I finally found the drop down menu I needed. I feel like such an idiot.
I'll have fellout done by tonight.
Fellout 2.0 Coversion - Blackout at Noon
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orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
I finally found the drop down
-
orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
I can confirm those step by
I can confirm those step by step instructions did not work :'(
Or uh, I'm starting from scratch to confirm for realzies.
- rickerhk
- Posts: 123
- Joined: Mon Sep 17, 2012 1:50 pm
From what I can tell, the
From what I can tell, the types in the Geck: ''cloud layer' , and 'clouds (unused)' are in the PNAM subrecord, which is flagged as 'unused' in the FNVEdit record definitions. For example, the first 3 bytes of the PNAM record are the RGB colors for 'cloud layer - sunrise'. The rest of the record matches up with the other times of the day.
- zilav
- Gary
- Posts: 225
- Joined: Tue Apr 09, 2013 4:03 pm
I defined PNAM as an array of
I defined PNAM as an array of 4 clould layers with 6 colors per layer (sunrise, noon, etc), and it displays ok for most weathers, but some of them are incomplete http://i.imgur.com/FyyUJjZ.png
That's probably why Elminster decided to leave PNAM as unused and undecoded.
- rickerhk
- Posts: 123
- Joined: Mon Sep 17, 2012 1:50 pm
zilav wrote:
[quote=zilav]
I defined PNAM as an array of 4 clould layers with 6 colors per layer (sunrise, noon, etc), and it displays ok for most weathers, but some of them are incomplete http://i.imgur.com/FyyUJjZ.png
That's probably why Elminster decided to leave PNAM as unused and undecoded.
[/quote]
The fallout 3 weathers don't have 'High noon' and 'midnight'. That's why you see those errors for that Tenpenny weather. the subrecord is too short.
- zilav
- Gary
- Posts: 225
- Joined: Tue Apr 09, 2013 4:03 pm
I don't see how to
I don't see how to differentiate between FO3 and FNV weathers except hardcoding a list of Falllout3 weathers.
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
You shouldn't need to. The
You shouldn't need to. The Fallout3 engine expects 4 times (Sunrise, Day, Sunset, Night) and FO3Edit should match that. The FalloutNV engine expects 6 times (same as above plus High Noon and Midnight) and FNVEdit should match that.
Fixing the records is our job and I do that by using copy as new record, delete the old one, change the form ID of the new one to match the old one. When I copy as new record it does a perfect copy and it copies it to the proper length.
Of course if you can think of a way to handle stuff like that natively it would be awesome... ![]()
- zilav
- Gary
- Posts: 225
- Joined: Tue Apr 09, 2013 4:03 pm
Nah, I just updated PNAM
Nah, I just updated PNAM definition in FO3Edit and FNVEdit, will be in 3.0.30.
Those old FO3 weathers will show errors, but who cares? They already show them in NAM0 subrecord anyway :)
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Awesome! Thanks, that will
Awesome! Thanks, that will make life much easier!
- rickerhk
- Posts: 123
- Joined: Mon Sep 17, 2012 1:50 pm
zilav wrote:
[quote=zilav]
Nah, I just updated PNAM definition in FO3Edit and FNVEdit, will be in 3.0.30.
Those old FO3 weathers will show errors, but who cares? They already show them in NAM0 subrecord anyway :)
[/quote]
I made a test plugin and for every RGB value I made unique, starting from 1,2,3, etc.
So actually in NAM0, the 'Clouds-Lower' appears to be just junk, and 'Clouds-Upper' says 'Not used' in the Geck. The PNAM record is the only place I could find the cloud layer colors that I programmed in my test plugin.
I made a readable layout of the hex dump:
https://dl.dropboxusercontent.com/u/55759080/FalloutNV/Weather-Type-Color-Arrays.JPG