The "Bald Dude" Mod!

Hey x'il, have you already posted a completed set for the Baldie somewhere... I need him for a little project of mine... :look:
 
.Pixote. said:
Let's finish all of the FRM's correctly, and never have to worry about it again... :P

Agreed. Though i don't know if you're joking giving the use of this :P ... :P

Ghouly89 said:
Hey x'il, have you already posted a completed set for the Baldie somewhere... I need him for a little project of mine...

Sure, check the previous pages of this thread for tribal, leather jacket and leather armor download links (also, just FYI, if your project involves using the heads as base for something else, the tribal and leather armor are more accurate and better looking than the leather jacket :wink:).
 
Ahh I see, well if thats the case I'll do the rifle set and let pixote do the club set. :P

Seems we only have to do minigun, club & the placeholders.
 
Nirran said:


that critter have the rifle anim?

No, it has pistol, smg and i later added spear, but no rifle.

.Pixote. said:

Son, i am confuse. :P

Gr1m Reaper said:
Ahh I see, well if thats the case I'll do the rifle set and let pixote do the club set.

No, you're now stuck with the club set, those are the rules... :P

Don't forget to update the wiki page then.
 
Nirran said:
ok i will wait,i want to use him for metzer

I'm not sure what you mean with the waiting part, this critter is an NPC i made some time ago, it is not part of the bald dude pc player character.... meaning no rifle set is being made for it (but, it could be done...).

Also, i made another, very similar NPC, that do have rifle set, i named it "Un-armored Cassidy critter" (look on the New Animations 2 thread Index for it - link on my sig).
 
x'il said:
Nirran said:
ok i will wait,i want to use him for metzer

I'm not sure what you mean with the waiting part, this critter is an NPC i made some time ago, it is not part of the bald dude pc player character.... meaning no rifle set is being made for it (but, it could be done...).

Also, i made another, very similar NPC, that do have rifle set, i named it "Un-armored Cassidy critter" (look on the New Animations 2 thread Index for it - link on my sig).

cool:) thanks man

Nirran
 
- D set (knife) finished...Im starting - L set (minigun).

I wrote this in the Fallout 2 Restoration Project Gameplay Thread:

Killap can I recommend that you wait for Mr. Baldies completion before you release RP 2.1.2. That critter can be finished within a week, and it would be a terrible shame if the people didn’t get a chance to play him until RP 2.2 – which might be 6 months away…as well the latest version of Sfall might be out…what do you think.

Can we do it...yes we can. :look:
 
.Pixote. said:
I wrote this in the Fallout 2 Restoration Project Gameplay Thread:

Killap can I recommend that you wait for Mr. Baldies completion before you release RP 2.1.2. That critter can be finished within a week, and it would be a terrible shame if the people didn’t get a chance to play him until RP 2.2 – which might be 6 months away…as well the latest version of Sfall might be out…what do you think.

Can we do it...yes we can. :look:

A week? no .Pixote., two perhaps, but i don't think it would be possible to finish it within a week, not so much because of the 3 final sets but because there should be a final 'triple-checking and correcting' stage.
 
X’il let us guys finish the critters frames – you concentrate on checking them in game…and leave Metal Armor for last. Does that sound reasonable…? (I know my frames should be fine – (body position) - I used the same offsets from the Frame Animator).

Anyway here are the finished frames for– Jumpsuit Baldie
 
^Ok, i'll elaborate a little: i have checked the sets Gr1m Reaper has uploaded and they're flawless, and although i haven't yet checked the ones you just uploaded i'm sure they are as well, what needs to be checked (and corrected if necessary - hopefully not-) is the following:

1- The continuity of the head positions between different sets, meaning; when the transition animations between one weapon set and the unarmed set happen. If, for example, the last frame of the rifle set 'holster' animation has a head position that, even if perfectly consistant within said animation, does not match the same position as the first frame of the unarmed (AA) animation, then in-game the head will jump sideways (or up/down) when going from one set to the other. Same with the 'pull out' gun transition animations. Now, given that there's 3 of us doing different sets there may be discrepancies that could cause the need to... ::sweat:: ... make some animations or... ::gulp:: ... even whole sets again (unfortunately i'm not exaggerating here, this stuff happened when Josan12 and I were making the long hair dude).

2- The continuity of the frame offsets between different sets. Same as the above but with the whole frame instead of just the head: if a certain set has different frame offsets than the original default offsets (regardless if it is perfectly consistant within itself) there will be 'jumping' when going from one set to the other. Now, you just said above that you "used the same offsets from the Frame Animator" but what exactly does this mean? does it mean that you have not altered the offsets of any animation set by even 1 pixel from the default offsets? (not trying to be annoying, of course, let's just say i'm a little concerned here regarding your sets because you have your own particular technique that may or may not alter the offsets and you have said that you like to do some offsets adjustments in Frame Animator afterwards). :confused:

As for the workload, i'm currently half-way through the hammer set and will probably pick one of the last three afterwards. Also, the final check need not be in-game, it's only needed to compare certain key frames from different animations and sets, so if nothing is wrong there this 'final check' could be done real quick.
 
:salute: OK - I will just finish the minigun (by tonight) and start the next available animation - that includes a placeholder.
 
x'il said:
Now, you just said above that you "used the same offsets from the Frame Animator" but what exactly does this mean? does it mean that you have not altered the offsets of any animation set by even 1 pixel from the default offsets? (not trying to be annoying, of course, let's just say i'm a little concerned here regarding your sets because you have your own particular technique that may or may not alter the offsets and you have said that you like to do some offsets adjustments in Frame Animator afterwards)

I always try to keep them identical to the original...so you dont get any shifting between animations. :mrgreen:
 
i have checked the sets Gr1m Reaper has uploaded and they're flawless
:mrgreen:
Just finished J set. I can't give you a download link, because mediafire's being a bitch, or images because imageshack's being a bitch as well.

Mediafire's working now,download.

EDIT: updated the wiki. I'll start on H(pistol) set tomorrow.

EDIT2:Nevermind Imageshack doesn't like me
 
Guys, no need to blitz through the final stages just to get it done. Take your time and do it right, like you've been doing the whole time. If you do realize that offests differ, don't shit bricks that you didn't make the deadline. Making sure everything is flawless is key here. Would it be possible to start checking to see that animation sets line up so that we know right now if anything needs to get redone?
 
A kind of beta release of the frm sets would be nice, then I can add it into my game already and check it out. :wiggle:
 
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