try this again! :

1) WAKIZASHI (animation code Q): In the name of equal opportunities, female characters can now wield the new Wakizashi animations. So this means the Wakizashi has animations for all armours (except the jumpsuit (JMPS) which keeps the default knife (D) animations) for both male and female.

http://www.filesavr.com/wakizashi

Here's how it looks (in LTHR):




2) SNIPER (animation code P): Unfortunately, i'm still discriminating against females with the sniper animations. I may get around to doing the female animations at some point. Also, there are no JMPS, ROBE and NPWR animations for the sniper. In these cases the default Rifle (J) animations are used instead. The sniper animations also now have burst (K) animations for the FN FAL.

http://www.badongo.com/file/11794055

If you've forgotten how it looks (ignore the chameleon-trousers mistake):

album_pic.php


There are also a few new SFX:

a) the new sniper idle animation (a)
b) Wakizashi Draw (c) and holster (d)

But there's a load of other stuff you need to do to make SFX work so if you don't know how to do it just PM me or read the guides:

http://www.badongo.com/file/11818845

With a little luck, they'll appear in Killap's RP 1.3 and the next version of the Megamod. Many thanks to Killap, Timeslip, Cubik and MIB88 for their technical help. As usual, anyone is welcome to use these animations but please give credit to me and BIS (as i'm editing someone elses work! Smile)

NOTE: these animations are not perfect. Do NOT expect graphics that match up with the originals 100%.
 
Oh, i think this animations ARE PERFECT the only thing is as i said already the mirrow trick,BUT i can really understadn you cause to rdit the critter or even make new animations is a hell of job.
 
Hey the sniper link just jumps in the filesavr upload file screen.. Could you fix it?

I really would like to get both of these files before I start a new game in Fallout 2.

They look awesome and I can't wait to try them. :lol:

By the way.. Do you have any other plans for weapon animations like ripper or laser & plasma rifles?

I think power fist needs a better sound than fist impact sound like you are pounding someone with big metal fist. :wink:

Anyway, those are just suggestions.. :roll:
 
Ghoulface said:
Hey the sniper link just jumps in the filesavr upload file screen.. Could you fix it?

Ok, the Sniper download link should work now. Let me know if the Waki link breaks (it works for me, for now)

Ghoulface said:
By the way.. Do you have any other plans for weapon animations like ripper or laser & plasma rifles?

I think power fist needs a better sound than fist impact sound like you are pounding someone with big metal fist. :wink:

Anyway, those are just suggestions.. :roll:

I'd like to do some thing for the powerfist. But now the above animations are finished we only have 1 more animation code available. That means only 1 more new animation is possible. Any requests?? .... going ... going ... :)
 
anyone notice in the sniper animation there's a frame or two in there where the pants change?

EDIT:
Ignore - it's mentioned above:

If you've forgotten how it looks (ignore the chameleon-trousers mistake):
 
Right... Now that I have both files the third SFX link seems to be broken..

I would rather follow those instructions than go guessing how to get them work properly.. :roll:
 
Ghoulface said:
Right... Now that I have both files the third SFX link seems to be broken..

I would rather follow those instructions than go guessing how to get them work properly.. :roll:

Ok, should work now ....
 
I know that this is a completely idiotic question but how do I install these? They look so great I can't wait to get them from RP 1.3 if they get there too.

E. Can't download wakizashi! It just throws me to the main page! What should I do?! PANIC ATTACK!
 
Sorry guys, i thought this stuff was going to be released with the RP 1.3 and the next version of the MM, but Killap and MIB88 are preoccupied with RL and releases have been delayed, so here's instructions for how to incorporate them into whatever mod/version you're playing:

1) Copy any .FRM files into your Fallout2/data/art/critters folder
2) Copy any .PRO files into your Fallout2/data/art/proto folder
3) Copy all the stuff in the SFX download into your Fallout2/data/sound/SFX folder

And you should be good to go. Some other mods, such as the Megamod, may have different item proto numbers, which will be a problem. To solve it, simply download Cubik's item editor and change the animation codes of the weapons as described below:

(NOTE: you must have the latest version of Sfall for these animations to work)

1) WAKIZASHI (animation code Q): In the name of equal opportunities, female characters can now wield the new Wakizashi animations. So this means the Wakizashi has animations for all armours (except the jumpsuit (JMPS). The default knife (D) animations are used instead.

http://www.badongo.com/file/12045453

Here's how it looks (in LTHR):




2) SNIPER (animation code P): Unfortunately, i'm still discriminating against females with the sniper animations. I may get around to doing the female animations at some point. Also, there are no JMPS, ROBE and NPWR animations for the sniper. The sniper animations also now have burst (K) animations for the FN FAL.

http://www.badongo.com/file/11794055

If you've forgotten how it looks (ignore the chameleon-trousers mistake):

album_pic.php


There are also a few new SFX:

a) the new sniper idle animation (a)
b) Wakizashi Draw (c) and holster (d)

http://www.badongo.com/file/12045513

And the protos:

http://www.badongo.com/file/12082544

With a little luck, they'll appear in Killap's RP 1.3 and the next version of the Megamod. Many thanks to Killap, Timeslip, Cubik and MIB88 for their technical help. As usual, anyone is welcome to use these animations but please give credit to me and BIS (as i'm editing someone else's work! Smile)

NOTE: these animations are not perfect. Do NOT expect graphics that match up with the originals 100%.

Any problems with making these new animations post here and ask away
 
Personally i think that animation of char wielding and shooting rifle is just... crazy fuckin' cool dude! I always thought that rifle shooting animation in Fallout was a bit... off.

If you happen to make one to burst shooting as well, you should really send it to Killap. Maybe he'd implement it to his RP as an optional upgrade.

You really should do this pal. That animation kicks asses :]
 
Nice work!

The FA rifle animation kinda fits the shotgun but not a real assaultrifle or even a scoped (sniper)rifle. The animations for energy weapons like Plasmarifle and Laserrifle have the same problem. Not realy suiting the purpose of the gun... Sure the plasma is kinda heavy but the laser looks like a normal rifle to me just using some different ammo...
 
Kwiatmen666 said:
If you happen to make one to burst shooting as well, you should really send it to Killap. Maybe he'd implement it to his RP as an optional upgrade.

You really should do this pal. That animation kicks asses :]

Thanks man. I've already done the burst animation, and Killap and MIB88 have it ready to go. I assigned the sniper animations to the following weapons:
Hunting rifle (all types), sniper rifle anf FNFAL (all types).

It could be appropriate for other types of rifle (such as the assault rifle), but i didn't want to push the standard 'hip shot' rifle animation out. From playtesting, the new sniper shot looks good from a distance, but can look a little wierd when fired at point blank because 6 sprite orientations simply isn't enough to cover all 360 degree firing directions .....

Fury said:
The FA rifle animation kinda fits the shotgun but not a real assaultrifle or even a scoped (sniper)rifle. The animations for energy weapons like Plasmarifle and Laserrifle have the same problem. Not realy suiting the purpose of the gun... Sure the plasma is kinda heavy but the laser looks like a normal rifle to me just using some different ammo...

Yes, i agree. I've thought about doing a new biggun animation. Here's the idea: it would be based on the new sniper animation, and replace the medium sized rifle with a big-ass heavy sniper rifle that would be used by the Bozar and laser rifle (and maybe plasma).

Does this idea excite anyone? worth doing?
 
Changing the Bozar could be cool. The Plasma and Laserrifle.. maybe a bit but not much, in my opinion.
 
Actualy if you compare the laserrifel and the sniperrifle they almost look the same! I wouldnt mind if laser uses your animation maybe with a different muzzle flash.

About the FN-FAL... thats a though one. I personaly think the FO2 incarnation of it is just crap. Its a highpower 7.62mm assaultrifle wich should seriously pack more punch then most other assaultrifles in the game. I guess the new sniper animation still fits better then the old one so. Same goes for the G11. It sure doesnt look like the generic SMG from Fallout (reminds me more of Warhammer 40k Boltguns then actual weapons anyway :P)

The Bozar reminds me somehow of a full auto "Light Barret" then again it only fires .223 wich would make it a totaly normal scale assaultrifle... doesnt fit there. My suggestion would be "rechamber" it to 7.62mm or even 12.7mm (wich isnt in the game) and then you got what it looks like! If were already on it... sniper is more a 7.62 weapon as well...

Plasma looks like a heavy weapon and sure masses enough for that. But laser and pulserifle sure look like a normal scale rifle for troops to me.

Actualy there some alternative animations for energyweapons already in the game (with RP) Using the EPA Enviromental Armor will change your animations to those of FOT...

Well you might guessed it already but i think the biggun/energyweps animation is the worst in FO (together with the phallic minigun one DUH!)

Another point: The wakizashi is so rare and then rather useless, that I actualy found it only in one of my 3 playthroughs and then it was worse then the ripper etc so i didnt used it. But with this animations its realy too cool to miss. So if its beeing used in one of the bigger projects make sure theres some "better" (call it "Monomolecular" or something) version of it somewere. The top one handed closecombat weapon beeing the "rather bad" Ripper at the NCR was anyway the reason for me not to try that type of character, when better and better ranged weapons will show up till SF.


Well thats some of the bits i though of... no particular order ;)
 
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