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    Happy new year.

    Hi there folks. For me this last year sucked a** under all point of views... I really hope the next one will be better... Have a happy, happy new year all you out there.
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    A mod utilising Baldur's Gate II Engine

    Exporting Fo2 graphics would only be a matter of grunt work. Bg was scripted with Lua, which means you can add dialogue trees -which were already there, simply they weren't a main feature. According to the little knowledge I posses LUA could probably be used to implement skills... At the cost of...
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    Have a Merry Christmas, NMA.

    Would you believe this? This is a Merry Cristmas post... Seriously, have a Merry Christmas and a Happy new year all you folks out there. Registered users and lurkers alike. Cheers.
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    FO2 Graphics Upgrade Patch (FO2GUP)

    Demonslayer, if you want to do it I have 7 car models ready to be destroyed. They all have a 1950/60sh feeling. That's a start, I think.
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    Walking .FRM frames alignement: aaarghhh.

    So critter .FRMs should be always made with autocutting off, and then automated with the autocat.fas? And what about the background color? If I remember correctly Fo2 engine considers fucsia to be clear, along with pure 255 blue. But what's the deal?
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    Walking .FRM frames alignement: aaarghhh.

    Wild_Qwerty, your scripts do work. As far as I'm concerned I'm getting good results with the method I described above -not to mention the fact that I'm having huge troubles in having the critter to *actually* walk in Anim8or... My main concern now is to make good walking animations... That's...
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    Walking .FRM frames alignement: aaarghhh.

    To tell the truth I simply didn't set them. I opened the last test ab I made and apparently the different first frame offsets were set on X=0 and Y=0 automatically. And yes, that makes zero for each directions.
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    Walking .FRM frames alignement: aaarghhh.

    Hi Continuum. I made a test animation for Beyond Good and Evil mod lately. I used the same method I described in this post and got good results (I used the walking.fas). Mind you, aa/ab alignement is not 100% perfect but it does work. This time I managed to make shadows which aren't as small as...
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    map scripts

    set_global_var(GVAR_LOAD_MAP_INDEX,0); Well, to tell the truth I really can't remember. I was trying to fix a trouble related with LST files some six months ago, stayed on line with Jargo a couple of hours and tried the improbable before figuring the thing out... Amongst other stuff Jargo...
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    map scripts

    Hi there Fuzzi. I hope I'm not showing up with something silly again, anyway... Maps don't come with a standard starting hex, you have to set it manually in the mapper.. Make also sure that in the map script map_enter procedure you set: set_global_var(GVAR_LOAD_MAP_INDEX,0); Along with the...
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    Walking .FRM frames alignement: aaarghhh.

    Hi there Gentlemen. I managed to put together a working walk animation. Wild_Qwerty, your walking11.fas *does* work as is. The process: 1) I made the aa animation. I didn't center manually my frames on an hex this time. I edited frames offsets at X = 0 and Y = 0 and goodnight. Let the engine...
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    FO2 Graphics Upgrade Patch (FO2GUP)

    I'd go for the new interface. It's easy to replace and that's a graphical enhancement that players will constantly see.
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    script prob

    Done! I looked in the elder script and found this piece of code: mark_klamath_on_map// NO semicolon I actually replaced Klamath with a custom town, so my Florence area is actually registered as klamath_area... I practically edited only the name. I added the piece of code in the map_enter...
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    script prob

    Those names are simple .FRMs. They're kept in the art/interface folder (if I remember correctly). You can aither substitute an existing one or use one of the unused Abbey/EPA/Primitive tribe ones. (Can't remember if you can actually add more to the regular ones). Not sure about the town...
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    Some news about BSM progress

    Sorry Demonslayer, I fear this isn't possible. Games must be built at the purpose to do so. In games like Arcanum or Neverwinter Nights the game itself is considered to be a module (or mod) just like the others.There are several copies of each configuration file, one for each module. Fallout...
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    Fallout 2; new critters

    Good Lord, the front page... I really didn't expect that :D O.k, let's see: First of all thanks for all your compliment, folks. For Vox I do know of Futurama, but I didn't know of Clamps. I really like that cartoon, one of the few things I can watch on TV. For Frissy and...
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    Fallout Lego!

    Very well done Vault14 :D This is the most funny stuff I've seen in ages... It really made me lough heartily. Keep it up.
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    New critter uploaded (Vol.II)

    Thanks Kharn. I already have too much vapourware under my belt. See you.
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    Interplay intends to start development of Fallout Online

    My two cents: I think that the idea of dropping the player in the middle of nowhere and all could work, but not in Fallout. You could use low player number "realms" like the ones used in DiabloII and invent a game sub-genre, but you wouldn't recapture the magic of the original game (And I mean...
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    New critter uploaded (Vol.II)

    Yep. The bot was made with hig tech, forgotten places in mind. It's not even fit for my mod. And yes, I could add more animations for weapons. I have no time to do so right now, but if someone wants to do it I can email the original Anim8or file (just a warning: Anim8or has no animation export...
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