Talking Heads

Thanks guys!

x'il said:
As for mrs. (Ear)ring i think that the opposite side of her face looks a little 'empty' somehow (which seems exacerbated by the 'paleness')... How about making her eyes green and giving her a small tatto bellow the eye like the concept for Razor?
Sure, I can play with tattoos.

Anyway, what about Mr. Gaybrow looking like this?

vic228.png


(beard/cigarette may be a subject of change)

He should be moar serious/evil right now (or maybe too evil? Like pissed off bike driver?). Also, he should be moar colorful. With that goggles, large eyes and cigarette he reminds me of Wilk little a bit. One of my favorite childhood's cartoons (CCCP production! :dance:).

*nostalgia*
 
I like it very much. Much more than the last version. But in my vision, the cig isn't fitting and I might need him a bit less evil.

Don't know about the lizards version. :P

Also I don't know what Wilk is. Must have skipped germany.
 
Zajec! No pagadi!

Lexx said:
I like it very much. Much more than the last version. But in my vision, the cig isn't fitting and I might need him a bit less evil.
This expression can be used for angry FRMs.

Lexx said:
Don't know about the lizards version. :P
There's only one version, and only one will be. Doing tons of TH with small-ish changes would be real pain in da pass, since you need to waste shitload of time in PS to fix dither and eliminate anti-aliasing from the hair, simple conversion isn't going to work. It's the reason why I'm switching between different heads - to get a "distance" and to gather some new ideas in the meantime. I'm/you always finding something to improve - I don't want to finish it too "early".
 
Continuum said:
Of course, you can't forget about stupid, dirty work you must do in PS with every single frame to fix whole frame moving syndrome (different dither on each frame). Welcome to the world of 228 colors, some proper conversions, and all this past-gen blahs blahs blahs.
Yay, finally something in this thread I can help with. :)

<time passes>

And done. sfall will let you use 32 bit images for heads now, if you want.
 
See, Continuum. Fixing dither isn't needed anymore. :P

But I wonder how this will affect general talking head visuals in terms of falloutyness looking.
 
It’s the alpha I’m wondering about…the backgrounds and the heads need to remain separate. Mr. Timeslip does Sfall allow Fallout to use 32bit images for the loading screen…
 
Yay, finally something in this thread I can help with. Smile

<time>

And done. sfall will let you use 32 bit images for heads now, if you want.

Please feed the noob!
Does this mean we can use image with more than 228 colors ?
If yes, how do you do it? I mean if i remember correctly, you need to convert the head in frm. What's the correct procedure, beside having the last sfall version installed?
 
I think you have to make a new palette file and use it with FRM animator when creating the new frm file. Didn't tested it though.

/Edit: Or not. Timeslip wrote some stuff about it here.
 
Lexx said:
But I wonder how this will affect general talking head visuals in terms of falloutyness looking.
That's up to the artists. By definition, anything you can do in 8 bit can be done in 32 bit too. There's nothing stopping you collapsing it down to the same 228 colours if you like. :P

.Pixote. said:
It’s the alpha I’m wondering about…the backgrounds and the heads need to remain separate. Mr. Timeslip does Sfall allow Fallout to use 32bit images for the loading screen…
There's no alpha there in the heads themselves is there? It's just a 388x200 rectangle, with the rounded box drawn on top. What alphainess is there aside from the highlights in the corners?

Also, I don't believe I've touched loading screens. :P (You can use 32 bit avi's in place of the bik's for movies though, although afaik no-one has.)

Grayswandir said:
Please feed the noob!
Does this mean we can use image with more than 228 colors ?
If yes, how do you do it? I mean if i remember correctly, you need to convert the head in frm. What's the correct procedure, beside having the last sfall version installed?
*points at the sfall thread.*

Note that 'last' sfall isn't quite last enough. I rushed 2.11 a bit for killap for the 2.1.2 RP release. It's usable, but not quite finished. It's not compatible with the res patch, (trivially fixable, I just didn't have the numbers I needed to hand at the time,) and the highlights from the corner of the display are missing.

I'm not actually sure what to do about the highlights. I can either generate them from the original frm, but then you'll be stuck having to make the 8 bit frms as well as the 32 bit images forever, and they'd probably look a bit odd. (They wouldn't mesh with the 32 bit image properly.) The other options are me trying to generate them manually in sfall, which might get a bit complicated, or adding them into the images beforehand.
 
Lexx said:
But I wonder how this will affect general talking head visuals in terms of falloutyness looking.
Most of people won't noticed any difference, I think. Of course, I'd prefer to keep them indexed, but there's no other way to fix the inconveniences caused by 228 colors than using new sfall's feature. And I'm fine with this particular tweak, since I can even skip FRMs creation and provide only raw render output, so you'll need to hex/patch/prepare/whatever all the files by yourself :P You're truly my hero Timeslip :salute:

Timeslip said:
There's no alpha there in the heads themselves is there? It's just a 388x200 rectangle, with the rounded box drawn on top. What alphainess is there aside from the highlights in the corners?
There's. THs aren't really rectangles (just like most of in-game stuff), they're like this:

nicole.gif


Everything around them is transparent. Next engine is adding 388x200, separated background:

klamath.png


and viola! Composition is done:

FO01_NPC_Nicole.png


As you can see engine is actually "composting" both images into one. At the first sight it may look like one, but it's not.

Without transparency THs aren't really flexible, since you'll need to use fixed background.
 
Continuum said:
There's. THs aren't really rectangles (just like most of in-game stuff), they're like this:
That's interesting. Where does the transparency information come from? The backgrounds were visible in the heads I dumped, and the colours fallout uses when calculating the highlights were taken from the head frm's, even though most of the highlights are over the background, so they can't completely mismatch. Either fallout calculates transparency by comparing the head to the background byte by byte, and looking for any which are different, which seems a bit of a waste, or some of the original heads include the backgrounds baked in instead of using transparency and I was just unlucky in the ones I dumped.

It's not a problem in any case. There's no problem with using transparancy in the override images, (except for the way I disabled it thinking it wasn't needed, but that's a 2 line change to fix,) and the original background will show through. That would neatly solve my highlighting issues too. :)
 
Timeslip said:
Where does the transparency information come from?
To me, R:0, G:0, B:255 color is transparency information in Fallout. Other than that I have no idea :P

Timeslip said:
or some of the original heads include the backgrounds baked in instead of using transparency and I was just unlucky in the ones I dumped.
IIRC, Village Elder got fixed background.
 
Continuum said:
IIRC, Village Elder got fixed background.
hah, that's typical. I dumped all of the elder's heads, but not any from anyone else. :P

A 0 byte is transparent in an frm, and I do indeed see them all over the place in the other files. Ah well, like I said it shouldn't be a problem, I just need to flip a setting. I might change things a bit to let you use 32 bit heads with an 8 bit background, as a way of getting the highlights back, and then using a 32 bit background would require you to build the highlights into the background file yourself.
 
Highlits in background image is bad, because then the talking head could be displayed over it.
 
Cassidy's talk:

cassidytalk.gif


Took me about an hour. The same set will be used for Bad, Neutral and Happy. So talk anims are basically done. Yep, teeth aren't animated. I ripped off Lynette's way of talking. Is there some place (other than game files) where I can find original TH's anims, maybe some sort of Look how awesome original graphics and animations are! repository? :P

Anyway, what with anti-aliasing, Timeslip? What will happen if I'll put something like this into the game?



With default way of doing FRMs I'd get an ugly blue-ish shite (R:0, G:0, B:255 is used as background), where anti-aliasing is. What will happen when your 32bit images tweak will be active?
 
If you use the same set, will he always stay neutral? :>
 
Back
Top