Fallout 2 mod RPU - Talking Heads Addon

@.Pixote. do you think this might be the cause of the issue we are seeing between mood changes? I was going to dig into the issue after catching up on casting call submissions but if you feel confident it is just a .FRM pixel issue then I have other things to look at.
 
The HD version of the video is still processing so if you watch this within the first 30 minutes of me posting, it will be a little pixilated, but here is a "brief" (30 minute) demo of the current state of my lip sync process.

 
The autocut is the problem...don't use it with the heads until the alignment is perfect. When you load the images run through the list and check for movement. Make your adjustments there with the Frame Offset button. It's an easy fix, don't sweat over it when all the heads are ready for a final release I'll go through and clean the missing pixels and alignment issues.
That's really kind thank you!
 
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Characters Added:

Vault City - Barkus, Wallace, Gregory
New Reno - Ehtyl, Keith and Christopher Wright
San Fran - Chip

Also non documented here was Update 2.6 that added a decent number of characters, plus new portraits for older renders.
 
As we are remaking older characters, would anyone want a previous character remade?

I'm happy to hear any suggestion :)
 
@Goat_Boy We had already discussed but am curious to know specifically what everyone else thinks about Stuart Little's render.
 

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Renesco

An old man with a pair of huge, garish glasses with one good lens,[2] Renesco is one of the most intelligent and capable scientists in New Reno, putting his skills to use as a chemist developing and distributing a large variety of drugs, recreational and otherwise, from his pharmacy in the Commercial Row. He is a firm believer in natural selection and personal responsibility, feeling not a millimeter of pity for the drug addicts that buy his products, as they know full well what they are buying.

Renesco's education and impressive vocabulary (typically employed as heavy duty verbal artillery against clients, particularly if they are annoying) make him stand out among the ranks of Reno townsfolk, though nobody knows where Renesco came from. He himself rebuffs all attempts at learning that fact by pointing out that asking people about their past in Reno is not a smart move. Vault City could be one of the places he learned his trade, though it seems unlikely given his attitude and knowledge.

Although it would appear he is making a living in a neutral zone, Renesco is actually the employee of the Salvatores. They own his establishment and extract a heavy tribute from his operations, collections wiping his purse regularly. They also use him to fulfill various special requests, such as preparing Jet laced with radscorpion venom. Renesco knows he has no choice, as if he refuses, they will simply kill him and find a more pliable chemist.
 
Just wanted to apologize for the radio silence. Been WAY too booked lately. I've got a backlog of over 10 line sets that I am working on integrating right now and catching up on auditions. Should have a big updated soon.
 
The current update is that I have been stalled out on making progress with the voices.

I unfortunately overbooked myself on personal projects, currently workong on a couple videos for a YT channel I run. I have about 12 or so heads finished, I have about 15-20 in the pipeline ready to be worked on. My best guess is that I can pick this back up in November.

Unfortunately even if I were working on this full time, these things take a while. I had been telling people it will be about a year before we have most of these done and so far that has been the schedule trend. Will be continuing to post updates here as they come.

The project isn't dead, just takes time.
 
The current update is that I have been stalled out on making progress with the voices.

I unfortunately overbooked myself on personal projects, currently workong on a couple videos for a YT channel I run. I have about 12 or so heads finished, I have about 15-20 in the pipeline ready to be worked on. My best guess is that I can pick this back up in November.

Unfortunately even if I were working on this full time, these things take a while. I had been telling people it will be about a year before we have most of these done and so far that has been the schedule trend. Will be continuing to post updates here as they come.

The project isn't dead, just takes time.

So Goat Boy isn't working on this anymore and its just you?
 
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Characters Added:

Gecko - Zomak
Vault 15 - Zeke, Rebecca
New Reno - Nikki
Other - Kaga

This is a small update focusing on minor characters. All characters have been tested aside from Kaga, who I can't seem to trigger his random encounter :sad:
If you manage to encounter him, please let me know if he works!

DOWNLOAD

I apologize for the delay, took a wee break from the mod but recent commitments have kept me away from the project for longer than I thought.
 
Future of the Mod:

Voice Acting:


Black_Electric has very kindly been working on the voice acting aspect of this project, a gargantuan task which involves: editing scripts, creating a custom software for Fallout 2 voice files, adjusting dialogue lines, finding and contacting voice actors and casting them accordingly. As he stated above it'll be a long job which might take a while, although there's been already some really cool progress. His work will be a separate release/download. I really appreciate all he's done so far.

Patches:

For the next update I'd like to make the mod compatible with the Armoured Talking Heads project, it'll take a bit of work but I think I know how to make it work.
I'd also like to make patches for Friendly Klint Companion and EcCo.

Talking Heads:

Aside from a few notable entries (Renesco, The Brain and a few others), I feel like the mod has covered all relevant characters and has more than enough heads. I'll be slowing down with new characters although I'm always happy to hear suggestions. Future updates may be more focused on remaking older heads and, possibly, trying to make them more in line with the vanilla heads.


If there's anything else you'd like to see in the mod that I haven't covered, let me know! :)







 
Very nice work! What has changed in your process? This well done ( :roll: ) Ghoul pictured above is highly detailed and really on point, but the animation appears to be texture only; the facial animation shifts, but the contour of the figure seems static.

Is this —not— a 3D rendered mesh having the head re-positioned? Or is it just so subtle that the ears don't seem to move despite turning the head?
 
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