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#21 Arkenor

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Posted 04 December 2009 - 10:21 AM

On a related matter. I've been trying to keep track of which critters will automatically go to the right animation, and noting accordingly.

I've gotten in a bit of a muddle with lizardmen though.

There's these 3:

MLI2 IC_LIZARDMAN2 Green Lizardman
MLI3 IC_LIZARDCASTER3 Lizard King
MLIZ IC_LIZARDCASTER1 Brown Lizardman

Now, the porting page tells me that MLI2 and MLI3 should be just fine, but I'm a bit unsure about MLIZ, IC_LIZARDCASTER1. Never Ending Journey puts a brown lizardman in there, while Big Picture seems to drop a bunch of waving swords that kind of look like they get added to someones hands (a lizardman, I'm guessing!). What is supposed to be in there, if anything?

Heck, I'll attach them. My initial thoughts is that BP is adding weapons to a BG2 lizardman that lacked them, while NEJ is replacing the whole thing. But I'd like to be sure whats going on.

Edit: File removed to save bandwidth now it's in Erephine's hands.

Edited by Arkenor, 04 December 2009 - 11:13 AM.

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#22 Erephine

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Posted 04 December 2009 - 10:21 AM

I'm not sure but they're in 25IWAnim.bif, so it appears like they are in fact ToB-specific.

I'm worrying now. The Marilith animations I uploaded were borrowed from Drizzt Saga. They are the IWD version I hope


Yes, they are.

(as far as I can tell. :) )

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#23 Yovaneth

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Posted 04 December 2009 - 10:27 AM

Anyone checked with Yovaneth to see if Fishing For Trouble adds any creatures.

None. I was going to use the Giant Skeleton from PS:T but I didn't in the end.

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#24 Erephine

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Posted 04 December 2009 - 10:30 AM

On a related matter. I've been trying to keep track of which critters will automatically go to the right animation, and noting accordingly.

I've gotten in a bit of a muddle with lizardmen though.

There's these 3:

MLI2 IC_LIZARDMAN2 Green Lizardman
MLI3 IC_LIZARDCASTER3 Lizard King
MLIZ IC_LIZARDCASTER1 Brown Lizardman

Now, the porting page tells me that MLI2 and MLI3 should be just fine, but I'm a bit unsure about MLIZ, IC_LIZARDCASTER1. Never Ending Journey puts a brown lizardman in there, while Big Picture seems to drop a bunch of waving swords that kind of look like they get added to someones hands (a lizardman, I'm guessing!). What is supposed to be in there, if anything?



The brown lizardman should be in MLIZ. I'm not sure why they'd add it(?) as it's in vanilla BGII. The above are the equipped object animations for it which seem to be missing in BGII's files. We should add them to the base IWD animations, probably.

Edited by Erephine, 04 December 2009 - 10:37 AM.

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#25 Arkenor

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Posted 04 December 2009 - 10:32 AM

The brown lizardman should be in MLIZ. I'm not sure why they'd add it(?) as it's in vanilla BGII. The above are the equipped object animations for it which seem to be missing in BGII's files. We should add them to the base IWD animations, probably.


Okeydokey. I stealth attached them to the previous post while you were posting! Anyhows, IC_lizardcaster1 will just work without any patching then, I guess. I'll update accordingly.

Edited by Arkenor, 04 December 2009 - 10:34 AM.

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#26 Erephine

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Posted 04 December 2009 - 10:36 AM

That's them. :) We need only the MLIZH* and MLIZQ* files, the rest is already in the game (not ToB-only either).

Edited by Erephine, 04 December 2009 - 10:36 AM.

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#27 Arkenor

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Posted 04 December 2009 - 11:00 AM

OK then. From the mod compatability point of view, we're only missing:

Barbarian Warrior 1
Barbarian Warrior 2
Remorhaz
Sentry1 and Sentry 2, which I'm guessing are the animated plate mentioned on the porting page
Verbeeg
Yeti

Edited by Arkenor, 04 December 2009 - 11:01 AM.

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#28 Erephine

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Posted 04 December 2009 - 11:03 AM

Should I add them, or are you currently on it?

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#29 Arkenor

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Posted 04 December 2009 - 11:04 AM

Should I add them, or are you currently on it?


I only have access to ones used in mods rather than an IWD disk, and I can't guarantee they weren't modified, so it'd probably be best if you did it.

I'll almost certainly end up having to ask you which animated plate is which sentry, so here are the sentry files from Never Ending Journey.

Once we have all the codes, I'll make something vaguely machine readable for Miloch to work with.


Edit: File removed to save bandwidth now it's in Erephine's hands.

Edited by Arkenor, 04 December 2009 - 11:31 AM.

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#30 Erephine

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Posted 04 December 2009 - 11:23 AM

Okay, just give me a bit (I'll finish the rest of them while I'm at it).


-edit: Sentry 1 is Animated Plate 3, Sentry 2 is Animated Plate 1.

Edited by Erephine, 04 December 2009 - 11:25 AM.

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#31 Arkenor

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Posted 04 December 2009 - 02:50 PM

Great. I've now got the codes sorted for every modded creature, I think. I'll put them all together in one list for Miloch.
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#32 Miloch

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Posted 04 December 2009 - 02:57 PM

There are a few odd mods (not megamods) that use animations in existing slots that'll need to be patched.

One uses the NWN scarecrow. I forget what it's called but the prefix is o! as I recall. Anyway, I'll look and include it.

There's also Sheena which uses the half-dragon red in some odd slot.

Probably one or two others at least, but I've output a list from my BWP install with CRE Lister (tool in my signature) and am going over it to make sure we haven't missed anything.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#33 Arkenor

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Posted 04 December 2009 - 02:58 PM

There are a few odd mods (not megamods) that use animations in existing slots that'll need to be patched.

One uses the NWN scarecrow. I forget what it's called but the prefix is o! as I recall. Anyway, I'll look and include it.

There's also Sheena which uses the half-dragon red in some odd slot.

Probably one or two others at least, but I've output a list from my BWP install with CRE Lister (tool in my signature) and am going over it to make sure we haven't missed anything.



I'll check into the ones you named. If you, or anyone else, can let me know about any other mods with animations, please let me know.
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#34 Arkenor

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Posted 04 December 2009 - 03:04 PM

OK Miloch, hopefully this will be usable for you.

[codebox]
BPDRIFM1.CRE 0x5002 µAC
BPDRIF01.CRE 0x5002 µAC
BPDRIF02.CRE 0x5002 µAC
BPDRIC01.CRE 0x5001 µAB
BPTREELD.CRE 0x523d µAA
BPTREBOS.CRE 0x523d µAA
BPTREANT.CRE 0x523d µAA
BPTRESU.CRE 0x523d µAA
CBBGBERA.CRE 0x500e µAO
CBBGBER1.CRE 0x500e µAO
CBBGBERB.CRE 0x500e µAO
CBBGBERC.CRE 0x500e µAO
CBBGBERD.CRE 0x500e µAO
CBNRT001.CRE 0x5280 µCP
CBNRT002.CRE 0x5280 µCP
CBNRT003.CRE 0x5280 µCP
CBNRT020.CRE 0x5280 µCP
CBNRT004.CRE 0x5281 µCQ
CBNRT005.CRE 0x5281 µCQ
CBNRT010.CRE 0x5281 µCQ
CBNRT025.CRE 0x5281 µCQ
CBDRIMML.CRE 0x5002 µAC
CBDRIMSL.CRE 0x5002 µAC
CBBGBER.CRE 0x500f µAP
CBBGBERW.CRE 0x500f µAP
CBBGBERX.CRE 0x500f µAP
CBBGBERY.CRE 0x500f µAP
CBBGBERZ.CRE 0x500f µAP
CBDRIFSL.CRE 0x5001 µAB
CBDRIFML.CRE 0x5001 µAB
CBDRIFAL.CRE 0x5001 µAB
CBHARPY2.CRE 0x5241 µAE
CBHARPYW.CRE 0x5241 µAE
CBHARPYX.CRE 0x5241 µAE
CBHARPYY.CRE 0x5241 µAE
CBHARPYZ.CRE 0x5241 µAE
CBHARPY1.CRE 0x5240 µAD
CBHARPYA.CRE 0x5240 µAD
CBHARPYB.CRE 0x5240 µAD
CBHARPYC.CRE 0x5240 µAD
CBHARPYD.CRE 0x5240 µAD
CBTREANT.CRE 0x523d µAA
F_BEL.CRE 0x502f µBV
F_GIANTF.CRE 0x502b µBR
F_HARPY.CRE 0x5269 µBS
F_MARI.CRE 0x502a µBQ
DOOMGUAR.CRE 0x527b µCK
RDUNDEAD.CRE 0x527b µCK
RDUNDEA2.CRE 0x527b µCK
RDUNDEA3.CRE 0x527b µCK
RDUNDEA4.CRE 0x527b µCK
DOOMWARR.CRE 0x5279 µCI
DOOMLEUT.CRE 0x5279 µCI
LETHIAS.CRE 0x5279 µCI
SHADOW01.CRE 0x526a µBT
SHADOWSU.CRE 0x526a µBT
SHADSOUL.CRE 0x526a µBT
SHATSOUL.CRE 0x526a µBT
SHADFI02.CRE 0x526b µBU
VERBEEG.CRE 0x5050 µDC
VERBEEGD.CRE 0x5050 µDC
VERBDEAD.CRE 0x5050 µDC
YETICHEF.CRE 0x528b µDA
YETINEUT.CRE 0x528b µDA
YETITUND.CRE 0x528b µDA
BREFR1.CRE 0x502b µBR
BREFR2.CRE 0x502b µBR
FROSTGG.CRE 0x502b µBR
FROSTGI.CRE 0x502b µBR
FROSTGI2.CRE 0x502b µBR
FROSTGI3.CRE 0x502b µBR
FROSTGI4.CRE 0x502b µBR
FROSTHAM.CRE 0x502b µBR
ABISHAI1.CRE 0x5249 µAM
REMORHAZ.CRE 0x5249 µAM
ICEBEARD.CRE 0x502b µBR
ZACARE2.CRE 0x502b µBR
CADDEM6.CRE 0x502a µBQ
CADDEM14.CRE 0x502a µBQ
HELDEM1.CRE 0x502a µBQ
HELDEM2.CRE 0x502a µBQ
MARIL.CRE 0x502a µBQ
MALAR1.CRE 0x5241 µAE
MALAR3.CRE 0x5241 µAE
MALAR4.CRE 0x5241 µAE
MALAR5.CRE 0x5241 µAE
MALAR6.CRE 0x5241 µAE
MALAR7.CRE 0x5241 µAE
MALAR8.CRE 0x5241 µAE
MALAR9.CRE 0x5241 µAE
MALAR10.CRE 0x5241 µAE
MALAR11.CRE 0x5241 µAE
MALAR12.CRE 0x5241 µAE
MALAR15.CRE 0x5241 µAE
MALAR16.CRE 0x5241 µAE
MALAR17.CRE 0x5241 µAE
MALAR18.CRE 0x5241 µAE
MALAR19.CRE 0x5241 µAE
SHDWSAM1.CRE 0x5242 µAF
SHDWSAM2.CRE 0x5242 µAF
SHDWSAM3.CRE 0x5242 µAF
SHDWSAM4.CRE 0x5242 µAF
SHDWSAM5.CRE 0x5242 µAF
SHDWSAM6.CRE 0x5242 µAF
SHDWSAM7.CRE 0x5242 µAF
SUMSAMUR.CRE 0x5242 µAF
CHXZAR.CRE 0x5242 µAF
ZACARE1.CRE 0x5242 µAF
SHDWSAM8.CRE 0x5242 µAF
YETI1.CRE 0x528b µDA
YETI2.CRE 0x528b µDA
YETI3.CRE 0x528b µDA
GREAN.CRE 0x502f µBV
CBSSYETI.CRE 0x528b µDA
CBTWRMGR.CRE 0x504c µCY
CBTWRMLS.CRE 0x504c µCY
DDFROST1.CRE 0x502b µBR
FROST01.CRE 0x502b µBR
HILLFRO1.CRE 0x502b µBR
HILLFRO2.CRE 0x502b µBR
HILLFRO3.CRE 0x502b µBR
KNORD.CRE 0x502b µBR
YUXBOSSA.CRE 0x502a µBQ
PURANG.CRE 0x5050 µDC
S#CROW.CRE 0x5273 µCC
KIOTSI.CRE 0x502f µBV
VAMPSOUL.CRE 0x526a µBT
YETICHE2.CRE 0x528b µDA
GOBLINSP.CRE 0x5252 µAV
ICGOB04.CRE 0x5252 µAV
TUPUNGCS.CRE 0x5252 µAV
GORG.CRE 0x502b µBR
JORIL.CRE 0x502b µBR
GIANTFS.CRE 0x502b µBR
GIANTFN.CRE 0x502b µBR
GIANTFG.CRE 0x502b µBR
GIAEARTH.CRE 0x504b µCX

[/codebox]

Edited by Arkenor, 05 December 2009 - 05:15 PM.

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#35 Miloch

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Posted 04 December 2009 - 03:23 PM

I'll check into the ones you named. If you, or anyone else, can let me know about any other mods with animations, please let me know.

I think the scarecrow mod was BoM Item Pack or if not, something quite similar (adds an item or spell that summons the creature).

Sheena is here.

The Ghost mod adds an NWN or IWD ghost in some non-standard slot, as I recall.

OK Miloch, hopefully this will be usable for you.

Thanks, that is more or less exactly what I need. I don't really need the third column, but I guess it doesn't hurt to have for reference.

Infinity Engine Contributions
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#36 Arkenor

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Posted 04 December 2009 - 03:24 PM

Looking at Sheena, it puts the Half-Dragon Red into the MNO1 IC_OROG1 slot. None of the creatures in the mod seem to use it. I'm guessing the NPC polymorphs into the form, but I'm having a bit of trouble figuring out how it's all working.

Ah, here we are. A spell called K#POLYS.SPL One of it's effects is to polymorph to IC_OROG1. I guess you can edit that spell with your patch?

Edited by Arkenor, 04 December 2009 - 03:28 PM.

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#37 Arkenor

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Posted 04 December 2009 - 03:27 PM

Ghost appears to take the regular Icewind Dale ghost and stick it in MGHO where it was supposed to be anyway. Should work fine automatically.
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#38 Miloch

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Posted 04 December 2009 - 03:28 PM

Ah, here we are. A spell called K#POLYS.SPL One of it's effects is to polymorph to IC_OROG1.

Ok, I guess we'll need to patch the spell then for the proper animation. Doh, and I suppose we'll have to look through other spells or items for stuff like this... sigh, I'll see if I can get WeiDU to do it.

Before I forget, we'll also need a list of which sound .2da files exist and which need to be created or copied from elsewhere.

Edited by Miloch, 04 December 2009 - 03:29 PM.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#39 ScuD

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Posted 04 December 2009 - 03:34 PM

Planar Sphere mod adds at least Lady of Pain animation. Always seen it instead of Centeol in BG1 part.

#40 Arkenor

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Posted 04 December 2009 - 03:38 PM

I think the scarecrow mod was BoM Item Pack or if not, something quite similar (adds an item or spell that summons the creature).


What an odd mod. They've left 13 megs worth of junk in the backup directory of the install, more than doubling it's size. So far as I can tell there's no creature animations anywhere in it, at any rate.

Planar Sphere mod adds at least Lady of Pain animation. Always seen it instead of Centeol in BG1 part.


Try as I might, I can't find any creature animations in that mods install files.

Edit: Oh wait. There is a single creature animation file MSPLG1.BAM which is the lady of pain just sort of standing there. I'm not even sure if it is a creature animation file, and MSPL isn't an animation slot I've come across in my animation adventure so far. A single file does not seem enough to do all the things you'd normally expect a creature to do. I'll post it so the experts can take a look.

Edit Again: MSPLG1.BAM is indeed Centeol, STATIC_SPIDER_WOMAN in the unmodded game. I have a feeling there's someone similar possibly using the same animation down under Athkatla, though that might be my imagination. I suspect the best option would be for Planar Sphere to not go copying over her, but I expect Miloch can come up with something to sort things out :)

Attached Files


Edited by Arkenor, 04 December 2009 - 04:01 PM.

Arkenor Oakshadow
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