Awesome work.Continuum said:Anyway, I've switched back to Mr. Cyborg today
Awesome work.Continuum said:Anyway, I've switched back to Mr. Cyborg today
Sure, I can play with tattoos.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?
Lexx said:Also I don't know what Wilk is.
This expression can be used for angry FRMs.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.
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".Lexx said:Don't know about the lizards version.
Yay, finally something in this thread I can help with.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. Smile
<time>
And done. sfall will let you use 32 bit images for heads now, if you want.
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.Lexx said:But I wonder how this will affect general talking head visuals in terms of falloutyness looking.
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?.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…
*points at the sfall thread.*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?
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 You're truly my hero TimeslipLexx said:But I wonder how this will affect general talking head visuals in terms of falloutyness looking.
There's. THs aren't really rectangles (just like most of in-game stuff), they're like this: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?
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.Continuum said:There's. THs aren't really rectangles (just like most of in-game stuff), they're like this:
To me, R:0, G:0, B:255 color is transparency information in Fallout. Other than that I have no ideaTimeslip said:Where does the transparency information come from?
IIRC, Village Elder got fixed background.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.
hah, that's typical. I dumped all of the elder's heads, but not any from anyone else.Continuum said:IIRC, Village Elder got fixed background.