Very strange... about mail and about such a bug too...
Please, send me private msg, or ICQ - which kind of message you get with my mailbox and which program are you using for editing?
Your paint program MUST do not modify palette of image, because there is stored some aaf info.
Search found 28 matches
- Sun May 18, 2003 2:01 am
- Forum: Fallout Editing
- Topic: Advent of the official Editor
- Replies: 13
- Views: 11611
- Fri May 16, 2003 9:29 pm
- Forum: Fallout Editing
- Topic: Advent of the official Editor
- Replies: 13
- Views: 11611
Yes, engine supports multidirectional FRMs in separate files. But, if you want to make one of already existing in Fallout FRM files into multidirectional, you MUST make them in one file. Because engine don't understands that 6 .FR0-FR5 files are mean to replace FRM file in master.dat. And yeah, Team...
- Fri May 16, 2003 4:47 pm
- Forum: Fallout Editing
- Topic: Advent of the official Editor
- Replies: 13
- Views: 11611
Hi there, folks. To Red - making of multidirectional FRM is very easy with frmcat program placed on TeamX site. I used it and it works flawlessly. Making multidirectional scenery FRMs allows to do some neat tricks. Get it here: http://www.teamx.ru/rus/files/utils/index.shtml To Sirgalahadwizard Heh,...
- Thu May 15, 2003 6:57 pm
- Forum: Fallout Editing
- Topic: Some Questions about the editor that I NEED TO KNOW!
- Replies: 13
- Views: 11407
- Wed May 14, 2003 1:28 am
- Forum: Fallout Editing
- Topic: setting up elevators? how?
- Replies: 60
- Views: 41747
- Tue May 13, 2003 12:11 am
- Forum: Fallout Editing
- Topic: setting up elevators? how?
- Replies: 60
- Views: 41747
- Mon May 12, 2003 11:10 pm
- Forum: Fallout Editing
- Topic: setting up elevators? how?
- Replies: 60
- Views: 41747
- Sun May 11, 2003 8:53 pm
- Forum: Fallout Editing
- Topic: setting up elevators? how?
- Replies: 60
- Views: 41747
- Sun May 11, 2003 7:45 pm
- Forum: Fallout Editing
- Topic: FAQ Contribution thread (Serious contributions only please)
- Replies: 36
- Views: 120070
So let me get this straight - the .ssl files that come with the editor are source files, and NOT decompiled versions of the .int files? Just out of curiosity, if someone wanted the edit the script files that were updated by Patch000.dat and had to decompile them, would they be decompiled from the ....
- Sun May 11, 2003 4:29 pm
- Forum: Fallout Editing
- Topic: setting up elevators? how?
- Replies: 60
- Views: 41747
Keycards are plain solution, and, you absolutely right, they are has drawbacks. Biggest of them is requirement to make as many cards as many levels of new elevators we have. (I think I know some funky workarounds but I dont checked if they work yet). And we can prevent dropping or stealing them by c...
- Sun May 11, 2003 12:28 am
- Forum: Fallout Editing
- Topic: setting up elevators? how?
- Replies: 60
- Views: 41747
- Sat May 10, 2003 3:01 pm
- Forum: Fallout Editing
- Topic: Questions about scripting
- Replies: 44
- Views: 37651
Who cares about that old russian mod for party memebers: 1) wasn't released and b) broke the exe... For all we know he might hve send people touched up pictures... I like to SEE things to beleive them. It was done by Heinz from Team-X during his FO exe studying and it not broke exe (he added new sc...
- Sat May 10, 2003 2:41 pm
- Forum: Fallout Editing
- Topic: loader for fallout2.exe
- Replies: 9
- Views: 8675
Way to go, backstabber! I tested your loader yesterday and all I can say - Very Good. It small and it works. And thanks for the sources. If you intending to develop this program further, I have one suggestion for you: make it configurable. Two ways: 1. Easy - loader have external .ini file, which co...
- Sat May 10, 2003 2:27 pm
- Forum: Fallout Editing
- Topic: FAQ Contribution thread (Serious contributions only please)
- Replies: 36
- Views: 120070
- Thu May 08, 2003 2:49 am
- Forum: Fallout Editing
- Topic: Questions about scripting
- Replies: 44
- Views: 37651
- Thu May 08, 2003 12:16 am
- Forum: Fallout Editing
- Topic: Questions about scripting
- Replies: 44
- Views: 37651
Basicaly you HAVE to play the VSUIT_MOVIE ( see arvillag script for example ) to get the vault suit and pipboy, unless you want to alter the fallout exe, which you are not allowed to do ( or are, but not allowed to send it to anyone else.. ) for copyright reasons.. I dont want to look like some wil...
- Thu May 08, 2003 12:02 am
- Forum: Fallout Editing
- Topic: New Modder-wannabe [Scripting tutorial by TryKos on page 2]
- Replies: 49
- Views: 35666
You are flatter me 8) This isnt gold. This is some general facts getting together. Anyone with little free time and curiosity can make such things. And for me it helps practice in English too 8) Just lets hope that it help somebody to understands basics and go much higher, and bring us all Fallout 3...
- Wed May 07, 2003 11:57 pm
- Forum: Fallout Editing
- Topic: FAQ Contribution thread (Serious contributions only please)
- Replies: 36
- Views: 120070
How to make work (compile) scripts from official BIS editor.
Q: What I should do to compile any script from scripts, shipped with official editor? A: Here is step-by-step explanation (Should work on any Windows avialable, tested on XP and 98): Step 1. Get OpenWatcom preprocessor from OpenWatcom site. URL is: http://www.openwatcom.com/ftp/zips/c_nt.zip (850 Kb...
- Wed May 07, 2003 10:35 pm
- Forum: Fallout Editing
- Topic: New Modder-wannabe [Scripting tutorial by TryKos on page 2]
- Replies: 49
- Views: 35666
- Wed May 07, 2003 6:56 am
- Forum: Fallout Editing
- Topic: New Modder-wannabe [Scripting tutorial by TryKos on page 2]
- Replies: 49
- Views: 35666
Actually, it's more complicated then that since we don't even know the files given with the editor are EVEN 1.0... Hmmm.... or my English bad, or my explanatory abilities dropped to zero... I compiled ALL editor scripts and made BINARY comparison (i.e. byte by byte) with game scripts 1.0. And excep...