Amimation Conversion opinions wanted
#1
Posted 05 August 2004 - 03:52 PM
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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#3
Posted 05 August 2004 - 06:07 PM
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..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
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
Edited by Chevar, 05 August 2004 - 06:39 PM.
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#4
Posted 05 August 2004 - 06:49 PM
Attached Files
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#6
Posted 05 August 2004 - 07:37 PM
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
Posted 06 August 2004 - 05:37 AM
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:
#8
Posted 06 August 2004 - 07:17 AM
boring players play interesting gamesI'm starting to get the impression that D2 modders play infintiy engine games, but not the other way around
interesting players don't play boring games.
崇高与滑稽
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#9
Posted 06 August 2004 - 08:54 AM
Nah.. There are just some people that play games other than true RPG games ..boring players play interesting gamesI'm starting to get the impression that D2 modders play infintiy engine games, but not the other way around
interesting players don't play boring games.
but it appears the 'true' rpg ppl are the only ones that write mods.
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#10
Posted 06 August 2004 - 09:15 AM
Actually I've been going back through them all.. I've decided to convert one of these three for useThey 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
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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#11
Posted 06 August 2004 - 01:19 PM
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.
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#12
Posted 06 August 2004 - 02:39 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.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.
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
Posted 06 August 2004 - 04:11 PM
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?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 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).I presume these 9 were your work? I'd love to see the BAMs.. I can adjust them, and add what's missing..
Why? You just have to give them animation slot with biger circle (etin for Diablo, one of elementals for blue demon).Most images need rescaling.
Edited by Kwiat_W, 06 August 2004 - 04:14 PM.
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#14
Posted 06 August 2004 - 05:39 PM
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
Posted 07 August 2004 - 08:33 PM
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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#17
Posted 08 August 2004 - 09:50 PM
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...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.
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..
I think atack animations are the best subsitute for throw spell animation, although for the eye I use hit animation.use last 3 frames of cast graphic in reverse for CA
Edited by Kwiat_W, 08 August 2004 - 09:53 PM.
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#18
Posted 09 August 2004 - 01:06 PM
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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