custom sprites and models

Mapping & modding Fallout Tactics and reviewing maps thereof.
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MorGan
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custom sprites and models

Post by MorGan »

Is there any custom charecter sprites available anywhere???
I could very well find a use for a new car model... like a normal kind of car... something like the Buick tile? On the FOT bonus cd which contains all sort of consept art and such i found 3D pictures of all the cars + a Taxi which i havent located in the game or the editor.... does this model possibly exist?

Oh yes... what is the best 3D tool for a newbie? If someone has experience about 3D model making please anwser... :roll:
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Re: custom sprites and models

Post by OnTheBounce »

MorGan wrote:Is there any custom charecter sprites available anywhere???
No. There have been some people that have started them, but none have been finished. It's a lot of work, and way above the skill level of the average modder/mapper.
MorGan wrote:I could very well find a use for a new car model... like a normal kind of car... something like the Buick tile? On the FOT bonus cd which contains all sort of consept art and such i found 3D pictures of all the cars + a Taxi which i havent located in the game or the editor.... does this model possibly exist?
The Taxi was supposed to be included w/FoT, but wasn't finished in time, like a lot of other things. It was then supposed to be included w/FoT2, but that game was cancelled due to financial troubles at Interplay. So the Taxi is sitting around on harddrives at Micro Forte, and will probably never see the light of day.

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Post by requiem_for_a_starfury »

It's a pity that the taxi was never released, I'd of prefered to it to all the vehicles that made it into the game. It would of been much more in keeping with Fallout just to have the single working vehicle and a non military one at that. Though the school bus would of opened up several possibilities. : )

If you want to try 3d model making Gmax is popular though I don't know how easy it is to get into.
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Post by OnTheBounce »

requiem_for_a_starfury wrote:...[T]he school bus would of opened up several possibilities. : )
Yes, like making a gate out of it. :D

Section8 said that they had problems w/the schoolbus, for instance it looked really bad when it turned due to its length. However, this wouldn't have been an issue if the sprite had just been used for a gate, ala Mad Max 2: The Road Warrior.

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New Cars

Post by PaladinHeart »

Ah yes more car types would have definitely been nice.

BTW does anyone know how to get a computer controlled character to target a non-aggressive non-moving target? This would add a bit of ingenuity to my RPG but I suppose I can do silly workarounds if needed.

Edit: Oh, a way to make them just fire at nothing would also work. Anyone know how to do that?
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Re: New Cars

Post by requiem_for_a_starfury »

Requiem wrote:Try having the object/person on a team and then make the actor hostile to them.
Yes, that works. Players will attack vehicles that are on an enemy team, however, they won't attack things like barricades, even if you do the same thing.

On another note, something that doesn't work is deactivating vehicles by deactivating their Player Index or moving them to a deactivated PI. (I was trying to get around the whole issue of moving vehicles using the "Move Unit" trigger, but it just doesn't work.

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Post by OnTheBounce »

Dagnabbit!

Sorry guys. As you can see I've just resumed moderating again, and unfortunately the "Edit" button is now located where the "Quote" button used to be.

I apologize, Requiem. I did not mean to waste your effort. :(

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Last edited by OnTheBounce on Tue Mar 11, 2003 8:17 pm, edited 1 time in total.
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Post by requiem_for_a_starfury »

OnTheBounce wrote:Dagnabbit!

Sorry guys. As you can see I've just resumed moderating again, and unfortunately the "Edit" button is now located where the "Quote" button used to be.

I apologize, Requiem. I did not mean to waste your effort. :(

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S'okay, if having barricades on a hostile team doesn't work then my suggestion was probably moot.

I thought that you gave up moderating to concentrate on phase 2 and the rest of IOOI, does the picking up of your forum rubber hose mean we are about to see a imminent release??? : )
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Post by Max-Violence »

requiem_for_a_starfury wrote:I thought that you gave up moderating to concentrate on phase 2 and the rest of IOOI, does the picking up of your forum rubber hose mean we are about to see a imminent release??? : )
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Post by OnTheBounce »

requiem_for_a_starfury wrote:S'okay, if having barricades on a hostile team doesn't work then my suggestion was probably moot.
Maybe if the Barricades were actually Unique Others or something it might work. I don't know. I wanted to have barricades vulnerable to things other than explosives in one mission that would nearly block the way into an outpost the PCs were defending and then have waves of melee armed opponents that would also try to destroy the barricades if they couldn't get at the PCs at the moment. All of my testing yielded enemies that ignored the barrcades, though, even when the PCs weren't in LoS. (Yes, this is from that part of the campaign inspired by Zulu...)
requiem_for_a_starfury wrote:I thought that you gave up moderating to concentrate on phase 2 and the rest of IOOI, does the picking up of your forum rubber hose mean we are about to see a imminent release??? : )
I gave up moderating for those reasons, as well as the fact that work had me so burned out/frustrated that I wasn't being a good mod anymore. Since I'm on a little vacation after having quit my job I'm going throw myself into working on Phase 2 tonight, once I get home from having coffee w/my grandmother who is going back to Germany tomorrow.

I'm not going out job-hunting 'til next Monday, so I hope to have Phase 2 done by then. Don't get your hopes up, though. Fall of the Hub has some funky scripting in it and even though the map is nearly finished I anticipate some headaches a lots of play-testing.

BTW, I'm thinking about doing something different w/Phase 3. Rather than having a straight-up SP mission I was thinking about having a sort of tutorial map where players would learn about some of the idiosyncracies of IOOI. For instance, I noticed that people had a lot of trouble w/the Repair Item in The Refinery. I'm thinking of putting a diverse squad on the map so that you can learn how to do things like that and the Geiger Counter, etc., etc.

While I'm sure that's not as interesting or fun as a SP mission it would help to take a lot of the headaches out of playing IOOI. Phase 3 and 4 would still include updated versions of The Refinery and Fall of the Hub, of course. What say you?

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vehicle

Post by PaladinHeart »

Hmm.. well the vehicle trick will help me do a slightly more realistic workaround. It will involve a bit more trigger work than what I planned on but hey, what's one more trigger? :)

Argh! Btw I was hoping not to see God's name in vain in this forum (used in that particular fashion employed in a majority of movies). Anything you can do about it would be greatly appreciated :)
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Re: vehicle

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:Hmm.. well the vehicle trick will help me do a slightly more realistic workaround. It will involve a bit more trigger work than what I planned on but hey, what's one more trigger? :)
Hmm IIRC once a member of the players team has been in a vehicle the opposing actors will treat the vehicle as hostile, so depending on your plot you might not require to do any scripting?
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Re: vehicle

Post by OnTheBounce »

[TBC]-PaladinHeart wrote:It will involve a bit more trigger work than what I planned on but hey, what's one more trigger? :)
:lol: I like that attitude. It always cracks me up to see the core missions' trigger files compared to mine.
[TBC]-PaladinHeart wrote:Argh! Btw I was hoping not to see God's name in vain in this forum (used in that particular fashion employed in a majority of movies). Anything you can do about it would be greatly appreciated :)
I have atoned for my earlier sin of accidentally pressing the "Edit" buttom w/two deliberate pressings of the same button.

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