Scenery stuff and such...

And the final act of the Holy Painting Crusade for Fallout-y look:

fallout1.gif


Take it from here.
 
Now I have to edit my files the third time. Bwrr..


Did I told already how fucking annoying it is to fuck around with the offsets and transparency in these cars and trucks? At least I just have to edit existing images now... :>
 
:lol: :lol: :lol:

Luckily I didn't even sent my golden guys to cram that stuff in (yet). Long live the laziness!

4th "final act", please!
 
You just want others to slice the images for you.



You can have mine.



When I release my mod. :P
 
Lexx said:
Now I have to edit my files the third time. Bwrr..
:D

Lexx said:
Did I told already how fucking annoying it is to fuck around with the offsets and transparency in these cars and trucks? At least I just have to edit existing images now... :>
Well... splitting every larger art into 16-32 pixels width pieces is the only solution to achieve very good effects, but uber cool highlight feature will fuck up you hard work in night anyway! :D

Jesterka said:
4th "final act", please!
This act is reserved for Fallout 3!
 
The night thingy I don't care. :> But I have other annoying problems with scenery that is splitted in many images. So far, I have a lot variable stuff in my maps. This means, sometimes, a element is there and sometimes not. I achieve this with "building" the scenery via script. Placing graphics, blockers, etc... But I need to delete this stuff later too, etc. etc. and fiddleing around with that shit is bleh.

But I don't want to abandon this, because it gives a very cool atmosphere in the maps.
 
Lexx said:
This means, sometimes, a element is there and sometimes not.
Sounds like a ghosts! :o

BTW, have you noticed that tent thingy (especially roof) suffers from fatal conversion to 228 colors? Everything else is looking fine. I found this screenshit (:D) in Goggle.
 
I don't see whats wrong with the tent.


But a sidenote: In Fallout 2, they edited the tent roof and made the black shadow half-transparent with chessboard pixel-style.
 
It's totally lacking "noise", which clearly indicates wrong conversion.

paintarmouredcarcopy.gif


Left: Diffusion = 100, right: diffusion = 0.
 
Now I see it too. Thanks, you ruined the game for me. :>
 
Lexx said:
Now I see it too.
My mental powah is even stronger than Lizard's one.

Lexx said:
Thanks, you ruined the game for me. :>
No problem, Lexx. You can always count on me.

I'm sure Pixote will fix it.

Or maybe that was some manipulation to show how ugly Fallout is even moar?

smilodom said:
All buildings and tents are perspectively wrong
What do you mean by "perspectively wrong"?
 
The vanishing point of The lines of all buildings are perspectively wrong as i said before.
The lines must become rejuvenated to the back.

I hope you understand what i mean... :mrgreen:
 
If you mean what I think, then no. You are wrong. This is isometric perspective after all and not birds eye view.
 
Instead of becoming smaller the lines getting larger towards to the back.
But hopefully will find some drawings to proof this issue..
 
Isometric projection is not a form of perspective.

It's nitpicking, sure, but it often helps to explain it to people who don't know what it is. There is no shortening whatsoever.

Fallout isn't exactly isometric, by the way. Not because it deviates a little from the right isometric angle, but because - especially with the scenery you guys make - there is shortening here an there. It happens when you put an object on an axis that is not one of the main axis that run along angles of 30°. It's axonometric as far as I know, but not strict isometric.

Which is actually why I am posting in this thread:

Continuum, I saw your trucks and although I know you use software to turn them around, I was wondering if mayhaps you knew a simple way to do this freehand as well, 'cause I devised a solution but it's cumbersome to say the least and it usually deforms the object or messes with the sizes. I basically draw squares or boxes, which are easy to turn around in whatever angle, and then I fill in the form of the object. But again: it's so not precise. It's just to bring variation into my isometric drawings which otherwise seem awfully unorganic, structuring everything along the main axis of 30°. Any ideas on that?
 
Continuum said:
Well... splitting every larger art into 16-32 pixels width pieces is the only solution to achieve very good effects, but uber cool highlight feature will fuck up you hard work in night anyway! :D
That highlight occurs when you step on the exact frame offset point the artwork is sitting on…I don’t expect this will ever be fixed. :x

alec said:
It's just to bring variation into my isometric drawings which otherwise seem awfully unorganic, structuring everything along the main axis of 30°. Any ideas on that?

@ Alec - Do you have an example we can look at.
 
Ok "Axonometric view" the whole" Fallout is made of...
Never heard of.. It´s a simplification of a perspektiv view so you don´t have to calculate all angles and lines... :mrgreen:
 
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