The "Bald Dude" Mod!

.Pixote. said:
I’m taking a break from the modding scene for a while for health reasons…

Burnout-syndrom? I know this, got it a few years ago and couldn't touche anything Fallout for like 2 years. :>

When I started to do stuff for Fallout again, I changed the way of working: Never do too much. Don't take too much work on your shoulders. Keep it realistic and make only a bit every day. The more work you take up with you, the harder it becomes to finish anything, the faster the motivation drops and the less is the chance to get anything done in the end.
 
x'il: nonono :D In fact I grab here everything at least slightly usable in the project, and this V13 overall is maybe the very sole case it's completely out of the question for us (no V13 PC default critter, and obviously no other V13 citizens in there). I'm actually surprised you care about so much :D

As you may know, we've been always especially short on new ghoul and tribal critters.
 
I simply added a vault suit armor item to my mod. So you are able to find a vault suit and wear it... never waste armor gfx. :>
 
Jesterka said:
x'il: nonono :D In fact I grab here everything at least slightly usable in the project, and this V13 overall is maybe the very sole case it's completely out of the question for us (no V13 PC default critter, and obviously no other V13 citizens in there). I'm actually surprised you care about so much :D

I'm not on any team, i make this stuff basically for you modders to use on your modding projects, otherwise what would be the point, right?

But my question was about the possible absence of the leather jacket, since you said BGE would have leather armor as default armor... just curious.

Jesterka said:
As you may know, we've been always especially short on new ghoul and tribal critters.

Heh, lizardous as usual. :P
 
The "tribal outfit" isn't really tribal, it can fit an armorless character as well. But nevermind, it's your mod.

More than 300 hours for animations required for a single armor (add the V13 suit, leather jacket, leather armor, metal armor, and combat armor, and it makes more than 1500 hours)!? I never thought it's so painful. My respect for people who do character animations has just risen by 10000 points. They may even add this karma title for over 10000 karma
Karma (13654) Fallout 2 PC animation creator.
 
Blackened said:
The "tribal outfit" isn't really tribal, it can fit an armorless character as well. But nevermind, it's your mod.
Maybe. Ain't decided yet, but it definitely can't be "13".

Small problem anyway.
Blackened said:
More than 300 hours for animations required for a single armor (add the V13 suit, leather jacket, leather armor, metal armor, and combat armor, and it makes more than 1500 hours)!? I never thought it's so painful. My respect for people who do character animations has just risen by 10000 points. They may even add this karma title for over 10000 karma
Karma (13654) Fallout 2 PC animation creator.
300? Is this number trustworthy? If so -> :x :x :x , just :x !
 
.Pixote. said:
We are talking about 160+ critter animations (walk, attack, death, etc) x 6 directions = 960 animations x (up to 8 frames – some more some less) = 7680 total frames approximately. Add the actual procedures – open – save – edit – Photoshop layers, etc – frame animator – adjust position – save FRM…etc. You can now see that all up there is approximately 50,000 actions required for a full complete critter rebuild…and that is just for one armor type…add metal, black leather, normal leather, etc. So it’s not for the weak hearted, and the 300 hours that has been estimated would be probably the minimal time required.
...It will be finished, as will the Red head chick, and bald black guy…but not for a while (maybe a few years). I’m willing to set up the files and let others do the grunt work, but even that doesn’t seem to be an incentive enough. The scale of work required can be overwhelming, so I understand the reluctance to get involved. I’m taking a break from the modding scene for a while for health reasons…so the few years’ part is quite accurate I’m afraid. :roll:
Just out of curiousity, when doing a baldheaded character for example, you would be working from stock characters animations and only replacing the head area, no?
And it would seem that there are a fairly limited number of head angles which could be reused for each of the various armors no?
If so, then it seems to be that it is more of a tedious copy and paste routine, than a major design exercise.
If thats the case (and I freely admit to only limited knowledge of animation), then I may be able to help out.
I am reasonably competent with photoshop.
 
gurachn said:
Just out of curiousity, when doing a baldheaded character for example, you would be working from stock characters animations and only replacing the head area, no?

Yes.

gurachn said:
And it would seem that there are a fairly limited number of head angles which could be reused for each of the various armors no?

Indeed. The rest of the necesary head angles are made by tweaking the original ones to fit the desired purpose.

gurachn said:
If so, then it seems to be that it is more of a tedious copy and paste routine, than a major design exercise.

Correct; really easy in terms of knowledge or skill required, just repetitive and time consuming.

gurachn said:
If thats the case (and I freely admit to only limited knowledge of animation), then I may be able to help out.
I am reasonably competent with photoshop.

Do you wish to help make this bald dude player character? if so, then sure, any help would be appreciated. You could confirm and ask any questions here or you could send me a PM. :wink:
 
The way I approach critter building is to bring each critter direction into PS with its own layer folder e.g.: NE – E – SE – SW – W – NW (NW = North West). I color code everything and name each layer/folder, so I won’t confuse the order of the layers. I prefer to organize each layer so that they align correctly, so when you turn your layers off and on the animation will run in sequence, and in the correct position.

Most critters simply require a change in the head (add a bald head or long hair head), so understanding the use of “masking” is critical…also how to build the best “actions” to suit your needs. For instance I have actions that will export the image, crop it to size, and change the background color to the desired blue and save it as a BMP in the Fallout palette with just one push of a button.

Or an action that will do the above Fallout palette save, but with up to fifteen layers, with each save using the correct naming sequence i.e.: 001, 002, 003, etc.

Or an action that will rename the layers into their correct description i.e.: NE_001, NE_002, NE_003. Time is an important issue with critter building, and you want to streamline and reduce as much time as possible from the process, because 50 frames might sound like a fairly easy experience, but 1500 frames certainly isn’t.

If the layers are correctly designed each layer will have a new critter (but in the same position) – Black Leather (blue layer) – Normal Leather (green layer) – Metal Armor (yellow layer). The long hair or bald critter would be the top layer (red layer). Then it’s a matter of turning the layers off and saving the images…so the critical thing is to build the correct layers and actions – that’s about 70% of the time spent in PS…and we haven’t even mentioned the Frame Animator yet.

004pscritter.gif


I want to put together some master PS files of the critters – the same as above, but with every critter animation of the one type in the one file (i.e. Walk - Run, etc). But there are 2 different animation types – the original Fallout 1 (Blue Vault) and the stupid Fallout 2 animations (Vic, Myron), so each would require different master files. All up there are almost 200 animation cycles, so that would mean 200 master PS files. :crazy:

005animationprefixes.gif
 
It all looks pretty tedious but straightforward. Those actions of yours Pixote sound like a real time saver.
I like the look of the bald guy and would like to see him get finished.
What sort of workflow do you have on the project? Are different people doing different armors or how is it broken down?

In any case, I am on the road for the next month or so, but should be able to get stuck in in August. If you are still looking for some pixel crunching then, then I think I might be able to pitch in.
 
gurachn said:
It all looks pretty tedious but straightforward. Those actions of yours Pixote sound like a real time saver.
I like the look of the bald guy and would like to see him get finished.
What sort of workflow do you have on the project? Are different people doing different armors or how is it broken down?

Nope, just me.

gurachn said:
In any case, I am on the road for the next month or so, but should be able to get stuck in in August. If you are still looking for some pixel crunching then, then I think I might be able to pitch in.

If it isn't finished by then, sure, i'll give you some pixels to crunch.
 
x'il said:
gurachn said:
...Are different people doing different armors or how is it broken down?

Nope, just me.
Well, sir, I thank you for your considerable efforts on this.

x'il said:
gurachn said:
]...If you are still looking for some pixel crunching then, then I think I might be able to pitch in.

If it isn't finished by then, sure, i'll give you some pixels to crunch.

I would be glad to help out if you need in the future.
 
What needs finished here fellas, I'm reading up on how to use frame animator and I think i'm starting to get the jist of it. Metal armor and vault suit if i'm not mistaken?
 
PastaMasta said:
What needs finished here fellas, I'm reading up on how to use frame animator and I think i'm starting to get the jist of it. Metal armor and vault suit if i'm not mistaken?

Around 50% of metal armor and 70% of jumpsuit. You wish to help?
 
x'il said:
PastaMasta said:
What needs finished here fellas, I'm reading up on how to use frame animator and I think i'm starting to get the jist of it. Metal armor and vault suit if i'm not mistaken?

Around 50% of metal armor and 70% of jumpsuit. You wish to help?
:) Yeah, I did the AB vault suit frms last night, though they probably don't need done. I've got alot of free time so i'll be able to work on it probably.
 
PastaMasta said:
x'il said:
PastaMasta said:
What needs finished here fellas, I'm reading up on how to use frame animator and I think i'm starting to get the jist of it. Metal armor and vault suit if i'm not mistaken?

Around 50% of metal armor and 70% of jumpsuit. You wish to help?
:) Yeah, I did the AB vault suit frms last night, though they probably don't need done. I've got alot of free time so i'll be able to work on it probably.

Then let's not waste your current enthusiasm by making frm's that are already done! :P Here's a mission for you (if you choose to accept it): vault suit pistol set (H). :)

Edit: If you do, remember, only the bald head (no exposed arms).
 
x'il said:
PastaMasta said:
x'il said:
PastaMasta said:
What needs finished here fellas, I'm reading up on how to use frame animator and I think i'm starting to get the jist of it. Metal armor and vault suit if i'm not mistaken?

Around 50% of metal armor and 70% of jumpsuit. You wish to help?
:) Yeah, I did the AB vault suit frms last night, though they probably don't need done. I've got alot of free time so i'll be able to work on it probably.

Then let's not waste your current enthusiasm by making frm's that are already done! :P Here's a mission for you (if you choose to accept it): vault suit pistol set (H). :)

Edit: If you do, remember, only the bald head (no exposed arms).
I've been doing them without the exposed arms, i'll have it done soon. If I run into any problems ill let you know ;)

EDIT: Bald dude lives!

pistoleast-2.gif
gun-2.gif


EDIT 2: I'm getting this error, D: What am I doing wrong? :?

http://i232.photobucket.com/albums/ee210/Farlard/Untitled-1-1.jpg
 
PastaMasta said:
x'il said:
It's a common error; the more critter editing you do, the more you encounter it. Don't know any solution to it other than just re-adding (and re-making) that particular frame from the original frm again. :shrug:

God damn it, this will take longer than I thought. :roll:

Nah, c'mon! how long can it take to re-make one frame?

Anyway, once you finish it, you can PM me the frm's so i can pool them with the rest. :)
 
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