FO2 Graphics Upgrade Patch (FO2GUP)

I was thinking, would it be hard to add like new world maps to the game?

Because I'm pretty sure everyone's wondering what the other countries are up to now.

Thought that there could be some kind of transport that could bring you to other countries.
 
I could help you lot, because i made several alternate/new graphics for BSM
some examples:

ITEMS

itemsx.jpg


-alternate money
-gladiator armor
-real gold
-tape= alternate holodisc
-alternate pictures (from Elvis)
-V13 suit for inventory
(and many more)

TALKING HEADS

myron2.gif


I known how made new talking heads with good quality (like above), which weight 70kb (one picture for every TH)

SKILLS

9class.jpg


I used them for mod called "Glow" (not finished)
 
Wild_qwerty said:
The cape would look cool on power armour :)

But I few ideas for types of armour would be to have bits of old car tires riveted onto the plates of leather/steal. It would be a real wasteland kind of look.

For the Mark 2 metal armour a metal helmet would be cool (kind of like the one in the movie gladiator)


this helmet has no gas mask included

i may be wrong but as far as i remember the power armor protected you against the bad air in the broken hills mines
 
Hey Lich,

I really liked the work you did on new graphics. Is there any chance I could use the talking head picture from your post above for one of the locations in my expansion pack? If so, where can I get it?
 
Continuum said:
johnycake said:
I think it would be cool if you could change what your character looks like, like you skin color or hair or something
There's no such possibility in FO2 engine :wink:

You could have a loader of some kind that renames a series of FRM sets to select what you want you character to look like. You would run the loader, select what you want to look like, the loader could then copy the right set into the data/art/critters folder. Its only a workaround but it is possible in that respect.

The other way is for the loader to pactch the Fallout2.exe file to use a different FRM for the tribal model and vaultsuit model, the loader could also just patch a few proto files for each armour set to use a different FRM. This would only work for new games though.



Good work Lich, Any chance you could email me your art so I could take a look though? How hard is it to make the still talking heads? I understand the art side of things, but what about the scripting? What ammount of scripts do you need to change?

Could you post a tutorial on how to add still talking heads like the one above?
 
Its basic translation from this tutorial which i write long time ago.
Just say if you have some questions or its not work (but it should, i tested it before)

Talking Heads tutorial

First register new head
data/art/heads/Heads.lst
in end of list add new one:
myrox,1,1,1

5 letter name, numbers are usualy 3,3,3 they mean 3 alternate view (randomly selected) for good,neutral,bad but here you need only one picture so put 1,1,1

Now define it in "Define.h" file
under // Head defines //
#define HEAD_NEWHEAD1 (13)

In Dialog procedure give:
procedure talk_p_proc begin
start_gdialog(NAME,self_obj,4,HEAD_NEWHEAD1,BACKGROUND_ENCLAVE);

No matter which background you use, it will be invisible anyway.

Remember your frm picture must have 5 letters name (from Heads.lst) + ..
gf1 ("good fidget 1")
nf1 ("neutral fidget 1")
bf1 ("bad fidget 1")

They got numbers and are defined in Define.h
#define good_fidget (1)
#define neutral_fidget (4)
#define bad_fidget (7)

So if you use this code for talk:
start_gdialog(NAME,self_obj,4,HEAD_NEWHEAD1,BACKGROUND_ENCLAVE);

4 = neutral fidget
so picture must have name myrox+nf1 = "myroxnf1.frm"

Am not sure about TH pictures, long time ago i made some but probably i lost them somewhere. I tryed made TH from Salute of the Jugger movie and i got great one with Rutger. But i could search or made it again.

If you want use some of my art, just download BSM1v70.zip or BSM2 or Glow1v10.zip

In BSM1v70 look into intrface arts, there is some interesting alternate for one from worldmap pictures (crater near Redding look much better)
 
Wild_qwerty said:
I can then just edit the proto files to use the new ground items :)


It could be best part of this patch but am not sure it will work, because i encounter some problem with protos. When i changed item proto (for example different ground picture) its still look the same on map, even if i load again the map where its placed. It seem like map remember old protos and not allow changes autamaticly. So if somewhere is placed box it will still look like box until you take it to inventory and place it on ground again. What is your experiences with that, do its work for you?
 
Lich said:
Wild_qwerty said:
I can then just edit the proto files to use the new ground items :)


Hey, Mr. Qwerty... It looks like the next part of FO2GUP which could be gratefully applied in Fallout: BGE. This mini-laser rifle is so... sweet! :)
 
I didnt use that laser rifle as it was the wrong angle etc... but if you want to resize the images, you need to convert them to a transparent GIf and then resize it other was when you resize it you dont get a hard edge and t looks crappy in game.
 
Just wanted to ask all of this project's creators/contributors if they had any objections to me using some of this in the Megamod 2.1 update?

And you are right, Lich. A number of maps would have to be redone to allow for the changed ground pictures.
 
Hi MIB88. The upgrade patch doesn't contain anything that I did yet, but I think I can say that both Wild_Qwerty and Continuum have nothing against you using the new graphics.
About the ground items not showing properly:
I made a piece of scenery I use to test new graphics... Size, colour converting and so on... I use it for both critters and scenery pieces... Anyway: I put one in a map and saved. When I have to test a .frm I simply put it in the scenery folder and run the mapper. The new .frm is always correctly refreshed.
I also changed the desert eagle inventory pic, and it refreshed correctly in critters' inventories... I use a minimal installation and have the game read everithing from my cd. If it's not custom it's not on my hd. I don't reallly understand why some people have this trouble...
See you.
 
Thanks, Sirren67. As for that problem Lich and I were talking about, we meant on existing maps. For example, let's say you change the ground pic of "junk." When you go to NCR for example, and find the junk on the ground near Ratch, it looks the same as the original. Then, once you pick it up and put it back down, that is when the new ground pic appears. The map will have the original picture at first. That is why I said that a number of maps would have to be changed to reflect the new ground pics.
 
Isnt there an option in the mapper to reload the proto's? I'm sure you can do somethinging along these lines.
 
Wild_qwerty said:
Isnt there an option in the mapper to reload the proto's? I'm sure you can do somethinging along these lines.

You know, it would make sense that there is, or else the game makers would have to keep redoing things every time an object changed. I just don't know how to do it! :)
 
I was thinking about alternative rifle's idle "pose" and it looks much better than original, I think. But there's no way to put such type of animation into the game. Anyway, helmet for Metal Armour MKII looks good now (I resized it and I will add visible parts of hairs for female character).

WARNING - boobies! :P :mrgreen:

readyfw7.jpg
 
For Continuum: Good job, mate!
For MIB88: maybe what makes a difference is maps being read from cd/hd? Or maybe the .FRMs?
Or... I don't have a patch000 folder, I have a data one... Maybe the game considers it as an "official" installation, not a patch...
Not that I want to make things harder, but I got the feeling that having graphics read correctly on a modder's system is one thing, having the same graphics read correctly on players systems is another...
No, seriously... I'm simply making wild guesses.
Anyway, did anyone make tests with different installation sizes/modded stuff configurations?
 
I also just work out of the data folder. But this is similar to the problem we have when we modify proto files. Let's say you originally have a weapon that holds 10 rounds of .223 ammo, and this is placed on a map either on the ground or in a locker. Then later you change the proto to hold 20 rounds of 14mm. If you enter that map and pick up the gun, it will have the original rounds. Once you use them up, you can reload the new capacity with the new bullets.
Some info is stored on a map. If you don't remove the old weapon from a map, the original weapon is there at first. This goes for ground pictures, too. If you change the ground picture in a proto file for an item that is already on a map, and you want the new picture to be seen when the player first enters it, then the map will have to be redone with the new ground item added to it.
 
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