Tutorial - How To Make New FO2 Tiles

Wild_qwerty

Sonny, I Watched the Vault Bein' Built!
Here's the basic process so far, I have tried a few of them ingame and they work great, so this works so far.

Please note the FO2 tiles are slightly bigger than you would expect them to be and do not fit neatly together, in fact they actually overlap slightly which provides a snug fit in game.


How to make a FO2 tile

1) Download a free square tile or texture, you want something that is fairly consistent so that the tiles come out seamless.


2) Save this template file. You will be using this as the tile mask.


3) Paste the template onto the texture, you can do this in any image editor eg mspaint.


4) Resize the image to 80 pixels by 36 pixels (the size of the template). Here are a few I've already done.


5) Optional Step - Create Tile variations
Once you have made your new seamless tile you can start to make variations of the tile. In this example we will make a tile that has a blood stain on it. I just cut the blood stain out of an old screen shot and then pasted it onto the new tile. You can use this method to make a tile that has bits of grass on it or some bones for example.



6) The following are the two opposite transitions templates, for creating the transition from one tile type to another.



Here's an example of the transitions from dark sand to light sand.



7) Convert the file into a FRM using Frame Animator or another BMP to FRM converter. You should be able to save the above images as a FRM and try them in game once you make a proto file in the mapper.
 
Thanks guys, But the reason I figured it out was because I had too. I dont know how to render my own tiles so I just modified someone elses. So far all my work has been modifing or converting existing art that someone else made, such as the FOT critters in FO2 :)

But the tiles I used are free and area allowed to be copied, which means once I make up a basic set they can be included with the FIFEngine for people who dont have FO.

There are heaps of tutorials on how to make seamless tiles in photoshop along with a for plug-ins, but these are all for square tiles :?

Anyway, I think the tile above are seamless, but I need someone to test them ingame for me to make certian. I will then make all the transition frames from one ground type to the other. I can also make a few nice tiles by pasting some rubbish or bones onto the original tile.
 
I put the tutorial page in my favourite folder :)...
A question, if I may: I'm modeling a car in 3d. Which are the game's angles? There's some stuff around about CAMERAs angles, but couldn't do anything with it... It would be just the same if I rotated my model...
Thank you in advance, and keep up the great job!
 
If you go to this thread you can read the coments made by Jochua about what angles to use. Unfortunately the images are gone, but you can go to his homepage to see the original instructions (in Russian)

http://nma-fallout.com/forum/viewtopic.php?t=7611&postdays=0&postorder=asc&start=20

http://www.jochua.nm.ru/docs/frmantr.htm

Hope that helps

*EDIT*
Not sure if those are the angles you are after sorry, I supose the easiest way to get them could be to get the protracter, take a screen shot, print the screeshot, measure the angle with a protractor.
 
Just a suggestion - why not use some tiles from DiabloII - I will admit I know nothing about how much work would be involved in converting them to a Fallout format - but here's a site that lists most if not all - http://www.planetdiablo.com/wot/index.htm - I'm sure some might be useful, say from ActII?
 
Yea, I though of converting some of the monsters such as the gaint beatle a while ago, but I wont be doing that anytime soon.

This art will be bundled with the FIFEngine project and as such needs to be free, so I cant include graphics from other games.

Here's a shot of some new tiles and walls, along with a couple of things I have to fix.


*EDIT*

Okay, I fixed the gap in the wall, though I', not sure why it was there, the new wall was identical size and offset as the original from FO2. Oh yea, I also through in the new trees as well, might be usefull for a mod set in a tropical island or after using the GECK :)
 
I discovered that the tool I'm using isn't fit for isometric (not the render function, anyway), so I really can't use the camera angles... I'll give a protractor a try. Thanks to the both of you.

To Wild_Qwerty: talking about your tutorial not being complete yet... Are you working with doors/windows? After reading it I got the feeling that's the most difficult part...
Cheers!
 
Any suggestions on how to turn this into walls?

request16im.jpg


Planning to use it for Killaps expansion.

The last two pannels could be cut off to make it vertical.

Also, do these new tiles/walls import into the Offical FO2 Mapper or only the FIFE mapper?
 
Sirren67 said:
To Wild_Qwerty: talking about your tutorial not being complete yet... Are you working with doors/windows? After reading it I got the feeling that's the most difficult part...
Cheers!

I made the templates for the door segments last night along with the end of wall sections. I'll be working on the windows next, but they should be fairly straight forward.

I suppose after that I'll have to make an actual door to use win the walls :?

Hotel California said:
Any suggestions on how to turn this into walls?

Not to sure off the top of my head sorry, but you should in theory just be able to overlay the templates I've made over that wall and chop it into peices, I dont know how well the dend will come out, but you could just add it as a scenery item (you will still need to cut it up).

Take a look in the mapper how some of the big scenery items were made such as the dock on the oil rig and the gecko poewr plant.

Hotel California said:
Also, do these new tiles/walls import into the Offical FO2 Mapper or only the FIFE mapper?
Yes, the above screen shots are from the FO2 mapper, I have been using the FO2 mapper for testing as the FIFE mapper is still under development. The FRMs wont look quite as nice as the FIFE PNG images because to the 256 colour palette in FO2. I'll convert the rest of the tiles in FRMs and upload the lot later.

The trees are some free game sprites I found that I converted, I didnt think they were all suitable for FO2 but in the above screenshot the combined effect is pretty good actually. All these will be released in both FO2 FRM format (you'll still need to make the protos) and PNG format with a text file containing the offset information (For FIFEngine)

32 - Trees/bushes
161 - Tiles
12 - Walls (in progress)

I'll be making some new misc art as well such as new explosions, projectiles and exit grids.
 
To Hotel California: the small water tank is made with wall pieces and not scenery ones. You could use them as an example. It's wall pieces 1143/1152.
To Wild_Qwerty: what about the tanker rusted door, the one you operate by steering a wheel (sorry, I can't name it even in italian)? It's scenery objects 1701/1702. There should also be a non rusted one...
Cheers.
 
2 Sirren67
sorry, I can't name it even in italian
Hmm, it is "valve" I suppose. :)
2 Wild_qwerty
Nice tutorials indeed. Even I could get the point :)
I still prefer to make everything 3d for the textures to look more photo realistic and surface specific. But even that way your templates come very handy :)
BTW I could help you drawing some trees.
2 Hotel California
I`d suggest you to make it a scenery object. Just find the right offsets to match the walls and when on map place some blockers on the visible edge of your wall.
 
Hi there, Dvukomanovich! :D It has been a while!

I tried to follow the instructions in your post, but without success...
I only tried two free tools up now (Blender and Anim8or), but I'm always unable to get something useful out of the info I find here at NMA... For now I manage somehow model orientation with a more empyrical method: I trim it using a game screenshot. I hope I'll be able to deal with this in a more serious manner SOON.
Here is a sample of my 3d models. You won't see the car in the end mod, it's not enough 1950ish. The truck is the final version instead.
Cheers!
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EDIT, a couple of tries later...
Err, does anyone understand what I'm doing wrong when posting images? I never manage to get a fully shown pic, I always get links/thumbnails.... :roll:
 
I'm reading as you type :D

Hi, Sirren67!
Great modeling, but using pure white was never good idea in Fallout. It somehow ALWAYS stands out from enviroment, and not only on the map, but in the inventory, dialogs, EVERYWHERE!
Your using Anim8or! :D LOL!
Blender is powerful enough, but i prefer maya.
First thing you need to know is how maya difference from other software. If memory servs, Blender is a "Z is up" enviropment. Well, maya is "Y is up". Also, in maya, positive rotation is CONTRACLOCKWISE rotation. Try tweeking that up, and you might get somethin usefull. :)
Keep up the great work!

EDIT:
You want this :)
screenshot.jpg

Code:
[img]http://i73.imagethrust.com/i/496086/screenshot.jpg[/img]
 
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