It looks like Annah avatar would look really out of place next to a, say, half-elven PC. Which is really a pity. There's no option of resizing, is there?
Yes, she could be resized... I just dont want to do it at the moment.
Posted 12 October 2007 - 01:21 AM
It looks like Annah avatar would look really out of place next to a, say, half-elven PC. Which is really a pity. There's no option of resizing, is there?
Posted 12 October 2007 - 01:33 AM
PST areas transfer over to BGII with little or few problems. Doors are my biggest problem. They reverse the open/closed concept from SoA. So a door that is "open" in SoA is "closed" in PST, both the animations are reversed and the ambient sound of opening/closing are wrong. I have several PST areas in CA. I had to change all the damn doors because of this.
Classic Adventures - a Total Conversion compilation dedicated to bringing many of the old and new PnP modules into the wonderfully dangerous world that is Baldur's Gate II. Fancy link button to Downloads page.
CA Forum. Bugs to be squashed, feedback to be welcomed!
Website at: http://classicadventuresmod.com/
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Posted 12 October 2007 - 02:36 AM
Posted 15 October 2007 - 11:44 AM
Posted 15 October 2007 - 05:51 PM
Yeah it'd be good to have some standards here and know what's open and what's used by mods.that will change when I figure out the whole slot situation.
Infinity Engine Contributions
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PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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Posted 15 October 2007 - 08:24 PM
This is great, Cuv.
Yeah it'd be good to have some standards here and know what's open and what's used by mods.that will change when I figure out the whole slot situation.
Out of curiosity, how hard would it be to create a set of animations for female gnomes and/or dwarves that don't have beards? Right now, they just use either the male dwarf or female halfling avatars - there was a big discussion here about it.
Posted 17 October 2007 - 06:42 AM
Posted 17 October 2007 - 06:56 AM
Still modding the Mod for the Wicked... It is a big project you know... And I got sidetracked (several times) a bit... sorry.
However, as we all know, Evil never really sleeps.
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Never question the sanity of the insane
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(1st march 2009) SHS women over me:
Kat: if there were more guys that looked like you out here, people's offspring wouldnt be so damn ugly
Noctalys: you are adorable
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Posted 17 October 2007 - 08:11 PM
Cuv, you are aware of what Jagred did right? He gave your permission as I can remember and there is also a unique paperdoll in there
Posted 17 October 2007 - 08:39 PM
Posted 18 October 2007 - 07:15 AM
Posted 18 October 2007 - 10:32 AM
If you can ever get the death animations to work for the "use an animation attached to a weapon instead of an animation slot" method to work, I'd suggest restricting available animate.ids slots to party joinable creature types (who obviously can't have a permanent item stuck equipped quite as easily.)
As for the death animation, could something be done similar to trolls, where they are equipped with a MINHP item, and have a script play on creature death that fires off a death animation followed by creation of a ground object (item), and this part is the sticky bit that I don't know if it is possible, that has the dead creature's corpse as it's dropped item .bam. The problem here, is that TAB would make the item highlighted and players could possibly pick the item up (how do trolls do this bit?)
Posted 19 October 2007 - 07:08 AM
Posted 19 October 2007 - 08:28 AM
Posted 20 October 2007 - 04:38 AM
Once you get to the animation of the corpse on the ground, I imagine its much simpler as you can just have the animation play as long as bodies normally stay lying around, and then remove the invisible creature. I suppose what you really want from the entire process is a methodology of porting over an animation and using the weapon method to bypass the slot limit with each necessary step laid out. Hopefully it'll let us see more animations showing up in the game.
PST Import Test of weapon animations slot 0 SEQ_ATTACK // plays attack 2 1 SEQ_AWAKE // plays get up 2 SEQ_CAST // plays casting 3 SEQ_CONJURE // plays the repetitive movement 4 SEQ_DAMAGE // plays get hit 5 SEQ_DIE // Does NOT play, disappears 6 SEQ_HEAD_TURN // plays stand casual 7 SEQ_READY // plays combat ready stance 8 SEQ_SHOOT // plays attack 2 again 9 SEQ_TWITCH // Does NOT play, disappears 10 SEQ_WALK // stands ready... but walking works 11 SEQ_ATTACK_SLASH // plays attack 1 12 SEQ_ATTACK_BACKSLASH // plays attack 2 13 SEQ_ATTACK_JAB // plays attack 1 14 SEQ_EMERGE // ready stance remains 15 SEQ_HIDE // ready stance ready stance remains 16 SEQ_SLEEP // plays sleep
IF HotKey(D) THEN RESPONSE #100 SetSequence(SEQ_ATTACK) DisplayStringNoName(Myself,1435) // Er...Attack! Wait(6) SetSequence(SEQ_AWAKE) DisplayStringNoName(Myself,6299) // Awaken Wait(6) SetSequence(SEQ_CAST) DisplayStringNoName(Myself,4688) // Cast Spell Wait(6) SetSequence(SEQ_CONJURE) DisplayStringNoName(Myself,504) // Conjurer Wait(6) SetSequence(SEQ_DAMAGE) DisplayStringNoName(Myself,10336) // Damage Wait(6) SetSequence(SEQ_DIE) DisplayStringNoName(Myself,4778) // Apologies, but you must die! Wait(6) SetSequence(SEQ_HEAD_TURN) DisplayStringNoName(Myself,4604) // Wait 'cha turn. Wait(6) SetSequence(SEQ_READY) DisplayStringNoName(Myself,421) // Combat ready! Wait(6) SetSequence(SEQ_SHOOT) DisplayStringNoName(Myself,45590) // If you make it quick, sure. Shoot. Wait(6) SetSequence(SEQ_TWITCH) DisplayStringNoName(Myself,1520) // Dead and gone. Wait(6) SetSequence(SEQ_WALK) DisplayStringNoName(Myself,3947) // These boots were made for walking, and that's just what they'll do. Wait(6) SetSequence(SEQ_ATTACK_SLASH) DisplayStringNoName(Myself,11768) // Slashing Wait(6) SetSequence(SEQ_ATTACK_BACKSLASH) DisplayStringNoName(Myself,23146) // Hack Wait(6) SetSequence(SEQ_ATTACK_JAB) DisplayStringNoName(Myself,4504) // Don't poke Drizzt. 'Tis entirely unsociable. Wait(6) SetSequence(SEQ_EMERGE) DisplayStringNoName(Myself,6686) // Ankheg Plate Mail Wait(6) SetSequence(SEQ_HIDE) DisplayStringNoName(Myself,3378) // AHHH! Somebody hide me! Wait(6) SetSequence(SEQ_SLEEP) DisplayStringNoName(Myself,12047) // Sleep Wait(6) END
Posted 22 October 2007 - 09:41 AM
Edited by Cuv, 22 October 2007 - 09:43 AM.