FO2 Graphics Upgrade Patch (FO2GUP)

Discussion in 'Fallout General Modding' started by Wild_qwerty, Nov 15, 2006.

  1. Heldelance

    Heldelance First time out of the vault

    47
    Jun 13, 2005
    I was thinking, would it be hard to add like new world maps to the game?

    Because I'm pretty sure everyone's wondering what the other countries are up to now.

    Thought that there could be some kind of transport that could bring you to other countries.
     
  2. Demonslayer

    Demonslayer Water Chip? Been There, Done That

    968
    Aug 8, 2005
    Holy grail fife.
     
  3. Lich

    Lich Water Chip? Been There, Done That

    828
    Dec 23, 2004
    I could help you lot, because i made several alternate/new graphics for BSM
    some examples:

    ITEMS



    -alternate money
    -gladiator armor
    -real gold
    -tape= alternate holodisc
    -alternate pictures (from Elvis)
    -V13 suit for inventory
    (and many more)

    TALKING HEADS



    I known how made new talking heads with good quality (like above), which weight 70kb (one picture for every TH)

    SKILLS



    I used them for mod called "Glow" (not finished)
     
  4. C_D

    C_D First time out of the vault

    4
    May 7, 2006
    this helmet has no gas mask included

    i may be wrong but as far as i remember the power armor protected you against the bad air in the broken hills mines
     
  5. Jesterka

    Jesterka Water Chip? Been There, Done That

    912
    Mar 16, 2006
    Hey Lich, that´s cool! Who is it? John Garrett? :D
     
  6. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Hey Lich,

    I really liked the work you did on new graphics. Is there any chance I could use the talking head picture from your post above for one of the locations in my expansion pack? If so, where can I get it?
     
  7. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    You could have a loader of some kind that renames a series of FRM sets to select what you want you character to look like. You would run the loader, select what you want to look like, the loader could then copy the right set into the data/art/critters folder. Its only a workaround but it is possible in that respect.

    The other way is for the loader to pactch the Fallout2.exe file to use a different FRM for the tribal model and vaultsuit model, the loader could also just patch a few proto files for each armour set to use a different FRM. This would only work for new games though.



    Good work Lich, Any chance you could email me your art so I could take a look though? How hard is it to make the still talking heads? I understand the art side of things, but what about the scripting? What ammount of scripts do you need to change?

    Could you post a tutorial on how to add still talking heads like the one above?
     
  8. Lich

    Lich Water Chip? Been There, Done That

    828
    Dec 23, 2004
    Its basic translation from this tutorial which i write long time ago.
    Just say if you have some questions or its not work (but it should, i tested it before)

    Talking Heads tutorial

    First register new head
    data/art/heads/Heads.lst
    in end of list add new one:
    myrox,1,1,1

    5 letter name, numbers are usualy 3,3,3 they mean 3 alternate view (randomly selected) for good,neutral,bad but here you need only one picture so put 1,1,1

    Now define it in "Define.h" file
    under // Head defines //
    #define HEAD_NEWHEAD1 (13)

    In Dialog procedure give:
    procedure talk_p_proc begin
    start_gdialog(NAME,self_obj,4,HEAD_NEWHEAD1,BACKGROUND_ENCLAVE);

    No matter which background you use, it will be invisible anyway.

    Remember your frm picture must have 5 letters name (from Heads.lst) + ..
    gf1 ("good fidget 1")
    nf1 ("neutral fidget 1")
    bf1 ("bad fidget 1")

    They got numbers and are defined in Define.h
    #define good_fidget (1)
    #define neutral_fidget (4)
    #define bad_fidget (7)

    So if you use this code for talk:
    start_gdialog(NAME,self_obj,4,HEAD_NEWHEAD1,BACKGROUND_ENCLAVE);

    4 = neutral fidget
    so picture must have name myrox+nf1 = "myroxnf1.frm"

    Am not sure about TH pictures, long time ago i made some but probably i lost them somewhere. I tryed made TH from Salute of the Jugger movie and i got great one with Rutger. But i could search or made it again.

    If you want use some of my art, just download BSM1v70.zip or BSM2 or Glow1v10.zip

    In BSM1v70 look into intrface arts, there is some interesting alternate for one from worldmap pictures (crater near Redding look much better)
     
  9. lisac2k

    lisac2k Vault Senior Citizen
    Modder

    Oct 26, 2004
    The Fallout modification FAQ should be updated with this one... Good work, Lich!
     
  10. Lich

    Lich Water Chip? Been There, Done That

    828
    Dec 23, 2004
    It could be best part of this patch but am not sure it will work, because i encounter some problem with protos. When i changed item proto (for example different ground picture) its still look the same on map, even if i load again the map where its placed. It seem like map remember old protos and not allow changes autamaticly. So if somewhere is placed box it will still look like box until you take it to inventory and place it on ground again. What is your experiences with that, do its work for you?
     
  11. Jesterka

    Jesterka Water Chip? Been There, Done That

    912
    Mar 16, 2006
     
  12. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    I didnt use that laser rifle as it was the wrong angle etc... but if you want to resize the images, you need to convert them to a transparent GIf and then resize it other was when you resize it you dont get a hard edge and t looks crappy in game.
     
  13. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    Just wanted to ask all of this project's creators/contributors if they had any objections to me using some of this in the Megamod 2.1 update?

    And you are right, Lich. A number of maps would have to be redone to allow for the changed ground pictures.
     
  14. Sirren67

    Sirren67 Look, Ma! Two Heads!

    380
    Dec 7, 2004
    Hi MIB88. The upgrade patch doesn't contain anything that I did yet, but I think I can say that both Wild_Qwerty and Continuum have nothing against you using the new graphics.
    About the ground items not showing properly:
    I made a piece of scenery I use to test new graphics... Size, colour converting and so on... I use it for both critters and scenery pieces... Anyway: I put one in a map and saved. When I have to test a .frm I simply put it in the scenery folder and run the mapper. The new .frm is always correctly refreshed.
    I also changed the desert eagle inventory pic, and it refreshed correctly in critters' inventories... I use a minimal installation and have the game read everithing from my cd. If it's not custom it's not on my hd. I don't reallly understand why some people have this trouble...
    See you.
     
  15. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    Thanks, Sirren67. As for that problem Lich and I were talking about, we meant on existing maps. For example, let's say you change the ground pic of "junk." When you go to NCR for example, and find the junk on the ground near Ratch, it looks the same as the original. Then, once you pick it up and put it back down, that is when the new ground pic appears. The map will have the original picture at first. That is why I said that a number of maps would have to be changed to reflect the new ground pics.
     
  16. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    Isnt there an option in the mapper to reload the proto's? I'm sure you can do somethinging along these lines.
     
  17. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    You know, it would make sense that there is, or else the game makers would have to keep redoing things every time an object changed. I just don't know how to do it! :)
     
  18. Continuum

    Continuum Vault Fossil

    Nov 8, 2006
    I was thinking about alternative rifle's idle "pose" and it looks much better than original, I think. But there's no way to put such type of animation into the game. Anyway, helmet for Metal Armour MKII looks good now (I resized it and I will add visible parts of hairs for female character).

    WARNING - boobies! :P :mrgreen:

     
  19. Sirren67

    Sirren67 Look, Ma! Two Heads!

    380
    Dec 7, 2004
    For Continuum: Good job, mate!
    For MIB88: maybe what makes a difference is maps being read from cd/hd? Or maybe the .FRMs?
    Or... I don't have a patch000 folder, I have a data one... Maybe the game considers it as an "official" installation, not a patch...
    Not that I want to make things harder, but I got the feeling that having graphics read correctly on a modder's system is one thing, having the same graphics read correctly on players systems is another...
    No, seriously... I'm simply making wild guesses.
    Anyway, did anyone make tests with different installation sizes/modded stuff configurations?
     
  20. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    I also just work out of the data folder. But this is similar to the problem we have when we modify proto files. Let's say you originally have a weapon that holds 10 rounds of .223 ammo, and this is placed on a map either on the ground or in a locker. Then later you change the proto to hold 20 rounds of 14mm. If you enter that map and pick up the gun, it will have the original rounds. Once you use them up, you can reload the new capacity with the new bullets.
    Some info is stored on a map. If you don't remove the old weapon from a map, the original weapon is there at first. This goes for ground pictures, too. If you change the ground picture in a proto file for an item that is already on a map, and you want the new picture to be seen when the player first enters it, then the map will have to be redone with the new ground item added to it.