Page 1 of 2

Green and Red forcefields

Posted: Mon Sep 16, 2002 6:35 pm
by Ed the Monkey
I don't know if anyone else has done this, but I've made green and red forcefields ala Sierra Army Depot. If anyone would like these please message me.... but I believe they'll be up at NMA soon anyway. BTW, I'm exploring ways of making the red forcefield act like the old red forcefield. I will say more when I know more.... thanx

At Fishmonkey.50megs.com I have posted a preview of the enteties, as well as the ents and sprites zipped.

Posted: Mon Sep 16, 2002 9:01 pm
by Red
Man that looks sweeet :)

Hey you do know that you could set the colours through the values in the entities right? I was wondering what'd happen if you made a single gray forcefield and then we could fiddle with the Base Colour attributes...

Posted: Mon Sep 16, 2002 9:40 pm
by OnTheBounce
Those do look good.

I've tinkered w/this problem and have found one solution. (I've also made a replica map of SAD, but I'm not sure that I'll do anything w/it due to technical considerations..) The solution for the weakened forcefields that I've found is to use a "Death Trap" entity w/the sprite of a door. The door is turned invisible - I didn't say that is was a perfect solution, did I? - and set the Damage Interval at 0.5 seconds. If you set it lower an actor will be unable to get through the door because every time that they are "zapped" they stop and before they can start moving again they are "zapped" again. (I set the damage to "Electrical", although "Energy" would probably be a good alternate.) If you set it higher it turns into a hit-or-miss game of whether or not the actor gets "zapped".

The solution I've come up w/for the Forcefield Emitters is to set up a Science Switch (yes, I know you had to use Repair in the RPGs) and simply link the OSS of the Switch to the OSS of the Death Trap. Set up a trigger that toggles the OSS for the Death Trap for either OSS (both On and Off) and be sure to enable the "Preserve Option" for these triggers. You can also set up a third trigger for each of the gates. The condition for this trigger should be "Object Script State of [Science Switch's Tag Name] is Off" and the action should be "Wait X seconds" (remember to "Block" this trigger!) and then (I can't remember the exact syntax) tell it to turn the OSS of the Science Switch to the opposite setting.

I've been meaning to check into a way to make the time random that the Forcefield stays open. I'll see what I can come up with and post the results.

Hopefully w/a couple of us working on this we'll be able to get it as close to how it was in the RPGs. :)

OTB

Posted: Tue Sep 17, 2002 2:22 am
by Ed the Monkey
thank you.... I think the Death Trap sprites are built diffrently. If you can figure out how they're made, you can build a forcefield using the same raws. I have the same raws from that forcefield still....I'll see what I can do.

Posted: Tue Sep 17, 2002 5:35 am
by Odin
Hey guys...I've posted the sprites I've gotten so far on NMA, Check it out...ok..it's just a temp page...too tired to do it more practical or something...

I was thinking about having two or three rows with downloads...zzZZzz.... damn..I need to sleep....

Posted: Tue Sep 17, 2002 5:44 am
by Ed the Monkey
wow... that's pretty cool to see my sprites up on a site that doesn't suck! I hope people get some good use out of them, thanx Odin.

Posted: Tue Sep 17, 2002 8:10 am
by Jimmyjay86
Very nice Odin. *Gives Odin a hearty pat on the back, and a beer*

Posted: Tue Sep 17, 2002 2:57 pm
by Odin
Ed the Monkey wrote:wow... that's pretty cool to see my sprites up on a site that doesn't suck! I hope people get some good use out of them, thanx Odin.
No problem man, just send me all the sprites you guys have made or tiles, and I'll post it on NMA..
I'll fix up the page a little, since it looks like crap..me thinks..
Jimmyjay86 wrote:Very nice Odin. *Gives Odin a hearty pat on the back, and a beer*
OH! Beer...!!! don't tempt me... :twisted:
I'm waiting for your ftp account, you can choose if you'd like to use the template I sent you or just make your own site design.. I'll link those tutorials in the modding section of FOT...

Posted: Tue Sep 17, 2002 8:51 pm
by Flamescreen
Very nice job Ed. Keep it up! We need more tiles/sprites now we can have them!

Posted: Wed Sep 18, 2002 2:55 am
by Odin
So, guys....email me all the custom tiles/sprites you've got...So we can have them all on one central place...

Also, do you guys like the download page? any info you want added, want something to different ? etc..etc...
I thought about having the info box, which is also on the other download pages, and have the picture of the sprite in there..would be a nicer interface then, but..you guys would see the sprites before you clicked...
Any thoughts ?

Posted: Wed Sep 18, 2002 5:01 pm
by Ed the Monkey
acutally... i liked it the way it is. I think it works just fine.

Posted: Wed Sep 18, 2002 5:12 pm
by Ausir
Would you mind if i put the sprites at Sierra Army Depot (<a href=http://www.fallout.scifi.pl>www.fallout.scifi.pl</a>) too?

Posted: Wed Sep 18, 2002 5:54 pm
by Ed the Monkey
as long as my name is still on mine i don't care where you post it... guess you'd have to ask the other people about all the other ones.

Posted: Wed Sep 18, 2002 8:26 pm
by Jimmyjay86
The rest of the sprites are mine and I have no problem with you posting them either. I've got to ask Odin when he is going to slip my name in there!

Posted: Wed Sep 18, 2002 9:00 pm
by Odin
Oh, you made those JJ? well then, I'll just pop that in later today.. I'm working late today, so I can't do it untill later tonight..

Oh and I'm going to categorize the sprites, into weapons, inventory etc... later...to minimize load time etc..

FO Sprite conversions to FO:T

Posted: Wed Sep 18, 2002 9:08 pm
by Red
I reqlly urge people who are making FO sprites into FO:T sprites to USE MY VIEWER, and iit's nifty anti-aliasing feature, because the end result will be much smoother. I'm ready to explain it to anyone who's actually working on such conversions.

Actually better yet, here's how you do it:
  • Extract color.pal from master.dat
  • Extract all FRM s you want from master.dat (I suggest using Datman Light for both these operations, and selecting everything (click on first item, scroll down, shift-click on last item, click "extract" - for those who might not be versed with such windows GUI controls...) in the art/inven directory of master.dat)
  • Open up my viewer, click on Rendering -> Load Fallout Palette (Ctrl-P) and select the color.pal you've just extracted.
  • To save you time, I hihgly recommend going into Configuration and just enabling everything in there. (Quite frankly I should default this to to enabled... Maybe I'll do that for the next version...)
  • Now Click on the Open... button and browse to where you extract the FRMs and select the one you want to convert
  • Now the "real" part: enabling anti-alising, simply by clicking the little Anti-Alias checkbox. Wee.
  • I suggest clicking on the Trilinear checkbox for a smoother result but you can fiddle with the Anti-Aliasing parameters until you're happy with the result, at which point you go into File->Export as TGA and do the rest of the work in photoshop (or whatever editor you know that makes the proper RAW files for Spray)...
There's an explanation of the Anti-alaisng modes (and how it was done) in the revision history of the readme if you wish to delve further into the subject. The algorithm I designed is very versatile, albeit a bit slow, but on my p2-450 I barely notice a difference on normal Fallout sprites. Also keep in mind that if you selected the "Remember Rendering options" in the configuration you won't have to reset the anti-aliasing values every time you load my application (same goes for the palette...)

Extra note/tip: When a sprite actually has a kind of black outline arround it (use the neat zoom option in my viewer to see it better - The spiked knuckles and the Nuka Cola bottle have one for example), click on the "Inner" checkbox to render those, it'll look much better.

Posted: Wed Sep 18, 2002 9:37 pm
by Flamescreen
Red wrote:Man that looks sweeet :)

Hey you do know that you could set the colours through the values in the entities right? I was wondering what'd happen if you made a single gray forcefield and then we could fiddle with the Base Colour attributes...
Yes do try that! :D Forcefields add infinitum. Wouldn't it have to be white or matte white though?(or very light grey?)

Posted: Wed Sep 18, 2002 9:56 pm
by Red
No clues really... I noticed that he bothered with a little ground line... This would ideally be in another layer of the sprite so that the colour of the forcefield doesn't affect the colour of the ground line... But Spray doesn't do that (yet?).

Re: FO Sprite conversions to FO:T

Posted: Thu Sep 19, 2002 2:39 am
by OnTheBounce
Red wrote:I re[a]lly urge people who are making FO sprites into FO:T sprites to USE MY VIEWER, and iit's nifty anti-aliasing feature, because the end result will be much smoother.
Don't worry, Red! As soon as Phase 2 of the OTBdemo is out I'll be sitting down to do this. I'm not blowing you off, I just need to get this mission done now. If I let it sit for a bit I'll get bogged down (read: sidetracked) and it will be another six months before anyone sees anything released by me.

I know you're putting a lot into this program and I don't want you to feel unappreciated. (Besides, once I get going I'll probably have people telling me to stop the flood of sprites. :lol: )

OTB

Posted: Thu Sep 19, 2002 5:10 am
by Red
Actually my comment was aimed at Ausir's (rather nice) FO sprites hosted on NMA - they could be nicer :D.

And I know all about getting sidetracked, or you would already have sprite editing in the viewer otherwise :P