New skins for your character?

massachu

конане сидапа
катеме кибоде culver
кидода ботика
 
I've talked to TimeSlip and he has now added support to the sfall program to allow you to change the players default model by just editing an ini file.
 
This sounds nice!

If he can also add a function to change the starting time (the ingame date at game start), than mybe I can throw away my loader-exe file. :)
 
armor and weapons

I know it's been a few days since this threads last post, but it's the newest aligned to that theme I found yet.

I am working on a player-script, where you can become a mutant.
It works fine in most ways, that means it restricts you from wearing armor and prevents you from using certain weapons the art doesn't support (small arms, melee...). But what problem I have now is, whenever you drag a usable weapon into the active slot, the model changes to the default 'jumpsuit-Ken' again. And worse, until I empty the active slot, it stays. Even if I switch the slots, hat darn thing seems to ignore the script calls. Besides the picture in the inventory still remains the default normie, it never changes proper.
Is there anyone who has deeper insight on this issue, or an idea on how to work that out? Perhaps even on how to prevent the game *script based* of using the default, after mutated?

And no, a loader or something like it is not an option, because you should *be able to* become a mutant at a certain location, not start as one.

/Edit:

Another thing that bothers me is that the game strictly ignores changes in ac, dt and dr via script provided when gaining certain character levels. I implemented this, just because since you can not wear armor you'd be dead too soon else. Marcus from bh get them via the proto-changes on level-up. But that won't probably work for me so far. And the only place ingame where they *should be* used, to improve your general dr by 5%, doesn't do it either.
 
Im working on the NPC armour mod and
after reading this thread i took some time
out to see what the PC FRM looked like
simply widened and narrowed in photoshop.

Apart from some slight interpolation blurring
he looked quite convincingly stocky (wider)
and slim (narrower) Making this change is
easy and can be automated in photoshop.

However, it would a) add alot of MB to the
game and b) someone who can code would
have to add options into the character
design interface, (character build - Stocky,
average, slim) and program the game
to use the new FRM's.

Any thoughts?
 
Re: armor and weapons

alexweiln said:
I know it's been a few days since this threads last post, but it's the newest aligned to that theme I found yet.

I am working on a player-script, where you can become a mutant.
It works fine in most ways, that means it restricts you from wearing armor and prevents you from using certain weapons the art doesn't support (small arms, melee...). But what problem I have now is, whenever you drag a usable weapon into the active slot, the model changes to the default 'jumpsuit-Ken' again. And worse, until I empty the active slot, it stays. Even if I switch the slots, hat darn thing seems to ignore the script calls. Besides the picture in the inventory still remains the default normie, it never changes proper.
Is there anyone who has deeper insight on this issue, or an idea on how to work that out? Perhaps even on how to prevent the game *script based* of using the default, after mutated?

And no, a loader or something like it is not an option, because you should *be able to* become a mutant at a certain location, not start as one.

Why scripts for block some weapons? Put that weapon frame a standing anim, so when the mutant uses it it will look like no weap... When trying to shoot, there will be no shoot anim, so will bee like: Its in my hands but i cannot use it!
Just like single fire with the minigun without the hero attack files...
 
Re: armor and weapons

Robert Czarwolski said:
Why scripts for block some weapons? Put that weapon frame a standing anim, so when the mutant uses it it will look like no weap... When trying to shoot, there will be no shoot anim, so will bee like: Its in my hands but i cannot use it!
Just like single fire with the minigun without the hero attack files...

This sounds like a great idea for that problem.

Also we only really need very few meshes rigged up with fallout-like animations and we're set, you can easily customise those with minimum work like textures etc for plenty new FRMs, check out the Fallout sprites, half of the human frms have one basic set of animations all the way from Fallout1, while the other half has a newer one that was introduced in Fallout2 (fat bald man, old man, tanned new reno guard, shi people)
Ofcourse then there's the problem of getting animation frames out of those meshes, hopefully with some batch application of some kind.
 
Re: armor and weapons

Robert Czarwolski said:
Why scripts for block some weapons? Put that weapon frame a standing anim, so when the mutant uses it it will look like no weap... When trying to shoot, there will be no shoot anim, so will bee like: Its in my hands but i cannot use it!
Just like single fire with the minigun without the hero attack files...

Won't work. The proto for the weapon determines what frame/standing animation to use (big gun, small gun, knife, etc.). There is no way to put in the proto file that something is a 'small gun' animation to a human, but a 'throwing' animation to a supermutant. (I use 'throwing' here because the 'throwing' animation appears as just a standing critter.) There is a slight chance you might be able to add this to the script, but then you might as well script the feature to block certain weapons (which definitely does work).
 
What about editing the supermutant FRM so his pistol/rifle/etc animations are just his standing anim? Basically copying and renaming some files.
 
Hmm. Well, that would prevent the game from crashing. However, by doing that, a supermutant could now use those small weapons... it would just look as though his hands were empty when he shot them.
 
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