FO2 Graphics Upgrade Patch (FO2GUP)

Wild_qwerty

Sonny, I Watched the Vault Bein' Built!
Well it looks like there may be a few of use interested in starting this patch/mod. If you are interested in helping with this please let me know and I'll see about organising something. Also if you have any ideas post them here and we'll try figure something out.

I suspose the point of this would be to upgrade the graphics of FO2 without changing any of the FO2 gameplay or canon. So I supose we can improve graphics without changing the game content. Changes should be limited to new art, editing protos to use the new art, possibly editing NPC scripts to display a face etc...

- Make different critters for each type of armour eg: Mark I and Mark II metal armour look different

- Update Item art to reflect the item eg: a hammer will look like a hamer on the ground and not a cardboard box

- Talking heads that dont talk. We could try and add a face to every character in the game, it doesnt have to be animated just a still face.

any other ideas?
 
some ideas

Combat leather jacket should have 2 sleeves when the player wears it.

More bald/long haired models in other armors. (for females red hair models)

thats it for now

To bad lich when missing he had some good art skills as well.

Good luck Wild_Qwerty
 
Yea, the Combat Leather jacke does need that changed.

I just thought of an easy one, the target grids need to be updated for the other humanoids. A Super Mutant and a Ghoul should look different to a normal human.
 
Hi wild_qwerty,

I've always been interested in adding still faces into the game. If you need help with implementing these, or any scripting, just give me a nod.
 
Visual differences between MKI and MKII armours could be done by changing color of the texture, removing or adding armour's parts like shoulders, different boots (low, medium or high), different apperance of pants, maybe some cool helmets, etc. And armours will have different "behaviors" (when standing with rifle, pistol, etc.).

Oracle said:
Combat leather jacket should have 2 sleeves when the player wears it.
Of course, and it gets texture and shape which be based on FRM displayed in player's inventory :)
Oracle said:
More bald/long haired models in other armors. (for females red hair models)
This is the a one of easiest things to do - we must only decide which shape and color hair should have ;)
 
I think leather jacket should have blue pants like the highwaymen have.

I mean under the jacket is the vault13 jumpsuit, so..
 
Demonslayer said:
I think leather jacket should have blue pants like the highwaymen have.

I mean under the jacket is the vault13 jumpsuit, so..

That would be kind of cool actually :)


Here's a list of all the different armour type that I can remeber, I think this covers them all. We could probably start by changing a few of the armours to reflect being a different model, though I like the idea of changing the heads/hair colour. I really like the BOS guy from FO1 who isnt wearing a helmet when in his power armour, its a cool looking model, the downside is that it isnt a complete set of FRMs, it only has the minigun animations.

- Vault Suit

- Leather Jacket
- Combat Leather Jacket - New model

- Leather Armour
- Leather Armour MKII - New model

- Metal Armour
- Metal Armour MKII - New model
- Tesla Armour - New model

- Combat Armour
- Combat Armour MKII - New model
- BOS Combat Armour - New model

- Power Armour
- Hardened Power Armour
- Power Armour MKII

I can try to track down corpse or obj_dude and see if we can get the item FRMs they made.

Also I hope to be able to get the girl critter model that Lisac made for mutants rising, it should help to add a level of variety to the towns if you see different kids running around. I know when I ripped the models from FOT that we were thinking about using some of the towns people models to help add more variety to a town, I'm not sure if we would want to add these critters to the mod, but it would be nice to either use these or make a few of our own ones so that there are at least a few more different looking people in a town.
 
One thing I've been thinking while putting together my new bot: new sprites for the PC means redoing *all* the animation sequences. This means 110 animations plus the death ones (at least one is mandatory, read below). This count must be doubled becouse of female sprites. A project with this magnitude requires to process thousands of frames. Probably tens thousands.
LIFEGUARD ADVISORY:
Gruntwork ahead. Lot of it.
O.k, I know we're not scared of hard work and mid/long term projects. Simply let's try to organize this project properly. We must agree upon sprite appearence, animation sequences (I mean what critters do when idle, mostly), who's going to model/animate (I can't compete with the best of you, you know)... And at this point we must also face "technology" issues. Just to say one thing Anim8or has no support whatsoever for animation import/export.
(I do have a legit copy of Poser5, if it helps)
Your thoughts?
 
I'm a noob at 3d models, so I'll be limited to grutnwork and item sprites

*EDIT*
I forgot to say, we can also upgrade some of the weapon effects, like the projectiles and stuff.

I have already converted a lot of these effects from FOT, so we can use them easily enough, it just depends on wether or not any of you guys dont want to use any copyrighted material form FOT in this release? I dont see it as a huge problem myself, as I think after I converted the FOT art to FO2 I gave it to NMA to host.

But just to be sure... Are we going to use any of the existing art from FOT in this art upgrade?
 
Wild_qwerty said:
I have already converted a lot of these effects from FOT, so we can use them easily enough, it just depends on wether or not any of you guys dont want to use any copyrighted material form FOT in this release? I dont see it as a huge problem myself, as I think after I converted the FOT art to FO2 I gave it to NMA to host.

But just to be sure... Are we going to use any of the existing art from FOT in this art upgrade?

I like some of the critters from fallout tactics. The roaches and radscorps are cool. Maybe addin some towns people from F:t is a nice feature. It has been a look time since I played it though so I can't tell if those townfolks blend well with the existing critters of fallout 2. My altime favorite F:t Critter would be the Vaultboy. any useful ideas for him? In my game I replaced klint with the vaultboy looks.

I know that the player isn't spoused to get horrigans weapons, it always bothered me. maybe you guys could create pictures for Horrigans weapons as well ?

Fallout's 1 had a deathclaw mother in it. If my memory serves me well then I believe it had a different color. Maybe nice to implent it to FO2 ?

the Brotherhood armor without the helmet looks great! hope you guy will edit that for all guns as well.
 
Wild_qwerty said:
Demonslayer said:
I think leather jacket should have blue pants like the highwaymen have.

I mean under the jacket is the vault13 jumpsuit, so..

That would be kind of cool actually :)
Very good idea :)

Wild_qwerty said:
Here's a list of all the different armour type that I can remeber, I think this covers them all. We could probably start by changing a few of the armours to reflect being a different model, though I like the idea of changing the heads/hair colour.
New models will be created for ALL armours :) I'm making models from separated objects (like pants, shoulders, helmets, boots, etc.), so I can easily "transfer" one object into other model and slightly modify it. So if I make Metal Armour MKII I will get Metal Armour MKI (only little changes and it's done) :)
I think this process shouldn't be so long. One armour per day or four - depends on free time ;) and I hate making textures - I'm too lazy for it :P - but I will do it ;)

Wild_qwerty said:
I really like the BOS guy from FO1 who isnt wearing a helmet when in his power armour, its a cool looking model, the downside is that it isnt a complete set of FRMs, it only has the minigun animations.
Guy in Power Armour without helmet also could be done. I can use FO1 intro as reference to create Powered Armour without helmet :)

Wild_qwerty said:
Also I hope to be able to get the girl critter model that Lisac made for mutants rising
I saw somewhere that girl critter, it's really cool. It's very good idea to add her into the game :D

Wild_qwerty said:
But just to be sure... Are we going to use any of the existing art from FOT in this art upgrade?
Critters from FOT are ugly :P (only Powered Armour is nice), besides there're ugly animations (especially when you're kicking someone), and critters are using M16 as default rifle animtion, which isn't good for Fallout world I think. But we can use some items which are laying on the ground (Gauss Rifle for example).

Sirren67 said:
One thing I've been thinking while putting together my new bot: new sprites for the PC means redoing *all* the animation sequences. This means 110 animations plus the death ones (at least one is mandatory, read below). This count must be doubled becouse of female sprites. A project with this magnitude requires to process thousands of frames. Probably tens thousands
It takes some time but I think is possible to do it ;) I could try to create new death animations (critical shot in the head and parts of the brain flying around :mrgreen: ), but this take more time (holes in the body, blood flying around, etc.)

Sirren67 said:
who's going to model/animate
One animation = half of an hour of work. First, we (or I) could create the same animations for female and male (based on existing) and next make few updates to the "FO2 Graphics Upgrade Patch" with the new ones (different "behavior" for each armour).

Sirren67 said:
I can't compete with the best of you, you know
Are you kidding? :wink:

Sirren67 said:
Just to say one thing Anim8or has no support whatsoever for animation import/export.
But can import/export objects, right?

Sirren67 said:
(I do have a legit copy of Poser5, if it helps)
Poser is very good for poses and cool scenes, you can done it very fast and easily (also scenes can be "filtered" in 2D graphics program to very nice pictures, you know, some sexy womens ;) ). But is almost useless when comes to create a model (maybe there're some plugins for it, I don't know). What I know there're programs which could be used to create/modify models for Poser (morphs, etc.). But mostly you're working on existning models/clothes which can be buyed (there's some free stuff). Another minus - all models are high poly (what I remember only body has around 130K). When you import such model into "standard" modelling program you must dramatically reduce polygon count, in other case work with such model is really hard. But he has possiblilty to import/export models into different formats. There's is no standard "skeleton" animation support and this is a very fast and effective way to create animations, I think :):
nonamejg6.gif


Hmm... Poser can be used to create ultra realistic (in very short time) Talking Heads with mimics :idea:


Next step will be to add completely new critters, so Fallout will look much better :)
 
I've got a hold of the FOT projectiles and ground items. The projectiles are all different ie: when you throw a molitoc cocktale you see a bottle flying through the air, just looks nicer :)

How hard is it to overlay the new armour on each critter? Or do you have an automatic process for doing this? (I think it a bit slow doing them one at a time, but it is possible)
 
Wild_qwerty said:
How hard is it to overlay the new armour on each critter? Or do you have an automatic process for doing this? (I think it a bit slow doing them one at a time, but it is possible)
It's not hard, when first model for male and female is created (most important thing - you can base on it when you're making another armours/clothes). Fallout's critters have characteristic "shape" and I want to keep the original one as much is possible ;) When armour is done I must only add "visible" parts of the body (like hands, head or chest). Next make few in-game tests/corrects. FRMs are very small and it's rather hard to make "almost" ideal copy of the original one at the first time ;)

Only few corrects left - mostly with pants ;) Model isn't textured (exception - hairs)
scr00000xz7.jpg
 
Continuum, it looks really neat.
About Anim8or: yes, it can import/export 3ds, c, Wavefront obj and maybe a couple of others.
About Poser: no, you can't use it to model, but it can import many formats and a few animation ones, too (.bhv comes to my mind).
I already tried to rig my bots, but in Poser you can't have overlapping polygons... My models are still very raw under that point of view.
You sound well versed in game art assets. You sure you didn't make other mods too? I'm interested in seeing more of your work. Any portfolio around? :)
See you.
 
Isn't the armor too bright? :P

What about doing the armor brown/dirt yellow ?
I mean texas rangers don't use green or blue outfits :P, catching my drift?

Was just an idea :|
 
I think Continuum hasnt textured them yet, they are test version to how what they currently look like in game.

Still its *really* great work mate :)

I should be able to get my hands on the Girl critter from MR in the next few days, and once I sort out the item and projectile effects I can start putting together the first version.

I'd really like to make sure I document everything that is changed as a way of keeping track of everything.
 
Sirren67 said:
My models are still very raw under that point of view.
Why? Robot Andy looks very good ;)

Sirren67 said:
You sound well versed in game art assets. You sure you didn't make other mods too?
I made some graphics changes for Rome Total War (but only for my purposes). Besides I rather don't have a lot of games ;) and I prefer the older ones (Fallout, X-Com, Crusader, etc.) where graphics engine isn't "powered" by 3D ;)

Sirren67 said:
I'm interested in seeing more of your work. Any portfolio around? :)
Sorry, but I don't have. Ok :) here's one - under "development":
wipni6.jpg

I couldn't resist to "cover" the head with reference picture :P (Who is this?)


Back to the topic
I think model of female character is finished, only head and hairs should be added of course (and holster for sawed-off shotgun :) ). Any suggestions? Maybe change or add something? What hair should have? Long, short and what the color?
12is3.jpg


This is a basic texture (front part of the armour), it was made very fast (UVWs are maded without pelt map, just planar ;) ) and is rather "primitive" ;) Doesn't have many features, besides they will be invisible in game :)
uioicv7.jpg


I will make few textures with different color, and put it in game to see how it will be look. Maybe we will change "standard" green color into other. I think Combat Armour MKI will be without helmet and without one bracer (or two), MKII with helmet and gloves. The Brotherhood with new helmet (I have idea how it will be look - "smaller" version of Powerd Armour's helmet :D ).
 
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