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Posted: Thu Aug 15, 2002 1:09 am
by Jimmyjay86
I have The Sims and did import a few of its graphics to create sprites which would also work as tiles. Most notably a junked car that fits in the Fallout universe and also a jukebox. I believe the isometric perspective they use is the same as that used by FOT so you can use utilities to transfer graphics over.

Posted: Thu Aug 15, 2002 2:34 am
by Red
Oooh, is the sims format documented? And is there a demo of the game so I can add support for it in me viewer :)

Posted: Thu Aug 15, 2002 4:11 am
by Stevie D
Blimey, who'd have thought a game like the Sims would have gone down so well on a bulletin-board dedicated to a post-nuclear RPG? :P :lol:

Posted: Thu Aug 15, 2002 5:31 am
by Jimmyjay86
Red, there are so many Sims utilities your head will explode. I am not sure if there is a demo, but check this site for a few utilities: Sims Utilities. You may want to email the programmers to get details or source code.

Also if you feel you may want the game, I'm done with it and could mail it to you.

Posted: Thu Aug 15, 2002 7:36 am
by Red
Well, unless you really want a Sim-> FO:T converter you really shouldn't send me that game :) Heck, I might even get hooked on it and spend too much time playing it to code the editor/viewer... :P

Posted: Thu Aug 15, 2002 7:54 am
by Jimmyjay86
Yeah, it is mildly interesting when you get the guy to start screwing everyone in the neighborhood and his wife gets really depressed.

Posted: Thu Aug 15, 2002 3:36 pm
by Flamescreen
I hate it when a house get's on fire actually. It gets to my nerves realising I messed up with my selections...

Wow, I didn't know these sprites where coming from that game. Btw, I don't think the fans made such good objects. I only found one collection in the net(when searching for sprite possibles) with original art. Most creators were very potent 3d Designers though.

It was sad to find the Transmogrifier didn't "do the trick" after all...

Posted: Thu Aug 15, 2002 7:17 pm
by Jimmyjay86
I used a Sims utility that changed the objects to bmp or gif files (forget which). The one problem with the Sims objects when imported is that the palette is too bright and needs modifying to fit in with the dreary Fallout world.

Posted: Fri Aug 16, 2002 9:59 pm
by Flamescreen
One simple think you could do is adjust Brightness-Contrast. Not much difference, but it is a difference. Fits the dim surroundings anyway better.

Posted: Thu Aug 22, 2002 1:01 am
by Jimmyjay86
It looks like Odin at NMA is going to give us some room for a sprite/tile collection. I am going to try and coordinate it with him. He is also going to host my tutorials and we will get that page improved. I will even update the tutorials with some newer information.

Posted: Thu Aug 22, 2002 4:17 am
by Red
Well, I talked to kreegle about it, and he's all for hosting such a thing, albeit he doesn't want to "take care of it".

And the problem is nor do I.

So if anyone's interested and has some HTML and PHP knowledge, they're welcome to the job right here...

PHP isn't a necessity but it'll ave you a lot of time in the long run.

Posted: Fri Aug 23, 2002 2:26 am
by Stevie D
Stevie D wrote:BTW, does anyone know what happened to the thread I opened? I'd left a couple more questions in there, but when I came back a few hours after posting in it, the whole thread appears to have disappeared.
It looks like the board screwed up, or I did. I answered your questions, then the board hiccuped and it double-posted my post. I went to delete my post (clicked on the correct button, tyvm) and then I couldn't find the topic anymore. I was hoping that it was just a board glitch, but it appears to be gone.

Repost your Qs and I'll be happy to answer them again. (I remember it had something to do w/neutral NPCs all on one index...)

If it was my fault, please accept my humble apologies.

OTB

Posted: Fri Aug 23, 2002 7:00 am
by Section8
Hot Key shortcuts are a bit few and far between. I would've loved shortcuts for both of those, but there's none that I know of.

Posted: Fri Aug 23, 2002 9:39 am
by OnTheBounce
Damn, sorry about that one, Stevie D, it seems I'm fucking up every time I address you now. I meant to quote you, but instead edited your post. :oops:

Time for bed, methinks...

OTB

Posted: Fri Aug 23, 2002 5:12 pm
by Stevie D
OnTheBounce wrote:Damn, sorry about that one, Stevie D, it seems I'm fucking up every time I address you now. I meant to quote you, but instead edited your post. :oops:

Time for bed, methinks...

OTB
LOL, not to worry, OTB. Shit happens. :)

One of my crosses to bear is that I'm a mod on another forum, and I've been known to accidentally nuke the odd post here and there. ;)

I'm pretty sure most the stuff in the Stevie D... thread was n00b material that I've learned and is second-nature to me now anyway.

The player index question went something like this:

Since the number of player indeces we have to play around with is limited, I was thinking of using JJ86's method of having a generic 'neutral' index (for citizens; neutral, but important characters, etc.) and a generic 'aggressive' index into which I could dump any neutral characters that get pissed off with the PC (rather than have the entire neutral index attack the PC because of one, isolated event.)

It's a great idea, and I can see how to use it if the player manages to fulfill certain pre-set conditions (like clean out a gambler beyond a certain point, after which the gambler gets pissed off). But what if a trigger-happy PC wades in guns blazing? Would it be possible to run a trigger like:

IF Player attacks Character_Magee THEN switch Character Magee to 'Aggressive Index' AND return 'Neutal Index' to neutral sympathy towards 'Player' Index?

Thanks,

Steve :)

Psst, QUOTE, not EDIT, OTB ;) ;) :D

Posted: Tue Aug 27, 2002 4:45 pm
by Flamescreen
Jimmyjay86 wrote:It looks like Odin at NMA is going to give us some room for a sprite/tile collection. I am going to try and coordinate it with him. He is also going to host my tutorials and we will get that page improved. I will even update the tutorials with some newer information.
Red wrote:Well, I talked to kreegle about it, and he's all for hosting such a thing, albeit he doesn't want to "take care of it".
I was wondering; have you guys concidered to propose a "joint venture" of shorts? With that I mean a mutual page for DAC and NMA with this stuff that you could access from both sites to give users easier time finding?

Posted: Wed Aug 28, 2002 7:32 am
by Max-Violence
Here's a question for yas: What the hell is Tools -> Re-Sort Tiles for? I don't think I've ever used the thing.

Posted: Thu Aug 29, 2002 8:19 am
by Section8
I think it's a redundant feature (maybe) from back when tile sorting was kinda wacky.

Posted: Thu Aug 29, 2002 12:00 pm
by Max-Violence
Soooo... we shouldn't bother with it, then? OK by me: I've never bothered with it in the first place :D

Posted: Tue Sep 10, 2002 1:57 am
by Flamescreen
I was wondering: I was considering a future campaign that would require 80-100 recruits to work the way I want it. Can I have so many recruits, or I'm stuck with 63(wasn't it)?