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You can extract art from Fallout's master.dat and convert it to bmp format with FRM Animtor.
 
It is "Save project as..." under "Files" menu.
 
Re: An rpg I am making

Prosper said:
fallout.png


sorry, but what the fuck is this? ^^
 
Temporary tile art it was. The tiles were just templates filled with a random gimp texture.

Here is a better picture:
fallout2.png


The character does not move or animate. I need to find a guide on how to use hexagons for the movement.
 
You should call this not "A fallout like game", but "My first test project". It will reflect it`s ending state more than you think.
 
I think Kanhef and others have done a great job finding the known details about the Fallout game engine at Vault-Tec Labs.

Looks like you have the perspective right, but check 2d --> 3d about that.

I don't know a damned thing about programming. Looks like XNA is Microslop. {No doubt, hoping to make money off of whatever you create with it}

XNA prolly supports free roam movement in any direction, but the Fallout animations aren't designed that way, and making maps would be even more of a pain than it already is. As you already said, getting the hex system working will be the key to making it 'Fallout-like'.

This page could also be very helpful. Part of NMA, but I don't think there is any link to it anywhere unless you Google for it.

{some conscientious moderator should sticky that page somewhere, as it would eliminate at least a few of the constantly recurring "How do I..?" threads}
 
Morticia said:
I think Kanhef and others have done a great job finding the known details about the Fallout game engine at Vault-Tec Labs.

Will check it!

Looks like you have the perspective right, but check 2d --> 3d about that.

2d to 3d? I do have a blender setup that renders 3d art to look like fallout's perspective. So if I do need to create my own art I will turn to that.

@Mr. Wolna, It uses C#.


Also, XNA does support any kind of movement a person can code into it. But as you said if I want to keep to fallout's style I have to keep in mind the animations and the facing angles.

Last night I was stumped as to how to detect what tile is where. But this morning I realized I could just store each of their locations in a point array as I draw them. And so I did and I was also able to change some of my other code so it is more flexible. yay!

I think I am going to go back an make it so I can import/export maps, and load art from a list file in the content directory.
 
Not sure I understand what a "point array" is, but if it's what I imagine, then that would be what you need. Wherever you click finds the nearest centre point and moves there?

PointArray1.gif


Check out this FIFE page for some heavy math confusing details.

Wow. If you get this working at all, maybe the files could be exported back into F2 format by some genius and we have a new Mapper! :D
 
Nice! It does look like I am on the right track.
If things go bad I do plan on turning the game into an editor.
By bad I mean I find out somehow I just don't have the resources to make a full game.

Also some more news! I just coded a class that reads from text files to tell the game what art to load.
Tiles.txt, Objects.txt, and Sprites.txt

Now all it takes is having the art in the content directory and updating the text files with the name of that art.

Going to try and make a way to load map data from a file now instead of having it in the code lol.
 
you should make a new engine that holdds fallot not an hle new game ;) i think it will be bring more.

but it's your project so better i shut the f*** up! ^^
 
May I suggest a little cool thing?
Make it like a fallout:y puzzle game.


You're stuck in this prison and you gotta get out by pulling leavers, sneaking by guards and so on.
This is far easier than complicated quests and a great thing as a start project.
 
Mr.Wolna said:
you should make a new engine that holdds fallot not an hle new game ;) i think it will be bring more.

but it's your project so better i shut the f*** up! ^^

Hehe I really have no idea how to do this. It's the most puzzling thing there is to me in computer programming, I guess since I've never touched it and either made simple little games from scratch or done non-script work such as design.


But how does one make "engines"? :p and change them in already existing games?

Got any good link to read about it? Please fuck off with Wiki or google. Thanks a bunch! :)
 
Username said:
But how does one make "engines"? :p and change them in already existing games?

Facepalm.

P.S. Maybe you should just "play" with sprites from FO at the start, make funny mini-games with fallout art, before diving in "fallout-like engine" stuff.

P.P.S. And a link of course http://nehe.gamedev.net/
 
Hey all and good day! I am working on the hex grid now. Last night I spent a good deal of my time redoing the drawing code. And it is now better than before. When I get the hex grid setup properly I will show some pics.
 
Considering that he's making a game with an already finnished engine I belive that my suggestion to him was not in any way incorrect or inappropriate because of my lack of "engine understanding" <sigh>


No but really... the engine part is according to Wikipedia "the core sourcecode of the game". . . that is the shit the game is built on.
This can be a rendering engine or a physical engine or a 2 in one. (this part I actually knew! HurraY).


But I really don't understand how one can insert "new" engines, into games...I understand how you can build a new fallout game on a new engine but that would require reworking ALL the code and scripting, re-using only the graphics and the dialouge and video. This would basicly mean you'd be making a whole new game.

So yeah, it's the insertion part that I'm really confused over.
Otherwise there's no real engine for him to make. He's already using a pre-built engine and editing tool and anyone can jump in. It just means rebuilding the whole game from scratch basicly.
 
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