Question on self created .bmp's to .frm's

Whorbital

First time out of the vault
Hello all. I seem to be having an odd problem with some .frm's i'm addiding to my protos for yet another playthrough (just some new things to spice it up or make use of less useful items).

My first item got created perfectly from some .art files I /yoinked from Arcanum and came out the way I wanted. However, in attempting to make .bmp graphic for another .frm, nothing I do becomes visible in game. I've done the same things i did before that made a visible item, palettes and everything, but I just can't get the graphic to show up. It's there in FRMWorkshop, frmcon2.0, and F2WEdit (which is what i'm using to conveniently modify the files). The item is in game, the .frm is added to the .lst, I can mouse over it, equip it, even give it another .frm to make it visible, but anything i make for it just shows up blank; no graphic at all (like being unarmed)

Is there a common novice mistake that causes your pretty graphics to not show up?


here's the procedure i'm using if it helps : art2bmp on graphic -> Adobe PS load -> Adobe PS RGB color -> Adobe PS Indexed Color (color.pal from master.dat) -> save -> check in frmcon2.0 -> convert to .frm with frmcon2.0 -> check again in frmcon and frmworkshop -> move to Fallout2/data/art/inven and check inven.lst -> set to read-only -> use F2Wedit to change the inventory frame to the graphic -> look at it to see if it matches -> start the game -> get the item -> curse repeatedly

I've also done it by modifying .frm files alone (no .art), never even RGB'ing out the palette, and it still hates me :cry:
 
Thanks, worked like a charm :) . Seems the .pal file i had from master.dat didn;t do the trick, but the one you suggested in the walkthrough from frameanimator worked perfect.

Is modifying the associated sound files just as easy, or will that require more specialized knowledge. F2wedit has a section for changing them, but it dosen;t seem to modify the in game experience
 
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