Vehicle Sprites
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
Vehicle Sprites
Download (vehicle & NPC sprites): http://yadi.sk/d/o2cWis3GCjaj7
Sprite by der Fluger.
Any sprites you find here feel free to use them in your own mods.
Enjoy!
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
New sprite of the High Mobility Multipurpose Wheeled Vehicle or Humvee. New sprite bigger than vanilla Hummer, because original sprite looks like subcompact car. Now this is real Hummer : )
Vehicle: http://yadi.sk/d/QdleqraT6yRrk
NPC: http://yadi.sk/d/URfZNIk36yWMO
Sprite by der Fluger.
Thanks to Hmt from fallout.ru for assembling sprites.
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
Sprite pack.
Download: http://yadi.sk/d/YXT3DuDO48mbK
Sprite by der Fluger and Hmt (from fallout.ru).
Download: http://yadi.sk/d/YXT3DuDO48mbK
Sprite by der Fluger and Hmt (from fallout.ru).
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
Old style Highwayman sprite.
Vehicle: http://yadi.sk/d/k4_AbTVF6QEaq
NPC: http://yadi.sk/d/Sz4jFP3b6fDDh
Sprite by der Fluger and Hmt (from fallout.ru).
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
Highwayman from Fallout 2. Thanks to der Fluger, Hmt and d_seven from fallout.ru
Vehicle: http://yadi.sk/d/7QAVmo5t6-YLE
NPC: http://yadi.sk/d/uKbrXqAC6f3Uk
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
Ya one bad part about more Vehicles is they have to use the same sounds because you can't add custom Vehicle Types in the editor, its hard coded and hard as shit to edit. maybe someone else in the future will figure it out, i haven't given it to much of a look but i take my buddy's word for it, he does more game hacking than i do.
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
Ya, the guy just started back on it not to long ago and he (today) released a fully playable version, it is absolutely amazing at how much work he has done to it from when i first tried it.Retlaw83 wrote:I saw a little bit back someone made an open source recreation of the Tactics engine. Have you taken a look at it?
Here is a link to his post on NMA: http://www.nma-fallout.com/showthread.p ... ics-engine
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
All of the sprites are fully animated, very smooth animations and all 31 directions, witch is the same number of directions as the vanilla vehicles.Manoil wrote:Honestly, if your highlights are the Mercury, Camaro, and Highwayman, I think you'll do just fine with what's there. Animation is a much higher priority than sound.
I will post a video when i have time.
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
This APC is not mine, it is owned by RobCo and was created by diablo7707 one of RobCo's head developers and artists.
Complete with turret and is animated (not fully but has the necessary).
Link: http://ww3.sinaimg.cn/mw1024/4766c1ebtw ... 0lctdg.jpg
Enjoy.
Complete with turret and is animated (not fully but has the necessary).
Link: http://ww3.sinaimg.cn/mw1024/4766c1ebtw ... 0lctdg.jpg
Enjoy.
Last edited by RobertHouse on Thu May 08, 2014 10:07 pm, edited 1 time in total.
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
This AH1 Cobra is not mine, it is owned by RobCo and was created by diablo7707 one of RobCo's head developers and artists.
Complete with turret and is animated (not fully but has the necessary).
Link: http://flvdt.ucoz.net/load/ah1/3-1-0-124
Enjoy.
Complete with turret and is animated (not fully but has the necessary).
Link: http://flvdt.ucoz.net/load/ah1/3-1-0-124
Enjoy.
- RobertHouse
- Vault Dweller
- Posts: 121
- Joined: Mon Apr 07, 2014 2:50 pm
- Manoil
- Wastelander's Nightmare
- Posts: 3701
- Joined: Wed Feb 22, 2006 12:05 pm
- Location: Drifting Onward
The landing seems a bit tight. Is it possible to incorporate a landing zone logic, where you can only set down on open and level areas? Also interested to see how shadows are cast. The depth of this and the Vertibird seems to be indistinguishable from something ground-based.
The other thing I would add is that the choppers seem to block a fair amount of area visibility. Is it possible to have them opaque until selected?
The other thing I would add is that the choppers seem to block a fair amount of area visibility. Is it possible to have them opaque until selected?