Reordering Game Objects

dude_obj

Vault Senior Citizen
Moderator
Hey wild_qwerty ... you should try this to see your critters nicely arranged in the mapper ...

1) Make a directory called MODBASE.DAT

2) Extract this zip file inside the directory

3) Copy your critter pack frms (and behemoth/pacification bots) to the \art\critters in the directory
(Note: don't copy your critters.lst, there is a new one there)

4) Copy in these critter FRMs from Fallout1: NMOVER, NMOVR2, NMGZMO, MALIEU, MAMSTR

5) Change your mapper2.cfg so it points to that directory:
critter_patches=C:\MODBASE.DAT
master_patches=C:\MODBASE.DAT

Start the mapper and look at the critter selector bar. Notice how all of the critters are nicely arranged like this. Here we have 140 generic prototypes, one for each unique FRM set, including all of FO2, the ones from FO1 mentioned above, your critter packs and the 2 other bots. All of the FO2 specific stuff is gone (there is only 140 listed). The game developer can of course clone some of these to make specific types like cultists, prominent NPCs, critters with special traits, new party members ...

Try toggling the appearance of a critter in the prototype editor, the appearances are all in the same nice order. Then try opening the first map in the list (aatest.map). There are 3 of your critters. They are hooked to the ANIMTEST, GUNSTEST, and MELETEST scripts. Press F8 and try clicking on those characters. Keep clicking them and cycle through their animations. You can attach those scripts to any of the critters. Note that the mapper will crash if you run some of the animations on some of them (because they can't do those things).

Here are some of the new files for this reordering:
critters.lst
critrpid.h
artfid.h

That last file artfid.h contains documentation and comments that show how everything glues together.
It includes the hex values that need to be in each critter proto for the new mapping to work.
I edited the protos by hand, but I'm working on automating that.

I'm working on reording all of the items next, and will also do scenery and walls.
Those last 2 will be a big job, but then think how much better the mapper will be when its done .... :D
 
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