FO2 Graphics Upgrade Patch (FO2GUP)

The car is only made up off about 2 FRMs from memory, so it shouldnt be too hard to change it, not sure if most people would want the car changed though.

If you changed the car it would also be appropaite to change all the text that refers to it as a Highwaymen
 
The idea was not to change the car but to add them to the game like the broken cars are in the game, just for ambience. I think the game lacks on cars, we have like 5 different automobiles?
How much files do someone have to change to add more cars to the game?
 
1) Make new cars art files and convert to FRM
2) Make new Proto scenery files
3) Edit maps to use new protos

done

Easy enough to do i suspose
 
Gotta try to do something.
I only have 3 days of school so it leaves me pretty much free time to work. :D

Gotta get myself inside those modding tools.

Wild_qwerty said:
1) Make new cars art files and convert to FRM
2) Make new Proto scenery files
3) Edit maps to use new protos

I guess this is for not usable cars, and for usuable? What files need to change?
 
For working cars,

1) Make new car art files and convert to FRM
2) Make new Proto scenery files

Then comes the hard part. The car is mentioned in numerous headers and (to my knowledge) the majority of the map scripts. You would have to rescript all of the areas so that the maps knew what to do with the new car.

New global variables would need to be added as well.

Also, a new car trunk would have to be added and scripted.

It would be a lengthy and time consuming task to script new working cars into the game, but it can be done. The vertibird mod adds the vertibird, but that works in a different way entirely.

When you go to a map, the game checks to see if you have car and then makes the scenery at predetermined points on the map. They are then destroyed on leaving the map. These would all have to be coded for the map.

There would also be the interaction between both cars to consider. ie, what would happen if you took both to the same town.

Hope this helps. PM me if you want more detailed information.
 
@ Demonslayer

You want to have a lot of cars or other scenery art in very short time?

You can find a lot of free 3d stuff over the internet, most of them can be used in non-commercial projects, with or without permission of the author (information about it you can find in readme file or on the site where the model is), most of them is in .3ds format.

Just download free 3d modelling program (for example Anim8or), import the model, give to it textures (you can find a lot of free textures), make FRM, give credits to the author of the model, done.
 
Demonslayer, if you want to do it I have 7 car models ready to be destroyed. They all have a 1950/60sh feeling. That's a start, I think.
 
Thanks for the replies you guys.
First i got to start reading the modding tutorials cuz i'm an initiate on this.

As i see what i'd like to see on game takes a lot of effort just for making a single thing.

Got to start reading :|

But i'll try a suposelly simple thing first, if i make it i might start adding cars (or not..)

For my first attempt to do something on modding i'll try to make a random encounter with this:

delorianel8.gif


I guess it's would be easy to extract the right angle pic from the Delorean and it to the game. Guess i'll start with the easy part of creating the map with doc and marty. Later i'll start reading how to add the car.

Dunno why but i can open mapper, i have to use mapper2 :?

Sorry to go offtopic in your topic guys..
 
Use the offical FO2 mapper and follow coljacks tutorial on adding new protos for how to set up the mapper.
 
Just one thing i thought about today while i was on school.

I started to think about how frank doesnt have many animations and i started to think about making some for a few weapons.

That's when i remembered that every critter doesnt have an animation while running with a weapon. So i thought "why not make one running animation for it?", soon i realised it would take long to make an animation for every critter with plenty of weapons...so it thought, instead of add it, why not make our char and his "squad" to auto holster their weapons while not in combat mode? Have you have used a big gun and tried to unlock a door? Or use something? Exactly! It would be a good add i think. When the combat mode started, they would draw they weapons (and what a picture it would be seeing all of them drawing their weapons! "Show time!").
 
You want to "remove" all weapons from movement animations?

It's possible, but when you enter into combat mode, weapon will be only visible when you use it (for example you will shoot to someone). After that character will return to default pose without weapon in hands. I think is possible to "mix" two animations: when you attack someone with animation, which is used when you're "switching" between pistol and big guns (for example).

Example on pistol:
- character takes pistol from the holster,
- character is using it,
- character put pistol to the holster.

This is a theory, but how it will look in practice - I don't know :)
 
Continuum said:
Example on pistol:
- character takes pistol from the holster,
- character is using it,
- character put pistol to the holster.

This is a theory, but how it will look in practice - I don't know :)

Could be a long animation. Example: take plasma rifle, use it, put plasma rifle back. That could become sucking after a while.
 
Lexx said:
Could be a long animation. Example: take plasma rifle, use it, put plasma rifle back. That could become sucking after a while.
Indeed.

I think there's no other way to do such thing like "draw weapons only in combat mode" (FO2's engine restrictions).
 
Mayble if they keep their drawed weapons on the entire combat, then the combat closes they put the weapon on holster?
 
heodien said:
Mayble if they keep their drawed weapons on the entire combat, then the combat closes they put the weapon on holster?
Maybe, but I don't know how to do that. Scripters should know something about it (of course if there's such possibility ;) ).
 
@ continuum,

There is a case in Sanfransico when the Dragon is fighting and the Punch animation command is called. They are all defined in headers, so when combat is initiated, certain animations could indeed be called.

HAs the pack been uploaded to NMA? If so, where can it be found?
 
Chris Parks said:
@ continuum,

There is a case in Sanfransico when the Dragon is fighting and the Punch animation command is called. They are all defined in headers, so when combat is initiated, certain animations could indeed be called.
Sorry, but my scripts knowledge = 0.

I will say it in this way (I hope you understand ;) ):

Default idle animation is AA and the movement is AB. These animations are used when character is unarmed. Now, I think Demonslayer and heodien were talking about something like it:
- when character isn't in combat mode used is only AA and AB, even if he's equipped in a weapon (e.g. pistol, rifle, knife, spear, etc.),
- when character is entering into combat mode (and character is armed with rifle) used is animation JC (character gets the rifle), rest of the rifle animations and other weapon/unarmed FRMs (default in game "behavior"),
- when combat mode is ended (and character is armed with rifle) used is animation JD (character put off the rifle) and everything is back to AA and AB animation.

In other words: replace everything in non-combat mode with unarmed FRMs.

You can test it with original FRMs.


Chris Parks said:
HAs the pack been uploaded to NMA? If so, where can it be found?
No, there's no any release.
 
You got me wrong.
What i was trying to say was take of the weapon on the beggining of the combat and holster it when it was over.

That would be a lot easier than do running animations with guns, i think.
 
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