Critter Pack
- wild_qwerty
- Regular
- Posts: 58
- Joined: Thu Jul 29, 2004 12:04 am
- Location: Land of the long white cloud
- Contact:
Critter Pack
Hi Guys,
You can now download the first critter pack from NMA here
It contains the following critters converted from FOT into FRM file format. If run in conjunction with the Vault-Boy mod you can play the game as the Vault-Boy.
Name: Pip-Boy/Vault Boy
Name: Brahmin Bull
Name: Giant Rat - FEV Raccoon
Name: Mutant Dog
Name: Wolf
Name: Deathclaw Baby - FEV Monkey
Name: Deathclaw - Mutant Hair/Rabbit
Name: Rad Scorpian
You can now download the first critter pack from NMA here
It contains the following critters converted from FOT into FRM file format. If run in conjunction with the Vault-Boy mod you can play the game as the Vault-Boy.
Name: Pip-Boy/Vault Boy
Name: Brahmin Bull
Name: Giant Rat - FEV Raccoon
Name: Mutant Dog
Name: Wolf
Name: Deathclaw Baby - FEV Monkey
Name: Deathclaw - Mutant Hair/Rabbit
Name: Rad Scorpian
- wild_qwerty
- Regular
- Posts: 58
- Joined: Thu Jul 29, 2004 12:04 am
- Location: Land of the long white cloud
- Contact:
When I converted them I made a big batch file that carried out the following process.
Spr2Gif ===> Gif2Frm ===> FrmCat
Then I just had to tidy up the FRMs with Frame Animator.
The 'problem' comes from Spr2Gif, as it leaves the hair colour as white for all the models. The Deathclaws white bist are susposed to be the furr or hair. A lot of the people I have converted all have white hair too.
I'm sure a programer could combine the source codes from (available at Team-X) the three programs a make a nice little conversion tool. I have just uploaded the batch file to NMA for Spr2Frm. There might be a way for adjusting the hair colour by editing Spr2Gif
*EDIT*
I have also just uploaded the following FRMs
Name: BOS Power Armour
Name: Sarge
Name: BOS Elder
Name: BOS Scribe
Spr2Gif ===> Gif2Frm ===> FrmCat
Then I just had to tidy up the FRMs with Frame Animator.
The 'problem' comes from Spr2Gif, as it leaves the hair colour as white for all the models. The Deathclaws white bist are susposed to be the furr or hair. A lot of the people I have converted all have white hair too.
I'm sure a programer could combine the source codes from (available at Team-X) the three programs a make a nice little conversion tool. I have just uploaded the batch file to NMA for Spr2Frm. There might be a way for adjusting the hair colour by editing Spr2Gif
*EDIT*
I have also just uploaded the following FRMs
Name: BOS Power Armour
Name: Sarge
Name: BOS Elder
Name: BOS Scribe
- wild_qwerty
- Regular
- Posts: 58
- Joined: Thu Jul 29, 2004 12:04 am
- Location: Land of the long white cloud
- Contact:
Sounds good. Does Red viewr have the option to export the SPRs into an animated file type?
The problem with making critters is that you are dealing with thousands of frames and need to be able to automate the process as much as possible.
I wonder how hard it would be to add the option of hair colour to the Spr2Gif?
The problem with making critters is that you are dealing with thousands of frames and need to be able to automate the process as much as possible.
I wonder how hard it would be to add the option of hair colour to the Spr2Gif?
- Red
- Hero of the Glowing Lands
- Posts: 2085
- Joined: Wed May 15, 2002 11:58 am
- Location: Nowhere (important anyway)
- Contact:
Wewps, I meant that version pre1.6 supported it, as opposed to the 1.6.x version. Sorry for the confusion. What was neat about it too is that you could ask the program to "optimize" the frame borders depending on the animation/direction you wanted to render (you could thus save space seperating the frame directions of an animation for example).
The colouring code is still there in the Software Rendering option albeit the interface allowing you to choose the colour is gone since version 1.6, guess I'd need to reimpliment it - though if I do I'll probably by trying to enabled it in DX8 rendering too.
The current version of Red!Viewer only supports exporting to TGA (32bit - to support the transparancy) format - and as such only supports exporting frame by frame manually. I've had plans to automate the exporting process for quite a while (and there was a semblance of this in pre1.6) but I haven't had any real incentive to do so yet and as such, that isn't done either.
The way I figure though is that if I implimented a proper dithering algorithm, I could convert the render directly to FRM (with the proper centerring from the original render - and possibly even going so far as to optimize for the seperation of directions) thus giving a better quality colour (since I beleive the SPR2GIF program renders to a calculated palette though it might be possible to impose one onto it?)
[As a note - for me - it's actually much easyer to apply the dithering algorithm onto a precalculated palette then deciding which palette to use using another algorithm.] Before this happens though I'll need to allow people to save FRM (which is quite doable given I take the time to do it).
Even more comments, about Crusader... I've though about it for a while. The main reason I haven't tackled crusader is that the file format (as far as I know) isn't a series of files but rather a series of "resources". This means that my interface should support the "resources" much like a file manager should. I've been considering this for quite a while (do something a bit like BOSEE to edit various values like the height/width and the bounding box) but it's a lot of trouble to impliment it this way.
The colouring code is still there in the Software Rendering option albeit the interface allowing you to choose the colour is gone since version 1.6, guess I'd need to reimpliment it - though if I do I'll probably by trying to enabled it in DX8 rendering too.
The current version of Red!Viewer only supports exporting to TGA (32bit - to support the transparancy) format - and as such only supports exporting frame by frame manually. I've had plans to automate the exporting process for quite a while (and there was a semblance of this in pre1.6) but I haven't had any real incentive to do so yet and as such, that isn't done either.
The way I figure though is that if I implimented a proper dithering algorithm, I could convert the render directly to FRM (with the proper centerring from the original render - and possibly even going so far as to optimize for the seperation of directions) thus giving a better quality colour (since I beleive the SPR2GIF program renders to a calculated palette though it might be possible to impose one onto it?)
[As a note - for me - it's actually much easyer to apply the dithering algorithm onto a precalculated palette then deciding which palette to use using another algorithm.] Before this happens though I'll need to allow people to save FRM (which is quite doable given I take the time to do it).
Even more comments, about Crusader... I've though about it for a while. The main reason I haven't tackled crusader is that the file format (as far as I know) isn't a series of files but rather a series of "resources". This means that my interface should support the "resources" much like a file manager should. I've been considering this for quite a while (do something a bit like BOSEE to edit various values like the height/width and the bounding box) but it's a lot of trouble to impliment it this way.
...
- wild_qwerty
- Regular
- Posts: 58
- Joined: Thu Jul 29, 2004 12:04 am
- Location: Land of the long white cloud
- Contact:
Hi Guys,
2 more critter packs have been uploaded to NMA.
Get them here
Unlike the previous ones these will actually be usefull. In my opinion these critters can help add a lot of depth to a new town by providing a greater variety to the towns folk.
Critter Pack Volume 3
Name: Citizen Alpha Male
Name: Citizen Male
Name: Citizen Female
Name: Citizen Thin Male
Name: Citizen Thin Female
************
Critter Pack Volume 4
Name: Reaver Male
Name: Reaver Female
Name: Vault Female
Name: Vault Male
2 more critter packs have been uploaded to NMA.
Get them here
Unlike the previous ones these will actually be usefull. In my opinion these critters can help add a lot of depth to a new town by providing a greater variety to the towns folk.
Critter Pack Volume 3
Name: Citizen Alpha Male
Name: Citizen Male
Name: Citizen Female
Name: Citizen Thin Male
Name: Citizen Thin Female
************
Critter Pack Volume 4
Name: Reaver Male
Name: Reaver Female
Name: Vault Female
Name: Vault Male
- fallout ranger
- Hero of the Glowing Lands
- Posts: 2205
- Joined: Wed Sep 08, 2004 5:26 am
- Location: Shady sands (no really!!)
- Contact:
- wild_qwerty
- Regular
- Posts: 58
- Joined: Thu Jul 29, 2004 12:04 am
- Location: Land of the long white cloud
- Contact:
Yea, I've converted a few more too and Odin is hosting them at NMA. The massive behemoth and Pacification bots just got uploaded last week.
Last edited by wild_qwerty on Thu Nov 11, 2004 2:20 am, edited 2 times in total.
- fallout ranger
- Hero of the Glowing Lands
- Posts: 2205
- Joined: Wed Sep 08, 2004 5:26 am
- Location: Shady sands (no really!!)
- Contact:
- wild_qwerty
- Regular
- Posts: 58
- Joined: Thu Jul 29, 2004 12:04 am
- Location: Land of the long white cloud
- Contact:
OK, I post the pictures of the next few packs here too
*********************************************
Turrets, I think all of these are really cool and are amoung my personal favorites. Just make sure you set the option "cant move" when making the critters Prototype in the editor as these turrets dont contain move animations (kind of makes sense aye!)
Name: Generic Turret
Name: Robot Turret
Name: Pop-Up Turret
Name: Tribal Turret
*********************************************
Minor Robots Pack, The onlyreason this is called the minor robots is because it doesnt contain the giant Robots such as the Behemoth and Pacifacation Bots.
Name: Cyborg General
Name: Security Robot
Name: Hover Bot
Name: Scurry bot
*********************************************
The Raiders Pack, this contains the sprites for the four different Raider models from FOT.
Name: Raider Male
no image at this time
Name: Raider Female
no image at this time
Name: Raider Large
Name: Raider Hudge
*********************************************
The Heroes pack, this contains the different armours from FOT that the player character could use.
Name: Male Leather Armour
Name: Female Leather Armour
Name: Male Metal Armour
Name: Female Metal Armour
Name: Enviromental Armour - MkI & MkII Evironmental armour
*********************************************
Turrets, I think all of these are really cool and are amoung my personal favorites. Just make sure you set the option "cant move" when making the critters Prototype in the editor as these turrets dont contain move animations (kind of makes sense aye!)
Name: Generic Turret
Name: Robot Turret
Name: Pop-Up Turret
Name: Tribal Turret
*********************************************
Minor Robots Pack, The onlyreason this is called the minor robots is because it doesnt contain the giant Robots such as the Behemoth and Pacifacation Bots.
Name: Cyborg General
Name: Security Robot
Name: Hover Bot
Name: Scurry bot
*********************************************
The Raiders Pack, this contains the sprites for the four different Raider models from FOT.
Name: Raider Male
no image at this time
Name: Raider Female
no image at this time
Name: Raider Large
Name: Raider Hudge
*********************************************
The Heroes pack, this contains the different armours from FOT that the player character could use.
Name: Male Leather Armour
Name: Female Leather Armour
Name: Male Metal Armour
Name: Female Metal Armour
Name: Enviromental Armour - MkI & MkII Evironmental armour