FO2 Graphics Upgrade Patch (FO2GUP)

Hi MIB88. I saw your reply and made this test:
Opened a non registered map I use for tests.
Put an ice chest on the ground, and a hunting rifle in the chest.
Saved the map and shut the mapper.
Made a new rifle .frm with one of my models, and put it in the inventory art folder.
Ran the mapper and... The hunting rifle in the chest already had the new frm.
I noticed that map already had an hunting rifle on the ground. I picked it up: same result, the rifle had the new graphic.
I really don't know what to think.
 
Sirren67 said:
Hi MIB88. I saw your reply and made this test:
Opened a non registered map I use for tests.
Put an ice chest on the ground, and a hunting rifle in the chest.
Saved the map and shut the mapper.
Made a new rifle .frm with one of my models, and put it in the inventory art folder.
Ran the mapper and... The hunting rifle in the chest already had the new frm.
I noticed that map already had an hunting rifle on the ground. I picked it up: same result, the rifle had the new graphic.
I really don't know what to think.

How about ground pics? What you described is correct. Inventory frms are updated but for some reason ground pics are not. (or at least I never got them to update without removing and readding the items) Test that.
 
Hi Killap.
I made a quick test with a hunting rifle on the ground and a ground pic from the graphical update: the new image was properly desplayed the first time I ran the mapper and opened the test map.
I must admit that when I read your post I didn't think the ground pic was going to be "refreshed" properly. Anyway, as far as I'm concerned I'm convinced that this is a matter of installation size/modded stuff folder configuration. Apart from this I really don't know what to think.
See you.
 
Maybe it is a configuration thing. I have had to replace items on maps before. Interesting.
 
I'll try and do some testing on this later. I'm back at work now, to bad my holiday is finished :(

Great work on the models continumm :)

I should be able to test these sorts of things out soon.
 
Wow... am I bored.... I think that I just read through all 10 pages... only to recieve a "Your Requested File Could Not Be Found" message when trying to download the Alpha. :evil: :lol:


From what it looks like the Mod seems incredible guys :!:
 
Wild_qwerty: one of my friends was playing with some grenade launcher, there is a beta (I told him to do more damaged and "worn" version).
What do you personally think? Good? Bad?
Anyway, I´m able to send you a final .frms as soon as It will be posssible for you honest GUP. :P

 
I like the look of it so far, the rotery magazine gives it an old style feel, but the laser site adds a touch of the modern, it all makes for a nice retro sort of look :)

It looks like you just pasted the gun pic over the interface? I'm sure that the engine will normally scale the imaghe to fit in the window and not overlap the action points buttons. I'm just wondering what it will look like once its scalled to fit the window.

Send me a copy of the completled file, but at this stage we are not adding any new weapons.
 
But the image is a little bit to big and didn't fit into the window.
 
Long time ago I maded a Laser Rifle with Scope:
snipermt0.jpg
 
Hi there folks.
An update about .FRMs refreshing: I'm tinkering with new critters for Fallout:BG&E and I discovered that critters sprites don't refresh. I edited an existing test proto (I changed the frm name), and when I opened the test map I found the old graphics in place. Then I placed on the map the same critter and the new graphics was desplayed properly.
I haven't tested the thing extensively, but at this point I think I'm wrong about the whole thing of images properly shown: what I did was putting in game new .FRMs with old names, so protos were uneffected... My apologies, folks.
 
@ wild_qwerty,

What happened to the idea of making some static heads for critters? Is that still an option or not?

Also, somewhere on the forum, (I can't remember where) Lich made about 100 graphics of guns. Maybe they could be useful somehow.
 
I think most people wanted two versions, one with heads and one without them, so that will be the last thing to be added. If you can find the thread I'll take a look :)
 
Wild_qwerty said:
I think most people wanted two versions, one with heads and one without them, so that will be the last thing to be added. If you can find the thread I'll take a look :)

This was the original topic about it. The pictures arn't in that topic anymore. It seems Lich put it on his own site but I couldn't locate them.
http://www.nma-fallout.com/forum/viewtopic.php?t=18080&highlight=


Could this be any use for the grafic mod?
http://www.nma-fallout.com/forum/viewtopic.php?t=13673&highlight=
 
I've found the following references to rebuilding the maps/protos, anyone know excatly what I need to do to rebuild the maps so that they use the new proto files?

Code:
Alt-P: Save text map (need to have a (saved) name for the map first or it will 
       crash, you can then use "Rebuild all maps" to generate the maps from the 
       text files) 

F9: /Rebuild item protos (Librarian menu - need librarian=1 in cfg) 
F10: Quit/Rebuild proto lists (Librarian menu - need librarian=1 in cfg) 
F11: /Rebuild all (Librarian menu - need librarian=1 in cfg) 

- [ Editing PRO files ] - 
To get the PRO files to be editable, on the same drive that you run the mapper, 
create /fallout2/dev/proto, and in it place the directories critters, items, 
scenery, tiles, walls and misc. Once that's done you can edit the PRO files by 
simply Right-Clicking on them with the mouse and Clicking the Edit button (or 
pressing E). You also need to make sure that librarian is set to 1 in the cfg 
(and preferably librarian_override still set to 0 if you still want to be able 
to save maps). 

An important note is that each PRO contains it's own PID in the file. If you 
copy a PRO file to overwrite another one or create a new one at the end of the 
list, you'll need to make sure the internally contained PID matches the it's own 
critter.lst line number. You could hex edit it, or: 
- edit the proto, thus creating the text file reference; 
- rebuild the protos (F9, see above, though you might need to use F11).

PS: One of the old MR guys has tracked down our old team leader who may have a backup of the girl critter...
 
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