OGMSCOLEPEARSON Posted March 31, 2014 Share Posted March 31, 2014 Greetings. As you may know, near the end of the Fallout: New Vegas opening scene Benny draws his 9mm pistol, Maria from his pocket - he doesn't have it holstered. Is there anybody that has the ability to make something similar to that - a drawing animation or anything? Regards,-Cole Link to comment Share on other sites More sharing options...
devinpatterson Posted March 31, 2014 Share Posted March 31, 2014 Alas very few new animation requests get fulfilled, and I can't animate in blender (yet). But there is a long shot that might be worth looking at. Originally the game didn't use FMV, but rather an in game(engine) intro. If, in that intro Benny pulls his pistol out the same way, there would be a kf for it. If so you can copy and rename that kf one of the equips. I'm not in front of the geck, but it will be something like 1h*equip. It's a real hail mary pass but you can see if the orginal intro is on youtube. Link to comment Share on other sites More sharing options...
OGMSCOLEPEARSON Posted March 31, 2014 Author Share Posted March 31, 2014 Thanks for the response, but that wouldn't work.Because that is linked to the intro, if I replaced the One Handed Equip with it, whenever I chose to pull my weapon out, it would play that small bit of the Intro and return to the game with the weapon ready to fire. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 31, 2014 Share Posted March 31, 2014 Thanks for the response, but that wouldn't work. Because that is linked to the intro, if I replaced the One Handed Equip with it, whenever I chose to pull my weapon out, it would play that small bit of the Intro and return to the game with the weapon ready to fire. Read it again brother, your not understanding my post at all. To recap, the original intro wasn't a bink video, but rather done via the game engine, in a scripted sequence. If the animation for drawing Maria from Benny's front pocket is in that intro than you can use teh KF. Here this wiki quote may help to clarify my point if you don't understand; "Originally the game was to have an in-engine introductory sequence. This would show the entire scene with Benny and the Great Khans Jessup and McMurphy that takes up the second half of the finished game's FMV sequence. At some point in development two things happened; firstly a press demo was created that commented out the intro and skipped straight to the character creation part of the game, and secondly the in-engine intro was completely scrapped and replaced with an FMV instead. When the latter happened they actually just used the temporary press demo code with an extra line to play the new FMV. This is what is used in the final game - the in engine intro stuff is all there and actually runs when you start a new game, but is immediately bypassed." More below, if your curious; In the original in-engine intro the scene starts immediately with the player hooded and standing in the grave. The dialogue follows the same basic arc, but the actual words spoken are completely different (in particular Benny's "bad luck" line is much less pithy and polished than the one used in the FMV). This sequence also features Victor actually digging the player out of the grave, something that is only spoken of but never actually shown in the final game. The code that runs the intro sequence is a battleground of commented out contradictory lines where different iterations have introduced and then removed new effects and ideas. For example, One iteration uses the setscale command to make the player half the size to give the impression of kneeling (the player is actually standing bolt upright the whole time). This then breaks the later character generation sequence as it triggers a bug where the player is classified as a child. There is a later workaround to this where the player's age is reduced and then immediately increased with agerace -1 and then agerace 1. This doesn't seem to work right either (if you enter these commands by hand in the console they DO fix this bug, they just don't seem to work right called in a script) and usually still results in the player still being classified as a child despite having an adult body, breaking the Vigor tester sequence. Even stranger, there is full dialogue for TWO different versions of this sequence. One is twice as long, with extra lines featuring the three characters bickering about how to get home again. There is also an extended version of the final scene with Victor digging up the player where he actually reaches out to help the player out of the grave (in the shorter version the player stands up of their own accord and promptly collapses again). There is an idle animation for this (NVVictorpickup), but it has no actual animation file so does nothing. Finally, at the point in the intro where the player is shot and collapses into the grave, there is code to run an FMV file called FNVLogo2.bik. This is of course not present in the game, and would likely either simply be the game's logo, or possibly be the early teaser video shown of Victor digging up the player, as it would fit in perfectly with the next part of the sequence. The digging/burying scene relies on using the blood spatter effect to slowly cover up the screen. It also uses a command that controls how long the spatter effect stays on screen to ensure it remains until wiped off by the script. However, this command is not implemented in the final game! Calling this command at any time instantly crashes the game. There are also lots of AI Packages created for this scene that were eventually abandoned in favour of directly calling some of the actions from the quest script (e.g. Jessup pistol whipping the player). Speaking of which, Jessups is supposed to pistol whip the player, but in actuality he sort of punches them instead, he doesn't hold the gun even though he is supposed to. Link to comment Share on other sites More sharing options...
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