Where's the water tiles?
Where's the water tiles?
Do bodies of water exist in the post-war time 8O
I have found the MUD tiles ,but was wondering if
anyone is working on actual water " looking" tiles?
As in rivers or just standing water.
Anyway, just wanted to see if anyone is working
on something like this..
TM
I have found the MUD tiles ,but was wondering if
anyone is working on actual water " looking" tiles?
As in rivers or just standing water.
Anyway, just wanted to see if anyone is working
on something like this..
TM
- Red
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Code: Select all
Generic tiles/Generic floors/Water
Generic tiles/Generic floors/WalkOnWater
Course I only have the demo version so there might be others hidden in the full
...
Yea, that's the water tiles I'm calling MUD.
I haven't worked with you tile/sprite editor, much.
Because, well, I really haven't took the time to
learn much about making and editing sprites.
And by the time I figure it all out, some one else
will have one out.
Any good links to goto for sprit editing?
I haven't worked with you tile/sprite editor, much.
Because, well, I really haven't took the time to
learn much about making and editing sprites.
And by the time I figure it all out, some one else
will have one out.
Any good links to goto for sprit editing?
- Red
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Someone else will have what out? A new sprite editor? Bahah, yeah right.
It can edit tiles, but it's main prupose is viewing... It's much easyer to use my viewer to browse the tiles then it is in the original editor...
I'm quite certain there are no real "water" tiles, and for your mud reference, well, I figured you stumbled upon the "mudcracked" or whatever...
It can edit tiles, but it's main prupose is viewing... It's much easyer to use my viewer to browse the tiles then it is in the original editor...
I'm quite certain there are no real "water" tiles, and for your mud reference, well, I figured you stumbled upon the "mudcracked" or whatever...
...
That brown murky water is the best we've got. It would've been nice to have them animated, but I think they were toned back to ease back on the redraw.
--
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
no, no I'm not talking about your editor ......
"Someone else will have what out? A new sprite editor? Bahah, yeah right"
I was refering to my topic, the water tile.
I think you're the only one that took the time to
make an editor. And I'm very greatful for that.
I try to read all your post, and thank of you as
one of the top guys on this forum.
Anyway, I don't want you to get me wrong.
It was about the tile .
TM
"Someone else will have what out? A new sprite editor? Bahah, yeah right"
I was refering to my topic, the water tile.
I think you're the only one that took the time to
make an editor. And I'm very greatful for that.
I try to read all your post, and thank of you as
one of the top guys on this forum.
Anyway, I don't want you to get me wrong.
It was about the tile .
TM
- Red
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OH a new water tile? That'd be great Specially with tools to make them though it seems problems remain.
As for me being top, I know about the formats and how to make the "layout" fo a map, but don't go asking me about making campaigns nor scripting the dang thing. The scripting in FO:T simply digusts me... being a programmer I find it annoying and nothing but intuitive.
As for me being top, I know about the formats and how to make the "layout" fo a map, but don't go asking me about making campaigns nor scripting the dang thing. The scripting in FO:T simply digusts me... being a programmer I find it annoying and nothing but intuitive.
...
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Hmm, as I recall, in fallout and FO2, there was water when you went near the coast. But, in FOT, when you go near one of the great lakes that is near Brahmin Wood, there is no water. So, besides the tiles mentioned, I dont think there is any water.
Behold my ignorance and sloth, for I am AMERICAN!
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Shouls be, its not difficult to make the tiles, but the funny thing is, they much the mud tiles but not each other(a rough outline appears). I think I've found a way to correct this, but for now I'm concentrating on something else. More an a later day. Btw, since we forgot to Mention, a Polish guy(who just vanished eventually) made Spray, a Sprite editor. Red plans on including one with his tool also.
- OnTheBounce
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Has anyone given any thought to simply making a transparent water tile? You could use them as a layer over other terrain (e.g. the muddy water tiles) and then place a death trap entity w/a long damage interval in it. (Too bad that FoT doesn't have a variable movement cost for terrain...)
OTB
OTB
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- Red
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It never occured to me before OTB's post, but you could make that water "overlay" simply by offsetting the new water tile one "unit" (to avoid having overlayed tiles) and make it ethereal (so people don't suddenly hover over water... We're not playing Jesus the Tactical Game here... Although it'd be a bit like it since you'd still walk on water...). Basically make it like spraypaint but on the ground...
As I mentioned a while ago, this can't work if you plan to walk IN water because the tile wouldn't be "cut" properly when the sprites travel into it...
As I mentioned a while ago, this can't work if you plan to walk IN water because the tile wouldn't be "cut" properly when the sprites travel into it...
...
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If we were, would we use fish or iquana-on-a-stick to feed the masses? :mrgreen:Red wrote:We're not playing Jesus the Tactical Game here...
Flamescreen: Yes, I remember that conversation. (It's too bad that that campaign was canned. Aside from some technical issues I think it could have been quite interesting.) I don't recall if I suggested the exact same solution, tough. I remember the deathtrap entity, but I think we were looking into making cubic tiles to represent the water. What I'm suggesting now is tiles w/a height of one world unit/elevation that could be layed over a muddy floor at however many levels above the floor as was necessary.
OTB
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- Red
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Can't really do that... That is you can do it, but as soon as a sprite "enters" the water the tiles will look all screwed up...OnTheBounce wrote:could be layed over a muddy floor at however many levels above the floor as was necessary.
Here's a crappy ASCII of it
Code: Select all
. \ / \ /
.
. \/ \/
. /\ /\
. \ / \ / \ /
. / \ / \
. \/ __ \/
. /\ |oo| /\
. / \_____\/_____/ \ /
. / 3____. .____E \
./ \/ | | \/ \/
.\ /\ | | /\ /\
. \ / \| |/ \ /
. \ / \ / \ / \
. \/ \/ \/
. /\ /\ /\
. \ / \ /
. / \ / \ / \
. \/ \/
. /\ /\
.
. / \ / \
Last edited by Red on Fri Aug 16, 2002 9:05 pm, edited 6 times in total.
...
That's some fucking good ascii there
Because sorting is going to be a problem, you could always break the tiles into 1x1 units, and it would give a jagged edge, but a slightly better result than standard 6x6 floor tiles. Or, if you were enterprising enough, you could probably render the tiles so that when they sort you get a nice straight line, but it would require a great deal of forethought and testing.
Because sorting is going to be a problem, you could always break the tiles into 1x1 units, and it would give a jagged edge, but a slightly better result than standard 6x6 floor tiles. Or, if you were enterprising enough, you could probably render the tiles so that when they sort you get a nice straight line, but it would require a great deal of forethought and testing.
--
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
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