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Posted: Tue Aug 27, 2002 10:18 pm
by OnTheBounce
Senor Deluxe wrote:NOOOO!!!! YOU`RE NOT ALLOWED TO SAY THAT!!! MODERATORS! BAN HIM!!! :mrgreen:
Hmmm...You know Stevie, SD has proven himself pretty useful, so I'll probably have to raise my usual "Please don't ban me" bribe rate so that I can cut him in... :mrgreen:
Stevie D wrote:...[M]ake the wire-fence sections in the standard size (12 high, 6 wide and 1 or 2 deep) and stick on the windowed tag, so's characters can see and shoot through them?
I'd recommend 1 tile deep, just like the corrugated wire fences.
The "W" flag sounds right, although it will give some cover to the target. (That reminds me of a scene in
Reservoir Dogs where Mr. White (Harvey Keitel) "hides" behind a chainlink fence...) Here's the evidence:
Flag Meanings.txt wrote:
Window:
- NO walk through
- Weapons can fire through.
- Provides a fraction of cover.
The "C" flag should probably
not be applied since:
Flag Meanings.txt wrote:
Cover:
- Gives bonus cover
- This flag is only used if either window or ethereal are set.
[Emphasis added.]
Since the "W" flag already gives some cover, I'm sure that the "C" flag would be a bit too much cover for a few measly wires.
Stevie D wrote:I'm quite keen to open my own branch of the Mr. Fusion empire in my map.
Same here. I have a map that Mr. Fusion will look really good nestled in along w/the bowling alley and doughnut shop and other centers of meaningless, pre-war consumerism. :mrgreen:
Senor Deluxe: Scratch my earlier suggestion of the poster. I'll handle that and a couple of others that I'd like to see in the FO universe (along w/some paintings!). Here's my list of things that I'd like to see - at least the ones that I can think of now:
- Cooler from FO/FO2. (It bears repeating. )
- The safe door as seen in the Friendly Lending Company (The Hub, FO).
- Wall Lockers as seen in vaults in FO/FO2. (A tragic ommision from FoT...)
- I may ask for the FLC, Fargo Traders, Crimson Caravan and Gun Store signs later, if I can't manage them myself.
Cheers, Senor Deluxe!
OTB
Posted: Wed Aug 28, 2002 2:10 am
by Flamescreen
Damn! The store I've send my pc for repairs will delay it probably untill friday, so I will not be able to look at the stove tiles untill then SD, sorry.
If you lack the time though, and you don't mind offcourse, send me the lightwave or whatever file, and I'll import it to my C4D raytracer and see if I can manage to shrink it apropriatelly.(I won't try to claim it don't worry)
OTB, I don't think the wall locker is very easilly doable, since it is integrated into walls, you'd have to make a different tile for each tileset. On the other hand I only remember seeing it in Vaults unless my memory is lacking there, so...(oops, remove 2 dots from that
)
Posted: Wed Aug 28, 2002 4:05 am
by OnTheBounce
Flamescreen wrote:OTB, I don't think the wall locker is very easilly doable, since it is integrated into walls, you'd have to make a different tile for each tileset. On the other hand I only remember seeing it in Vaults unless my memory is lacking there, so[...]
I guess we'd actually need two versions, one for the nice, shiny, new vaults and one for the old, dillapidated, nasty vaults, come to think of it. Incidentally, I think that the sprite's bounding box would have to be larger than the locker door. I say this because the Toolboard container entity isn't accesible in FoT and I think it's because it sits up off of the ground.
Flamescreen wrote:...(oops, remove 2 dots from that
)
My scissors are around here somewhere...
OTB
Posted: Wed Aug 28, 2002 7:46 pm
by Flamescreen
OnTheBounce wrote:
I guess we'd actually need two versions, one for the nice, shiny, new vaults and one for the old, dillapidated, nasty vaults, come to think of it.
OTB
I think that depends. If SD decides to do the tile, there are two ways to make it: either integrated to the wall tile, or
seemingly integrated to the wall tile, in which case it might not look very well, but would eliminate the need to do different versions of it.
Posted: Wed Aug 28, 2002 7:51 pm
by Stevie D
Flamescreen wrote:[...]or seemingly integrated to the wall tile, in which case it might not look very well, but would eliminate the need to do different versions of it.
Yeah, how about making the wall-locker sprite so that it has four or so bounding-unit rows of invisble space below it? That way, although the entity would appear to be fixed half-way up the wall, a character would still be able to access it if the invisible 'bottom' of the entity was flush with the floor.
Steve
EDIT: Or has OTB already suggested that?
Posted: Thu Aug 29, 2002 5:00 am
by Stevie D
With this chain-link fence you are really spoiling us, Senor D!
Another quality addition to the stable. I can't think how I can squeeze it into my map, but I'm working on it.
Oh, wait, I just thought of a place... :mrgreen:
Your mighty portfolio develops yet further, Senor D. I feel that the admins should bestow a custom title upon your login worthy of the bounty you have bestowed upon us! Scarf-wearing n00b, indeed. :roll:
Steve
Posted: Sat Aug 31, 2002 8:07 pm
by Senor Deluxe
Hello everyone, I´m back. Thanks for all those nice Emails, um...
MaxV: You´ve been kidding? Something wrong with the tile? Let me know, if you want any changes.
OTB: Ouch. Hope you´re getting well soon, I have that sort of treatment ahead, somewhere in the next weeks. It´s when I´m sitting on a dentists chair, that I´m happy I do NOT live in a post-apoc world like FO, where you go to see a doctor and end up being sold as tasty Iguana-On-A-Stick in the Hub.
StevieD: Thanks, good if you like it! I can´t wait to see your work being posted.
As I said, I´ll focus on my own tileset now, though there are plenty of good ideas for tiles to be made left. Maybe I´ll do one of those, when working on my own tiles gets boring. I hope you guys don´t mind. I keep your cooling-box in the back of my head, OTB.
Posted: Sat Aug 31, 2002 8:32 pm
by Flamescreen
I could check the stove preview today. It's as good as it could. Did you you texturing or material/shaders for it? It looks like was textured. Very good job. I'll check the tiles when I'll get back at home. Btw, would it be possible to make a quick change on it? Replacing the cylinder pipe with a rectangular?
The round one bothers me, can't figure out why. Could you surpass the problem we talked about? If so mail me the answer, cause I really want to know.
Posted: Sun Sep 01, 2002 12:23 am
by Max-Violence
SD: No, I haven't been joking about wanting the sign. I really do want one, and the one you sent me is perrrrrrrrfect! Thanks lots! :mrgreen:
Posted: Sun Sep 01, 2002 3:03 am
by OnTheBounce
Senor Deluxe wrote:
OTB: Ouch. Hope you´re getting well soon, I have that sort of treatment ahead, somewhere in the next weeks. It´s when I´m sitting on a dentists chair, that I´m happy I do NOT live in a post-apoc world like FO, where you go to see a doctor and end up being sold as tasty Iguana-On-A-Stick in the Hub.
*hehe* Well, enough of me ended up in little cups last Wednesday. I don't think anyone'll be eating those, though, those bits were a bit too crunchy.
Senor Deluxe wrote:As I said, I´ll focus on my own tileset now, though there are plenty of good ideas for tiles to be made left. Maybe I´ll do one of those, when working on my own tiles gets boring. I hope you guys don´t mind. I keep your cooling-box in the back of my head, OTB.
I'm looking forward to your Fast Food Set, SD, so your working on it isn't a disappointment at all. The coolers will be a welcome addition when they come, but there's nothing crucial riding on it in any of my maps. I'd like to replace a crate here and there and most of the icechests in my maps w/them, though.
One thing I did think of that's missing from the FoT Tilesets that you see all over in the RPGs: Brahmin Carts! Yes, some tiles like that would be
extremely spiffy! If you could add those to the list "in the back of your mind" I'd be extremely appreciative.
OTB
Posted: Sun Sep 01, 2002 12:01 pm
by Max-Violence
Hey, SD, I've found a bit of a problem with your wire fence tiles: There's no "small" versions of 'em! In order for the tiles to "fit" in properly in a map, there needs to be 6, 4, and 1 unit lengths of 'em. 3 and 2 unit lenghts would be nice, but not needed.
This goes for ALL wall tiles, really. Not just yours
If you could make 4 and 1 sizes of 'em (1 unit isn't
needed, but damn handy), anyone using the tiles in their map will have a MUCH easier time workin' with 'em.
And yes, I
AM putting the tiles in my next map (Revenge1), so I'm not just bitchin' at ya
Well, I guess I am... sorta...
P.S.: Also, you should REEEEEEEEEEEEEEALLY figure/find out/ask Red how to make the tiles jive with Update Tiles Used. In order to make sure they're flagged as Windowed, the mapper needs to manually flag 'em after UTU and New Occ. Data have been used for the last time for the map, and if the map has a lot of your fence tiles... having to manually flag tiles gets pretty annoyin' after a little while... just ask OTB
(referring to, of course, his discovery that Ruined City Type 5 wall tiles don't get Windowed with UTU like they should. The same applies here, with your fence tiles).
Those issuses aside (various sizes, UTU), I REEEEEEEEALLY like these babies!
Posted: Sun Sep 01, 2002 8:42 pm
by Red
I need to design some funky interface to support those flags without being a huge hassle to the tile makers...
It's easy when you understand binary, but it seems that's not a given to everyone... I'm still thinking on how to impliment it...
Posted: Mon Sep 02, 2002 4:08 am
by Senor Deluxe
Alright, MaxV. Good someone tells me, I really don´t have any experience in mapping. So I´ll see what I can do with the smaller tiles. The only problem that could arise, is the spiralling barbed wire on the top, which has to fit to the next tile, so it has to end always at the same point. Um- do you know what I mean? But I´ll try modifying this.
About the other issue (flagging them as windows), I don´t have any idea how to do that. Unfortunately. If there´s some tutorial that explains how those game physics issues are handled, please let me know. Until now, I just took a look at other window-tiles and used the values given there. But this doesn´t seem to do the job.
It's easy when you understand binary, but it seems that's not a given to everyone...
Well, at least not to me. Help on this would be really appreciated. Doesn´t need to be a funky interface, maybe a brief tutorial would do it as well?!
Flame: I´ll make a second version of the stove soon I think, taking into account the things you´ve been criticising (correct size, rectangular pipe), anything else?
Posted: Mon Sep 02, 2002 7:55 am
by Red
Don't bother making toturials just yet as I'm almost done with the new little interface
[edit]Download it now instead, see the latest Red!Viewer thread for a link...[/edit]
Note that little (appropriate) tooltips appear when hovering over the decimal values, so you can still "hard change them" to values not supported by the comboboxes on the right - which is the whole reason of the "unknown" value, which represents any value not preset in my viewer.
Posted: Mon Sep 02, 2002 3:01 pm
by Stevie D
Senor Deluxe wrote:[...]anything else?
*cough*generalstoresign*cough*
Damn, did I just say that out loud?
Steve
Posted: Mon Sep 02, 2002 7:15 pm
by Flamescreen
Senor Deluxe wrote:[...]anything else?
No, I don't think so. It's visually beautifull, even the rot/grass(assuming the green stuff is that) in the top. Just taking abuse of your skills there
(Don't worry about it too much. I know that for an artist his own project always weigh more, besides I really want to see your tile set. Any chance for animated tiles in it btw?)
Posted: Tue Sep 03, 2002 3:14 am
by Senor Deluxe
First I´ll redo the chainlink fence. I had to model the lower part again, because if it is splitted into smaller segments, the grid has to have another width. I think the new version will be posted by the end of this week, together with the new stove.
I checked Red!s new viewer, this is BEAUTIFUL!!! A funky interface, just perfect for dumb-asses like myself.
When this is done I´ll turn to my own set. I don´t know, if there´ll be animated tiles. If I can figure out how to do this... But first I´ll do all the boring stuff like walls and floors, so I have this off my list. StevieD, as much as I´d like to do your "General Store" sign, I want to finish one job first before starting the next. And I´m starting with my final exam soon, so I cannot promise anything at the moment. Your sign sits next to OTB´s coolingbox in the back of my head however.
Posted: Tue Sep 03, 2002 2:46 pm
by Stevie D
Senor Deluxe wrote:[...]StevieD, as much as I´d like to do your "General Store" sign, I want to finish one job first before starting the next. And I´m starting with my final exam soon, so I cannot promise anything at the moment. Your sign sits next to OTB´s coolingbox in the back of my head however.
Great! Sorry, I didn't want to rush you, Senor D... good luck on that there exam!
Steve
Posted: Wed Sep 04, 2002 1:48 am
by Flamescreen
Btw, Red said that microwave ovens don't have anything to do with Fallout. I thought so as well, only to find out recently that since it is 1946 invention(with commercial aplications since 1954)by Dr Percy Spencer, it does fit.
Btw, Max-V if all goes well, I should mail you modern microwave tiles shortly(few days time).
Posted: Wed Sep 04, 2002 1:57 am
by Red
Well, ok then, but it needs to look like like something 50ish... I'm thinking simple metalic horizaontal toaster/oven, only without the tray. Or something.
Hmm.. metal...
See? that's the problem... There's a shortacge of petrol in the FO world, and we all know what good metal does to mircrowaves... So the reason there are close to none is because tehre is so little plastic around (to use as the heating place).
Well, I guess ceramic would still work, but them ovens'd defenetivly be a bit more sparse...