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Amimation Conversion opinions wanted


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#1 Chevar

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Posted 05 August 2004 - 03:52 PM

I'm converting an animation or two from Diablo+Hellfire, Diablo2 - LOD..

I thought I'd ask people their opinion of what they would like to see most from those games as a converted Animation for BG2?
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#2 Galactygon

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Posted 05 August 2004 - 05:46 PM

Having never even played Diablo, I don't know. Perhaps a list can help, eh? I'd be interested in converting those animations too...

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#3 Chevar

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Posted 05 August 2004 - 06:07 PM

Having never even played Diablo, I don't know. Perhaps a list can help, eh? I'd be interested in converting those animations too...

-Galactygon

I'm starting to get the impression that D2 modders play infintiy engine games, but not the other way around - the D2 mod community's been pulling all kinds of stuff from PS:T, IWD and BG2 for a while from the looks of it.. but I'm the only one to port from Diablo2 so far..

If you want to see about making a joing project out of it, I can go though my toolkit and see about bombarding you with toys, and animation files..

Diablo/d2 uses a different background for its animations, and doesn't have as broad a grouping of animations so a little tinkering is required, and I have a program that lets me remask them.

here are samples from the animation sets i've already extracted

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  • d2conv.jpg

Edited by Chevar, 05 August 2004 - 06:39 PM.

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#4 Chevar

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Posted 05 August 2004 - 06:49 PM

Here's a sample attack bam from one I converted 2 years ago - resiging was required.. I may redo them

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#5 Galactygon

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Posted 05 August 2004 - 07:05 PM

They look quite good. :) I'm willing to implement those animations in my mod if you do the conversion for me (I don't have Diablo, so I cannot do the conversion itself). PM me for more info about the sekrat mod I am right now making. ;)

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#6 Chevar

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Posted 05 August 2004 - 07:37 PM

I'm afraid the point has been either lost or misplaced.. I can't decide which one to do LOL!

here's a beastiary page I found that has pics

http://darkness.diab...astiary/normal/

this one has them animated..

http://diablo2.fc2web.com/mons/

I can't decide!!

Edited by Chevar, 05 August 2004 - 07:39 PM.

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#7 Schatten

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Posted 06 August 2004 - 05:37 AM

advocats. please extract the advocats. also the hidden and the succubi and the lavagolem thingi.
from d2 i would say the ok, finger mages, frenzytaurs (they look better then the bg2), sextons (??) a3 mages, nuclear bombs (styg dolls) and meph. :thumb:
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#8 Erephine

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Posted 06 August 2004 - 07:17 AM

I'm starting to get the impression that D2 modders play infintiy engine games, but not the other way around

boring players play interesting games
interesting players don't play boring games.

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#9 Chevar

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Posted 06 August 2004 - 08:54 AM

I'm starting to get the impression that D2 modders play infintiy engine games, but not the other way around

boring players play interesting games
interesting players don't play boring games.

Nah.. There are just some people that play games other than true RPG games :)..

but it appears the 'true' rpg ppl are the only ones that write mods.
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#10 Chevar

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Posted 06 August 2004 - 09:15 AM

They look quite good. :) I'm willing to implement those animations in my mod if you do the conversion for me (I don't have Diablo, so I cannot do the conversion itself). PM me for more info about the sekrat mod I am right now making. ;)

-Galactygon

Actually I've been going back through them all.. I've decided to convert one of these three for use

Werebear, Harpy, replacement icetroll (I really hate the one in BG)

If you want to taclke one I can send the extracted images..

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  • 3opts.jpg

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#11 Kwiat_W

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Posted 06 August 2004 - 01:19 PM

Some time ago I also played with Diablo animations. On attached image you can see results of my work.

Only the "floating eye" animation is finished (but it has ugly dying animation). The Diablo has 9 animations converted to BAMs but they still need to be repositioned and mirrored. The blue demon has only three animations (walking, standing and atacking) converted and repositioned.
It would be much easier to finish them if DLTCEP had an option to reposition all fremes in the seguence, because doing it manualy takes a lot of time.

Ther's one little problem with animations from D2... they have no shadow.

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  • Baldr006.jpg

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#12 Chevar

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Posted 06 August 2004 - 02:39 PM

Some time ago I also played with Diablo animations. On attached image you can see results of my work.

Only the "floating eye" animation is finished (but it has ugly dying animation). The Diablo has 9 animations converted to BAMs but they still need to be repositioned and mirrored. The blue demon has only three animations (walking, standing and atacking) converted and repositioned.
It would be much easier to finish them if DLTCEP had an option to reposition all fremes in the seguence, because doing it manualy takes a lot of time.

Ther's one little problem with animations from D2... they have no shadow.

The D2 images DO have shadows. the viewers use a background of black, so they're not visible. changing the palat transparent color corrects this.

I have the eye graphics converted as well..

I presume these 9 were your work? I'd love to see the BAMs.. I can adjust them, and add what's missing..

Most images need rescaling.

Edited by Chevar, 06 August 2004 - 02:40 PM.

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#13 Kwiat_W

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Posted 06 August 2004 - 04:11 PM

The D2 images DO have shadows. the viewers use a background of black, so they're not visible. changing the palat transparent color corrects this.

I thik i tried that. Maybe i have done something wrong. What did you use? I used DrTestV02l. I also had problem with seting the backgrounf color to 0,151,151 (BAMs transparency color) so i had to change it in each animation manualy with help of the Animation Shop. Why then your deamon also has no szadow?

I presume these 9 were your work? I'd love to see the BAMs.. I can adjust them, and add what's missing..

I can give you those BAMs. They have no shadows and they are without "special effects" (no fire in atack animations and no ghost in dying animation).

Most images need rescaling.

Why? You just have to give them animation slot with biger circle (etin for Diablo, one of elementals for blue demon).

Edited by Kwiat_W, 06 August 2004 - 04:14 PM.

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#14 Chevar

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Posted 06 August 2004 - 05:39 PM

Sheesh we all suck :)

I just took a loko at what has been converted from bg2/ps:t/iwd, iwd2 to Diablo2 modding..

http://dynamic6.game...com/~infinitum/

I better get to work converting d2 to BG2..
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#15 Chevar

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Posted 07 August 2004 - 08:33 PM

Conversion of D1\HF\D2\LOD anims to BG2 footnotes;

Diablo2 has the following animations (some don't cast);

Attack 1
Attack 2
Cast
Dead
Hit
Stand
Walk

Baldur's Gate 2 has these Animations

Attack1
Attack2
Strong Attack
Ranged Attack
Dies
Get hit
get up
ready
standing
knockdown
dead
walking
throw spell
casting

Converting Diablo animation types to Baldurs gate - how i did mine;

use the attack1 graphic for at1 and at2
use attack2 graphic for AT3
use full cast graphic for SP
use last 3 frames of cast graphic in reverse for CA
use full dead graphic for DE
use last frame of dead graphic for TW
use walk graphic for WK (duh)
use hit graphic for GH (duh)
Use stand graphic for both SC and SD

The real problem is the getup (GU) and knockdown (SL) graphics, which do not have a Diablo equivelent. SOME of the death graphics will allow for simulating this, but most will not. in the cases where it can be simulated use the graphics just to the point when they're prone/nearly prone instead of the full graphics, and reverse them for getting up. otherwise the best you can do is 'freeze them' buy using just a single standing frame, or the 'middle' hit frame on the critters that get knocked, back or down when they're hit..


Kwiat_W. ;I hope that helps a little.. PS I converted those two as well, but resized them first (60% i believe - sharpening each image before resizing) The tenticle eye thing was a pain in the behind.. I should have just set it up for short and long range attacks instead of trying to simulate spell casting by using special effects (color trasitions to negative image then release)

Edited by Chevar, 07 August 2004 - 08:37 PM.

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#16 Galactygon

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Posted 08 August 2004 - 08:45 PM

The sleep and get up animations can be substituted by the death animations/reverse death animation for the getting up animation. They're the closest thing you will get. ;)

Otherwise, it looks fine so far. :)

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#17 Kwiat_W

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Posted 08 August 2004 - 09:50 PM

The sleep and get up animations can be substituted by the death animations/reverse death animation for the getting up animation. They're the closest thing you will get. ;)

Not always. For example the eye blows up in its death animation, Diablo has only south death animation, it's very long and he changes his color. So...

SOME of the death graphics will allow for simulating this, but most will not. in the cases where it can be simulated use the graphics just to the point when they're prone/nearly prone instead of the full graphics, and reverse them for getting up. otherwise the best you can do is 'freeze them' buy using just a single standing frame, or the 'middle' hit frame on the critters that get knocked, back or down when they're hit..

use last 3 frames of cast graphic in reverse for CA

I think atack animations are the best subsitute for throw spell animation, although for the eye I use hit animation.

Edited by Kwiat_W, 08 August 2004 - 09:53 PM.

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#18 Chevar

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Posted 09 August 2004 - 01:06 PM

Some of the creatures just don't translate - like the eye.. I'll be reviewing each on on my list - the D2 seem to work out better. the Fallen (d2 FA) should work the best - they have a get-up even, and different weapon types..

I'll just leave the messy deaths out - like the harpy (exp 0b) looking one... I'll make them for a private collection and note that they have to be sleep/knockdown proof when making the CRE.

Edited by Chevar, 09 August 2004 - 01:11 PM.

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