Questions, Again...

ROTTAR

First time out of the vault
1, Is there any way to drive the Behemoth Robot as a vehicle?

I mean, i made a vehicle entity based on the Hummer and i thought that giving it the Behemoth sprite it will work, so i can have a behemoth as a vehicle, but...when i started the game all i could drive is a destroyed behemoth with weird voice slipping slowly...

Could someone help me making a vehicle with the appearance of a Behemoth? i don't care if it can't shoot or can't do walking animation i just like the way it looks and i could be fun to drive it.

2, is it possible to make an Actor bigger? i mean, it would be fun if i can fight against a king-kong sized mutant with my deathclaw-zilla :) or just to make Behemoth even bigger!

3, i wanted to make 4 different, human-controlled teams in a single-player custom mission, so i could play with my brothers as it was a hotseat game...though it didn't worked...is making a hotseat really impossible ?
 
I see...no fun at all...it seems i have to keep driving my crappy no-legged behemoth and forget about it.

Though it seems i cannot make any vehicle actor, no matter what sprite i try to match, everything is blowing up or laying dead in game. I cannot even rebuild a buggy, just to edit the original one...

Another thing slipped through my mind : can i change armor types?...sooo example : if i wear a power armor, my appearance changes to a dog...or a behemoth maybe?

i think this can be done somehow, there's the brahmin armor and such...so how's it possible to make new armor type?
 
Nope.

All you can do is exchange the sprites, so rename the dog sprite to power etc. Only thing is that makes all the PA suits look like dogs.

The vehicles don't work because the game uses prerendered sprites that have animation strings set by race. Vehicle strings are all driving, reversing etc. While the character strings are all walking, running etc so they don't match up. Not forgetting that vehicles have a different number of directions to characters.

If the actual buggy sprite isn't working check you've given the vehicle some hitpoints.
 
Okay thx for helping.

I'll try that exchange-thingie.

I think i keep posting my future questions in this forum... i'm asking so much, i don't want to ruin all the forum :wink:
 
Done and done. There's fun in picking up a dog and wear it as my armor :)

Also i think i do some mod building, by having the game installed twice, one will be the default FOT, and one will be my mod test subject :wink: and there'll be no need to back up things.

I want to customize everything in FOT, so I'm using your tutorial to make campaign and very special effects. I've made some waiting&title screens too and will translate the whole thing to hungarian, so my friends and brothers too can play it :) weeeee i'm so full of ideas i'm gonna start it at once!
 
There's no need to make two installations. Just follow the instructions in the editor readme to make a new folder under your FOT directory and then run the game/editor using the -path command in the shortcut or command line.

As long as you have duplicate folders of the things you are changing i.e. entities then whatever changes you make will be saved in the new folders and the originals won't be overwritten.
 
I have a little question...

How can i create self-made weapon images?

I mean, i downloaded the RedViewer and managed to save the Calico SPR into TGA..so i could change it a little....

but how can i take it back to working SPR?
Doing that to make the original Calico still remain, plus my variant.
 
Having some problems with creating my own weapon SPR...

I exported the images of Needler Pistol, converted them to JPEG, made a little colour change in it and did what the tutorial said. Everything worked fine until i imported the RAW file to Spray...

i dunno what did i done wrong, but the images appears in fuzzy like "no-broadcasting" thingie...
 
Did you follow the instructions to make a pallette file (act)? If so you'll need to import that as well.

You'll also need to adjust the measurements on the right under the picture. This should all be covered in the tutorial.
 
I made a palette file as the tutorial said and resized the image too.

Umm...the pic should be red while i'm doing alpha channeling?

So must i choose the alpha channel's colour or the default red is all good?

I tried to make this Needler SPR all night yesterday but it just remained fuzzy..

I'm totally hopeless or there's a thing missing from the tutorial or the problem is that i have Photoshop 7.0 with lotsa patch stuff, or just the fact that i have Windows XP OS...
 
Sorry I don't have photoshop so I can't help you with that. I know some versions weren't suitable, they didn't support all the needed options but I can't tell you if v7 was one of them.

You'll either have to try and contact someone who has made sprites and ask them, MacBeth and To_an still visit DaC occasionally, perhaps try there.

Either that or wait for a new sprite editor to be released.
 
Thx i'll try to find them.
On second, i'll get the basic Photoshop 5.0 from nihil and will try to make SPR with that (your tutorial says PHotoshop 5.0 is suitable).

And if i succeed i can tell others that advanced Photoshop versions sucks.

Mmm...i wonder where the mission minimap images be...

I created an SP map and made a pic of it for minimap, but i can't find the image, and i can't find any of the .zar images of the Single Player mission maps...

Where the hell they should be?
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I have another problem, i dunno how to make that a door will open with a particular key.
 
Back on MF's hard drives, or deleted. :)

Once you import your image into the map via the level editor it becomes part of the mis file and you can dispose of the original.

Just go F7 (level), minimap, change image. Then you just need to find where it is on your hard drive and open it (double click). You don't need to include it if you release the map.
 
And how can i do the "door-needs-a-particular-key-to-open" thingie?

Grrr i have a lot of problems...

First of all, the Minimap image: I go to TOOLS/MAKE PICTURE and it says it's rendering the map and making the picture saving it to hard drive....but what could be it's filename and where could it be saved??? i cannot find that image to change the current minimap image to it... :x

Second: i made waypoints (exactly 2) and ordered an entity to walk them. That entity walks towards the first WP but instead of walking next to the second WP, he just walks around the first and then stops.... (yes i properly made the WP index and Next list)

Third: i made a SwitchLever and three PrisonDoors...now the SwitchLever supposed to open those three doors, but it opens just 2 of them!!!!!! WHY?????? is there a limit of 2 or what??
 
When you render the map (assuming it doesn't crash to desktop because the map's too big) it makes a fullsize render in the same folder as the map file is in. You'll need to reduce this in size and convert it to a png and then use FT Tools to convert it to a zar. This you can then find using the change image option.

The file name will be the same as your map with -0000 etc added on unless you open up you map 'tiles only' (to avoid rendering people, waypoints and lights etc) then it will be in the same folder but just named -0000.jpg.

Did you remember to tagname the second waypoint? And is the tagname exactly the same? Either use copy & paste or enter the tagname above the entity selection section on the left. This will ensure the waypoints have the same tagname without any errors. It also helps that for waypoint tagnames you add _wp on the end.

For the doors, again are all the tagnames correct?
 
First: Pls tell me how to make a door open with only a particular key

Second: WP-s has the same tagname, and everything is O.K. it just don't work...i dunno i maybe place them in other directions

Third: The levers-prisondoors question is solved. Though i didn't do anything to repair, it just began to work properly after my fifth or sixth try to open them. Strange.

For the minimap, i owe you big thanks.

THANKS!
 
Just like the switch & doors, they need to have the same tagname.

The waypoints, how far apart are they? It's been a while but IIRC the next waypoint probably has to be in sight of the first one. Perhaps move the second closer to the first and then add a third where the second was (if that makes any sense)?

Hmm directions, which waypoints are you using? Waypoint or waypoint_dir (the big arrows) only use the waypoint_dir if you want the actor to turn and face a certain direction, say to check a door is locked as he passes on his patrol route.

Could the prison door have been blocked by an actor being too close when you threw the switch?
 
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