Lt.Lou artwork and prototype..

If you tell me what proto number you want him to be, and an email address, I can email you the FRMs and proto.
 
The compressed file is almost 4MB, probably too big for email, so you can download it here. Grab it now because that file won't be there for very long. This is the FO1 lieutenant proto (#23) resized to FO2 size (4 bytes added at end) and changed to proto #484. It appears to work in the FO2 mapper, so all looks good as far as I can tell.
 
How do get the "lou tenant´s" special death to work? Now, he dies just like the regular fall on the ground death.

Also when I try to view some of his frames in frame viewer, it just gives a bunch of error messages.
 
I just looked at the proto in the mapper, and the special death flag was NOT set. Can you try setting that flag to Yes (Has Special Death) and see if that makes him do the fountains of blood dance.

I have found FRM viewer to be pretty buggy, can you try viewing those frames in FRM workshop? If they are corrupted you can extract them from FO1 easily enough.

EDIT: It looks like the special death flag in the prototype is what triggers the gory animation. With it set of No he doesn't do that, set to yes he does. Also, I just downloaded that same zip and tried viewing all of them in Advanced FRM Viewer, they work okay for me.
 
Wild_qwerty said:
use Frame animator for the best results

I have a feature request for Frame Animator. It needs "next" and "previous" buttons, to open the next file in the current directory. The only FRM tool that has this is FRM Viewer, which is why I like it, but it seems to have trouble with some files. I think all FRM viewers should have a next and previous button, because a lot of the time all we want to do is look at a bunch of FRM files. Clicking a next button is a lot easier than doing file->open each time.

And on that note, many of the FO modding tools don't remember what directory I am in, for the next file open, which is very annoying. For example with FUCK, every time I want to do a file open I have to browse to the directory I want. These kind of tools (proto editors) need "next" and "previous" buttons too, or at least their file open dialogs should show the current directory.
 
You can also use Redviewer to view frm files, it's not just for tactics, it's for life.

You can view the frms animated, from the different views (if they have them) and using the quick open window use the up and down arrows to see the next or previous frm.
 
dude_obj said:
I have a feature request for Frame Animator. It needs "next" and "previous" buttons, to open the next file in the current directory. The only FRM tool that has this is FRM Viewer, which is why I like it, but it seems to have trouble with some files. I think all FRM viewers should have a next and previous button, because a lot of the time all we want to do is look at a bunch of FRM files. Clicking a next button is a lot easier than doing file->open each time.

And on that note, many of the FO modding tools don't remember what directory I am in, for the next file open, which is very annoying. For example with FUCK, every time I want to do a file open I have to browse to the directory I want. These kind of tools (proto editors) need "next" and "previous" buttons too, or at least their file open dialogs should show the current directory.

Just email Jochua with your sugetions, so far he has added all the new features I asked for :) and is very quick and helpful
 
One more issue. When I try the target shots on Lou, there´s no body part names (head, eyes, etc.) and when I shot him on the eyes for example, Message windows displays just "."
 
Maybe decompile the origonal Lou proto and take the targetable areas from that.........



And another feature request........... the ability to "open for editing", basicly open the currently selected frame in the preset program of choice, so you dont even have to decompile to edit.
 
you cant decompile a proto file ;)

I think this is to do with the numbers after the FRM base name in the critters.lst file.

....But I cant remember at the moment
 
Wild_qwerty said:
I think this is to do with the numbers after the FRM base name in the critters.lst file.

I looked into it very briefy and I think it has more to do with AI packets. The AI packet has all the info about what is said when you're hit in the eye etc. Something is not right with AI packet here, but I'm not sure what yet. Will look into it further.

The numbers after the FRM name will indicate which FRM set to default to if one isn't available in the critter's set (I think) ... for the death types. Most humanoids point to hmjpms which has all of the various death anims. This does affect the targeting in the sense that it will say whether to use the NA frame for this model or use one from another model (like hmjmps), but that's not the problem here. The problem is that he's not getting the names of body parts displayed (head, torso, etc) and also not getting the AI messages when the critter is hit.
 
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