Aye, you are right. Wonder what the 8 means, it is ignored, near as I can tell.
The first word after the file version is not garbage, it is the paperdoll type:
0 = character
8 = equiptment (like a shield or a helmet)
I think this keeps you shield from coming in in the color of your character's skin. But it appears to have no discernable effect at all.
I have yet to see a paperdoll without 0x8 on the first byte!
Please tell me an original paperdoll which has no 0x8 there.
Editing paperdolls?
#21
Posted 30 July 2006 - 06:08 AM
#22
Posted 27 October 2007 - 03:57 PM
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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
#24
Posted 29 October 2007 - 05:56 AM
Edit: Links removed, since WizWom is now hosting these again (see below).
Edited by Miloch, 12 January 2008 - 03:38 PM.
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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
#26
Posted 29 October 2007 - 11:51 AM
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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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
#27
Posted 07 November 2007 - 10:23 AM
Anyone have links to the BMP/PLT converters that aren't broken?
Er, sorry about that, I haven't had hosting for a bit here.
Hosted now at http://www.wizwom.is-a-geek.net/BGMods
Edited by WizWom, 02 January 2008 - 04:34 PM.
#28 -Guest-
Posted 11 January 2008 - 02:27 PM
#29
Posted 12 January 2008 - 03:40 PM
Edit: see below
Edited by Miloch, 12 January 2008 - 07:28 PM.
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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
#31 -Guest-
Posted 13 January 2008 - 10:37 AM
#32 -Guest-
Posted 16 January 2008 - 05:08 PM
#33
Posted 16 January 2008 - 09:32 PM
I think the format is the four-character prefix of the animation (as in anisnd.ids) followed by an optional number for various "armoured" sequences (for character PLTs) and then INV. So Elminster would be uelminv.plt and mfieinv.plt is an existing Fire Elemental plt.how / where do you need to assign a plt so that it will go with someone who does not already have one such as Elminster, Drizzt, or an animal. The answer is probably really obvious but I can’t seem to figure out how.
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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
#34 -Guest-
Posted 17 January 2008 - 11:35 AM
#35
Posted 17 January 2008 - 08:42 PM
I did successfully make an MKOBINV.PLT and put it into the game, so I know it can be done.
Edit: yes, just verified... the MFIEINV uses the BAM in preference to the PLT. And writing a junk BAM just blanks the display.
So, if a PLT doesn't work for an animation, I guess try a BAM.
Edited by WizWom, 17 January 2008 - 08:55 PM.
#36 -Guest-
Posted 19 January 2008 - 09:31 PM
On a different note, if a portrait is not assigned to a character, the game uses the default portrait of a face with a question mark. Although I very much doubt the paperdolls work the same way I looked for a blank default anyway. I didn?t find one, but that doesn?t necessarily mean that it doesn?t exist.
Every time I start a personal project, like this one with the paperdolls, I learn more about how the Infinity Engine works. This one has raised a couple of questions not directly related to making new paperdolls themselves. Maybe someone more knowledgeable in this area can answer them. "And that's why the PLT file is superior: 254 shades of each color vs 12. much smoother.? If this is true, then why would the Infinity Engine prefer a .BAM to a .PLT? Second, in the .BAM form of the paperdolls, there are usually three frames. There are usually two of the top half of the figure and one of the bottom half (although sometimes there is a second one of the bottom). If there is only one top frame or only one frame with the top and bottom combined, then the picture does weird things in-game. Why does the Infinity Engine need the second top (and sometimes bottom) frame?
#37
Posted 20 January 2008 - 05:02 AM
I don't know where that comes from or what it's supposed to mean. BAMs can have 256 colours (or, I guess, 254 if you don't count the transparency and shadow palette entries)."And that's why the PLT file is superior: 254 shades of each color vs 12. much smoother.” If this is true, then why would the Infinity Engine prefer a .BAM to a .PLT?
I don't see what you're talking about. Mfieinv.bam, for example, has two frames (one for the top half, one for the bottom half). As for why it needs two frames, well, the engine can be retarded sometimes. BG1 for example needs you to split your description BAMs into four frames, if you really want to go there...Second, in the .BAM form of the paperdolls, there are usually three frames. There are usually two of the top half of the figure and one of the bottom half (although sometimes there is a second one of the bottom). If there is only one top frame or only one frame with the top and bottom combined, then the picture does weird things in-game. Why does the Infinity Engine need the second top (and sometimes bottom) frame?
As for the other stuff, I really don't have much of a clue. I don't know if anyone's done a whole lot of work in this area (adding non-character paperdolls) - you might be one of the first! So, like the guys who trailblazed the IESDP, it's probably a matter of hacking around, experimenting and hopefully finding something that works (and also reporting your findings to the IESDP eventually ).
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
#38 -Guest-
Posted 20 January 2008 - 02:29 PM
I don't know where that comes from or what it's supposed to mean. BAMs can have 256 colours (or, I guess, 254 if you don't count the transparency and shadow palette entries)."And that's why the PLT file is superior: 254 shades of each color vs 12. much smoother.? If this is true, then why would the Infinity Engine prefer a .BAM to a .PLT?
Wondrous, absolutely wondrous. Inconsistent. Um, that code of mine isn't quite ready for prime time :-)
Color # Elf Fighter, Armor3 Dwarf Thief, Armor 2 Gnome Fighter, Armor 1 Helm 5 0 Skin skin skin 1 Hair hair hair 2 Metal Armor Edge of clothes belt buckle main 3 Belt & highlights Belt & highlights edge 4 Boots & sec. armor Boots and main armor boots & sash 5 codpiece bracers & codpiece pants studs 6 cowl & pants shirtWell, OK, I guess I can work with this.
Using the metal color for the edge of the cowl on the thief is, well, odd, but I didn't do it :-)
Colors used by BAMColor BAM Blue Armor Red Belt, Straps, Edging Green hair Yellow skin Cyan Bracers Magenta Main clothes White BucklesNote: because it's paletteized, they might be using other colors, so there might be more tha 7 mapped. Hm. No, the palette seems to be 7 groups of 12 grades for each color I've listed, and that seems to be all they used.
And that's why the PLT file is superior: 254 shades of each color vs 12. much smoother. But over a 128x160 pixel area, who would notice?
Edit: yes, just verified... the MFIEINV uses the BAM in preference to the PLT. And writing a junk BAM just blanks the display.
Did I miss something?
#39 -Guest-
Posted 20 January 2008 - 04:26 PM
Um, ?cefc1inv.BAM? has one sequence (Sequence 0) in which there are four frames (Frame 0, Frame 0, Frame 1, Frame 1). ?cefc2inv.BAM?, ?cefc3inv.BAM?, and ?cdmf4inv.BAM?, as well as most others, follow the same pattern. ?meaeinv.BAM?, on the other hand, has one sequence (Sequence 0) in which there are three frames (Frame0, Frame 0, Frame 1). The ?Frame 0?s are the top half of the figure and the ?Frame 1?s are the bottom half. It seems fairly obvious to me, but just in case: all of these come from BG II.I don't see what you're talking about. Mfieinv.bam, for example, has two frames (one for the top half, one for the bottom half). As for why it needs two frames, well, the engine can be retarded sometimes. BG1 for example needs you to split your description BAMs into four frames, if you really want to go there...Second, in the .BAM form of the paperdolls, there are usually three frames. There are usually two of the top half of the figure and one of the bottom half (although sometimes there is a second one of the bottom). If there is only one top frame or only one frame with the top and bottom combined, then the picture does weird things in-game. Why does the Infinity Engine need the second top (and sometimes bottom) frame?
#40
Posted 20 January 2008 - 08:38 PM
I don't know where that comes from or what it's supposed to mean. BAMs can have 256 colours (or, I guess, 254 if you don't count the transparency and shadow palette entries)."And that's why the PLT file is superior: 254 shades of each color vs 12. much smoother." If this is true, then why would the Infinity Engine prefer a .BAM to a .PLT?
Wondrous, absolutely wondrous. Inconsistent.
Note: because it's paletteized, they might be using other colors, so there might be more tha 7 mapped. Hm. No, the palette seems to be 7 groups of 12 grades for each color I've listed, and that seems to be all they used.
And that's why the PLT file is superior: 254 shades of each color vs 12. much smoother. But over a 128x160 pixel area, who would notice?Edit: yes, just verified... the MFIEINV uses the BAM in preference to the PLT. And writing a junk BAM just blanks the display.
Did I miss something?
I don't know. Some things use a PLT over a BAM, some things use a BAM before a PLT. it's all very strange. I made a crude MKOBINV.PLT for CA, and it worked fine. But MFIEINV.PLT won't work, because there is a biffed MFIEINV.BAM
Now, BAMs use a palette which lets them blend the 8 colors and maybe transparent, but is sort of posterized to 12 levels. PLTs have finer gradiation of highlight, but no blending. BAMs can be less jaggy, but without alpha channel blending, you get the jaggy effect at the edges, where it's noticed most.
All in all, I call it a wash and a waste of code in the engine to have .PLT files. So, if I'm modding something that uses a PLT already, I'd use a PLT. If something uses a BAM, then I'll use a BAM.