Can Player Models from f1 convert into f2 ?
- Taxi_Driver
- SDF!
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Can Player Models from f1 convert into f2 ?
As the title says, can it be done ? eg. The player model of the Lieutenant of the Master's Army.
yes and no..
yes
you can put the fallout frm's into fallout 2,
no
you cannot just put the lieutenant into fallout 2.. since his proto was deleted to make room for new guys..
you would have to create a new proto with the old artwork... ( fallout 1 proto's are not compatible so you cannot just cut and paste him either. )
yes
you can put the fallout frm's into fallout 2,
no
you cannot just put the lieutenant into fallout 2.. since his proto was deleted to make room for new guys..
you would have to create a new proto with the old artwork... ( fallout 1 proto's are not compatible so you cannot just cut and paste him either. )
- Red
- Hero of the Glowing Lands
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He's already there. Both mutant types are in there and easyly accessible through simple PRO editing.
There are four missing sprites:
- The master
- Gizmo
- Overseer (in overseer chair)
- Overseer (walking).
I've successfully added all of them into FO2
http://fmf.knightcommand.net/red/GMOF.jpg
There are four missing sprites:
- The master
- Gizmo
- Overseer (in overseer chair)
- Overseer (walking).
I've successfully added all of them into FO2
http://fmf.knightcommand.net/red/GMOF.jpg
...
- Taxi_Driver
- SDF!
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firt you need to extract his .frm (and any related .fr0's etc ) artwork from the fallout 1 critter.dat..
then you need to copy the artwork into your fallout 2 folder in the right place.. ( i extracted the whole critter.dat file for fallout 2, and renamed the critter.dat file to critter2.dat, then the game uses the uncompressed files in the critter.dat DIRECTORY.. so i would put the artwork under critter.dat/art/critters )
Then you need to dreate a proto for him so you can insert him into the game ( don't ask me how to do this, i don't know.. ).
THEN, if you want him to do more than just stand there and look pretty, you need to write (and compile ) script/s for him so he will have dialogue options to talk to you and interact with you and / or the map..
You also need to write the .msg files to correspond with the scripts ( the script just says " if the player says reply 1, then critter says line 4" and so on.. )
The quick and easy, but ultimately ugly way is to just substitute the .frm ( and any ascosiated fr0's etc ) of the lieutenant for that of an existing critter.
Bear in mind that if you change the .frm file for a mutant for example, then in all likelyhood all mutant will then look like the lieutenant.. so pick someone unique.. like frank.. hell still be a mean SOB, but will look like the lieutenant.. ( not sure if that will work though since frank has some artwork for his claw attack.. )
then you need to copy the artwork into your fallout 2 folder in the right place.. ( i extracted the whole critter.dat file for fallout 2, and renamed the critter.dat file to critter2.dat, then the game uses the uncompressed files in the critter.dat DIRECTORY.. so i would put the artwork under critter.dat/art/critters )
Then you need to dreate a proto for him so you can insert him into the game ( don't ask me how to do this, i don't know.. ).
THEN, if you want him to do more than just stand there and look pretty, you need to write (and compile ) script/s for him so he will have dialogue options to talk to you and interact with you and / or the map..
You also need to write the .msg files to correspond with the scripts ( the script just says " if the player says reply 1, then critter says line 4" and so on.. )
The quick and easy, but ultimately ugly way is to just substitute the .frm ( and any ascosiated fr0's etc ) of the lieutenant for that of an existing critter.
Bear in mind that if you change the .frm file for a mutant for example, then in all likelyhood all mutant will then look like the lieutenant.. so pick someone unique.. like frank.. hell still be a mean SOB, but will look like the lieutenant.. ( not sure if that will work though since frank has some artwork for his claw attack.. )
- Taxi_Driver
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- Taxi_Driver
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- Red
- Hero of the Glowing Lands
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I use f1undat (the command line utility)... I basically extracted everything from FO1, the same way I did for Fo2 (only there with a nice little but useless GUI).
Basically you copy all the appropriate FRMs into the FO2 directory and then update critters.lst in art/critters. Thankfully instead of recycling entries, they left the "removed" sprites with "reservd". So replace the "reservd" lines with the exact same lines you find in the FO1 critters.lst and you'lll have access to them through PRO editing.
NOW FOR PRO EDITING READ MY FUCKING KEY MAPPINGS DOCUMENT AND EVERYTHING TO EDIT PROS (in the official editor) IS INCLUDED IN IT.
Basically you copy all the appropriate FRMs into the FO2 directory and then update critters.lst in art/critters. Thankfully instead of recycling entries, they left the "removed" sprites with "reservd". So replace the "reservd" lines with the exact same lines you find in the FO1 critters.lst and you'lll have access to them through PRO editing.
NOW FOR PRO EDITING READ MY FUCKING KEY MAPPINGS DOCUMENT AND EVERYTHING TO EDIT PROS (in the official editor) IS INCLUDED IN IT.
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