I'm trying to import some creature animations from diablo 2.
unfortunately all the frames have empty side space and so in the game the circle is huge.
I can't even try to resize automatically the frames with a 2d graphic program because their height can't be changed.
I know I could manually resize the frames but they are about 200!
is there another way to solve this problem? maybe the size of the circle depends on only a bam or maybe on the first frame.
any idea? thanks in advance
bam circle
Started by al17, Mar 20 2005 04:07 AM
6 replies to this topic
#1
Posted 20 March 2005 - 04:07 AM
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#4
Posted 20 March 2005 - 12:21 PM
I'm pretty sure it's hardcoded rather than calculated from the BAM dimensions, yeh.
#5 -Guest-
Posted 20 March 2005 - 01:00 PM
Along with the walking sounds. Which is why nearly every Icewind Dale animation in the game sounds like a giant (even the ones without feet). I'm not sure why BioWare didn't make the code changes necessary so that all the default animations had correct collision sizes and walking sounds (you'd think they would have at least been able to do this for ToB).
#7
Posted 21 March 2005 - 09:39 AM
I thought it was an animation size matter...
however now I have my small circle but I noticed there is a problem with death animation (xxxxde). I don't see it... the creature becomes immediately a corpse.
it think the right sequence should be: current ani -> xxxxde (the creature fall to the floor dead) -> xxxxtw (there is the corpse)
but I see: current ani -> creature disappears for 1-2 seconds -> xxxxtw (corpse)
any idea?
however now I have my small circle but I noticed there is a problem with death animation (xxxxde). I don't see it... the creature becomes immediately a corpse.
it think the right sequence should be: current ani -> xxxxde (the creature fall to the floor dead) -> xxxxtw (there is the corpse)
but I see: current ani -> creature disappears for 1-2 seconds -> xxxxtw (corpse)
any idea?
Return To Trademeet (http://rtteng.altervista.org), my mod for Baldur's Gate 2. Try it!